Jump to content
Supercape

North, West, and East

Recommended Posts

Init: 2#1d20 12 17 as lazy rolls, which translates to 16 and 21 respectively. But lets see if you would like a verbal retort first!

Share this post


Link to post

Round 1

 

21 - Shockers [6]

19 Dr D - Unharmed

16 Captain - Unharmed

 

The shockers will get into the water and start moving, firing as they do so:

 

: 6#1d20+6 14 24 25 8 25 26 which is a nasty set of rolls. 

 

These are damage 6 penetrating electricity effects. I maje that a very unfortunate 3 hits (DC 21 each) and one crit (DC 26!)

Share this post


Link to post

1d20+10=23

 

Alas no cigar

 

On an aside minions cannot crit so at least i have that goin for me potentially

Edited by Exaccus

Share this post


Link to post

Ah yes I forgot! (phew!)

 

Ill waive the HP cost for instant counter as it was so bloody brutal and, to my mind, qualifies as an "awful result". 

 

So DC 21 Tough Saves x4 you get: 15, 22, 14, 15. Enough for three bruises and a daze!

 

Do you wish to post that horror? In addition, I think you need a concentration check. As you are probably only using 1 rank, its a DC 11 COncentration check. If failed, its a splosh in the water so relatively low DC 16 Tough Check. 

 

Dr Deoxy - 1 HP - Bruised x3

Share this post


Link to post

Round 2

 

21 - Shockers [3]

21 - Shockers at base [3]

19 Dr D - Bruised x3, 1 HP

16 Captain - Unharmed

 

So splitting the Bruisers and the Captain who will progress (the Captain flying!) to the main base. 

 

That leaved Dr D in the lapping waves with three shockers around him. Who will again fire...

 

Fire at Dr D: 1d20+6 18 missing, and lets do the other two together this time (idiot me)

 

Blast Dr D: 2#1d20+6 7 23 one of them hits, another DC 21 Tough Save. 

 

Also, Dr D may make a Knowledge [Behavioural Sciences] check DC 20

 

The shockers look rather blank faced and...well...stupid. It as if they have some brain damage! They are not complete idiots but seem to be totally dedicated and focussed on the task, and lack creativity or spark

Share this post


Link to post

Toughness save!

 

1d20+7=27

 

Behavioural science

1d20+15=21

 

Free action: change evolving tech to radial blast, keeping boosters on other array.

 

Move action to center on left behind shockers.

 

Standard action: taking 10 for 20 against their defense, DC25 toughness save (autofire)

 

Move by action to catch up to them who left and surge to do the same to them. Assuming i can't also get the captain (who i can't take 10 against)

Edited by Exaccus

Share this post


Link to post

Ok, all that works, leaving...

 

Doctor Deoxy - Fatigued, Bruised x3, 1 HP

 

Tough Saves: 6#1d20+6 7 14 25 13 14 18

 

I figure, as they have a defence of 6, its a +2 DC, making total DC 27, which means that actually they all go down!

 

 

Share this post


Link to post

So the Captain will respond by maintaining his position twenty feet from the ground and out of melee range (a move or free action but who is counting? :) )

 

Standard action, FIRE!

 

Shoots Electricity: 1d20+8 11 Miss!

 

 

 

 

Share this post


Link to post

So the Captain will shoot electricity again!

 

Shoots Electricity: 1d20+8 11

 

And as a move action! Zam! Poof! Teleport!


As this is some distance away, a notice roll needed! I cant see any extended super senses, so DC 20 to spot him. 

 

Round 3 I think

19 Dr D - Bruised x3, 1 HP

16 Solar Flare - Unharmed, 500' Away

Edited by Supercape

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×