Tarrakhash Posted December 23, 2018 Share Posted December 23, 2018 power roll 24 to stomp captain cosmos with telekinesis Link to comment
Supercape Posted December 23, 2018 Author Share Posted December 23, 2018 Flight: 1d20+6 7 bang. He is down. Post away! Link to comment
Tarrakhash Posted December 30, 2018 Share Posted December 30, 2018 Knowledge(Tech), Edetic Memory, Full Processing = 30 Link to comment
Supercape Posted January 1, 2019 Author Share Posted January 1, 2019 A Hero Point for a bit of narrative fiating with that dimensional explosion! Also, can you roll me a DC 15 Fort Save vs a Drain Toughness 5 Effect. Link to comment
Tarrakhash Posted January 6, 2019 Share Posted January 6, 2019 Hit Ether, use Stunning attack to slow him down. Hit 28, DC 20 stun Teleport, using my strength and strike to try and stun him. Link to comment
Supercape Posted January 6, 2019 Author Share Posted January 6, 2019 That solidly hits, but is completely ineffective! (See IC!) Link to comment
Supercape Posted January 6, 2019 Author Share Posted January 6, 2019 Just for clarification, in case you think Ether is some PL X horror! He is immune to fort saves, thats all! Link to comment
Tarrakhash Posted January 6, 2019 Share Posted January 6, 2019 Attempted mind control - 18 opposing power roll Going to spend a Hero Point before roll to guarantee 11 or more HP reroll sets Mind control DC 21 Link to comment
Supercape Posted January 6, 2019 Author Share Posted January 6, 2019 Unfortunately....Mind Control Resist: 1d20+10 30 Could you roll initiative now! Initiative: 1d20 17 for Prof Ether Initiative: 1d20+22 38 for Zip I am going to presume Zip is going to win that, so jumping forward and saying he will take pull out his gun (move action) and take cover (move action) as per IC Link to comment
Tarrakhash Posted January 6, 2019 Share Posted January 6, 2019 Initiative: 6 so feel free to have Ether start the roasting process! Link to comment
Supercape Posted January 6, 2019 Author Share Posted January 6, 2019 Do you want to react to the above or just proceed with Ethers action? Link to comment
Tarrakhash Posted January 6, 2019 Share Posted January 6, 2019 Crap, I do want to react, mostly because I also have to roll for the side effect of my failed mind reading.. Which I failed, rolled an 8....so by 7, dazed sounds fun! I'll roll again when it's my turn to try and shake it off, but first a post! Link to comment
Supercape Posted January 7, 2019 Author Share Posted January 7, 2019 (edited) Cool! Make that post! Round 1 38 Zip - Unharmed 17 Prof Ether - Unharmed 6 - Delta - Dazed Entropy Blast: 1d20+6 13 Ether will blast some energy at you, but miss! Edited January 7, 2019 by Supercape Link to comment
Tarrakhash Posted January 7, 2019 Share Posted January 7, 2019 I already did....or I thought I did. Link to comment
Supercape Posted January 8, 2019 Author Share Posted January 8, 2019 Oops! Brain fart from me, sorry. Round 2 38 Zip - Unharmed 17 Prof Ether - Unharmed 6 - Delta - Dazed Zip is going to fire his carbine at Prof Ether. Fire Gun at Prof E: 1d20+10 28 a resounding hit. Save vs zap: 1d20+10 29 and he saves comfortably. Inspiring Prof Ether to take a move action to float around a tree and fire at Zip. Fires at Zap: 1d20+7 20 he just hits, and that means a save for Zip. Save ve Drain: 1d20+6 8 ooh dear! Zips toughness is now zero! Delta is up! Link to comment
Tarrakhash Posted January 9, 2019 Share Posted January 9, 2019 Stun Save, DC 15, +1 for second round: 20...pass Assuming I can act immediately going to shoot at Ether...Power attack 3. Hits DC 26 for DC28 toughness roll And toughness drain...that's not good. Link to comment
Supercape Posted January 12, 2019 Author Share Posted January 12, 2019 Tough: 1d20+12 30 he really is rolling well, but more importantly, he vanishes! Thats a GM fiat so Delta has, by my count... Delta - 5 HP! Link to comment
Tarrakhash Posted January 14, 2019 Share Posted January 14, 2019 Going to spend one of those HP on changing his tele-kinetic array into the following: Healing 10 (Extras: Range, Restoration Flaw: Others only) It is a full round action, requiring an attack to hit....And Hits AC 11...which I suspect is a miss...fortunatly I can use it again next round if I don't get attacked too badly! Link to comment
Supercape Posted January 14, 2019 Author Share Posted January 14, 2019 Fine by me. As we are out of combat you can use that freely to restore Zip. Delta - 4 HP - Unharmed Link to comment
Tarrakhash Posted January 15, 2019 Share Posted January 15, 2019 Ahh, out of combat? Great, I thought I was about to get attacked by an invisible person! Link to comment
Tarrakhash Posted January 16, 2019 Share Posted January 16, 2019 Searching the area with ESP, with rapid x10000 it doesn't take me long to take 20 on a search. Let me know if you need anything from me Link to comment
Supercape Posted January 16, 2019 Author Share Posted January 16, 2019 That's fine by me! If you are going to repair and cannibalize can you throw me craft electronic and know technology rolls? Link to comment
Tarrakhash Posted January 17, 2019 Share Posted January 17, 2019 Craft Electronics: 32 Knowledge(Tech): 32 Lol back to crazy good rolls, I suppose. Also I have Improvised tools so I don't get penalized for not having any Link to comment
Supercape Posted January 17, 2019 Author Share Posted January 17, 2019 They are indeed excellent rolls, and we can say that Zip's D-hopper is back to full speed! Link to comment
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