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Justice: 14

 

Mrs. Doors: 7

 

Events for both Justice and Mrs. Doors as per IC.

 

And give me a Notice while you're at it.

 

14 - Justice - 4HP - Unharmed

7 - Mrs. Doors - Unharmed

2 - Salvo - 2HP - Unharmed

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Free Action: Switch Sensory-Suite Array to APSuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {10/11}

Move: Fly to Marjory Doors

Action: Fire Stun 6 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack; Flaws: Additional Save [Reflex]; Feats: Accurate 3, Attack Focus [Ranged]) {23} + Trip 6 (Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack;  Flaws: Additional Save [Reflex]; Feats: Accurate 4, Attack Focus [Ranged]) {17} = {40/40} (Additional Descriptors: Electricity)

  • Use All-Out Attack + Power Attack = +5 DC / -5 Attack Bonus

Attack Roll: 1d20+11 = 16

DC 16

Reflex Save to avoid completely. Then Fortitude Save, for Stun, and Strength or Dexterity roll, whichever is better, for Trip.

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Posted (edited)

Justice is at balanced +10/+10 Def/TOU and the Jumping power active.

 

That's a miss, so no need for the Reflex save.

 

Justice teleports down in front of the Mrs. Doors outside and tries to talk, so...

 

Mrs. Doors (Inside): Shoots at Salvo with the blaster: 23. The attack got Autofire, so +4DC for a total DC28 TOU save.

Then, she disappears! Your radar picks her up, though. She's there, just not visible!

 

Mrs. Doors (Outside): Shoots at Justice with the blaster: 14, miss!

Then, she disappears too!

 

Back at Salvo.

 

14 - Justice - 4HP - Unharmed

7 - Mrs. Doors (Inside) - Unharmed

7 - Mrs. Doors (Outside) - Unharmed

2 - Salvo - 1HP - Unharmed

Edited by RocketLord
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Toughness Save: 1d20+15 = 33

 

Move: Demoralize. -5 penalty.

Action:  Fire Stun 6 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack; Flaws: Additional Save [Reflex]; Feats: Accurate 3, Attack Focus [Ranged]) {23} + Trip 6 (Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack;  Flaws: Additional Save [Reflex]; Feats: Accurate 4, Attack Focus [Ranged]) {17} = {40/40} (Additional Descriptors: Electricity)

  • Use All-Out Attack + Power Attack = +5 DC / -5 Attack Bonus

Demoralize: 1d20+12-5 = 17, using Skill Mastery on Intimidate.

Energy Vent: 1d20+11 = 23

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Posted (edited)

Roll opposing intimidate: 26

 

And that's a hit, rolling Reflex vs. DC21: 17, that's a hit.

 

Rolling Fort vs. DC21: 22, makes the save vs. Stun.

 

Rolling vs. Trip: 21

Give me a power check for your total +11 Trip power to see if you trip Mrs. Doors, then give me an IC.

Edited by RocketLord
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  • 2 weeks later...

Justice turns on her H.U.D., countering visual concealment and obscure to spot the running Mrs. Doors.

Shoots with the Justice Buster into a portal to make the shot come from in front of Mrs. Doors, catching her flat-footed: 33, that's a hit no matter what.

Switching M.O.V.E. Systems to Speed and pursuing.

 

Mrs. Doors (inside):

Shoots at Salvo: 27, that's a hit with Autofire on, give me a DC28 TOU Save.

Then, she really do disappear, with a more spectacular effect IC!

 

Mrs. Doors (outside):

TOU save vs. DC21: 22

Makes it.

Returns fire at Justice: 27

That's a hit, DC24 TOU for Justice.

And then, he appearance changes, see IC!

 

Justice TOU: 25

Makes it!

 

14 - Justice - 4HP - Unharmed

7 - Mrs. Doors (Inside) - Unharmed

7 - Mrs. Doors (Outside) - Unharmed

2 - Salvo - 1HP - Pending

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Posted (edited)

Toughness Save: 1d20+15 = 34

 

Free Action: See if Salvo can find Mrs. Doors. 

BE: Super-Senses 4 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4}

 

If she can't find her then, spend an HP to create an AP in Weapons Systems Array

AP: Stun 10 (Energy Vent; Extras: Area [General, Burst] [5 Feet Radius per Power Rank]Feats: Affects Insubstantial, Extended Reach 9 [95 Feet Radius]) {40/40} (Additional Descriptors: Electricity)

 

If nothing happens, Salvo will take a Move Action to fly to Justice.

Edited by Zeitgeist Blue
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Oh yeah, that is some mind-bending stuff.

 

Free Action: Check around Salvo.

APSuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {10/11} 

Move Action: Fly towards Justice's position if Salvo can see what is going on there.

DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

Action: Stun both Justices.

Power Attack/All-Out Attack: +5 DC/-5 Defense

Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective AttackFeats: Accurate 3, Attack Focus [Ranged]) {38/40} (Additional Descriptors: Electricity)

 

Energy Vent Attack Roll: 1d20+13 = 32

Spend HP: Add Improved Critical. Attack is now a critical hit.

DC 10 +12 + 5 = Fortitude Saving Throw DC 27 for both Justices

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Posted (edited)

Well, its all outside, but I'll let you pick it up and get involved with the action.

 

Also, ow. Both get hit, of course.

 

Evil Justice fortitude: 15, unconscious

Justice fortitude: 12

Spending a HP to reroll that: 9 + 10 = 19: Stunned

 

14 - Justice - 3HP - Stunned

7 - Mrs. Doors (Inside) - Unharmed

7 - Evil Justice - Unconscious

2 - Salvo - 0HP - Unharmed

Edited by RocketLord
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Justice is stunned, and doesn't get to do the roll to recover until your turn on the initiative, so can't really speak or anything!

 

The Mrs. Doors that was inside isn't anywhere to be seen!

 

Rolling for recovering from Stun at your Initiative vs. DC27: 21

Nope, this'll take a while!

 

You're up!

 

14 - Justice - 3HP - Stunned

7 - Mrs. Doors (Inside) - Unharmed

7 - Evil Justice - Unconscious

2 - Salvo - 0HP - Unharmed

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Posted (edited)

All-Out Attack: +5 Attack Bonus/-5 Defense

 

Action 1: Grapple Justice 1

Move: Fly towards Justice 2. Pin. Use Improved Grapple.

 

Melee Attack: 1d20+8 = 11

Grapple Roll: 1d20+18 = 25

 

If grapple of Justice 1 is successful, Extra Effort to grapple Justice 2.

 

Melee Attack: 1d20+8+4 = 27

Grapple Roll: 1d20+18 = 22

 

Move: Fly 900 feet above Justice's old workshop while still grappling both Justices. Keep an eye on the workshop.

Edited by Zeitgeist Blue
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Posted (edited)

The grapple attack is a miss. Stunned and without dodge bonus, Justice is at 13 defense with her armor active.

 

Also, ow. Justice is gonna have words about that team spirit :D

Edited by RocketLord
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