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We'll go with a surprise round attack, then, and its a hit!

You get the bike

 

Initiative rolls:

Cueball: 26

Buddy: 19

Devil's Advocates: 21

Ghost: 19

 

26 - Cueball - Unharmed

21 - Devil's Advocates - 10x Unharmed

19 - Buddy - Unharmed

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 1HP - Unharmed

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Alright, here we go then.

 

Cueball

Move Action: Jumps off his bike and lands in front of Sparkler

Free Action: Pull out a giant war axe from nowhere midjump

Standard Action: Melee attack on Sparkler with the war axe: 17, miss!

 

Devil's Advocates

All stop their bikes, turning to look what's going on, but doesn't get involved yet

 

Buddy

Move Action: Stops his bike not far from Sparkler.

Standard Action: Feint vs. Sparkler: 17

Resist with Sense Motive, Bluff or Will save or be feinted!

 

Ghost

Move Action: Move up from the ground under the bike gang.

Free Action: Set Friendly Neighborhood Ghost array to Selective Area Power

Standard Action: Attempt to Snare the Devil's Advocates by pulling them and their bike into the ground

10x Reflex Saves vs. DC20 for Area: 16, 23, 12, 6, 9, 18, 19, 17, 9, 16 = 1 pass

9x Reflex Saves vs. DC20 for Snare: 16, 11, 9 , 7, 14, 14, 8, 5, 21 = 8x Bound and Helpless, 1x Entangled, 1x Pass

1x Reflex Save vs. DC15 for Snare: 14, Entangled

Since they're minions, the bound and helpless ones are out

 

Whew. ICs coming later

 

26 - Cueball - Unharmed

21 - Devil's Advocates - 1x Unharmed, 2x Entangled, 7x Bound and Helpless

19 - Buddy - Unharmed

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 1HP - Unharmed

Edited by RocketLord
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All right, Raina's going to do a little sassing-is-a-free-action, then use her fire blast from the sun array on Baldy. Orokos continues to Be That Way, so she will likely not hit with a 12.   She will activate her Concealment then and use her move action to circle around to cover so she is no longer in the place where the fire blast came from. Her Concealment is selective, so the bikers cannot see her, but Ghost can.

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Cueball

With Sparkler disappeared he starts swinging his axe wildly around.

 

Devil's Advocates

All three pull out guns and start shooting at Ghost: -2 to the first two rolls from Entangled: 19 8 13, all miss.

 

Buddy

Move Action: Gets off his bike.

Standard Action: Release a pathogen cloud in the area. DC20 Reflex Save vs. Area, followed by DC20/15 Fortitude Save vs. Stun, for both Ghost and Sparkler.

 

Ghost

Reflex Save: 24

Evasion 2 means no Fort save needed.

 

Free Action: Hitting the three Devil's Advocates with the Snare's Secondary effect.

2x Reflex Save vs. DC20, first Entangled so -2 to Reflex: 11 9, 2x Bound and Helpless

1x Reflex Save vs. DC15, Entangled so -2 to Reflex: 15, just makes it

Free Action: Set Friendly Neighborhood Ghost array to Insubstantial

Standard Action: Snare the last Devil's Advocate still standing: 28, hit

Reflex Save vs. DC20: 14, bound and helpless.

Move Action: Fast Feint vs. Buddy, -5 penalty: 20

Buddy's save: 26, oh well

 

You're up

 

26 - Cueball - Unharmed

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unharmed

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 1HP - Unharmed

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Cueball

Jumps at where Sparkler was the moment before, smashing the bus she was hiding behind with the axe.

 

Buddy

Move Action: Move closer to Ghost

Standard Action: Punch Ghost: 23, miss

 

Ghost

Standard Action: Attack with Stun effect: 20, that's a hit

Fort Save vs. DC20: 23, not stunned

 

You're up

 

26 - Cueball - Unharmed

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unharmed

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 1HP - Unharmed

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Burn.

 

+5 Autofire, but he's immune to crits!

DC30 TOU: 14, fail by more than 15.

I'll give you a HP to reduce that to a Bruise and a Daze instead of knocking him out in one hit!

 

26 - Cueball - Bruise (x1), Dazed

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unharmed

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 2HP - Unharmed

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I think there's been some confusion!

Cueball is the guy with the beard! Buddy is the pale guy! 

I know! I didn't come up with these!

 

Cueball

Clears daze

 

Buddy

Standard Action: Release a pathogen cloud in the area. DC20 Reflex Save vs. Area, followed by DC20/15 Fortitude Save vs. Stun, for both Ghost and Sparkler. 

Move Action: Grab his phone and call for backup

 

Ghost

Reflex Save: 23, go go evasion 2

Secondary effect from the Stun effect affects Buddy, DC20 Fort save: 20

Standard Action: Attack with Damage Effect effect: 28, that's a hit

TOU vs. DC25: 24, that's a bruise!

Move Action: Fly away from Buddy, moving in between him and Cueball.

 

You're up

 

26 - Cueball - Bruise (x1)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Bruise (x1) (Secondary effect Damage DC25 on Ghost's turn)

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 2HP - Unharmed

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Failed by 1, so Sparkler is dazed and back in action soon. As described on discord, the stun is a sick feeling that makes her cough for the daze.

 

Cueball

Move Action: Goes for Ghost now

Standard Action: Attacks Ghost: 11, miss

 

Buddy

Standard Action: Release a pathogen cloud in the area. DC20 Reflex Save vs. Area, followed by DC20/15 Fortitude Save vs. Stun, for both Ghost and Sparkler. 

He doesn't have many tricks, but its a nasty one

 

Ghost

Reflex Save: 23, no need for Fort

Secondary effect from the Damage effect affects Buddy, DC20 TOU save: 30

Move Action: Back in melee with Buddy, since he need to be shut down

Standard Action: Attack with Damage Effect effect: 19, that's a hit

TOU vs. DC25: 23, that's another bruise! Slowly wearing him down!

 

You're up

 

26 - Cueball - Bruise (x1)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Bruise (x2) (Secondary effect Damage DC25 on Ghost's turn)

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 2HP - Unharmed

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That's a hit, +4 Autofire for DC29.

TOU: 24, bruised and dazed.

 

26 - Cueball - Bruise (x1)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Bruise (x3), Dazed, (Secondary effect Damage DC25 on Ghost's turn)

19 - Ghost - 4HP - Unharmed

12 - Sparkler - 2HP - Unharmed

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Cueball

Standard Action: Attacks Ghost: 25, hit!

But passing harmlessly through Ghost.

 

Buddy

Recovers from dazed

 

Ghost

Secondary effect from the Damage effect affects Buddy, DC20 TOU save: 27

Standard Action: Attack with Damage Effect effect: 12. Spending a HP to reroll: 23, hit!

TOU vs. DC25: 9, fail by more than 15, KO

Move ActionMove under the road

 

You're up.

 

26 - Cueball - Bruise (x1)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 3HP - Unharmed

12 - Sparkler - 1HP - Unharmed

Edited by RocketLord
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Yay, bye-bye to Buddy! Raina will turn her attention and her fireball to Cueball. She's going to take another potshot at him, then do a move action swoop to get out of the way again and see if she can spot any other evil looking bikers coming in.

 

Wow, for once I got a good roll and didn't have to spend HP and sacrifice a chicken for it. :DFireball roll is a 29. Autofire is on.

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Coming in at new initiatives...

Angel: 10

The Born Loser: 7

 

Cueball

Clears daze

 

Ghost

Move ActionFly up to the approaching bikes under ground and keep up.

Standard Action: Attack The Born Loser with Snare effect: 13, that's a miss!

Spending a HP to reroll: 26, hitting!

DC20 Reflex Save for the Born Loser: 21, makes it, but being hit by secondary effect on Ghost's next turn.

 

You're up!

 

26 - Cueball - Bruise (x2)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 2HP - Unharmed

12 - Sparkler - 1HP - Unharmed

10 - Angel - Unharmed

7 - The Born Loser - Unharmed, DC20 Snare effect on Ghost's turn

Edited by RocketLord
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Raina's going to take one more shot at Cueball (no joy this time!) and return to ground level in the protected cubby where Merlin is hiding out. Merlin has been trying to get more information on these guys based on tracking the phone signal and on the names and info they have dropped so far. Merlin has Online Research and a skill mastered 28 with computers.

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They are, obviously, a group of bikers. They have been some relatively minor nuisances in Freedom City and surrounding highways for years, but a few months ago, their leadership (Angel, Buddy, the Born Loser and Cueball) had suddenly gained powers, which they have been using to cause trouble. Angel claims that the powers were a gift from a demon.

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