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MAWS (OOC)


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Now that they're all within melee range, I hit them all! Fusion isn't blinded, since she has an Accurate sense in a radius. She takes ten, since they're minions, and Power Attacks. DC 30 Tou saves for all of them. If my takedown attack is down since that was a stunt earlier, I spend an HP to have it back.

I'll say it's still around, even though I don't think that's actually correct.

Dazzle is an instant effect, so she can see just fine. Unless she increased the duration, the ink cloud dissipates by the time her next action comes up at the latest.

The sharks can only hit DC24 on a Toughness save, so she KOs the lot of them.

Round 4

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 1HP, Injured x2

Megalodon: 10, NPC

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Fusion is about to be locked in one-on-one combat with a foe +2PLs higher than her, so she gets 1HP for the setback.

Megalodon

His +1 Favored Environment bonus has to go to Defense, otherwise he breaks his PL caps.

Standard Action: He attempts to Demoralize Fusion.

Megalodon's Intimidate check: 16.

Fusion's Sense Motive bonus is lower than Megalodon's Intimidate, so she needs to beat his score, not just meet it.

AA, make a DC17 Sense Motive check for Fusion. If she fails, then she's Shaken (-2 to attack rolls, saving throws, and checks) until Megalodon's next action.

Free Action: He uses Extra Effort to Surge for an additional Standard Action.

Free Action: He activates Rage. For the next 10 rounds, he will have +4 Strength (34/+12), +2 Fortitude (+12), +2 Will (+10), and -2 Defense (+11).

Free Action: He activates All-Out Attack and Power Attack, accepting -5 Defense (+6) for +5 Attack (+15), and -5 Attack (+10) for +5 Damage (+12 STR, +2 Strike, +5 Power Attack = +19).

Full Action: He Charges Fusion, gaining +2 Attack (+12) and -2 Defense (+4).

Megalodon's Attack roll (DC20): 16. You lucky bastard! :lol: No DC34 Toughness save for Fusion after all.

And that ends Round 4.

Round 4

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 2HP, Injured x2

Megalodon: 10, NPC, Raging

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Fusion's Skill Mastery on Sense Motive means she makes that Intimidate save automatically.

Standard Action:She hits him with her Dazzle effect.

Free Action: She switches the Dazzle array to Super-Strength

She surges and spends an HP to cancel the fatigue

Standard Action: She all-out power attacks and hits him with all her tentacles. That's a total DC 46 Grapple check. Assuming she wins, she chooses a Pin.

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Megalodon's Reflex save for 1/2 (DC20): 9.

Megalodon's Reflex save to close his eyes (DC20): 11.

Megalodon's Reflex save to resist (DC20): 22. He's good.

Megalodon's Grapple bonus is currently +26, so he needs a natural 20 to even match Fusion's grapple score. And since her bonus is higher, she wins ties. So Fusion wins, period. AA, choose the Grapple result - Damage, Pin, Throw, or Escape.

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Round 5

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 1HP, Injured x2

Megalodon: 10, NPC, Pinned, Raging

Megalodon

He's not Charging anymore, and All-Out Attack and Power Attack both go away.

Damn. He failed an Intimidate check against Fusion, so he can't use it against her for the rest of the fight.

Standard Action: He'll try to take control of the grapple.

Megalodon's Grapple check: 35.

If he wins, he'll choose "Damage" as the result, and inflict a DC29 Toughness save for Lethal damage.

And after his grapple check is resolved, that'll be it for Round 5.

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Megalodon's Toughness save (DC35): 22. He fails by 13, so he's Staggered, and Stunned for 1 round.

Megalodon's Toughness save (DC30): 29. He picks up a Bruise.

Megalodon

I'm not gonna Fiat, so he spends his action Stunned. And that's it for Round 6.

Round 6

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 1HP, Injured x2

Megalodon: 10, NPC, Raging, Bruised, Staggered, Stunned

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Round 7

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 1HP, Injured x2

Megalodon: 10, NPC, Raging, Bruised, Staggered

Fusion is up. Megalodon's Stunned condition wears off at the start of her action.

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No way he can beat that.

Megalodon's Toughness save (DC35): 30. Natural "20." He fails by 5, so he picks up another Bruise, and he's Stunned for 1 round.

Megalodon

GM Fiat: I'm getting rid of that Stunned condition. Fusion gets 1HP.

Standard Action: He bites Fusion. All-Out Attack for +5 Attack / -5 Defense, Power Attack for -5 Attack / +5 Damage.

Megalodon's Attack roll (DC20): 22.

Fusion needs to make a DC34 Toughness save against Lethal damage.

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Fusion gets 1HP for the cool stunt of bouncing Megalodon up and down like he's a 350-pound Happy Fun Ball, and 1HP for the cool stunt of wielding sharks as improvised weapons against other sharks. She also gets 1HP for the setback of losing 2 of her Additional Limbs (until she has the time to Regenerate them).

Round 8

Sharks (10): 13, NPC, Unconscious (10)

Sharkpeople (5): 13, NPC, Unconscious (5)

Fusion: 13, 3HP, Injured x2, Staggered, Disabled, Stunned

Megalodon: 10, NPC, Raging, Bruised x2, Staggered

Fusion is up. She'll have to burn 1HP to clear the Stunned condition if she wants to act at all. If she does, then since she's Staggered, she'll get either a Standard or a Move Action, and if it's "strenuous" (like an attack or an all-out move), she'll be Dying next round. If she uses Extra Effort, that will also push her to Dying next round. If she has a HP left after she takes any strenuous action, and spends it, she can avoid sinking into Dying next round.

Better make this one count.

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