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Beginning of New Things (OOC)


Raveled

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Doctor Hobo

Initiative (1d20+5=22)

Respectable.

Ini for the thug

1d20+6=25

O.O Let's hope this trend reverse itself, shall we?

Thug delays until after the hobo goes, and the eeeeeevil hobo doctor is working on something that takes a standard action, but still manages to hunker down and get partial cover. Thug moves and initiates grapple on Ironclad.

Melee attack roll

Melee attack roll to initiate grapple (1d20+9=13)

Oh, wow. Even with her Defense suffering due to the Charge, that's a wiff.

Okay, Ini order is as follows.

Doctor Hobo --- Reconfiguring VP -- GM

Thug -- Missed Grapple -- GM

Dragonfly -- No injuries -- HP x2

Ironclad -- -2 Def -- HP x3

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First things first: Saves!

Toughness save vs DC 24 (1d20+9=19)

Well, that's a Bruise and a Stun. Just barely so.

Grapple check for Buddy

More grapples (1d20+10=27)

That one hits! Ironclad is now Bound and Helpless!

Clad shifts to S-Str and attempts to break free!

Opposed grappling check vs 27 (1d20+14=28)

And she breaks free! But I'm gonna negate that for DRAMA and she gets another HP.

Things are starting to tip one way and another, aren't they?

Doctor Hobo --- Bruised x1 & Stunned -- GM

Thug -- Grappling -- GM

Dragonfly -- No injuries -- HP x2

Ironclad -- Bound & Helpless! -- HP x4

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Dragonfly's friend is in trouble! To the rescue (maybe)!

Move Action - teleporting up to where Ironclad's being grappled.

Standard Action -

Melee Attack Roll vs. Zombie Hobo (Dimensional Pocket) (1d20 + 8=19)

Well, he has no dodge bonus against Dragonfly, so hopefully that hits. Let's hope zombies have bad saves! DC18 Reflex to not get pulled into Dragonfly's pockets.

If the attack works, she'll stay there. If the attack doesn't work, Dragonfly will go ahead and Turnabout back to her original position, to stay AWAY from that thing.

IC post pending on results.

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Hmmm. Time to get inventive, then!

Still Dragonfly's round. Try one: Extra Effort to reactivate her gauntlets.

Extra Effort: Second chance opposed Device check vs. Nullify (1d20 + 8=12)

....dang you, dice.

Opposed Device check REROLL vs. Nullify (1d20 + 8=14)

That's...better. Dragonfly loses one HP; 6->16 + 8 = 24 on Dragonfly's end of the check.

They're back on!

Horray! Her earlier grapple check (to escape) took a move action; she uses the rest of her turn as a second move action, to teleport the heck away from the crazy man.

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I'm assuming Ironclad's not going to resist, here, since she's in bad shape and weighed down by a lot of useless armor. Dragonfly's gonna run up and Pocket her - not the same pocket as zombie hobo! But Ironclad can probably admire her bike while she gets her breath back. Unless that nullify had +Dimensional, it also frees her suit from the nullifcation, and Dragonfly will be un-pocketing her ASAP.

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Toughness

Toughness vs DC 24 (1d20+9=29)

Ye-ah.

Now, if everyone had been nice to the hulking monstrosity, he just would've gone home. Now he's gonna kick your ass.

Ranged attack roll (1d20+9=27)

Ooooo. Yeah, I think that hits. DC 24 Toughness

Cops are gonna Aid Action for Fly. Three try to boost her Def, three try to boost her Att,

1d20+3=11, 1d20+3=12, 1d20+3=10, 1d20+3=17, 1d20+3=9, 1d20+3=18

Yay for Aid Action. Fly's Defense goes up by +6, to 25. Her attack also goes up by +4.

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Toughness Save vs. Lightning, DC24 (1d20 + 7=16)

....why. Why, Invisible Castle? Why would you do this thing that you have done?

Fail by 8 - Dragonfly's bruised & stunned. Stun is BAD for Dragonfly, and her toughness sucks, so I'm gonna eat the bruise and use her last hero point to negate the stun.

Ranged Attack Roll vs. Zombie Hobo (blast; Aid Action bonus; Power Attack -2/+2) (1d20 + 8 + 4 - 2=14)

"HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE."

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