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Fire to the Bone [OOC]


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All right, here's what everyone who got over 15 noticed:

There seems to be a clanging noise coming from within the walls.

And here's what everyone who got over 20 noticed:

The first half of the hall is pretty much covered with dents and burns... but there's one area around where the dents start that they protrude outwards, not inwards.

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Shifting form to:

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 5 (100ft ) [5pp]

Immunity 5 (falling damage) [5pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp]

Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp]

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Here's what Push finds:

Pretty much every piece of weaponry on the drones is lethal. High-impact bullets, lasers, blades -- it's meant to tear, shred, and destroy. There's also a targeting computer and a security code bank, but the bank doesn't seem compatible with the computers.

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  • 1 month later...

And now it is fighty time once more! For the ritualist, we'll be using AA's Undead Sorcerer build brought up to PL13 - Attack +7 (+13 Ranged), Defense +11 (+4 Flat-Footed), Toughness +14 (+6 Protection, +8 Force Field), Reflex +9, Will +9, and powers adjusted to match.

For the einherjar, we'll be using AA's Kid Hero build at PL11 - Attack +7 (+11 Unarmed), Defense +11 (+3 Flat-Footed), STR 32 (+11), Toughness +11, Reflex +7, Will +7.

Ritualist goes on 9.

Einherjar go on 21, 15, and 11.

Cannonade goes on 24.

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Initiative #2 (1d20+0=12)

I'm going to repost my Shapeshifting allocation, so I don't have to keep digging it up, but spoiler tag it.

Shifting form to:

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 5 (100ft ) [5pp]

Immunity 5 (falling damage) [5pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp]

Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp]

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All right. Initiative time.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Unharmed, 0 HP

Atlas: 12, Unharmed, 4 HP

Einherjar 3: 11, Unharmed, 0 HP

Ritualist: 9, Unharmed, 0 HP

Cannonade goes first. He bolts out into the main chamber and aims for the Ritualist. And misses entirely. Einherjar 1 decides to act, aiming for Cannonade. He does even worse.

Push is up next.

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Ritualist takes a Bruise, Einherjar 1 is Stunned and Staggered, Einherjar 2 is Bruised and Stunned, Einherjar 3 is just fine.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 4 HP

Einherjar 3: 11, Unharmed, 0 HP

Ritualist: 9, Bruised x1, 0 HP

As Einherjar 2 is Stunned off his ass, Atlas is up next.

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The attack hits, and I'll let the Opposed Grapple roll stand as is. Einherjar 3 is Bruised and Stunned, and is Bound.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x1, 0 HP

It's the Ritualist's turn, and he chooses to launch a Blast at Cannonade. It hits him straight on, necessitating a DC28 Toughness save. Cannonade takes a Bruise. And we're onto Round 2.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x1, 0 HP

Cannonade opens the round, so he tries to punch the Ritualist, using All-Out Attack for -2 DEF/+2 ATT. It hits, necessitating a DC24 Toughness save from the Ritualist. The Ritualist takes another Bruise.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x2, 0 HP

Einherjar 1 is still Stunned, so it's Push's turn.

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