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Something in the Water (OOC)


Raveled

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There's nothing incriminating on the hobos, except for the weapons. They are all dirty and smelly -- meaning that they are probably genuine street people, not thugs or mercenaries simply dressing the part.

Know/Streetwise from anyone who wants to roll it.

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All Out/Power-Attack with Flash-Bang Grenade. +5 ATK/-5 Def

Flash-Bang Grenade: Dazzle 5 [normal vision/auditory] (Extras: Area [burst]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Indirect) [15PP]

Use indirect so it comes in from above them. All within a 25 ft blast radius of barrel need to make a DC 20 Save or be Dazzled. 10+5+5=20.

Move action duck down from behind some cover for a bit more defense when the other vagrants start firing back.

Once it detonates, free action to make a new weapon.

Spread Stunner: Stun 5 (Extras: Area [Cone - 50 ft long, 50 ft wide, 25 ft high]) [15PP]

Edit: Forgot Initiative.

Myrmidons' Initiative: 1d20+1=5 Gah. I'll live with it though.

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20 hobos, acting in four groups of 5; two groups are at the bottom of the basin, one group is at the top, one group with the barrel. Stun grenade catches barrel-men. If more than 3 are Dazzled, bad stuff starts to happen.

Reflex save, vs DC 15. (1d20+1=3, 1d20+1=8, 1d20+1=12, 1d20+1=15, 1d20+1=3)

And that's bad stuff! Myr gets a HP due to Accident.

Initiative for thugs, by group (1d20+1=17, 1d20+1=4, 1d20+1=5, 1d20+1=18)

Initiative order is

Animus -- Uninjured -- HP x1

Thug 1 -- Uninjured -- GM

Thug 2 -- Uninjured -- GM

Thug 3 -- Uninjured -- GM

Thug 4 -- Uninjured -- GM

Thug 5 -- Uninjured -- GM

Lord Steam -- Uninjured -- HP x2

Thug 6 -- Uninjured -- GM

Thug 7 -- Uninjured -- GM

Thug 8 -- Uninjured -- GM

Thug 9 -- Uninjured -- GM

Thug 10 -- Uninjured -- GM

Thug 11 -- Uninjured -- GM

Thug 12 -- Uninjured -- GM

Thug 13 -- Uninjured -- GM

Thug 14 -- Uninjured -- GM

Thug 15 -- Uninjured -- GM

Myrmidon -- Uninjured -- HP x4

Thug 16 -- Dazzled -- GM

Thug 17 -- Dazzled -- GM

Thug 18 -- Dazzled -- GM

Thug 19 -- Uninjured -- GM

Thug 20 -- Dazzled -- GM

Animus is up.

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(20:40:22) Raveled: Darius! Gonna go for the HP and Takedown?

(20:40:30) Dariusprime: Rav: Yes!

They cannot make the save, so Thugs 16-20 are down for the count.

Aid Another on 4 thugs, for Thug 5. DC 10 (1d20+2=22, 1d20+2=21, 1d20+2=16, 1d20+2=19)

Thug 5 has +4 Att and +4 Def! Attack on... Well, Animus is the only one they can see. :D

Pistol attack, vs Animus' Defense. DC 17 (1d20+6=25) Oooo, that hits.

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Right:

Move action (hopefully he can reach them)

Standard Action, Baritsu cane whipping left, right and all about! ha-soo!

Shifted -5 +5 DC attack on the minions, taking 10 to hit them, I really hope an attack roll of 16 will hit them (especially as they are flat footed?). Thats a DC 25 Tough save for 'em. Using Takedown attack 1 so hopefully I can get 5 or so whipped down.

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  • 2 weeks later...

Animus -- Injured x1 -- HP x0

Thug 1 -- Uninjured -- GM

Thug 2 -- Daze -- GM

Thug 3 -- Stun -- GM

Thug 4 -- Uninjured -- GM

Thug 5 -- Uninjured -- GM

Lord Steam -- Uninjured -- HP x2

Thug 6 -- Out! -- GM

Thug 7 -- Out! -- GM

Thug 8 -- Out! -- GM

Thug 9 -- Out! -- GM

Thug 10 -- Out! -- GM

Thug 11 -- Uninjured -- GM

Thug 12 -- Uninjured -- GM

Thug 13 -- Uninjured -- GM

Thug 14 -- Uninjured -- GM

Thug 15 -- Uninjured -- GM

Myrmidon -- Uninjured -- HP x4

Thug 16 -- Out! -- GM

Thug 17 -- Out! -- GM

Thug 18 -- Out! -- GM

Thug 19 -- Out! -- GM

Thug 20 -- Out! -- GM

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