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World Tour: Conspiracy Theory (OOC)


Fox

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The attack on Indira is fiat'd for comedy and storytelling; expose'd! Indira does pick up an injury, though. She wasn't ready for that!

The attack back is fiat'd for storytelling and to keep one guy from blocking people off from the real fight (nobody wants to have to spend their attack on one guy or try to overrun him). These two things more than even out, so no HP for Wraith.

Time for init! This will not be the most difficult battle in the history of ever, though.

Initiative Roll (1d20 + 3=4)

Apparently getting shot in the head is bad for your init. Who knew?

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Initiative Rolls (1d20 + 2=10, 1d20 + 2=5, 1d20 + 2=12, 1d20 + 2=6, 1d20 + 2=22, 1d20 + 2=11, 1d20 + 2=20, 1d20 + 2=10)

That's seven guys and their leader. They're well-equipped and trained, but not exactly expecting someone to bust into their hideaway; they'll be operating on minion rules (which should also keep combat short, 'cos my computer time's going to get pretty unreliable pretty quickly, here!).

All of them use the basic Soldier sheet from the back of the core book, bumped as follows: Defense is +7 (+3 flat-footed), Toughness is +7, Attack is +7, Fort/Reflex/Will are +6/+5/+4 in turn. So they're not terribly impressive.

ROUND ONE

22 - Paramilitary 5

20 - Paramilitary 7

16 - Citizen, 2HP

14 - Sage, 1HP

12 - Cobalt Templar, 3HP

12 - Paramilitary 3

11 - Paramilitary 6

10 - Paramilitary Leader

10 - Paramilitary 1

6 - Paramilitary 4

5 - Paramilitary 2

4 - Wraith, 3HP

5 and 7 spend their turn cautiously advancing toward the door. Because they can't see what's on the other side (and really aren't prepared for heroes) anyone charging through will catch them flat-footed. The rest are milling around throughout the room in confusion and more than a little paranoia.

Citizen is up.

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Toughness Save(s) vs. Sharl's Attack, DC26 (1d20 + 7=10) KO 1

Toughness Save(s) vs. Sharl's Attack, DC26, because I'm an idiot and forgot to tell IC to roll twice at once (1d20 + 7=16) KO 2

Two down, six to go.

ROUND ONE

16 - Citizen, 2HP

14 - Sage, 1HP

12 - Cobalt Templar, 3HP

12 - Paramilitary 3

11 - Paramilitary 6

10 - Paramilitary Leader

10 - Paramilitary 1

6 - Paramilitary 4

5 - Paramilitary 2

4 - Wraith, 3HP

Sage is up.

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Free Action: Open Door

Free Action: Switch to Mind Spike in the Psi-Talents Array: Strike 6 (Feats: Mighty, Extras: Alternate Save [Will]) + Drain Will 12 (Feats: Slow Fade, Subtle, Extras: Alternate Save [Will]) [27PP] (Mind Spike; mutant, mental)

Move: Enter Room

Standard Action: Power Attack +5 Damage / -5 Attack Paramilitary 3, taking 10 which autohits. A DC 27 Will Save is.. impossible for them.

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Opening the door as a free action was approved in chat, because I don't believe in making characters waste actions on dramatic entrances.

That save is indeed impossible for the minion, so that's an auto-KO.

ROUND ONE

16 - Citizen, 2HP

14 - Sage, 1HP

12 - Cobalt Templar, 3HP

11 - Paramilitary 6

10 - Paramilitary Leader

10 - Paramilitary 1

6 - Paramilitary 4

5 - Paramilitary 2

4 - Wraith, 3HP

CT's up (once Sorus has posted IC).

The door Sage opened is self-closing, but closes relatively slowly. Consider it either open or mostly closed by the time you act, as best benefits whatever entrance you would like to make; it's a free action to go through in either case.

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Right then. Time to take the rest of these losers down.

Move Action: Fly into room.

Free Action: Extra Effort to stunt the following power off of Holy Fire Control: Damage 11 ( Extras: Area [Targeted, Shapeable, 11 5ft cubes])

All-Out Attack 5: Defense becomes +1, Attack becomes +16

Power Attack 5: Attack becomes +11, Save DC becomes 31

Standard Action: Use the above power, shaping it to hit all the rest of the guys, but none of his allies!

28 hits.

DC 31 Toughness save from all those dudes.

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