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Come Out and Play (OOC)


Aoiroo

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GANG Member POWER LEVEL 7

Str 20 Dex 18 Con 14 Int 10 Wis 10 Cha 15

Skills: Bluff 4 (+6), Climb 4 (+5), Drive 2 (+3), Intimidate 4 (+6), Knowledge

(current events) 4 (+4), Knowledge (streetwise) 6 (+6)

Feats: Equipment 2, Set-Up, Teamwork, Power Attack, Accurate Attack, Move-By Action

Equipment: leather jacket (+1 Toughness), Rifle (+4 damage), cell phone

Combat: Attack +9, Damage +5 (unarmed), +4 (Rifle), Defense +8, Initiative +4

Saving Throws: Toughness +6 (+5 without jacket), Fortitude +10, Reflex +8,

Will +8

Abilities 27 + Skills 6 (24 ranks) + Feats 7 + Combat 30 + Saves 24 = 94

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  • 4 weeks later...

Four consecutive Toughness saves vs DC 19 (1d20+10=19, 1d20+10=14, 1d20+10=26, 1d20+10=21) Meh. Wimps. One Bruise. Sod it, I'll burn one of my three HP on getting rid of the Daze.

Then he will use his Targetted Area to cover a 35' line which takes in the most targets. Unfortunately, it is a full round distracting action, so sucks to be him? DC27 Blast with Power Attack, 35' Shapeable Targetted Area. (1d20+12=20)

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Okay, that hits like 12 of them, so 4 are unconcious, 2 are staggered and dazed, 3 are bruised and dazed, 1 of those was the staggered dude so he's concious, the other two are bruised. So quadrant one is done for the turn. So Catalyst turn, she does an area fortitude drain, shifted by 3 22, so DC 20 Fortitude Save from everyone not wearing a gas mask, so everyone not wearing a gas mask, 3 are stunned, and 3 are dazed

So,

Arrowhawk Bruised 2HP

Thugs 5 Unconcious, 2 Staggered and Dazed, 1 Bruised and Dazed, 1 Bruised and Stunned, 1 Bruised

Catalyst Unharmed 1HP

Thugs Group 2 1 Bruised and Dazed, 2 Stunned, 3 Dazed

Group two try and attack anyone in this case Catalyst, so three of them get the area right in the fog, so they attack, 1 hits, DC 19, 23, so Catalyst makes it.

Arrowhawks turn.

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Subtract for for loss of sight and group intimidation, First batch, 1 is running, two are shaken, two are uneffected.

Okay, two run off, three are shaken, 1 is uneffected.

Arrowhawk Bruised 2HP

Thugs 5 Unconcious, 1 Staggered and Dazed, 1 Bruised and Dazed, 1 Bruised Stunned and Shaken, 1 Bruised and Shaken

Catalyst Unharmed 1HP

Thugs Group 2 1 Bruised and Dazed, 3 Dazed And Shaken

Only one thug can act in group one, he shoots in the fog, and hits in Arrowhawks direction, so now for hte attack roll, 22, misses.

Catalyst's turn, well those who didn't bugger off get a nice little surprise that it was a one time offer, cause time for Snare. Snare is a 25 area, so it hits like all the remaining guys. Shifting the attack by 3. Which misses, think I'll burn the last HP cause we're pretty much near the end of this combat, And Critical, which ups the shifted DC of 21 (18 DC plus autofire bonus) to 26. First batch of thugs is, 2 Bound and Helpless, 2 Entangled.

Second batch is 3 bound and Helpless, one avoided the snare altogether.

So,

Arrowhawk Bruised 2HP

Thugs 5 Unconcious, 1 Staggered and Bound, 1 Bruised and Entangled, 1 Bruised Bound and Shaken, 1 Bruised, Bound and Shaken

Catalyst Unharmed 0HP

Thugs Group 2 1 Bruised and Bound, 2 Bound And Shaken, 1 Shaken

Just shaken takes a shot at Catalyst, so against concealment 1, he gets the area and actual attack 15, he misses. Arrowhawks turn.

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