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trollthumper

Street Sharks [OOC]

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Cannonade, Glowstar, Wail and Gabriel all deal with shark drugs. And we don't mean "drugs for sharks."

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We have to keep our ocean monsters clean!

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Tagging this while I try to think of a way to have Gabriel enter the fray.

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And shark attack is go! The sharks will all be using AA's Mako build adjusted for PL12 - meaning STR 34, Attack +8 (+12 Unarmed), Defense +12 (+4 Flat-Footed), Grapple +18, Toughness +12, Fortitude +12, Reflex +7, Will +8, and damage at cap. The outfit goons will be based on the Soldiers from the corebook, and will be simple PL5 Minions.

The Sharks go on 25, 20, 20, and 7.

The Goons go on 19, 17, 14, 10, and 4.

Cannonade goes on 10.

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And here we go.

Shark 1: 25, Unharmed, 0 HP

Gabriel: 21, Unharmed, 6 HP

Shark 2: 20, Unharmed, 0 HP

Shark 3: 20, Unharmed, 0 HP

Glowstar: 19, Unharmed, 5 HP

Goon 1: 19, Unharmed, 0 HP

Goon 2: 17, Unharmed, 0 HP

Goon 3: 14, Unharmed, 0 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Unharmed, 3 HP

Goon 4: 10, Unharmed, 0 HP

Shark 4: 7, Unharmed, 0 HP

Goon 5: 4, Unharmed, 0 HP

Shark 1 sees red, goes for Cannonade. But he just manages to miss. Gabriel is up next.

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Hm. Messy battlefield. Maybe time to clean it up a bit.

Using Emotion Control to try and induce Fear into them. "Source of the Fear" will be the dude who talks like an angry Archangel (or so they think). Shapeable area means I hit all goons and Sharks. If that's not doable, priority is the Goons (Gabe figures the sharks'll be harder).

So, DC 22 Will Saves! Failure is Shaken, Failure by 5 or more is Frightened, 10 or more is Panicked. 8-)

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I'll argue that they're all close enough that 12 5 ft. cubes will cover all of them. All but 1 of the Goons flee the scene, and that one is still Shaken. As for the Sharks, Shark 1 goes running off into the night, Sharks 2 and 3 are fine, and Shark 4 is Shaken. I'm going to set aside Shark 1 for now, though, rather than take him out of combat as, well, he's still a very angry shark man.

Gabriel: 21, Unharmed, 6 HP

Shark 2: 20, Unharmed, 0 HP

Shark 3: 20, Unharmed, 0 HP

Glowstar: 19, Unharmed, 5 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Unharmed, 3 HP

Shark 4: 7, Unharmed, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Shark 1: 25, Unharmed, Fleeing, 0 HP

Shark 2 and 3 are next. Shark 2 activates the Speed/Leaping bit of his movement Array and takes a leap at Gabriel. That most certainly hits, meaning Gabriel needs to make a DC27 Toughness save. Shark 3, meanwhile, goes after Cannonade, and hits as well. Cannonade rolls a 19 on Toughness. Hero Point! A 23's a fair bit better.

Gabriel: 21, Unharmed, 6 HP

Shark 2: 20, Unharmed, 0 HP

Shark 3: 20, Unharmed, 0 HP

Glowstar: 19, Unharmed, 5 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Bruised x1, 2 HP

Shark 4: 7, Unharmed, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Shark 1: 25, Unharmed, Fleeing, 0 HP

Glowstar is up next.

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That will most certainly hit. The Shark is Bruised, and Glowstar receives a Hero Point for pursuing the potential threat to civilians.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, 0 HP

Shark 3: 20, Unharmed, 0 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Bruised x1, 2 HP

Shark 4: 7, Unharmed, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Shark 1: 25, Bruised x1, Fleeing, 0 HP

Glowstar: 19, Unharmed, 6 HP

Wail is up next.

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Sorry for delay, I owe you a DC 27 toughness save.

14. Uh...no.

Hero Point Reroll.

24 is much better. Gabe takes a bruise, or injury if they're fighting for keeps.

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Wail

Move Action: Intercept the fleeing shark-man.

Standard Action: Sonic Scream.

That's a DC 28 Toughness Save and a DC 19 Fortitude Save.

Damage 13 (Extras: Area [General, Cone, 120ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP] (Sonic Scream)

If he can catch any of the other sharks or goons in the cone without hitting the heroes he'll do so; if not, Wail's just after Shark 1 before he can run into the city causing havoc.

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As the Shark was moving at top speed (which was kind of fast), I'd say the cone would target Shark 1 and catch Shark 4 on the periphery. Also, Hero Point for going after the stray shark. Shark 1 makes the Toughness save, but gets Stunned. Shark 4 gets Dazed, Staggered, and... well, Dazed again.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, 0 HP

Shark 3: 20, Unharmed, 0 HP

Cannonade: 10, Bruised x1, 2 HP

Shark 4: 7, Unharmed, Dazed, Staggered, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Shark 1: 25, Bruised x1, Fleeing, Stunned, 0 HP

Glowstar: 19, Unharmed, 6 HP

Wail: 11, Unharmed, 4 HP

It's Cannonade's action, and he will not go rampaging after the loose shark. Instead, he shall focus on the three standing before him and unleash Super-Breath. Only Shark 4 makes the Reflex save to halve the DC20 Reflex of the Trip attack (even accounting for his Shaken state)... but they all make the Reflex save to resist Trip. Well, that was pointless.

Fortunately, Shark 4 is still Dazed and Goon 5 decides he wants to be on the side of "not eaten by sharks." So, he unleashes a barrage of bullets on Shark 4. Which still doesn't hit. Sucks to be PL5, huh?

That's Round 1 down, and Shark 1 is still Stunned. So, Gabriel is up next.

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I'm feeling nasty, and the chat-dice spoke.

Free Action: Switch Sonic Control Array to Nauseate, which is ranged (so I can stay floating up here).

Standard Action: 28, which should definitely hit.

DC 22 Fortitude Save for Nauseate.

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Shark 2 is decidedly Nauseated. Shark 2 does not get to act, but Shark 3 goes for Cannonade. He succeeds, meaning Cannonade needs to make a DC27 Toughness save. Which he does. Yay.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, 0 HP

Cannonade: 10, Bruised x1, 2 HP

Shark 4: 7, Unharmed, Dazed, Staggered, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Shark 1: 25, Bruised x1, Fleeing, Stunned, 0 HP

Glowstar: 19, Unharmed, 6 HP

Wail: 11, Unharmed, 4 HP

Glowstar is up next.

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Yeah, that shark's down.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, 0 HP

Cannonade: 10, Bruised x1, 2 HP

Shark 4: 7, Unharmed, Dazed, Staggered, Shaken, 0 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Glowstar: 19, Unharmed, 6 HP

Wail: 11, Unharmed, 4 HP

Wail is up next.

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Shark goes down.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, 0 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Bruised x1, 2 HP

Goon 5: 4, Unharmed, Shaken, 0 HP

Glowstar: 19, Unharmed, 6 HP

Cannonade is up. He decides to go for Shark 3, using Improved Grab to initiate a Grapple if he succeeds. And... he misses, just barely. Goon 5 is up next, and he misses.

On to Round 3, and Gabriel is up first.

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2 Sharks and a Goon left, and this goon (who isn't scared out of his wits) is about to run.

Not happening.

Free Action: Switch Sonic Control to Paralyze.

Standard Action: Ranged Attack against Goon 5.

Booyah. Critical Hit.

So that's a DC...27 Will Save.

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Yeah, he's not going anywhere.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, 0 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Bruised x1, 2 HP

Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP

Glowstar: 19, Unharmed, 6 HP

Shark 2 tries to make his Fort save to shake off Nauseated, but cannot, so he's doing nothing. Shark 3 attempts to go for Wail, who took out his buddy. He misses.

Glowstar is up next.

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Shark 3 really makes his Toughness save.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, 0 HP

Glowstar: 19, Unharmed, 6 HP

Wail: 11, Unharmed, 3 HP

Cannonade: 10, Bruised x1, 2 HP

Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP

Wail is up next.

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