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Street Sharks [OOC]


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Shark 3 makes its Will save, but ends up Bound.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Unharmed, Bound, 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

As Shark 3 is Helpless, Cannonade - who tried dealing with the guy last round, and is in melee range - is going to take advantage of the synergy and deliver a coup de grace. He does not roll a 1, so that will be a DC30 Toughness save and a DC25 Fortitude save if he takes damage. So Bruised and Dazed for starters... but still conscious.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: 20, Unharmed, Nauseated, 0 HP

Shark 3: 20, Bruised x1, Dazed (Cannonade's Action), Bound, 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

Goon 5 is not going anywhere anytime soon. So, Gabriel is up next.

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Right, time to make Shark 2 sit down and play nice.

As much fun as I, the player, would have in scaring him, he's basically no threat. So, Diplomacy.

But first!

Move Action: Land on the ground close to Shark 2.

Free Action: Switch Array to Super-Diplomancer-Mode (That means I get a +40 to Diplomacy)

Free Action: Spend a Hero Point (bringing me to 4) to activate Ultimate Diplomacy

Standard Action: Diplomacy Check 60 to get him to surrender.

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Well, Shark 2 is Friendly, once he's done puking.

Gabriel: 21, Bruised x1, 5 HP

Shark 2: Friendly

Shark 3: 20, Bruised x1, Dazed (Cannonade's Action), Bound, 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

Shark 3 is still Dazed, so Glowstar is up next.

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Here's what Wail and Gabriel know:

There's one other famous shark bad guy in Freedom City - Megalodon. Dr. Connor Kirkstrom turned to radical gene therapy in an attempt to regenerate a leg lost in a shark attack. It worked... but the treatments began to wear on him, and eventually, he began to transmute into a ravenous shark-man. He was eventually put away by Siren, but keeps having occasional relapses into his Megalodon personality and form. He's currently undergoing a voluntary stint at Providence Asylum, and is conducting his own research into a cure for his condition in one of the labs on site.

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TT, from where we are, what could the following get me:

Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Target is the named warehouse there.

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You certainly could.

Despite the locked-down appearance, there is some sort of machine operation going on in there. If Gabriel listens closely, he can hear the burble of chemicals underneath all the electrical current and whirring of autoclaves. There's the sound of footsteps, but no one's saying anything. The sound is also somewhat faint, as if it's downstairs from the main floor.

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And we're in combat again! Four of the sharks are AA's Mako build as is, while the Leader is 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. In addition, he has Regeneration 9 (Bruised 3 [No Action], Injured/Staggered 6 [No Action]).

The Sharks go on 17, 17, 16, 15 and 12. First 17 is Shark Leader.

Cannonade goes on 20.

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