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Thevshi, November 26, 2014 in Archives
OOC for thread.
So, the two big guys rushing you are no real threat, so no need for normal combat rounds to deal with them. Go ahead and beat them down in your IC and prove the point that people should be answering your question!
Okay, this time we will need an initiative roll. Also give me a Gather Info roll (for you Well Informed to kick in).
Initiative: 1d20+15 27
Gather Information (Well-Informed): 1d20+10 12
So, you have never heard of him!
27 Foreshadow (unarmed, 1 HP)17 Widowmaker (unharmed)
Free Action: Draw Weapon
Move Action: Acrobatic Bluff (Feint): 1d20+22 29Standard Action: Defensive (-3 Atk/+3 Def) Attack with Autofire (4) Escrima Sticks (DC19): 1d20+11 25
Okay, Widowmaker cannot beat that, so that hits, a lot of times, but his Impervious soaks it all up.
Widowmaker takes a swing at Foreshadow, getting a 22, which is not bad for him, but not nearly good enough.
27 Foreshadow (unarmed, 1 HP)
17 Widowmaker (unharmed)
Free Action: Switch to Stun Rod ConfigurationFull Action: Power (-2 Atk/+2 Dmg) Attack with Stun Rod (DC20 Fort to resist Stun Effect): 1d20+10 15 Not his best
That, is sadly a miss
Widowmaker is going in the exact opposite direction he needs to, with a 8.
Round Three34 Dagger (unharmed)
27 Foreshadow (unarmed, 2 HP)21 Gunmen (6)
17 Widowmaker (unharmed)16 bodyguards (4)6 Incendiary (unharmed)
Okay, Foreshadow is getting a HP for the complication that has developed.
So, that is Dagger that just acted. The teleporter used her readied action from last round to save Salnikov. Her normal initiative is 24.
Foreshadow is up, but go ahead and give me a Notice check.
Notice: 1d20+15 24
You spot the teleporter and Salnikov reappear on the other balcony (where you first entered the balcony)
Foreshadow will judge the gunmen the more pressing threats. So they will get the pain.
Free Action: Switch to Escrima Stick ConfigurationMove Action: Move in to attack a GunmanStandard Action: Power (-2 Atk/+2 Dmg) Attack with Autofire (4) Escrima Sticks (DC21): 1d20+12 29
Well, they are still dangling out in the air, but, seeing as your Acrobatics allows Foreshadow to make a 30' running long jump by taking 10, you can leap out there to one of the nearer ones. He misses his toughness save and is out. I will let you grab a hold of his rope as a free action (or him even).
Didn't realize they were too far from the edge of the balcony to play them like a xylophone but works for me.
Okay, Fade initially holds her action, but when one of the gunmen spots her and Salnikov, she sends a bunch of throwing blades his way, hitting with a 32. DC 24 toughness save for the gunman, nope. She and Salnikov then teleport once again.
One of the gunmen swings at Foreshadow, trying to kick him, not even close with a 6.
One gunman aims and fires at Widowmaker, just hitting with a 17, but the bullet bounces of harmlessly.
The other two gunmen open up at Salnikov's normal bodyguards (who are going for weapons), missing with a 9 and 11.
Widowmaker rushes Dagger, missing with a 19.
The four bodyguards open up on the gunmen that shot at them, 2 for each: one hit on each, one a critical!. Toughness saves (vs crit second roll): 12 and 13, which means one is injured, bruised and dazed, the other disabled and dazed.
Another bodyguard, Incendiary, sends a flame blast at the gunman that shot at Widowmaker, hitting with a 23, toughness save (vs DC23): 12, so he is out.
Dagger will fire his knife launcher on his right arm at Widowmaker, power attacking (-4 atk/+4 dam), hitting with a 22, DC 25 toughness save for Widowmaker, 19, so he is injured, bruised and dazed.
34 Dagger (unharmed)
27 Foreshadow (unarmed, 2 HP)
24 Fade (unharmed)
21 Gunmen (3: 1 injured, bruised, dazed; 1 disabled, dazed)
17 Widowmaker (injured, bruised, dazed)
16 bodyguards (4)
6 Incendiary (unharmed)
So, back to Foreshadow.
Foreshadow's Notice to spot Fade: 1d20+15 33
He spots her down on the ground level, near the fleeing crowds of club goers.
Move Action: Climb up the gunman and stand on his body. Then Tarzan towards the next guy with the lineFree Action: Switch to Bo Staff ConfigurationStandard Action: Find another Gunman to give him a Bo Staff in the Face (DC21): 1d20+12 21
He gets a 6, so he is out.
Would any would be near enough to Takedown attack while swinging around?