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Bombshell - 

 

These 'police officers' look exactly like Wilhelm Kantor. 

 

Fortitude save vs 15: (I don't think it's unreasonable to have Gina have an Equipment Taser, especially since she could just stunt something much more effective in combat!)

 

http://orokos.com/roll/349106 = 20! He makes the Fort save, ooh noo! 

 

Okay, initiative time 

 

http://orokos.com/roll/349107 = 25 for Harrier 

http://orokos.com/roll/349108 = the baddies! 

 

 

CharacterUmbral GuardsCampaignNationality or ReligionDescriptionInitResults1d20+2: 12 [1d20=10]
1d20+2: 4 [1d20=2]
1d20+2: 13 [1d20=11]
1d20+2: 18 [1d20=16]
1d20+2: 15 [1d20=13]
1d20+2: 5 [1d20=3]  

 

 

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Harrier: 

Move Action: Advance to within melee range 

Standard Action: http://orokos.com/roll/351697

26 does hit 

That's a DC 27 save... 

http://orokos.com/roll/351698 = 11! 

 

Takedown Attack vs Guard 2

http://orokos.com/roll/351701 = That's a crit! DC 32 Tou save! 

http://orokos.com/roll/351699 = 24 

 

I'll say these guys are minions. 

 

Guard 3 is the last guard Steve will be able to reach this round. 

http://orokos.com/roll/351703 = 17 just barely hits! 

Tou vs 27

http://orokos.com/roll/351705 = 8

 

OK, I'll say that's all Steve can reach this round, so that Bombshell has something to do! 

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  • 2 weeks later...

Wheels-in-Shadow (6) 

5 of the 6 make Aid attacks vs. Bombshell 

http://orokos.com/roll/355802

Four of them make it, giving +8 to 6's attack vs Bombshell.

http://orokos.com/roll/355803

That hits! Okay, DC 23 Tou save. 

 

Flame-in-Shadow (6)

5 of the 6 make Aid attacks vs Harrier 

http://orokos.com/roll/355804 they all hit, giving +10 to the attack of 6! 

He Power Attacks for +5 (which the sheet doesn't normally have, but ah well) 

http://orokos.com/roll/355805 = 13 

 

And misses! 

 

 

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  • 3 weeks later...

Gina is going to use Machine Animation to bring to life the SWAT truck that is currently broadcasting the radio dampening field. If she can, she will shut down the field. She will also take the truck and drive it into the nearest group of bad clones that she can aim at without risking civilian casualties. 

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Harrier, Clone Group 3: The Fists-in-Shadow, and Car Parts, are up. 

Move Action: Fast Startle. DC 30 with Skill Mastery - http://orokos.com/roll/364703 Which they do manage to beat! 

Harrier goes ahead and hits Fists-in-Shadow. He'll All-Out Power Attack, because it's more exciting. 

http://orokos.com/roll/364702 = he just barely hits the Defense of the nearest one. 

 

Tou save vs 32

1 = http://orokos.com/roll/364704 15 

2 = a miss! 

 

5 of the 6 Fists are left. 

They will gang up on Steve, who has foolishly left himself open! 

They'll make a combined attack

8+3=11

14 + 8 = 22

18+8=26

1 miss

7 +8 15

http://orokos.com/roll/364708

 

+4 vs their damage, so that's DC 27 for Harrier 

 

http://orokos.com/roll/364711 = 24

 

A bruise for Harrier! 

 

Car Parts: 

I'll say he was already in melee range, because Gina got him moving during her turn. 
Move Action: Startle! DC 20 save for the Fists http://orokos.com/roll/364712 Which they make 

Punching: http://orokos.com/roll/364713 = wrong name for the roll, but that hits. 

2 - DC 25 Tou save http://orokos.com/roll/364714 is down

3 - http://orokos.com/roll/364715 a crit! It can't make a DC 30, so it's down 

4 - http://orokos.com/roll/364716 a miss! 

 

Bombshell is up as soon as I post IC. 

 

 

 

 

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