WhtKnt
|
Hydronaut, MINOTAR, Ghost (again), Straightjacket, and Isikos are up!
| Straightjacket |
Straightjacket will come out of the elevator, and grow to full size. Then he'll try to grab the big guy.
grab: 1d20 + 8 ⇒ (1) + 8 = 9
however, he stumbles over the lip of the door (it's a spaceship hatch, so a lip) and almost trips instead of attacking successfully "I've got you Big Guy... eeeargh!"
| Project M.I.N.O.T.A.R |
As he had mentioned before, MINOTAR immediately moves to fire upon the two guards grouped together with his 'grenade' launcher!
Shooting(Grenade Launcher): 1d20 + 3 + 3 ⇒ (7) + 3 + 3 = 13
Technology: 1d20 + 4 ⇒ (18) + 4 = 22
I don't know what I'm supposed to do with the unreliable weapon ability. So I added my technology roll here to see if that helps.
| Hydronaut |
Hydronaut, MINOTAR, Ghost (again), Straightjacket, and Isikos are up!
Nicked picked the most dangerous looking alien and sprayed him.
Tsunami Breath, Power Attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15Tough DC 22
WhtKnt
|
Isikos delays!
MINOTAR launches a grenade into the pair of guards (Unreliable in this instance just means that you are limited to 5 uses before it is out of grenades)! The grenade explodes in their midst, sending one to the ground. The other is still active, however.
Hydronaut sprays the remaining guard, but other than making his opponent soggy, there is no effect.
Straightjacket attempts to wrap up the big guy but fails miserably, almost tripping in the process. The big guy stabs at the stretchy hero with a wicked-looking trident (DC 10 Dodge, DC 23 if it hits).
The remaining guard shoots his laser at MINOTAR (DC 9 Dodge, DC 21 if it hits).
Major Rall has a faraway look in his eyes, as Lady Seven delays. Suddenly, the major shouts, "One of them is invisible! They are trying to shut down the jamming!"
The party is up!
Guard 2 Tough vs. grenade: 1d20 + 8 ⇒ (16) + 8 = 24
Guard 1 Tough vs. Hydronaut: 1d20 + 8 ⇒ (16) + 8 = 24
Guard 1 vs. MINOTAR: 1d20 + 4 ⇒ (5) + 4 = 9
Star Boss vs. Straightjacket: 1d20 + 9 ⇒ (1) + 9 = 10
Ghost Will save: 1d20 + 5 ⇒ (6) + 5 = 11
Major Rall mind-reading: 1d20 + 9 ⇒ (8) + 9 = 17
| Isikos |
Sorry about that. My mother has been in the hospital. she's doing better now. Of course Monday I go on a weeklong trip to beautiful Greenwood Indiana. I may have connectivity issues.
Isikos figures that the Major is going to be an issue and slides along the ceiling before reaching down and distracting him.
attack: 1d20 + 8 ⇒ (8) + 8 = 16 DC 23 toughness and DC 18 dodge
| Project M.I.N.O.T.A.R |
Watching the others move to their assigned tasks, MINOTAR barely notices an enemies' bad shot...
Dodge: 1d20 + 8 ⇒ (6) + 8 = 14
Then retaliates, firing his alien blaster at a bad angle!
Shooting: 1d20 + 3 + 3 ⇒ (3) + 3 + 3 = 9
| Hydronaut |
Nick could not catch a break! But he didn't have any other options so he tried the last guard. He had to get lucky eventually...
Or not. Given how the dice are going. :)
Tsunami Breath, Power Attack: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11Tough DC 22
WhtKnt
|
Hydronaut blasts his foe with water again, but the blast misses, leaving the enemy only slightly damp.
MINOTAR blasts at the alien, but misses due to the bad angle of attack.
Ghost concentrates and the ruse seems to work, for the major turns his head in the direction of the opposite side of the room.
Straightjacket tries to wrap things up again, but the big man proves agiler than he would have imagined.
Isikos descends on Major Rall but the alien's armor takes the brunt of the attack, leaving him unharmed!
The remaining guard shoots at MINOTAR again (DC 10 Dodge roll or DC 21 damage).
The big guy takes a stab at Straightjacket again (DC 24 Dodge or DC 26 damage).
Rall, facing Isikos, does not move from his position, but instead stares down the shadowy figure (DC 17 Will save, please Isikos).
Lady Seven delays again.
The heroes are up!
Rall Toughness: 1d20 + 10 ⇒ (16) + 10 = 26
Guard vs. MINOTAR: 1d20 + 4 ⇒ (6) + 4 = 10
Star Boss vs. Straightjacket: 1d20 + 9 ⇒ (15) + 9 = 24
| Straightjacket |
Hmm, just noticed I didn't include any attack bonus on my last one, should have been +8, but my error so moot
dodge: 1d20 - 2 ⇒ (15) - 2 = 13
toughness: 1d20 + 18 ⇒ (14) + 18 = 32
He tries once more to tie up the big guy, though he feels like he is at least keeping him busy.
grab: 1d20 + 8 ⇒ (7) + 8 = 15 DC 18. nevermind
| Isikos |
will save: 1d20 + 10 ⇒ (14) + 10 = 24
when one gazes into the shadow, the shadow also gazes into you. And attempts to stab you with a blade of shadow.
attack: 1d20 + 8 ⇒ (9) + 8 = 17 DC 23 toughness and DC 18 dodge
WhtKnt
|
Straightjacket keeps trying to wrap things up with the big guy without success, but is keeping him busy!
Hydronaut blasts the guard with water again and once again merely succeeds in getting him soaking wet. MINOTAR blasts the guard with his stolen laser rifle but the guard resists the shot!
Ghost grows tired of the game and reaches behind the Major to hit what he hopes is the jamming deactivation button.
Isikos attacks Major Rall with a shadowy blade, but cannot penetrate the alien's enhanced armor!
The remaining guard, now dripping, tries again to eliminate one of the two threats facing him and fires at MINOTAR, the more potent threat. (DC 10 Dodge or DC 21 damage) The shot is poorly aimed, however.
Star Boss stops trying to stab Straightjacket and instead hits a button on the haft of the trident. There is a smell of ozone and an electrical charge leaps from the trident to the super-hero. (DC 21 Dodge or DC 25 electrical damage)
Rall, in a panic, backs away from Isikos, towards Lady Seven and Star Boss. In that instant, Lady Seven reacts. With an arcane phrase and a gesture, she invokes a swirling storm of destruction around Isiskos (and the unseen Ghost). Both are subjected to a DC 16 Dazzle effect (versus Fortitude), followed by a cloud of tiny meteors (DC 23 Toughness saves)! The meteor storm also destroys the control panel behind them.
The party is up!
Guard Toughness vs. Hydronaut: 1d20 + 8 ⇒ (17) + 8 = 25
Guard Toughness vs. MINOTAR: 1d20 + 8 ⇒ (13) + 8 = 21
Major Rall Toughness vs. Isikos: 1d20 + 10 ⇒ (14) + 10 = 24
Guard vs. MINOTAR: 1d20 + 4 ⇒ (6) + 4 = 10
Star Boss vs. Straightjacket: 1d20 + 10 ⇒ (11) + 10 = 21
| Jim Margrove - "Ghost" |
Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16
Ghost is able to resist the bright lights and as the meteors coalesce out of the air, he reacts, going insubstantial to avoid the hurling meteors.
Using Phasing as a reaction to avoid the meteors.
Having phased to avoid the meteors - and with the control panel destroyed - Ghost can only hope he managed to deactivate the jamming. He teleports away from the meteor cloud next to the remaining guard and jabs his stun gun at the guard.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Dodge DC 15 or else he needs a DC 15 Fortitude save vs Affliction.
WhtKnt
|
The meteors are physical. Also, MINOTAR that IS a crit!
This link tells you what you can do with a crit.
| Project M.I.N.O.T.A.R |
OH Yeah! And there was much rejoicing! Let's just do: Increased Effect since he's just a regular combat shlub. Hopefully that will at least remove him(KO)from the immediate combat. That way we can focus on the group of big bad guys.
WhtKnt
|
Assuming that the meteors have no effect on Isikos...
The guard goes down beneath the onslaught of attacks! Straightjacket continues trying to wrap up Star Boss but is unable to do so.
"Kill them!" Rall shouts. "What do I pay you for?"
Star Boss stabs again at Straightjacket, hoping to impale the flexible hero. DC 15 Dodge or DC 26 Damage
Major Rall again gets that faraway look at Straightjacket this time. Straightjacket must make a DC 17 Will save, please. Lady Seven delays to use a spell against anyone who attacks Rall.
| Project M.I.N.O.T.A.R |
Worried about using a grenade upon Straightjacket by accident, MINOTAR moves up to the closest enemy and attempts to slam him out of the way with a metal fist.
"Warning: Surrender and you will not be harmed further! Continue to resist and you will be rendered unconscious!"
Fighting: 1d20 + 8 ⇒ (8) + 8 = 16
If it hits: Toughness vs. DC25?
| Isikos |
Yes, physical damage does not harm shadows.
Isikos remembers a t-shirt worn by a guy on the dorms. It showed a bunch of soot-covered figures. One of them was saying "Always take out the wizard first!" Good advice, especially since he was having trouble taking down the leader.
attack on Lady 7: 1d20 + 8 ⇒ (9) + 8 = 17 DC 23 toughness and DC 18 dodge
WhtKnt
|
Despite her best effort, Ghost manages to grab Lady Seven's arms and holds on tight. Unable to dodge (since she can't move), she is fair game for Isikos' attack and folds like a bad poker hand. Straightjacket, inexplicably, releases his grip on Star Boss! Meanwhile, MINOTAR tries to render Rall unconscious with a solid blow, but the Major proves agiler than first thought and the blow misses by mere inches! Star Boss, now free of Straightjacket, steps up to MINOTAR. "Try me on for size," he rumbles, stabbing with the trident (DC 25 Dodge or DC 26 damage effect). Hydronaut attempts to blast Rall with a gout of water but misses the agile Major.
The heroes are up!
Staus:
Lady Seven - Unconscious
Star Boss - Unharmed and engaging MINOTAR
Major Rall - Unharmed
Lady Seven Toughness vs. Isikos: 1d20 + 5 ⇒ (2) + 5 = 7
Rall vs. MINOTAR Dodge: 1d20 + 7 ⇒ (9) + 7 = 16
Star Boss vs. MINOTAR: 1d20 + 9 ⇒ (16) + 9 = 25
Hydronaut vs. Rall: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Rall Dodge vs. Hydronaut: 1d20 + 7 ⇒ (7) + 7 = 14
| Jim Margrove - "Ghost" |
With Lady Seven down, Ghost isolates the Major as the next target. Being a psychic, he was the next most dangerous. Ghost catches Isikos's attention and points before teleporting next to the Major and attempting to grab him as well.
Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
DC 18 Dodge or he's Grabbed.
WhtKnt
|
Straightjacket, you are Dazed and limited to a single action. MINOTAR, you suffer a Bruise (-1 on all future actions).
Ghost grapples the Major, managing to grab him by the arms. Isikos seizes the advantage and strikes at the Major, but while he is unable to avoid the blow, he does resist it. Hydronaut blasts again at the Major, but despite being partially held, the Major manages to twist to avoid the blast.
Pausing to permit Straightjacket and MINOTAR to take their actions and I will then have the villains react.
Major Rall Dodge vs. Isikos: 1d20 + 3 ⇒ (6) + 3 = 9
Major Rall Toughness vs. Isiskos: 1d20 + 10 ⇒ (15) + 10 = 25
Hydronaut vs. Major Rall: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
Rall Dodge vs. Hydronaut: 1d20 + 3 ⇒ (17) + 3 = 20
Status:
Lady Seven - Unconscious
Major Rall - Immobile, vulnerable (grappled by Ghost)
Star Boss - Unharmed
| Project M.I.N.O.T.A.R |
MINOTAR's arm sparks as it shows the damage from the enemy's trident. Eyes suddenly flashing red, he then attempts to grab the trident and pull the creature off-balance and into MINOTAR"s suddenly moving forehead.
Fighting(Headsmash)-Bruised: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
If it hits: Toughness vs. DC25?
WhtKnt
|
Straightjacket tries to grab the Major, hoping to find him an easier foe than Star Boss, but again the alien proves too agile, despite Ghost's hold on him.
Star Boss does not even try to dodge the attack from MINOTAR, weathering the mighty blow as though it were a playful slap! "My turn," he shouts, smashing his own forehead into the robot. (Dodge DC 27 or DC 23 damage effect)
The heroes are up!
Star Boss Toughness vs. MINOTAR: 1d20 + 11 ⇒ (16) + 11 = 27
Star Boss HTH vs. MINOTAR: 1d20 + 9 ⇒ (18) + 9 = 27
WhtKnt
|
Actually, that blow not only dented your head, but left you dazed and bruised!
WhtKnt
|
Ghost attempts to tighten his hold on the Major, but the alien slips free of his grasp entirely. Isikos strikes even as the Major breaks free, catching him completely by surprise and incapacitating him!
Straightjacket moves to subdue Star Boss and succeeds in placing the massive alien in a hold as MINOTAR staggers backward. MINOTAR, you still have an action, but can take only one this round.
There is the sound of shrieking metal as the side of the ship is torn open. There, floating in midair stands the dynamic figure of Superman! He smiles as he sees that you have all but defeated the villains.
"Excellent work, heroes! We received your signal and came as quickly as we could. I was going to help you finish up, but it looks like you have the situation well-in-hand. The rest of the League are taking out the other vessels and sending the aliens packing.
"This appears to have been the vanguard for an invasion of Earth, but thanks to you, I think that they will cross us off their list for the time being."
Battle over! End of this issue!
Lady Seven: Incapacitated
Major Rall: Incapacitated
Star Boss: Defenseless, immobile, and impaired
Rall Dodge vs. Ghost: 1d20 + 3 ⇒ (16) + 3 = 19
Star Boss Dodge: 1d20 + 6 ⇒ (10) + 6 = 16
Rall Dodge vs. Isikos: 1d20 + 7 ⇒ (1) + 7 = 8
| Project M.I.N.O.T.A.R |
For MINOTAR's final act, he sets himself to charge the largest enemy still standing...realizing it may be his final action ever. However, the sudden appearance of Superman changes everything of course.
WHEW! That was a tough fight. Gotta LOVE that Superman save! Looking forward to the next mission GM. We're down to just four players now? Isikos, Ghost, Straitjacket and MINOTAR? I'm good with that if everyone else is! =) Maybe Hydro can come back later too...?
| Jim Margrove - "Ghost" |
I never got an answer to my question about whether or not I could pin the Major - I wanted to attempt that, but I couldn't remember if I needed a specific Edge for that or not.
Ghost has to take a moment. Superman - the Superman, was literally floating a few feet away from him. He felt rather giddy - even after having been found by Batman, and meeting Wonder Woman briefly in the headquarters, there was something about being near Superman that just gave you a giddy feeling.
Getting a grip on himself, he says, "Thank you, Superman. We reacted as quickly as we could. We haven't figured out what their objective was, though - they did send some forces to Grand Junction."