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<blockquote data-quote="MnM_UH" data-source="post: 674813" data-attributes="member: 10023"><p><strong>Issue #3 - "Embers" (Continued)</strong></p><p></p><p>Scene 1: "Battle on the Waterfront" - Combat Round Four</p><p></p><p><em>I've had about enough of this knight guy,</em> Electrostatic thought. He stood up and pointed both arms at the mounted villain, projecting a mighty blast of electrical power right at Cyber-Knight. The blast caused blue light to dance across Cyber-Knight's armor and helmet.</p><p></p><p>(<span style="color: sienna">Electrostatic activates his Energy Field and assigns a +2 dodge bonus to Defense vs. Cyber-Knight (Dodge feat). He fires his Energy Blast at Cyber-Knight (DEF 14 due to his charge) and hits with a 16. Cyber-Knight must attempt a Damage save (DC 18) and fails with 14. He takes a Stun hit.</span>)</p><p></p><p>(<span style="color: sienna">The Scoundrel is unconscious for another 9 rounds.</span>)</p><p></p><p>Though rebuffed by the lightning bolt, Cyber-Knight was barely injured. "That is all thou can do?" Cyber-Knight asked, and spurred his Cyber-Steed onward. "Merely a tickle!" he announced as he charged, wielding his Vibrosword. The weapon swung, tapping Electrostatic's shoulder, but the hero rolled with the blow and was uninjured. As the blade connected, Cyber-Knight felt a slight jolt of additional electricity.</p><p></p><p>(<span style="color: sienna">Cyber-Knight charges Electrostatic (DEF 31) again, hitting the hero with a 33. Electrostatic must attempt a Reflex save (Evasion) (DC 24) and succeeds with a 24. Electrostatic's Energy Field strikes back at Cyber-Knight, who must make a Damage save (DC 18) and gets a 29 - no effect. Cyber-Knight continues past Electrostatic for another 25' (Move-By Attack).</span>)</p><p></p><p><em>If I can take down both of these heroes,</em> Trickster considered, <em>I will have more to barter with.</em> He made his illusory double fire its pistol at Pathfinder, but the hero was somehow able to evade the blast.</p><p></p><p>Trickster retreated from his position. <em>Don't want him to get too close.</em></p><p></p><p>(<span style="color: sienna">Trickster causes the illusion to fire its pistol at Pathfinder (DEF 19) but misses with a 13. He uses a half action to walk 25' away from his spot, but still within visual range of Pathfinder.</span>)</p><p></p><p>"Trickster," Pathfinder said, addressing the illusion, "you'll not escape me again!" The hero quickly put his SuperX Crossbow back in its slot on his backpack, and charged his foe, crashing into the illusion. He did not seem to notice that he was wrestling with air.</p><p></p><p>(<span style="color: sienna">Pathfinder puts his crossbow away and charges the Trickster illusion to grapple. The illusion has DEF 18, and Pathfinder hits with a 22. He now gets a new Will save against the Illusion (DC 25), but fails with an 8.</span>)</p><p></p><p>Bombardier struggled in the angelic hero's grasp. "You sure are strong!" It was clear that Bombardier would not be able to wriggle free easily.</p><p></p><p>(<span style="color: sienna">Bombardier tries to resist the grapple, so he and Seraphim make opposed Grapple checks. Bombardier gets 12 and Seraphim gets 28. Bombardier cannot act this round.</span>)</p><p></p><p>"Electrostatic," Seraphim called out, "I'm going to take care of this rubbish. Finish off Cyber-Knight." He looked around for Pathfinder and the Scoundrel, but could not see them.</p><p></p><p>Carrying Bombardier, Seraphim took to the sky, flying some 60' straight up. "Now perhaps we can have a civil discussion," Seraphim suggested.</p><p></p><p>The villain looked down. "What do you want?" he demanded nervously. </p><p></p><p>"I'm going to make you a deal," Seraphim replied. "If you hand over your bandolier and your pack, I will let you down without injury."</p><p></p><p>"And if I don't?" Bombardier asked.</p><p></p><p>Seraphim smiled. "How far up do you think I can fly before I lose my grip on you?"</p><p></p><p>"Fair enough," Bombardier replied and handed over what the hero requested.</p><p> </p><p>(<span style="color: sienna">Seraphim uses a free action to continue his Leadership. Next, he and Bombardier fly 60' straight up, and Seraphim makes an Intimidate check (DC 18), getting a 25. He convinces Bombardier to hand over his bandolier and bag of tricks in exchange for being put back on the ground.</span>)</p><p></p><p>(<span style="color: sienna">This ends the fourth combat round.</span>)</p><p></p><p><span style="font-size: 12px"><strong>Watch for round 5, coming soon!</strong></span></p></blockquote><p></p>
[QUOTE="MnM_UH, post: 674813, member: 10023"] [b]Issue #3 - "Embers" (Continued)[/b] Scene 1: "Battle on the Waterfront" - Combat Round Four [I]I've had about enough of this knight guy,[/I] Electrostatic thought. He stood up and pointed both arms at the mounted villain, projecting a mighty blast of electrical power right at Cyber-Knight. The blast caused blue light to dance across Cyber-Knight's armor and helmet. ([COLOR=sienna]Electrostatic activates his Energy Field and assigns a +2 dodge bonus to Defense vs. Cyber-Knight (Dodge feat). He fires his Energy Blast at Cyber-Knight (DEF 14 due to his charge) and hits with a 16. Cyber-Knight must attempt a Damage save (DC 18) and fails with 14. He takes a Stun hit.[/COLOR]) ([COLOR=sienna]The Scoundrel is unconscious for another 9 rounds.[/COLOR]) Though rebuffed by the lightning bolt, Cyber-Knight was barely injured. "That is all thou can do?" Cyber-Knight asked, and spurred his Cyber-Steed onward. "Merely a tickle!" he announced as he charged, wielding his Vibrosword. The weapon swung, tapping Electrostatic's shoulder, but the hero rolled with the blow and was uninjured. As the blade connected, Cyber-Knight felt a slight jolt of additional electricity. ([COLOR=sienna]Cyber-Knight charges Electrostatic (DEF 31) again, hitting the hero with a 33. Electrostatic must attempt a Reflex save (Evasion) (DC 24) and succeeds with a 24. Electrostatic's Energy Field strikes back at Cyber-Knight, who must make a Damage save (DC 18) and gets a 29 - no effect. Cyber-Knight continues past Electrostatic for another 25' (Move-By Attack).[/COLOR]) [I]If I can take down both of these heroes,[/I] Trickster considered, [I]I will have more to barter with.[/I] He made his illusory double fire its pistol at Pathfinder, but the hero was somehow able to evade the blast. Trickster retreated from his position. [I]Don't want him to get too close.[/I] ([COLOR=sienna]Trickster causes the illusion to fire its pistol at Pathfinder (DEF 19) but misses with a 13. He uses a half action to walk 25' away from his spot, but still within visual range of Pathfinder.[/COLOR]) "Trickster," Pathfinder said, addressing the illusion, "you'll not escape me again!" The hero quickly put his SuperX Crossbow back in its slot on his backpack, and charged his foe, crashing into the illusion. He did not seem to notice that he was wrestling with air. ([COLOR=sienna]Pathfinder puts his crossbow away and charges the Trickster illusion to grapple. The illusion has DEF 18, and Pathfinder hits with a 22. He now gets a new Will save against the Illusion (DC 25), but fails with an 8.[/COLOR]) Bombardier struggled in the angelic hero's grasp. "You sure are strong!" It was clear that Bombardier would not be able to wriggle free easily. ([COLOR=sienna]Bombardier tries to resist the grapple, so he and Seraphim make opposed Grapple checks. Bombardier gets 12 and Seraphim gets 28. Bombardier cannot act this round.[/COLOR]) "Electrostatic," Seraphim called out, "I'm going to take care of this rubbish. Finish off Cyber-Knight." He looked around for Pathfinder and the Scoundrel, but could not see them. Carrying Bombardier, Seraphim took to the sky, flying some 60' straight up. "Now perhaps we can have a civil discussion," Seraphim suggested. The villain looked down. "What do you want?" he demanded nervously. "I'm going to make you a deal," Seraphim replied. "If you hand over your bandolier and your pack, I will let you down without injury." "And if I don't?" Bombardier asked. Seraphim smiled. "How far up do you think I can fly before I lose my grip on you?" "Fair enough," Bombardier replied and handed over what the hero requested. ([COLOR=sienna]Seraphim uses a free action to continue his Leadership. Next, he and Bombardier fly 60' straight up, and Seraphim makes an Intimidate check (DC 18), getting a 25. He convinces Bombardier to hand over his bandolier and bag of tricks in exchange for being put back on the ground.[/COLOR]) ([COLOR=sienna]This ends the fourth combat round.[/COLOR]) [SIZE=3][B]Watch for round 5, coming soon![/B][/SIZE] [/QUOTE]
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