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The Basement Shudders


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Posted (edited)

Bodyguards

Aid Strength Opposed Check: 3#1d20+3 = 21, 16, 8

Leader Strength Opposed Check: 1d20+3+7 = 17

 

Lucky, lucky Rebellion.

 

Will Save: 4#1d20+5 = 24, 15, 9, 16

Initiative: 4#1d20+2 = 20, 14, 13, 18

 

Lady Mingzhu

Will Save: 1d20+13 = 19

Initiative: 1d20+6 = 8

 

***

 

24 - Rebellion, 5 HP: Unharmed

20 - Bodyguard 1: Unharmed

18 - Bodyguard 4: Bruised, Injured, Sickened

14 - Bodyguard 2: Bruised, Injured, Nauseated, Stunned

13 - Bodyguard 3: Disabled, Helpless, Staggered, Stunned

8 - Lady Mingzhu: Bruised, Injured, Sickened

 

Roll a Will Save DC 15 and Initiative for me while I get the IC up.

Edited by Zeitgeist Blue
Posted (edited)

Reb leaps straight at the uninjured guard and does a punch: 10

That... was bad. Gonna spend a HP to reroll that: 17 becomes 27 because I rolled below 10.

 

DC26 TOU save for Bodyguard 1 if that hits.

 

Also, Reb got Luck 3, so he should've been at 5HP before I just spent one, so now 4HP.

Edited by RocketLord
Posted (edited)

Bodyguard 1

Toughness Save: 1d20+4 = 13

 

Bodyguard 4

All-Out Attack: +5 Attack / -5 Defense

Attack Roll: 1d20+9 = 14

 

Mingzhu

Refocus

 

***

 

Bodyguards

Will Save Recovery: 4#1d20+5 = 22, 8, 12, 6

Will Save: 4#1d20+5 = 23, 12, 17, 14

 

Mingzhu

Will Save: 1d20+13 = 18

 

Zombies

Initiative: 1d20+0 = 12

 

***

 

Bodyguard Knockback

Toughness Save: 1d20+4 = 14

 

Crates

Toughness Save: 1d20+4 = 22

 

At this point all the Bodyguards are out of the fight.

 

***

 

Mingzhu

Move: Away from the basement doors

Aim

 

***

 

25 - Lady Mingzhu: Bruised, Injured

24 - Rebellion, 3 HP: Unharmed

20 - Bodyguard 1: Bruised, Dazed, Injured, Staggered

12 - Zombies, Unharmed

 

***

 

Make a Will Save vs DC 15

And Rebellion is up.

 

He hears more zombies climbing up and what sounds like Abracadaver throwing curses at him.

Edited by Zeitgeist Blue
Posted (edited)

The grapple hits.

 

Lady Mingzhu

Opposed Grapple Check: 1d20+19 = 30 

 

Zombies 1

Aim

 

***

 

Abracadaver

Initiative: 1d20+1 = 12

 

Zombies 2

Initiativee: 1d20-1 = 8

 

***

 

Lady Mingzhu

Escape: 1d20+19 = 28

 

***

 

25 - Lady Mingzhu: Bruised, Injured, Bound, Helpless

24 - Rebellion, 3 HP: Unharmed

12 - Abracadaver: Unharmed

12 - Zombies 1: Unharmed

8 - Zombies 2: Unharmed

 

***

 

Roll an Opposed Grapple Check vs. DC 28 for Mingzhu's Escape.

Then it is Rebellion's turn.

Edited by Zeitgeist Blue
Posted

Grapple Check: 33

 

And then he throws her at Abracadaver. I figure that at the very least, Mingzhu's hurt. Maybe even hits some of the others near Abracadaver if my roll is good enough (even if Abracadaver isn't hit)

Anyway... ranged attack is bad, but let's see what happens: 24

Aw yes. That's a crit ?

 

I'm guessing at least Mingzhu (and maybe Abracadaver) gets hurt from that? DC31 from Reb's Strength with Crit added, and whatever other fun things you'd like to happen cus of the crash.

 

I'd like to see the effect before using my Move action.

Posted (edited)

Lady Mingzhu

Toughness Save: 1d20+14 = 24

 

Abracadaver

Toughness Save: 1d20+16 = 27

 

I'd say it hits and knocks down one or two other zombies near Abracadaver, enough for the group to add a Bruised condition.

 

***

 

25 - Lady Mingzhu: Dazed, Bruised 2, Injured, Prone

24 - Rebellion, 3 HP: Unharmed

12 - Abracadaver: Bruised

12 - Zombies 1: Bruised

8 - Zombies 2: Unharmed

Edited by Zeitgeist Blue
Posted

Leaping back to get into melee range with Abracadabra, then I'm gonna surge for an extra standard action and punch him with a Power Attack maneuvre for +2DC/-2ATK: 9

Gonna spend a HP to reroll that: 9... and rolling the exact samer roll, but at least adding +10 makes it a 19.

If that hits, then DC28 TOU save for Abracadaver.

 

Any chance that jumping back and attacking instead of running triggers Reb's FEARLESS/FOOL complication, since staying and fighting really doesn't seem like the smart choice here?

FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble.

Posted (edited)

Definitely. Take an HP for the potentially suicidal action.

 

***

 

Abracadaver

Toughness Save: 1d20+15 = 20

Knockbacked: 25 feet, hits a bunch of zombies on the way for another Bruised condition to the zombies.

 

Clears Dazed

 

***

 

Zombies 3:

Initiative: 1d20-1 = 9

 

Bodyguard Zombies 1, 2, 3

All-out Attack +5 Attack / -5 Defense

Submachine Guns: 3#1d20+10 = 23, 16, 23

DC 19

 

***

 

Zombies 1, 2, 3

+2 Attack / -2 Defense

Bites and Claws: 3#1d20+8 = 27, 23, 23

DC 23

 

***

 

Lady Mingzhu

Clears Dazed

 

***

 

25 - Lady Mingzhu: Bruised 2, Injured, Prone

24 - Rebellion, 3 HP: Fatigued, Unharmed, -1 Attack, -1 Defense, -2 Strength, -2 Dexterity

12 - Abracadaver: Bruised 2, Prone

18 - Bodyguard Zombie 1: Unharmed, Defense 3

14 - Bodyguard Zombie 2: Unharmed, Defense 3

13 - Bodyguard Zombie 3: Unharmed, Defense 3

12 - Zombies 1: Bruised, Defense -2

9 - Zombies 3: Bruised, Defense -2

8 - Zombies 2: Unharmed, Defense -2

 

***

Roll Toughness vs DC 19, 19, 23, 23, 23

Rebellion basically gets dogpiled by Abracadaver's group of zombies, like 21 of them fluff-wise.

Edited by Zeitgeist Blue
Posted (edited)

Ignoring this!

 

That's a lot of good rolls! At least the fatigue doesn't hit until my own turn.

 

First TOU: 10

oof. Off to a bad start, let's reroll that: 21

Second TOU: 18, a bruise, I'll take it.

Third TOU: 11

Y'know what. 3 more needed, only 2HP left, and Fatigued if I spend both of those. Let's take the KO, save some HP for after.

Fourth TOU: 13

Yeah, he's down!

 

Let' see what happens!

Edited by RocketLord
Posted (edited)

FYI, this is the end of the thread if Rebellion gets KO'd besides some epilouge stuff. Though you may want to save the HP for the epilouge rolls for information gathering. Obviously, the rolls would be easier if you escape with the black tome and laptop's contents. It's up to you.

 

Actually, the third zombie attack won't happen this round if Rebellion is hit like that, so consider this his conditions by his turn next round.

 

24 - Rebellion, 4HP: Bruised, Dazed, Disabled, Fatigued, Injured, Staggered, Unconscious

Edited by Zeitgeist Blue
Posted

Alright, as we discussed, I'd forgotten something else I could do about the damage, and Reb was supposed to have 1 more HP, so, ignoring the previous OOC!

 

First, I spend a HP to Dodge. That'll increase Reb's defense by 9, to 31, meaning all the hits miss.

 

On to my turn, I start off with spending a Hero Point to get rid of the fatigue.

 

Then, I use Extra Effort to stunt this power on his Terror array: Reb basically jams his hand into the ground, shapeshifting his shadow-y form into slashing across the entire area around him. 

Damage 10 (Extras: Area [Targeted Burst], Autofire; Flaws: Action [Full Round]; Feats: Accurate 3, Knockback 6, Progression [Area] 2) {31/31PP} (DescriptorsShadow Strike, Slashing Damage Type)

 

That's a 250 feet radius attack, so it should hit everyone in there.

 

Rolling attack... 15

Y'know, I can do much better. Spending another HP to reroll: 26

Much better! DC25+Autofire effects TOU for the ones that get hit!

 

And I've spent a total of 3HP, leaving me with 1, but I'm rid of fatigued until my next turn, at least!

Posted (edited)

Defenses

Mingzhu: 23

Abracadaver: 16

Bodyguard Zombies: 15

Zombies: 10

 

***

 

Toughness Save

Lady Mingzhu: 1d20+12 = 27: Saved

Abracadaver: 1d20+15 = 25: Bruised, Dazed, Injured

 Knockback: 7. Toughness Save: 1d20+14 = 29

Concrete: 1d20+8 = 25: Saved

Bodyguard Zombies: 3#1d20+5 = 8, 21, 23: Destroyed; Bruised, Dazed, Injured; Bruised Dazed, Injured. Knockback for both: 13

Knockback: 13. Toughness Save: 2#1d20+4 = 11, 5 vs DC 23: Dazed, Disabled, Staggered; Destroyed

Zombies: 3#1d20+7 = 18, 12, 21: Destroyed, Destroyed, Destroyed

 

***

 

Abracadaver

Clears Dazed

 

***

 

Bodyguard Zombies

Clear Dazed

 

***

 

Lady Mingzhu

Clears Dazed

 

***

 

25 - Lady Mingzhu: Bruised 2, Injured, Prone

24 - Rebellion, 3 HP: Fatigued, Unharmed, -1 Attack, -1 Defense, -2 Strength, -2 Dexterity

12 - Abracadaver: Bruised 2, Injured, Prone

 

***

 

It is now Rebellion's turn

Edited by Zeitgeist Blue
Posted (edited)

Spending a HP to get rid of fatigued, so I should be down to 0HP now.

 

Right, sticking with using the stunted power from above on the AP! Leaping to Abracadaver so he's in melee range... and doing it again. Should hit Lady Mingzhu and Abracadaver both, though depending on distances and how you wanna rate a melee attack the +4 to hit might apply to Abracadaver, and -4 to hit might apply to Mingzhu? Your call! Not sure exactly how far they are from each other.

 

Attack roll: 20 (without the prone modification)

DC25+any bonuses from Autofire if that hits them.

 

Your call if the FEARLESS/FOOL complication should apply again for sticking around instead of running again.

Edited by RocketLord
Posted (edited)

Mind, the power requires a full action so you can't move to melee range and use it in the same round. You can move then prep it for Rebellion's next round if you want.

 

***

 

Rebellion looks like he has the upper-hand now so no HP. It'd also probably make him untouchable if I gave it every round he fights.

 

***

Edited by Zeitgeist Blue
Posted (edited)

Abracadaver

Defense 12. +5 DC

Toughness Roll: 1d20+13 = 30. Saved.

 

Mingzhu

Defense 19. +3 DC

Toughness Roll: 1d20+13 = 27. Bruised and Injured.

 

***

Zombies

Initiative: 1d20-1 = 10

 

***

 

Abracadaver

Move: Teleport to 50 feet from Rebellion. Then 25 feet up the shelves.

Ready

 

***

 

Zombies

Move forward

 

***

 

Mingzhu

Move: Gets up

Ready

 

***

 

25 - Lady Mingzhu: Bruised 3, Injured 2

24 - Rebellion, 0 HP: Unharmed

12 - Abracadaver: Bruised 2, Injured

 

***

 

And it is Rebellion's turn.

Edited by Zeitgeist Blue
Posted

Alright, free action to back to Enhanced Strength on the Terror array, then running and leaping to Abracadaver's location. Gonna punch with a Power Attack for -2ATK/+2DC: 13

And I think that's a miss, but that's how it goes!

Otherwise, DC28 TOU save.

Posted (edited)

That misses.

 

***

Abracadaver

Ready Action: Dark Bolt: 1d20+11 = 15. Misses.

Move: Teleports 50 feet away.

Standard Action: Ready.

 

***

Mingzhu

Disappears into the warehouse.

 

***

Zombies

Initiative: 1d20-1 = 3

 

***

25 - Lady Mingzhu: Bruised 3, Injured 2

24 - Rebellion, 0 HP: Unharmed

12 - Abracadaver: Bruised 2, Injured

10 - Zombies, Unharmed

3 - Zombies, Unharmed

 

***

Well, nothing happened. Let's go for another round of OOC posting before I post an IC reply.

 

I will also dangle an HP if you use Shadow Strike again, so that I can see how a Counter contest looks like.

 

Edited by Zeitgeist Blue
Posted (edited)

As we discussed, we'll abort the rule for not being able to use the stunted power again after switching from it, and I'll go for that AP!

 

Shadow Strike again from current position, should reach far enough to hit both the zombies and Abracadaver: 19

DC25 TOU +bonus from Autofire, of course

 

Damage 10 (Extras: Area [Targeted Burst], Autofire; Flaws: Action [Full Round]; Feats: Accurate 3, Knockback 6, Progression [Area] 2) {31/31PP} (DescriptorsShadow Strike, Slashing Damage Type)

 

Power check: 11

Oh well.

Edited by RocketLord
Posted

Right, so Abracadaver will Counter the attack. And we'll be using all the optional rules for Countering Contests as seen in p.19 of Ultimate Power.

 

Power Check: 1d20+11 = 20

 

Power Rank: +1

 

The power is contained and inches towards Rebellion. Do another Power check and I'll get an IC up.


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