Zeitgeist Blue Posted June 3, 2020 Author Posted June 3, 2020 Zombie Toughness Saves: https://orokos.com/roll/812015 Yep. Rebellion crushes everything in his path. More zombies are coming but the way out is now free. Give me an opposed Strength roll as you find the heavy metal doors at the top of the lift closed.
RocketLord Posted June 3, 2020 Posted June 3, 2020 Strength: 20 Could be better, but lets see what happens.
Zeitgeist Blue Posted June 3, 2020 Author Posted June 3, 2020 (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 June 4, 2020 by Zeitgeist Blue
RocketLord Posted June 3, 2020 Posted June 3, 2020 (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 June 3, 2020 by RocketLord
Zeitgeist Blue Posted June 4, 2020 Author Posted June 4, 2020 (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 June 4, 2020 by Zeitgeist Blue
RocketLord Posted June 9, 2020 Posted June 9, 2020 Will Save: 16 Gotta make sure to try to disrupt that Aim, so Mingzhu first! Moving to her and attempting a grapple! Attack roll: 22 Grapple check, if that hits: 35
Zeitgeist Blue Posted June 9, 2020 Author Posted June 9, 2020 (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 June 9, 2020 by Zeitgeist Blue
RocketLord Posted June 9, 2020 Posted June 9, 2020 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.
Zeitgeist Blue Posted June 9, 2020 Author Posted June 9, 2020 (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 June 9, 2020 by Zeitgeist Blue
RocketLord Posted June 9, 2020 Posted June 9, 2020 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.
Zeitgeist Blue Posted June 9, 2020 Author Posted June 9, 2020 (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 June 9, 2020 by Zeitgeist Blue
RocketLord Posted June 9, 2020 Posted June 9, 2020 (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 June 10, 2020 by RocketLord
Zeitgeist Blue Posted June 10, 2020 Author Posted June 10, 2020 (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 June 10, 2020 by Zeitgeist Blue
RocketLord Posted June 10, 2020 Posted June 10, 2020 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} (Descriptors: Shadow 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!
Zeitgeist Blue Posted June 10, 2020 Author Posted June 10, 2020 (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 June 10, 2020 by Zeitgeist Blue
RocketLord Posted June 10, 2020 Posted June 10, 2020 (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 June 10, 2020 by RocketLord
Zeitgeist Blue Posted June 11, 2020 Author Posted June 11, 2020 (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 June 11, 2020 by Zeitgeist Blue
RocketLord Posted June 11, 2020 Posted June 11, 2020 Right, forgot I'd made it a full round action. Just gonna stay in position and use it, then.
Zeitgeist Blue Posted June 11, 2020 Author Posted June 11, 2020 (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 June 11, 2020 by Zeitgeist Blue
RocketLord Posted June 11, 2020 Posted June 11, 2020 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.
Zeitgeist Blue Posted June 11, 2020 Author Posted June 11, 2020 (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 June 11, 2020 by Zeitgeist Blue
RocketLord Posted June 12, 2020 Posted June 12, 2020 (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} (Descriptors: Shadow Strike, Slashing Damage Type) Power check: 11 Oh well. Edited June 12, 2020 by RocketLord
Zeitgeist Blue Posted June 12, 2020 Author Posted June 12, 2020 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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