Ecalsneerg Posted April 1, 2009 Posted April 1, 2009 Initiative (1d20+3=15) Also, to clarify, Geckoman doesn't have his zappers on his person. However, he does have his utility belt and grappling gun. As in hand-to-hand he is PL 2, this will be interesting. :D
Cyrith Posted April 3, 2009 Posted April 3, 2009 Iniative Roll (1d20 2=14) Just to clarify, do we have the Hero Point for the complication and the normal point for the thread? Or just one?
MBCE Posted April 3, 2009 Author Posted April 3, 2009 Iniative Roll (1d20 2=14) Just to clarify, do we have the Hero Point for the complication and the normal point for the thread? Or just one? You have both. The normal every thread gets plus the one for the complication. If you have the luck feat, you have those HPs as well. :)
Ecalsneerg Posted April 3, 2009 Posted April 3, 2009 You have both. The normal every thread gets plus the one for the complication. If you have the luck feat, you have those HPs as well. I'm going to need it. "Aaargh... no melee weapons!" *Hero point* "Hey, guess I had power knuckles in my belt all along. Lucky, that."
Ecalsneerg Posted April 9, 2009 Posted April 9, 2009 Right, I just realised something. Most of Geckoman's toughness comes from his costume, and I see his Raven one providing at least some protection (he seems the type who'd enjoy having a Raven costume). Thing is, it probably shouldn't provide as much. So should I treat it as Protection 1 or 2 instead of Protection 3?
MBCE Posted April 22, 2009 Author Posted April 22, 2009 Initiative for baddies (1d20+3=18) INITIATIVE Quark 20 Were-men 18 Geckoman 15 High Note 14 HPs Quark 4 Geckoman 3 High Note 2 six baddies: Gorilla 1 (Leader): Remains by the smoke machine. Gorilla 2 : Remains by the leader. Rhino 1 : Goes after Darian Rhino 2: Heads for Gordy Tiger 1: Heads for Chris Tiger 2: Remains by leader The creatures are all within a small movment to attack next round. Both Chris and Gordy could attack now if they wished. The Rhinos have cleared a path to the smoke machine, but the Tiger has not.
MBCE Posted April 22, 2009 Author Posted April 22, 2009 So, is it my turn or Ecal's turn? um, Considering Quark went first and is at the top of the order, it looks like it is Geckoman and High note next. Then it's Quark's turn. You're in wait mode.
Ecalsneerg Posted April 22, 2009 Posted April 22, 2009 Move towards the tiger 15', drop a smokebomb, continue on 15' using move-by action. The singing and hopping is just for... well, being Geckoman. EDIT: He doesn't even notice that Chris is singing, something he'd normally make a snarky comment about. But... but... it's Eye of the Tiger. And I'm fighting a tiger. It's too awesome to snark.
Sandman XI Posted April 22, 2009 Posted April 22, 2009 Before I post, I need to know, since The Quark Lair is not being used in this adventure, can I requisition the two equipment points into something useful?
MBCE Posted April 23, 2009 Author Posted April 23, 2009 Before I post, I need to know, since The Quark Lair is not being used in this adventure, can I requisition the two equipment points into something useful? Like what? I dislike changing HQs as they are such a major part of a character even if they are not in scene. If you had other equipment, that would be okay though. So tell me what you would turn those eps into first.
N/A Posted April 23, 2009 Posted April 23, 2009 But... but... it's Eye of the Tiger. And I'm fighting a tiger. It's too awesome to snark. :shock: You're actually singing Eye of The Tiger while you fight an actual tiger? That's pretty much the most awesome thing ever. Congratulations, Sir, you have my attention.
Sandman XI Posted April 23, 2009 Posted April 23, 2009 Like what? I dislike changing HQs as they are such a major part of a character even if they are not in scene. If you had other equipment, that would be okay though. So tell me what you would turn those eps into first.You know, I really don't know. Chronologically, this is before the Morphic Device was turned into a portable object. Also, Darian doesn't even have on the Protection Undersuit. He's up crap creek without a paddle if I don't think of something :|
MBCE Posted April 27, 2009 Author Posted April 27, 2009 Cirth, was that force filed that High Note put up? I'll assume it was unless you correct me. Also, if every one could include their combat stats here, that would help. Please list your Toughness, Def, Saves, Attack, and Damage. I'll edit them into the Combat stats of the baddies. Attack on Gordy Rhino attack Gordy DC16. Toough Dc24 (1d20+5=13) Attack on Chris Attack on Chris DEF 17; Tough Dc 20 (1d20+9=25) Sense motive for Quark's bluff Sense Motive DC 18 (1d20-2=1) COMBAT STATS Character--Attk---Def---Tough---Saves(F/R/W)---Damage Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24 Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20 Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25 INITIATIVE Quark 20 Were-men 18 Geckoman 15 High Note 14 HPs Quark 4 Geckoman 3 High Note 2 six baddies: Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight Gorilla 2 : Remains by the leader.;watches fight Rhino 1 : Goes after Darian; Stops in indecision Rhino 2: Heads for Gordy; Swings at Gordy Tiger 1: Heads for Chris; Swings at Chris Tiger 2: Remains by leader;Watches fight The Rhinos have cleared a path to the smoke machine, but the Tiger has not.
Cyrith Posted April 28, 2009 Posted April 28, 2009 It was the power, yes. Does a tie in an attack go to the defender or the attacker? EDIT: NM, that questioned was answered by reading the IC posts. Combat: 12pp Attack: +2, +2 ranged, +6 w/ Blast, Fatigue, and Sonic Control Grapple: +2 Defense: +6 (+2 flat-footed) Knockback: -3 (-2 flat-footed), -1 without Force Field (+0 flat-footed) Initiative: +2 Saves: 14pp Toughness: +7 (+5 flat-footed), +1 without Force Field (-1 flat-footed) Fortitude +3 (-1 Con, +4) Reflex +8 (+2 Dex, +6) Will +5 (+1 Wis, +4) My damage is a DC 22.
Ecalsneerg Posted April 30, 2009 Posted April 30, 2009 Character--Attk---Def---Tough---Saves(F/R/W)---Damage Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24 My original toughness roll... DC 20 Toughness (1d20+5=9) would have left me disabled, which isn't nice. So I spend one of my 3 shiny hero points to... DC 20 save (1d20+5=20) Waltz away unharmed by the skin of my teeth. Thus, I'll extra effort up some power knuckles. 1 Equipment rank for Strike 4 [Mighty]. I could afford plain Strike 5, but the book has them in a utility belt as Strike 4, so fair play and all that... So move action to draw, standard action to slug. At this juncture I'd like to add how glad I am that my costume choice let me justify my, admittedly basic, utility belt.
MBCE Posted May 1, 2009 Author Posted May 1, 2009 COMBAT STATS Character--Attk---Def---Tough---Saves(F/R/W)---Damage High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22 Gekoman Quark Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24 Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20 Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25 CONDITION HIgh Note Gekoman Fatigued(extra effort) Quark INITIATIVE Quark 20 Were-men 18 Geckoman 15 High Note 14 HPs Quark 4 Geckoman 2 [Hero for reroll] High Note 2 six baddies: Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight Gorilla 2 : Remains by the leader.;watches fight Rhino 1 : Goes after Darian; Stops in indecision Rhino 2: Heads for Gordy; Swings at Gordy Tiger 1: Heads for Chris; Swings at Chris Tiger 2: Remains by leader;Watches fight The Rhinos have cleared a path to the smoke machine, but the Tiger has not.
Ecalsneerg Posted May 1, 2009 Posted May 1, 2009 Character--Attk---Def---Tough---Saves(F/R/W)---Damage Geckoman (PL7) +5/+7---+7--+5--(2,5,2)---Strike DC 19, Zappers DC 20 Just realised I hadn't edited this block to include my combat stats <.<
Sandman XI Posted May 1, 2009 Posted May 1, 2009 Character---Atk---Def---Tough---Saves(F/R/W)---Damage Quark (PL0) +0----+0----(-1)-----------(0/0/0)---Unarmed DC 13
MBCE Posted May 25, 2009 Author Posted May 25, 2009 COMBAT STATS Character--Attk---Def---Tough---Saves(F/R/W)---Damage High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22 Geckoman +5/+7---+7--+5--(2,5,2)---Strike DC 19, Zappers DC 20 Quark +0----+0----(-1)-----------(0/0/0)---Unarmed DC 13 Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24 Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20 Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25 CONDITION HIgh Note Gekoman Fatigued(extra effort) Quark INITIATIVE Quark 20 Were-men 18 Geckoman 15 High Note 14 HPs Quark 4 Geckoman 2 [Hero for reroll] High Note 2 six baddies: Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight Gorilla 2 : Remains by the leader.;watches fight Rhino 1 : Goes after Darian; Stops in indecision Rhino 2: Heads for Gordy; Swings at Gordy Tiger 1: Heads for Chris; Swings at Chris Tiger 2: Remains by leader;Watches fight The Rhinos have cleared a path to the smoke machine, but the Tiger has not.
Sandman XI Posted May 25, 2009 Posted May 25, 2009 We havent had an answer from Cyrith in over three weeks, should we move on?
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