RocketLord Posted November 20, 2020 Posted November 20, 2020 (edited) OOC for this. @Heritage, @KnightDisciple, @Avenger Assembled let's see some Initiative rolls and a round of posts before combat starts. You will all be able to spot the ship, so no need to roll for that. Edited November 20, 2020 by RocketLord
KnightDisciple Posted November 20, 2020 Posted November 20, 2020 Thunderbird: 28. Which I think thanks to the nat20 is technically a...33?
RocketLord Posted November 24, 2020 Author Posted November 24, 2020 Pirates Initiative: 23 There's a ship above. There's 4 pirates on the ground that's appeared from the cannonballs, and the cannonballs are still glowing. Anyone that went with Pan on the trip to the Danger Research Facility in Spring 2019 (or have been told about that or the cannonballs by Pan or anyone on that trip) might remember that these cannonballs work as portals and will keep bringing in more pirates until they're destroyed. @KnightDisciple is up 28 - Thunderbird - 2HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates 14 - Crystal-Gazer - 2HP - Unharmed
KnightDisciple Posted November 24, 2020 Posted November 24, 2020 Thunderbird is going to burn an HP to cover the fact that he's taking an extra Move Action... Move Action: Fly at top speed to a point a little ways past the pirate ship. He's using his Power Reserve fully to Flight, so that gives him Flight 7 aka 1000mph. Free Action: Switch his High Flier Array to this power: AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (Electricity/Lightning, Sonic) (Borealis Burst) Full Round Action: Activate Borealis Burst, but keep the Radius such that it encompasses the pirate ship and any guys hanging off ropes, but does not reach the ground or hit nearby skyscrapers. I believe that's a DC 20 Reflex save for half damage on the DC 25 Toughness Save, as well as to determine if they are Blinded and Deafened. I'll worry about the Tiring later.
RocketLord Posted November 25, 2020 Author Posted November 25, 2020 (edited) Reflex for Area for the Ship: 14 Ship TOU save: 21 The ship cannot be blinded or deafened. Reflex Save vs Area for the Crew: 25 TOU Save for Crew: 13 The crew is dazed. Reflex Save vs. Dazzle: 22 --- Pan uses Quick Change to get into his costume. Move Action to Fly to one of the canonballs, Standard Action to attack with Forever Weapon in the shape of a hammer: 19 Cannonball TOU save: 22 vs DC27 The cannonball is destroyed. --- Current status: Micah is in the air by the Sky-Pirate ship and has damaged it, while blinding and deafening the crew. Pan has destroyed a cannonball with a teleport gate on the ground. 4 pirates are on the ground. @Avenger Assembled is up 28 - Thunderbird - 1HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: Injury (x1) - Ship Crew: Bruise (x1), Dazed (1 rnd) - Pirates on Ground (x4): Unharmed - Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed 14 - Crystal-Gazer - 2HP - Unharmed Edited November 25, 2020 by RocketLord
Avenger Assembled Posted November 26, 2020 Posted November 26, 2020 Angelik flies up onto the deck of the ship. She switches her array to Enhanced STR and punches the mast. It's a big immobile object so I don't think she needs to roll? She'll Power Attack for +2. That's DC 25+2+2+2 from Super-Strength vs. an immobile object. That's a DC 31 Tou check for the ship. If you just have it take 10 as an object, it'll get 22 and fail by 9 but that's up to you RL. =D
RocketLord Posted November 28, 2020 Author Posted November 28, 2020 Ship takes 10 as an object, for total of 23 That's an Injury to the mast, and dividing the ship into sections for the Hull and the Mast, damage wise. The mast can't be dazed and its an object, so no bruise. Give me an IC. 28 - Thunderbird - 1HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x1) - Ship Crew: Bruise (x1), Dazed (1 rnd) - Pirates on Ground (x4): Unharmed - Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed 14 - Crystal-Gazer - 2HP - Unharmed
RocketLord Posted December 2, 2020 Author Posted December 2, 2020 (edited) Three pirates on the ground goes for Forever Boy, the last goes for Crystal-Gazer. 3 Attack vs. Pan: 19 19 17, all miss! 1 Attack vs. Lulu: 22 That's a hit. Give me a DC21 TOU save. Two more pirates appear from the remaining cannonball on the ground. The Ship Crew clears the Daze @Heritage is up! 28 - Thunderbird - 1HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x1) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed 14 - Crystal-Gazer - 2HP - Unharmed Edited December 2, 2020 by RocketLord
Heritage Posted December 6, 2020 Posted December 6, 2020 Sorry, I didn't mean to leave everyone hanging! Toughness save: 1d20+10=19
RocketLord Posted December 9, 2020 Author Posted December 9, 2020 Responding to the ooc from the IC: Picking the cannonball up is perception range, no issue there. Throwing it at someone else is a +8 Attack roll for throwing stuff with TK.
Heritage Posted December 9, 2020 Posted December 9, 2020 Okay, Lulu's plan right now is to use her Selective Concealment to give herself Partial Concealment, essentially making her form somewhat blurry, and then pick the cannonball up with her Move Object and slam it in the ground in an attempt to destroy it. Not sure what to roll to do that, if anything.
RocketLord Posted December 9, 2020 Author Posted December 9, 2020 Cannonball's TOU save vs. DC25: 20 The cannonball is destroyed! @KnightDisciple is up after Heritage's IC.
KnightDisciple Posted December 11, 2020 Posted December 11, 2020 The Power I used has the Tiring Flaw....can't remember offhand how badly-off that leaves me. I think I can shake it with an HP?
RocketLord Posted December 11, 2020 Author Posted December 11, 2020 It causes Fatigue, so you can get rid of it with a HP.
KnightDisciple Posted December 15, 2020 Posted December 15, 2020 Free Action: Use 1 HP to shake Fatigue. Free Action: Switch Array to Green Lightning (regular ranged damage) Move Action: Get to within 120 feet (aka 1st range increment for rank 12 power) of the ship. Standard Action: Ranged Attack vs Ship: 11. And I have no HP left. If that somehow does hit, DC 27 Toughness Save.
RocketLord Posted December 20, 2020 Author Posted December 20, 2020 Move Action: Fly to the Pirates near the cannonball Lulu destroyed. They're still close enough that I can use Takedown Attack to target them if I take them down. Standard Action: Attack the pirates with the Forever Weapon, making 4 attacks in order in case I take them down: 14 11 15 15 And that doesn't matter at all since they would all miss anyway! @Avenger Assembled is up! 28 - Thunderbird - 1HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x1) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Unharmed
Avenger Assembled Posted December 21, 2020 Posted December 21, 2020 Standard Action: Punch that mast again, DC 29 Tou save for it Move Action: Seek to Intimidate the pirates - 21 with the penalty for doing it as a move action, though depending on how well the mast rolls she may get a bonus to the result...or a negative depending!
RocketLord Posted December 21, 2020 Author Posted December 21, 2020 Ship takes 10 as an object, so total 22. Another injury. For the sake of keeping things quick I'll be treating the crew as a single target, with any effects lowering its efficiency, but with higher bonuses than the individual pirates. Opposing intimidate: 15 Oh yes, they're scared. Give me an IC, then I'l follow up. 28 - Thunderbird - 0HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x2) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Unharmed
RocketLord Posted December 22, 2020 Author Posted December 22, 2020 (edited) 4 of the crew on the ground goes for Forever Boy up close: 10 16 24 26 One hit, and that's a crit. Pan spends a HP on doubling his Dodge Bonus to avoid it. Last 2 crew on the ground shoots at Crystal-Gazer: 16 23 One hit. @Heritage give me a DC21 TOU save for Lulu. The crew on the ship are clearly rattled, and they're starting to do something drastic! @Avenger Assembled: Give me a DC22 Reflex Save vs. Area Effect, then a DC29 or DC23 if you pass save vs. Trip, using the worse of Strength or Dex (did a typo for a +15, should've been +12, in case any of you wonder about the different roll). There's a Knockback effect that'll throw you towards one of the sides of the ship if you fail. @Heritage, you're up. 28 - Thunderbird - 0HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed, pending 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x2) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Bruise (x1) Edited December 22, 2020 by RocketLord
Heritage Posted December 23, 2020 Posted December 23, 2020 (edited) Starting with her Toughness save: 1d20+10=28. Hah-hah! Not quite sure how to do this rules-wise, but basically she wants to pick up one of the pirates and slam him into the other, ideally disarming both via the impact. Edited December 23, 2020 by Heritage
Avenger Assembled Posted December 24, 2020 Posted December 24, 2020 Eira can't beat that as written, so let me know how far back that knockback takes her.
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