Gizmo Posted July 28, 2021 Author Posted July 28, 2021 Chitin Move Action: Diplomacy check: 1d20+15-5 19 Standard Action: Total Defense, Interposing for Soup.
Gizmo Posted July 28, 2021 Author Posted July 28, 2021 Apocalypsette Standard Action: Power Chord vs Angelic That's a Damage 12 + Dazzle 12 (Auditory) cone AoE, @Avenger Assembled so give me a DC 22 Reflex Save for half damage/deafened, followed by a DC 27 or 21 Toughness Save. Move Action: Flying 30 feet straight up to get a better view of the battlefield. Crab Ragin Melod-Oni Standard Action: Claw Attack vs Chitin: 1d20+10 24 Improved Grab: Initiate Grapple: 1d20+20 39 Chitin Toughness Save vs DC 25: 1d20+5 6 Toughness Save vs DC 25; HP Reroll: 1d20+5 25 The roller coaster of emotion! Opposed Grapple Check: 1d20+11 16 Chitin is Bound! Centipede Melod-Oni Standard Action: Pincer Attack vs Nocturne: 1d20+12 20 That's a DC 18 Fortitude Save vs Drain Toughness then a DC 23 Toughness Save vs Damage, @Fox. Bat Meold-Oni Standard Action: Charge Forever Boy: 1d20+14 32 Improved Grab: Initiate Grapple: 1d20+22 38 That's a DC 23 Toughness Save vs Damage, @RocketLord, then an opposed Grapple Check. Move Action: Assuming the Grapple is successful it's going to carry Forever Boy back into the air. After which Forever Boy is up any maybe pinned! 22 - Forever Boy - Uninjured, 6HP 21 - Angelic - Uninjured, 2HP 17 - Nocturne - Uninjured, 2HP 16 - Chitin - Uninjured, Bound, 2HP 10 - Apocalypsette - Bruised x1 - Crab - Uninjured - Centipede - Uninjured - Bat - Uninjured
Fox Posted July 28, 2021 Posted July 28, 2021 Oof, right in Nat's bad save, eh? Fortitude Save: 6. That's...ouch. That seems Very Dangerous, so let's reroll that. Reroll: 11, but the reroll rules bump that up to a 21. Whew! Toughness Save: 21 Nat takes a bruise, and is down to 1 hero point.
Avenger Assembled Posted July 29, 2021 Posted July 29, 2021 Reflex Saves: vs Damage 24 Tou vs. 21: 24 vs. Dazzle: 1 - 18 2 - 16 Eh, Eira will only be deaf for a round because of her Fort Immunity, she'll take it!
RocketLord Posted July 29, 2021 Posted July 29, 2021 Gonna spend a HP to double Pan's dodge bonus. That should put me at Defense 37, enough to dodge the attack.
RocketLord Posted July 29, 2021 Posted July 29, 2021 Since the bat's probably in melee range, Pan's gonna do a fast feint as Move Action: 41 Assuming that feints the bat, Pan attacks with his Forever Weapon: 16 DC27 TOU save if that hits, let me know if it doesn't!
Gizmo Posted July 31, 2021 Author Posted July 31, 2021 Bat Meold-Oni Can't beat that Feint and 16 is exactly its flat-footed Defense! Toughness Save vs DC 27: 1d20+12 30 It's a tough one, @RocketLord! After the IC post is up for Pan, it's Eira's turn, @Avenger Assembled. 22 - Forever Boy - Uninjured, 5HP 21 - Angelic - Uninjured, Deafened, 2HP 17 - Nocturne - Bruised x1, 1HP 16 - Chitin - Uninjured, Bound, 2HP 10 - Apocalypsette - Bruised x1 - Crab - Uninjured - Centipede - Uninjured - Bat - Uninjured
RocketLord Posted August 2, 2021 Posted August 2, 2021 I'd like to Surge for another Standard Action, and spend a Free Action to set the Trickster Array to the Obscure power, then use said Obscure power, but making sure it only affect Apocalypsette and her monsters. I'll aim it as much in the middle of the fights as possible, should hopefully catch everyone in it. AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)
Avenger Assembled Posted August 3, 2021 Posted August 3, 2021 Eira flies up to Apocalypsette and switches to her Enhanced STR. She then goes for an unarmed hit: 23 That's a hit! Grapple check 37
Gizmo Posted August 3, 2021 Author Posted August 3, 2021 Apocalypsette Opposed Grapple Check: 1d20+12 13 That's definitely a failure! Hey, quick question, is Eira touching the guitar? Asking for a friend.
Avenger Assembled Posted August 3, 2021 Posted August 3, 2021 Yes! I will surge and describe her touching it in this wise: Disarm check: 28 Spending an HP to cancel that fatigue
Gizmo Posted August 3, 2021 Author Posted August 3, 2021 Apocalypsette She can't beat that Disarm check so Eira is able to rip it out of her hands! That takes her Flight with it so Eira is now the only thing holding her in the air! I will need a DC 21 Toughness Save from Eira however, since she touched the guitar. After that Nocturne is up, @Fox! 22 - Forever Boy - Uninjured, Pending Fatigue, 5HP 21 - Angelic - Uninjured, Deafened, 1HP 17 - Nocturne - Bruised x1, 1HP 16 - Chitin - Uninjured, Bound, 2HP 10 - Apocalypsette - Bruised x1, Bound, Disarmed - Crab - Uninjured - Centipede - Uninjured - Bat - Uninjured
Fox Posted August 4, 2021 Posted August 4, 2021 Well, the optimal choice would be to go for the summoner or the guitar but the centipede managed to hurt Nat so clearly optimal choices aren't the order of the day. Nocturne's going to take the safeties off and extra effort to stunt a deeply obnoxious damage power: Drain Toughness 8 (Extras: Autofire 1, Secondary Effect; Flaws: Action [Full]; Feats: Linked [Damage]) + Damage 8 (Extras: Autofire 1, Secondary Effect; Flaws: Action [Full]; Feats: Linked [Drain], All-Out Attack, Power Attack) [16+18 = 34pp] If it hits, dramatic! If it doesn't, at least she'll pay the price for her temper and not pure random chance. Melee Attack Roll on the Centipede: 16! I don't know if that hits or not; if it does miss, she'll re-roll it, because why make one bad decision when you can make two: Reroll, only if needed: 25 If that hits, then it's a DC23 Fort save vs. Toughness Drain, and then a DC(28+autofire) save vs. Damage. Same thing next round. Nocturne is possibly down an HP, pending fatigue next turn, and at at -5 defense penalty.
Gizmo Posted August 5, 2021 Author Posted August 5, 2021 That does hit! Centipede Rat King Thing is bad at dodging but lots of toughness on account of redundant body parts. Science? Centipede Melod-Oni Fortitude Save vs DC 23: 1d20+8 20 Toughness Save vs DC 29: 1d20+12 18 Tossing an HP to Nocturne to clear the Daze on the Centipede but it is Staggered! 22 - Forever Boy - Uninjured, Pending Fatigue, 5HP 21 - Angelic - Uninjured, Deafened, 1HP 17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 1HP 16 - Chitin - Uninjured, Bound, 2HP 10 - Apocalypsette - Bruised x1, Bound, Disarmed - Crab - Uninjured - Centipede - -3 Toughness, Staggered - Bat - Uninjured
Gizmo Posted August 5, 2021 Author Posted August 5, 2021 Chitin Move Action: Switch to Kabuto Beetle Instar! Move Action: Opposed Grapple Check: 1d20+20 29 Crab Melod-Oni Opposed Grapple Check: 1d20+20 29 Going to spend an HP for Chitin to break the tie. 22 - Forever Boy - Uninjured, Pending Fatigue, 5HP 21 - Angelic - Uninjured, Deafened, 1HP 17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 2HP 16 - Chitin - Uninjured, 1HP 10 - Apocalypsette - Bruised x1, Bound, Disarmed - Crab - Uninjured - Centipede - -3 Toughness, Staggered - Bat - Uninjured
Gizmo Posted August 6, 2021 Author Posted August 6, 2021 Apocalypsette Attempted Escape: Opposed Grapple Check: 1d20+12 22 Oni Guitar Attack Angelic: 1d20+13 28 That's a DC 28 Toughness Save for Angelic.
Avenger Assembled Posted August 6, 2021 Posted August 6, 2021 Grapple vs 22: 24 Tou vs 28: 15, w/HP 24
Gizmo Posted August 6, 2021 Author Posted August 6, 2021 Crab Melod-Oni Claw Attack vs Chitin: 1d20+10 28 Chitin Toughness Save vs DC 25: 1d20+10 13 Toughness Save vs DC 25; HP Reroll: 1d20+10 28 Centipede Melod-Oni Acid Spray vs Forever Boy and Nocturne: 1d20+12 26 This has Autofire on it, so it's a DC 23 Toughness Save for Forever Boy and a DC 27 Toughness Save for Nocturne. Bat Melod-Oni Sonic Screech vs Forever Boy That's a DC 18 Reflex Save to try to halve a DC 23 Toughness Save.
RocketLord Posted August 6, 2021 Posted August 6, 2021 HP to boost Pan's dodge bonus and dodge that Acid Spray, bringing Defense to 37. Reflex Save: 24 And with Evasion 2, that means autopass on the TOU from the Sonic Screech.
Fox Posted August 7, 2021 Posted August 7, 2021 Nocturne's Toughness Save: 30 That's...well. Alright. Nocturne's too mad to die, I guess.
Gizmo Posted August 7, 2021 Author Posted August 7, 2021 22 - Forever Boy - Uninjured, 3HP 21 - Angelic - Injured x1, 0HP 17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 1HP 16 - Chitin - Uninjured, 0HP 10 - Apocalypsette - Bruised x1, Bound, Disarmed - Crab - Uninjured - Centipede - -3 Toughness, Staggered - Bat - Uninjured Forever Boy is up, @RocketLord! I'm assuming he spends an HP to avoid Fatigue as you mentioned in chat. Meanwhile, Angelic's deafened condition clears since she automatically passes the Fortitude save.
RocketLord Posted August 9, 2021 Posted August 9, 2021 Yep, spending that HP to get rid of Fatigue. Trickster Array to Enhanced Charisma. Fast Feint vs. Bat: 41 Followed by attacking with the Forever Weapon: 27 Rolled a 19 and got Improved Crit 2, so that should be a DC32 TOU save for the bat!
Gizmo Posted August 9, 2021 Author Posted August 9, 2021 Bat Melod-Oni Toughness Save vs DC 32: 1d20+8 12 Ouch! 22 - Forever Boy - Uninjured, 3HP 21 - Angelic - Injured x1, 0HP 17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 1HP 16 - Chitin - Uninjured, 0HP 10 - Apocalypsette - Bruised x1, Bound, Disarmed - Crab - Uninjured - Centipede - -3 Toughness, Staggered As it's destroyed, roughly a third of the unconscious audience members wake up and are now running around and freaking out in the face of the remaining monsters. Angelic is up, @Avenger Assembled!
Avenger Assembled Posted August 15, 2021 Posted August 15, 2021 Eira flies 200 ft into the air, maintaining her grapple. I'll spend an HP for Inspiration for the best way to solve the problem in the thread, since the GM has dropped a few hints. I'll hold off posting till I get the deets! 16 on the requested Knowledge (Arcane Lore) check, with Quickness 6
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