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Artificer -- unharmed, 2 HP

 

Standard Action: Throw grappled Shark-Man at Bug-Man.

1d20+13: 19 [1d20=6]

I'm gonna stay with that.  Assuming that hits, both Shark-Man and Bug-Man will have to make a DC 20 Toughness save (since Artificer's Move Object is only rank 5, 15+5 = 20 ).

 

Move Action: Leap off of Nightscale's back and into the office with the baddies.  He's got Leaping, so he can make a long jump of 12 ft., 24 ft. if Nightscale's big enough that he can get a running start.

 

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As intimidated as the villains are, I'll call him FF and say that hits.

Shark-man: 18 that's a bruise

Bug-man: 16 and a bruise

 

It's an easy leap for Artificer, only 10'-ish since Nightscale was in range to strike.

 

Teens - unhurt

Paper - unhurt, 2 HP

Goons - 10 unhurt

Nightscale - unhurt, 2 HP

Villains -

  • Shark-man - Bruised
  • Bug-man - Bruised
  • Glowing eyes - unhurt
  • Bear-hands - unhurt
  • Wrestler-man - unhurt

Shooting Star - unhurt, 2 HP

Artificer - unhurt, 2 HP

Owain - unhurt

Neko - unhurt, 1 HP

Edited by Spacefurry
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Goons: 6

Bear-hands: 28

Glowing Eyes: 25

Bug-guy: 16

Shark-guy: 10

 

The remaining goons drop their weapons and ready to run.

Bug-guy and Shark-guy are trying to get to their feet so they can run.

Glowing Eyes stands his ground staring down the heroes.

Bear-hands stands his ground but turns his attention to Owain-wolf.

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Just out of curiosity I’ll roll for the hostages reaction to Neko’s illusion.

6 

Well they didn’t fair any better then the goons. 😛

Let’s see if they hurt themselves trying to flee in terror.

Toughness DC15: 8

Looks like someone’s getting injured.


Notice checks, DC 20 for anyone that wants to see if they notice a few of the hostages (say, a couple and 2 individuals) getting trampled as they try to rush for the doors.

 

Teens

Try to stay hidden.

Stealth: 22

Villain Notice (distracted by Owain wolf, so say -5 to his check): 16 (dice roller is giving me a database error when I try to go back and get the link?)

 

Paper

Skill Mastery on the Notice

Uses his Create to try to shelter the couple from getting trampled.

Power check DC15: 20

Successfully protecting two hostages.

 

Goons

All goons have dropped their weapons and are trying to flee.
4 make it into the hall, the other three are tangled up with the hostages as they try to flee as well.

 

@Nerdzul Nightscale is up

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Okay, Notice! 1d20+5 = 11 is, Bad. I'm actually gonna burn a HP.

 

1d20+5+10 = 22, pretty sure I'm remembering when the +10 gets added right, it's of the dice is too low rather than the final result?

 

Anyway, provided in not wrong she beats DC20 and is going to Interpose between one of the civilians and being trampled, again provided in remembering how this works :P

 

She has Impervious 9 so I'm pretty sure she's safe from the trampling.

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  • 2 weeks later...

Well Nigthscale is gonna gently deposit Neko somewhere safe and then change back so that he can join the fray. Now shapeshifting is not a free action for him so he can't do much more than that. He will interpose if any of the villains attack a target that he can protect though.

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TKO uses his turn to grab his cohorts and give them a stern talking to.

 

Given their fear of their leader’s rage I’m gonna roll for them again with a ‘fear of boss’ bonus to overcome Neko’s intimidate.

Fly-Boy: 16

Snap-Maw: 26

 

Fly-Boy isn’t running again but he loses his actions for the round.

 

Snap-Maw snaps out of it and attacks Artificer.

Melee attack: 18

Just barely hits.

@Dr Archeville That’s a DC25 Toughness 

 

Bear-Knuckle attacks wolf-Owain

Melee attack: 20

@Avenger Assembled That’s a DC25 Toughness 


Heavyweight is not in the room.

 

And I’m just gonna start using their real names, instead of descriptions.

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Toughness save, eh?

 

1d20+10: 13 [1d20=3]

 

That... that fails by 12, which would put him at Staggered & Stunned Dazed.

 

Let's use one of his 2 HP to re-roll that.

 

1d20+10: 13 [1d20=3]

 

... wow.  Fortunately, HP re-roll adds 10 if the die result is 1-10, so that 3 becomes a 13, for a total of 23.  Which fails by 2, so Artificer takes a Bruise.

 

Artificer: Bruised, 1 HP

 

 

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Quick Stealth check for the teens: 19

Bear-Knuckle Notice check: 24

 

Teens - unhurt

Paper - unhurt, 2 HP

Goons - 4 unhurt

Nightscale - unhurt, 2 HP

Villains -

  • Snap-Maw - Bruised
  • Fly-Boy - Bruised
  • TKO - unhurt
  • Bear-Knuckle - unhurt
  • Heavyweight - unhurt

Shooting Star - unhurt, 2 HP

Artificer - brusied, 1 HP

Owain - bruised

Neko - unhurt, 1 HP

 

Do I have everyone’s HP correct?

 

@Kaede Kimura @Dr Archeville @Avenger Assembled Just to speed things up a bit you can all post when you can before the start of the next turn. It helps that you’re all kinda dealing with separate problems.

Edited by Spacefurry
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Pretty sure that's the right number of HP for Alice, edited my last post when I reread it and see it mention the cape that she wasn't wearing doing stuff. Anyway, after interposing with the fleeing hostage she is gonna go try lay the leader out again since he seems to be rallying the other villains.

 

So same All-Out Attacking for +8, 1d20+8 = 9

 

A Nat One! Take that criminal scum, she can air punch at you! Spending a hero point! I want this guy going down ASAP

 

1d20+8+10 = 27, a 9 is the best hero point roll for that bonus. Given that she got him with that last time he can suck on another DC29 Toughness save this time while bruised!

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That’s right you did bruise Bear-Knuckle. I seemed to have forgotten for mark that bruise.


The person you protected is able to get to their feet, letting you attack the boss man.

 

Toughness save for Bear-Knuckle: 20

That’s another bruise and he’s dazed.

 

Nice. Star loves those sucker punches. 😛 

 

Teens - unhurt

Paper - unhurt, 2 HP

Goons - 4 unhurt

Nightscale - unhurt, 2 HP

Villains -

  • Snap-Maw - Bruised
  • Fly-Boy - Bruised
  • TKO - unhurt
  • Bear-Knuckle - Bruised x2, dazed
  • Heavyweight - unhurt

Shooting Star - unhurt, 1 HP

Artificer - brusied, 1 HP

Owain - bruised

Neko - unhurt, 1 HP

 

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  • 4 weeks later...

Ranged attack on TKO: 27

 

Toughness save DC 24 for TKO: 21 

Bruise for TKO

 

Teens - unhurt

Paper - unhurt, 2 HP

Goons - 0 unhurt

Nightscale - unhurt, 2 HP

Villains -

  • Snap-Maw - Bruised
  • Fly-Boy - Bruised
  • TKO - Bruised
  • Bear-Knuckle - Bruised x2, dazed
  • Heavyweight - unhurt

Shooting Star - unhurt, 1 HP

Artificer - brusied, 1 HP

Owain - bruised

Neko - unhurt, 1 HP


 

@Nerdzul Nightscale is up

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Nerdzul has ask me to skip him for the moment, so we’ll move on to the Villains.

 

Snap-Maw

Snap-maw will attempt to break his cage.

Toughness save DC 25 for the cage: 11

That’s ‘disables’ the cage, leaving a hole for him to escape.

 

Fly-Boy

Snaps out of his hesitation and attacks Neko from behind.

Attempted Drain Toughness (ranged) on Neko.

Ranged attack: 12

Thats a miss.

 

TKO

Attempts to hit Paper with an unseen force.

Ranged attack: 25… ouch 😛

Paper Toughness DC 23 save: 26

Too close 😛

 

Bear-Knuckle

Shakes off his daze.

Heal check: 14

Clears another Bruised

Actives his Rage as a free action.

 

Heavywieght

Still out of room.

 

@Kaede Kimura Shooting Star is up

Edited by Spacefurry
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