Geez3r Posted January 16, 2009 Share Posted January 16, 2009 This is the OOC thread for Malice's and the Captain's little beat down at the Circus Maximus. With mutual consent from quote, I'll be running the few NPC combatants using Thugs, criminals and gangleaders from the core book along with the power house templates. Link to comment
quotemyname Posted January 16, 2009 Share Posted January 16, 2009 aye aye cap'n. lets get started. still kinda new though so i might need some help. Link to comment
quotemyname Posted January 28, 2009 Share Posted January 28, 2009 i suppose i shall assume that geez3r has dropped off this plane of existence... Link to comment
Sandman XI Posted January 28, 2009 Share Posted January 28, 2009 I could of swore you said you lived with Geez3r. Check under the couch cushions? Link to comment
quotemyname Posted January 29, 2009 Share Posted January 29, 2009 ummm.... two quarters, some pocket lint, and a paperclip... no geez3r.... Link to comment
Geez3r Posted January 30, 2009 Author Share Posted January 30, 2009 *stands uncomfortably close behind quote and whispers in his ear* "What'cha looking for?" Okay rules of combat: The ones you mentioned in your post with the following specifics: We'll each get a villain point per wave otherwise a lucky shot from one of those dudes could be quite damning, especially in the later rounds. We may get additional VP's if the next match is exceedingly dangerous. The first couple of rounds will be pretty clear cut, but the opponents and the terrain in the later fights will be different to spice things up. The arena is by default a floating hexagonal platform with opposite sides being 30ft apart from one another. There is a forcefield protecting the spectators from the inherent dangers of the match; unless it becomes an issue, the forcefields are completely impervious to all attacks. Roll Initative whenever you're ready. Link to comment
quotemyname Posted February 1, 2009 Share Posted February 1, 2009 Initiative round 1 (1d20 13=29) Knowlege Tactics for Master Plan round 1 (1d20 13=32) Link to comment
Geez3r Posted February 2, 2009 Author Share Posted February 2, 2009 Might help if I do initiative too Malice Initiative round 1 (1d20 0=2) hot damn Initiative: Earl, Dan, Nathan, Adam (1d20-1=7, 1d20 26=46, 1d20 4, 1d20 6=[18, 4], [9, 6]) OK, Initiative order: 46 - Dan (Red vien guy) 29 - Captain - VP x4 22 - Nathan (croc man) 15 - Adam (dog dude) 7 - Earl (gray skin guy) 2 - Malice - VP x2 Link to comment
quotemyname Posted February 2, 2009 Share Posted February 2, 2009 Used a Villain point on that toughness roll. that is why the roll used a d10. i figured that was the best way to model it with the online roller. so instead of 1d20+8, i used 1d10+18 as the roll. Current VP's = 3 Don't think that attack is going to hit. but i will be happy if it does. Link to comment
Geez3r Posted February 4, 2009 Author Share Posted February 4, 2009 Alright end of round 1 recap: 46 - Dan (Red vien guy) 29 - Captain - VP x3 22 - Nathan (croc man) 15 - Adam (dog dude) 7 - Earl (gray skin guy) -- Bruise x1, Stunned, Staggered 2 - Malice - VP x1 -- Bruise x1 Here's what I need from you quote: First oppose Nathan's DC 10 Startle check with the best of your Sense Motive, Intimidate or Will Save If you fail to beat that, then make a DC 21 toughness save, if you beat the above check, skip this step because Nathan will have just barely missed you Lastly, Oppose Dan's annoying taunt with the best of Bluff, Sense Motive or Will save to avoid becoming shaken for 1 turn as his taunting gets to you. Then go about your turn as normal. Link to comment
quotemyname Posted February 4, 2009 Share Posted February 4, 2009 okay, i made the necessary checks, and passed both after a villain point reroll on the second one. I also use a full round action to target both Dan and Earl with My adrenaline cannon. (it is a line effect and it is possible to draw a line through any two points, so i can at least hit two of the combatants if not more.) And just in case there's any discrepancy, it was said that Dan was dancing around the arena, so he MUST line up with earl at SOME point. So since they are targeted with it, i believe they need to make reflex saves DC20. and suffer a DC25/Toughness attack on a failure. Link to comment
Geez3r Posted February 10, 2009 Author Share Posted February 10, 2009 Alright end of round 1 recap: 46 - Dan (Red vien guy) -- Bruise x1, Stunned 29 - Captain - VP x2 22 - Nathan (croc man) 15 - Adam (dog dude) -- Bruise x1 (grappled by Malice) 7 - Earl (gray skin guy) -- Bruise x12, Stunned, Staggered, Unconscious 2 - Malice - VP x0 -- Bruise x1 (grappling Adam) You're up quote, as Dan is stunned. Link to comment
quotemyname Posted February 11, 2009 Share Posted February 11, 2009 turn taken used a VP on my attack this round remaining VP x 1 i did NOT include the +3 bonus from master plan in any of my rolls this turn. including the bonus, the rolls are as follows: Intimidate 11+3=14 first attack 13+3=16 second attack 25+3=28 and just a boards rules question: if my first attack (without the VP) ends up hitting, do i get the point back even though i spent it already in the same post? Link to comment
Geez3r Posted February 11, 2009 Author Share Posted February 11, 2009 Usually you can get the point back if it wasn't necessary to spend it in the first place. But like standard D&D a natural 1 is always a miss. Link to comment
Geez3r Posted February 11, 2009 Author Share Posted February 11, 2009 46 - Dan (Red vien guy) -- Bruise x2, Stunned, Staggered, Unconscious 29 - Captain - VP x2 22 - Nathan (croc man) -- Bruise x1, Stunned, Staggered 15 - Adam (dog dude) -- Bruise x2, Stunned, Staggered, Unconscious 7 - Earl (gray skin guy) -- Bruise x2, Stunned, Staggered, Unconscious 2 - Malice - VP x0 -- Bruise x1 Link to comment
quotemyname Posted February 12, 2009 Share Posted February 12, 2009 how do we dish out VPs? because malice's gratuitous display of creulty might just warrant one. and i should only have one VP remaining as i used one in the last round. Link to comment
Geez3r Posted February 12, 2009 Author Share Posted February 12, 2009 Usually giving out HP's and VP's is up to the DM running the thread. If there is no DM, then it's up to the players. You can't nominate yourself for a VP, usually what happens is one of the other players in the thread says "that's totally worth a ______ Point". Then again, I've been in like 2 threads where that is an issue. So if you think that deserves a VP, then that's the majority of the people in the thread, so I gets a VP. 46 - Dan (Red vien guy) -- Bruise x2, Stunned, Staggered, Unconscious 29 - Captain - VP x1 22 - Nathan (croc man) -- Bruise x1, Stunned, Staggered 15 - Adam (dog dude) -- Bruise x2, Stunned, Staggered, Unconscious 7 - Earl (gray skin guy) -- Bruise x2, Stunned, Staggered, Unconscious 2 - Malice - VP x1 -- Bruise x1 I stoled your extra VP. Link to comment
quotemyname Posted February 12, 2009 Share Posted February 12, 2009 btws he is totally set up for you... wipe the floor with him. saaawing battta battta batttttaaaaa Link to comment
Geez3r Posted February 12, 2009 Author Share Posted February 12, 2009 Nathan can't actually beat your intimidate check, so I'm gonna skip it. Link to comment
quotemyname Posted February 12, 2009 Share Posted February 12, 2009 okay... hijacking over with. lets get this show on the road! villain point? Link to comment
Geez3r Posted February 12, 2009 Author Share Posted February 12, 2009 Regardless of your desire to bring the new dude out right now, the first needs some time to be set up. I was saying 5 minutes because that's how long I thought it took to recover from a bruise, but I was incorrect, it was 1 minute. On that note. Recovery check at end of round 1 (1d20 6=21) Furthermore, 1 minute is not enough to use Master Plan to prepare. But why the heck not, VP's for both of us for screwing ourselves out of a chance to recover to prove we're superior and of course loosing the opprotunity to plan. So congrats, we each got 3 VP. The next battle is tougher though. And as long as I'm here Malice Initiative round 2 (1d20 0=9) Link to comment
quotemyname Posted February 12, 2009 Share Posted February 12, 2009 cap round 2: VP x2 init Link to comment
Geez3r Posted February 12, 2009 Author Share Posted February 12, 2009 No, you have 3 VP. 1 rolling over from last round, 1 for the post round shenangians, and 1 for entering a new round. Link to comment
quotemyname Posted February 13, 2009 Share Posted February 13, 2009 okay thats dandy. 3VP ill trust you on that one just waiting on more initiatives to get this next round on the road. Link to comment
quotemyname Posted February 13, 2009 Share Posted February 13, 2009 oh mah gawd... what have you done... Link to comment
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