Poncho Posted February 17 Author Posted February 17 (edited) Alright, FX and Cyglibra's turns after avoiding the attack from Lawrence. FX isn going to launch an AOE attack centered on him, which will clip all three of the teen heroes. AOE Attack: 1d20+12: 21 [1d20=9] If he has to roll for missing Lawrence let me know, but as I understand it AOEs do not? This has a DC 18 Toughness to save against if it hits, or if you have Impervious 3 or more you're safe. Michael has 5, so he's unharmed. Then he's going to run off down the road at Speed 6 Then Cyglibra is going to attack Baz solo, which Michael will Interpose. Attack Roll: 1d20+12: 14 Miss on that too; Baz's turn, and roll the toughness if you need to. Miiss chance: 1d20: 15 Misses Lawrence due to evasion. Edited February 17 by Poncho
Supercape Posted February 17 Posted February 17 So I think Baz has a toughness roll to make (I presume that AoE is targetted rather than general) [url=https://orokos.com/roll/1002062]Toughness[/url]: [u]1d20+8[/u] [b]16[/b] for a bruise from that.
Supercape Posted February 17 Posted February 17 MOve action: Drop to the ground prone (Prone fighting - no penalties, but -4 to hit him with ranged!) Standard action: Atomic Breath! (DC 18 Reflex to limit damage, DC 18 Damage Fort Save)
Poncho Posted February 18 Author Posted February 18 alrighty! First: We mentioned hte Nauseate Aura on Buzz, so here's a Fort roll from FX to resist it from him punching you. Fortitude 1d20+5: 25 [1d20=20] turns out he's fine. Next is their Reflexes. Scorip-Taurus Reflex: 1d20+5: 23 [1d20=18] Scorpi-Tarusu Fortitude: 1d20+12: 15 [1d20=3] It almost got hit despite the Reflex save, which is hilarious; somehow a stunned thing made a reflex save which as always is a little weird. Cyg-Libra Reflex: 1d20+8: 13 [1d20=5] Cyg-Libra Fortitude: 1d20+6: 10 [1d20=4] BIG HIT! That's a Daze and a Bruise on Cyg-Libra! That brings up Michael's Turn. He's going to keep smacking the Bull, since if other people can't hit the Cygnus he definitely can't. He's also still interposing for Baz. Attack on Scorpitaurus: 1d20+7: 13 [1d20=6] barely squeaks out a hit, DC 24 Scorpi-Taurus Toughness: 1d20+11: 30 [1d20=19] He basically bounces off. Scropi-Taurus Will Save: 1d20+6: 17 [1d20=11] The beast is still stunned though. Back to Timeout! Timeout: 2HP FX: 29 Cyglibra: 25, Dazed, 1x Bruise Gamma Buzz: 21, 2HP, 2x Bruise Golden Star: 16, 2HP Scorpitarus: 11, Stunned, Dazed, 1x Bruise
Thevshi Posted February 18 Posted February 18 This round Timeout with switch things up and go with his Healing power (which is selective) and heal Gamma Buzz, removing his two bruised conditions.
Poncho Posted February 18 Author Posted February 18 (edited) ok let's see so only FX takes a turn since Cyglibra is dazed. Well he'll break out his secret here and AP away his Aries container to embody another star; Fornax, the Chemical Furnace. Then he's dropping a meteor on the group from a distance; REFLEX SAVE DC 18,to avoid/lower damage. that's DC23 Toughness if you fail to save, DC19 Toughness if you do. I'm not sure how this applies to Bazz being prone. Let me know since I assume you know. Golden Star Reflex to Avoid: 1d20+6: 9 Michael gets hit for the full thing. Toughness Save: 1d20+9: 20 [1d20=11] He gets a Bruise. Bazz's Turn. EDIT; Forgot to roll for the monsters getting the meteor dropped on them. Scoripo-Taurus Reflex: 1d20+5: 9 [1d20=4] Scoripo-Taurus Toughness: 1d20+11: 31 [1d20=20] super safe. Cygnus-Libra Reflex: 1d20+8: 23 [1d20=15] Cygnus-Libra Toughness: 1d20+5: 9 [1d20=4] He staggered his own ally. Timeout: 2HP FX: 29 Cyglibra: 25, Staggered, 1x Bruise Gamma Buzz: 21, 2HP Golden Star: 16, 2HP, 1x Bruise. Scorpitarus: 11, Stunned, Dazed, 1x Bruise Edited February 18 by Poncho
Thevshi Posted February 18 Posted February 18 Baz gets a normal Reflex check. Timeout gets a 23 for his Reflex check, so completely avoids the AOE thanks to Evasion 2.
Supercape Posted February 19 Posted February 19 So Baz is good at reflexes! 25, and with evasion 2 that makes him able to avoid the entirity of the effect. On his turn his going to fire GAMMA VISION (Blast 8 ) at michael 10 which surely misses And then flip his radioactive array to his nauseate 5 / aura power.
Poncho Posted February 19 Author Posted February 19 I can't believe Baz has turned traitor... Michael is gonna swing at the Bull again because it's the one he has the most chance of actually hitting. Attack roll: 1d20+5: 20 Toughness Save: 1d20+11: 31 Jeez, another natural 20. Time for it's saves, which is stun and daze, stun at +2 and daze at +0, both on will against DC 20. Will against Stun: 1d20+8: 18 still stunned. Will versus Daze: 1d20+6: 18 still dazed. Back to Lawrence
Poncho Posted February 20 Author Posted February 20 okay I had to converse with Thev about something here. So the powers were backwards again. The bull isn't Stunned, it's Paralyzed and Helpless. This means Michael would have Coup De Grace'd it instead of just hitting it. While the nat 20 save would have protected it from damage it still has to make a DC 26 Fort Save or get KO'd- base damage is +9, +2 from the attack/damage tradeoff he made on the attack, and the crit is +5; so 10 + 16 for 26. Fortitude to avoid KO: 1d20+12: 14 Well with a natural 2 it would have been KO'd on just about any attack (15 + 9 + 2 + 5 = 31), so Michael takes out the Bull. Then it will actually be Lawrence's turn. I need to do some edits and a GM post but after that Lawrence can go
Thevshi Posted February 20 Posted February 20 Timeout will try to attack the remaining creature, and misses badly with a 13
Poncho Posted February 20 Author Posted February 20 (edited) Alright! That brings up FX's turn, and considering so far the only success he's had is with dropping meteors he's going to drop another one. That is, as before, REFLEX DC 18, then DC19 TOUGHNESS if you fail the save since you both have Evasion 2. Michael has to save against DC23 if he fails though. Reflex: 1d20+6: 19 [1d20=13] this time he only has to make DC19. Toughness 1d20+8: 12 [1d20=4] bleh. I'll HP that. Toughness: 1d20+8: 13 [1d20=5] so it's a 15 instead, for 23, which is a pass And then the Cyglibra goes, and since this isn't really working for her, she's going to instead create an Obscure effect centered on herself, giving everyone in the area total visual concealment. It's independent, so it will decay slowly but she doesn't have to maintain it. Then it will be Buzz's turn, if he wants to ready a punch for when he gets thrown to FX, he can. EDIT: WAIT, nope I messed up again. Cyglibra has to save against the meteor drop before her turn. 1d20+8: 9 [1d20=1] full Toughness save required. 1d20+5: 18 [1d20=13] failed by 5 dazes and bruises it, so it does not actually get to do it's turn. Ignore all previous statements about Obscure. Timeout: 2HP FX: 29 Cyglibra: 25, Staggered, 2x Bruise Gamma Buzz: 21, 2HP Golden Star: 16, 1HP, 1x Bruise. Edited February 21 by Poncho
Supercape Posted February 22 Posted February 22 21 for the Baz'ters reflex. With evasion that means he is safe. So I think Baz will delay action as suggested and Ill post IC as the punch.
Poncho Posted February 22 Author Posted February 22 Okay then! Michael will do an Aid Action to help Baz! Aid Roll: 1d20+7: 16 So Michael Successfuly Aids Baz, adding +2 onto his attack roll. The toss can also work as a Charge if Baz wants, adding another +2 to his attack in exchange for -2 defense, but you can ignore that also if you want. Then FX has to roll against the Nauueseate Aura as Baz gets close to him/hits him. Fortitude: 1d20+5: 11 he fails by 4, suffering -2 on all attacks and checks (including saves I assume). Then Baz gets to punch him!
Supercape Posted February 22 Posted February 22 Nauseate "Checks" has always been somewhat unclear (perhaps something for the Refteam to nail down) - skills, opposed powers presumably yes. Saves, and the checks for things like all out movement and suffocation, not so clear. Anyway. Lets go for a charge! 19 If that hits, its a DC 23 Tough.
Thevshi Posted February 22 Posted February 22 Well, looking at the various conditions listed on pages 170-171 of the core book, they distinguish between when something effects attack rolls, saving throws and "checks" (which I believe is for skill checks) For example: Shaken gives a -2 penalty on attack rolls, saving throws and checks. While Sickened (which is what I think FX is) give a -2 penalty only on attack rolls and checks.
Poncho Posted February 23 Author Posted February 23 (edited) Alrighty! Let's see. Toughness Save: 1d20+8: 10 [1d20=2] He is staggered and Dazed and he is going flying AGAIN, and hits a wall for DC 19 (4 + 15) Toughness Save 1d20+8: 11 [1d20=3] So he's also Bruised and Dazed. Timeout: 2HP FX: 29, Staggered, 1x Bruise, Daze Cyglibra: 25, Staggered, 2x Bruise Gamma Buzz: 21, 2HP Golden Star: 16, 1HP, 1x Bruise. Lawrence's turn Edited February 23 by Poncho
Thevshi Posted February 25 Posted February 25 Okay, Lawrence will again try to Paralyze Cyglibra, getting a 21 on the attack roll this time. A DC 20 Will save.
Poncho Posted February 26 Author Posted February 26 Will Save 1d20+8: 18 [1d20=10] That's a -1 Penalty to Attacks, Defense, and Saves, but they're already staggered so the other thing doesn't matter. on their turn, they're going to attack Michael Attack Roll 1d20+11: 20 [1d20=9] which hits. Toughness Save 1d20+8: 22 [1d20=14] but Michael barely saves. FX is Dazed so he can't move, so it'll be Baz's turn, but first Lawrence makes their post, then I'll make a GM post to reflect what's happening in Dragon's Hoard. Timeout: 2HP FX: 29, Staggered, 1x Bruise Cyglibra: 25, Staggered, 2x Bruise, -1 to Attacks, Defenses, and Reflex Saves Gamma Buzz: 21, 2HP Golden Star: 16, 1HP, 1x Bruise.
Supercape Posted February 26 Posted February 26 Baz Move action: Acrobatic Bluff at -5 Still getting 30! Standard Action: Punchy! 15 which might hit if the bluff works? If it does, DC 23 Toughness and DC 15 Fort (Nauseate effect from aura)
Poncho Posted February 26 Author Posted February 26 that is a successful Bluff, and thus a successful hit! Will Save: 1d20+5: 11 [1d20=6} Toughness Save: 1d20+6: 17 [1d20=11] Bruise and Dazed! Fortitude: 1d20+5: 19 [1d20=14] He is not further sickened, but he isn't rid of the one from the last time either. So I'll take Michael's turn. And he's going to All-Out Accurate Attack on the Cyglibra to try and get a hit on it, so he's swinging at +11 to attack (7 + 4) with +7 to the damage (9-2) Attack Roll: 1d20+11: 30 [1d20=19] well, don't I look silly. DC 22. Toughness Save: 1d20+4: 13 [1d20=9] a Daze and a Bruise. So neither is getting a turn again! As soon as one more falls we'll end the encounter since this is basically wrapped up. It is now Lawrence's turn. Timeout: 2HP FX: 29, Staggered, Dazed 2x Bruise Cyglibra: 25, Staggered, Dazed, 3x Bruise, -1 to Attacks, Defenses, and Reflex Saves Gamma Buzz: 21, 2HP Golden Star: 16, 1HP, 1x Bruise.
Thevshi Posted February 27 Posted February 27 Lawrence will switch to the Stun (Fort Save) effect to try to put this thing asleep. Only gets a 18 on the attack roll, which hopefully is enough with the -1 to defense.
Poncho Posted February 28 Author Posted February 28 it's Dazed too so it's flat footed as well, so a definite hit. Fort Save: 1d20+6: 26 [1d20=20] That's a save again. Buzz's turn! After a Timeout post and then a GM post.
Supercape Posted February 28 Posted February 28 Buzz will acrobatic bluff as move action Getting a 21 then punching, power attack all out shifted (so -2 Defence) Getting 24 Thats all looking positive! So DC 23 Tough Damage and DC 15 Fort Nauseate effects (assuming it hits)
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