Supercape Posted May 6 Author Share Posted May 6 Can we have initiative rolls, @Dracosternand @Poncho? Link to comment
Poncho Posted May 8 Share Posted May 8 Initiative Results 1d20: 7 [1d20=7] Man I can not wait to get some more Initiative XD Link to comment
Supercape Posted May 10 Author Share Posted May 10 (edited) 14 for Gen Sparks Round 1: 14 G Sparks - Unharmed 13 Cerebral - Unharmed - 3 HP 7 - Golden Star - Unharmed 2 Cerberllum - Unharmed - 1 HP Edited May 10 by Supercape Link to comment
Supercape Posted May 10 Author Share Posted May 10 To Start with - a Spray of Electric Bolts from General Sparks manning the Gun. this is a Damage 12 Area effect (cone) So DC 22 Reflex (To 1/2 damage - Evasion applies) DC 27 Damage effect (or 21 if Reflex save) To C, C and GS Link to comment
Dracostern Posted May 10 Share Posted May 10 Alright I still struggle to understand how damage works in this system ngl Link to comment
Supercape Posted May 10 Author Share Posted May 10 So basically Area of effects: You make a reflex save (DC is 10+Power rank) to half the rank of the effect Evasion 1 means if you make the reflex save you avoid the effect alltogether Evasion 2 means than in addition to Evasion 1 if you fail the save its still half effect. Once you have that out of the way (In this case its a Damage 12 effect so the Reflex save is 22) You make the Toughness Save at 15+Power Rank In other words, a DC 27 Tough Save BUT if you made the Reflex Save the Power Rank is halved, so you make a 15+6=21 Toughness Save Fail by 1+ - Bruised Fail by 5+ - Bruised and Dazed for 1 round, and knockback Fail by 10+ Dazed, knockedback, Staggered (or Knocked out if already Staggered) Fail by 15+ As above plus Knockout. Link to comment
Dracostern Posted May 10 Share Posted May 10 Iris Reflex save - 9 Toughness save - 5 Daniel Reflex save - 24 Toughness save - 4 Link to comment
Poncho Posted May 13 Share Posted May 13 sorry, my bad on being late on this. Though before I start putting stuff up; I feel like Iris and Daniel should have their Forcefields up, though I guess it's up to Cape's call on that, and I should focus on my own house! Reflex Results 1d20+6: 23 [1d20=17] I somehow make the Reflex! Toughness Results 1d20+9: 23 [1d20=14] And I make the toughness due to that! Woo! Link to comment
Supercape Posted May 14 Author Share Posted May 14 Yeah I always assume ff is up in any stress situation (possible exception being suprised) Link to comment
Supercape Posted May 15 Author Share Posted May 15 Ok sorry for delay Iiris has ff up so her Toughness save is increased to 12 which is still a fail by 15, so she is knocked out (unless you reroll with an HP) Daniel foes much better, passing his reflex roll and thus reducing tough save to DC 22. With forcefield up, thats a tough save of 11 which is bruised and dazed. Golden Star shrugs off the electricity Can @Ponchoand @Dracosternmake IC posts and (if you wish, Draco, reroll Iiris toughness). You can also post IC and OC your responses. Link to comment
Poncho Posted May 15 Share Posted May 15 alright! Let me see! And we talked about a DC25 Strength check to knock over the tower so let me roll that. Strength Check Results 1d20+15: 19 [1d20=4] Negative! IC post coming in Link to comment
Dracostern Posted May 15 Share Posted May 15 Wait, Iris is knocked out...while flying? Yeah she's falling now, so I know what Daniel is going to do. Link to comment
Supercape Posted May 15 Author Share Posted May 15 Thats fine - post that And its probably worth an HP for getting knocked out and heroically catching! Leaving you with 4 HP! Link to comment
Dracostern Posted May 15 Share Posted May 15 Thanks! I just think this outcome fit tbh Link to comment
Poncho Posted May 18 Share Posted May 18 I'll try this again! Strength Check Results 1d20+15: 17 [1d20=2] RIP Link to comment
Dracostern Posted May 21 Share Posted May 21 Ok so, Telekinesis roll -2 so a +6 instead of a +8 ... 9 Link to comment
Supercape Posted May 21 Author Share Posted May 21 Dang diddly dang! More creaking. And not a waste of time - the DC to push the tower over is now 10! Link to comment
Supercape Posted May 21 Author Share Posted May 21 In the meantime, General Sparks will charge Golden Star, flying directly down! 14 - A miss! Golden Star is up! Link to comment
Poncho Posted May 22 Share Posted May 22 Gonna try and grab him. Doing an All-Out attack to reduce my Defense by 2 to increase my Attack by 2 for this. Attack Roll Results 1d20+9: 22 [1d20=13] Grapple Roll Results 1d20+26: 29 [1d20=3] Link to comment
Supercape Posted May 22 Author Share Posted May 22 Thats a big old hit 23 for Sparks Grapple, which is just enough to sling him and throw him. Given its DC 10 to break the tower and your STR bonus is 8.. ill move along and roll your STR [url=https://orokos.com/roll/1011468]Can it stay up?[/url]: [u]1d20+8[/u] [b]15[/b] 15! TIMBER! Also Sparks has a tough save to make Im going to give it +2 damage because of all the falling masonry 17 Its a DC 25 Tough Save so he is bruised and dazed. Crash bang wallop! And back to the Dormatory room! Link to comment
Supercape Posted May 23 Author Share Posted May 23 Ok all - approaching the end of the (fun, at least for me) thread! Depending on action we might have a few last sparks of action. (Bdum tish!) @MoonSimplyyou are also up now! Link to comment
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