Kaede Kimura Posted August 21 Author Posted August 21 Okay! Encounter time. Neither group has seen the heroes and neither has audio descriptors to their flight (Shooting Star's being Subtle and Michael's being glowy if I'm reading his stuff correctly?) so you get a surprise round. I will ask for Initiative to speed things up for getting into combat after, but otherwise what is Michael gonna do? Shooting Star's Initiative: 1d20+2 = 20
Poncho Posted August 22 Posted August 22 Michael gets glowy when he's at PL8 yeah, and if someone's shooting off into a crowd he'd just go for it; he know he's not exactly the sneakiest sort of guy. But he also doesn't swing first, so if he's going to do anything it's going to be announcing his presence, but since he rolled lower than Shooting Star, I think it's appropriate for her to get an action or something before he just announces to the group to put down their weapons. Initiative Results 1d20+2: 14 [1d20=12]
Kaede Kimura Posted August 30 Author Posted August 30 (edited) Right, Alice is gonna try Grapple the one with the automatic rifle. 1d20+10 = 17 which only hits coz it's a surprise round. Honestly he can't beat her Grapple bonus here, so I won't roll here. It does mean that it's Initiative time for the others! Gangsters: 2, they are not ready for what's happening lol. Autorifle guy gets a 23 Shotgun lady also gets a 23 Initiative Order Ruin 23 Rage 23 Shooting Star 3HP 20 Golden Star 1HP 12 Gangsters 2 Michael still gets his move from the surprise round, so go right ahead. Edited September 7 by Kaede Kimura
Poncho Posted September 2 Posted September 2 Michael will do as asked! He'll float down to the gangsters and try to keep them from moving. I'll ready an action so that if they try to move I'll spend a HP to Super Strength feat a Super-Breath to try and knock them over if they try to split in different ways.
Kaede Kimura Posted September 7 Author Posted September 7 Okay! Sorry for the delay. Ruin is gonna activate his armour's magic, immediately freeing himself from Shooting Star's Grip as he turns incorporeal. He is then going to back away and shoot her with his gun. He hits, very handily. He racks up all the way to +4 damage (Which is his max, or it would have gone to +5). And his gun does have Penetrating, which means he beats her Impervious. DC27 Toughness 1d20+15 = 16 Jesus Christ. I'm going to HP Reroll that... 1d20+15+10 = 27 a 2! She rerolled a Nat1 to a 2! Well, regardless she shrugs off Ruin's bullets. Rage then acts and also shoots her, and rolls the only thing that she could to miss. A natural one. What is happening? Anyway, Shooting Star can't actually hit Ruin so she's gonna try smack Rage. 1d20+10 = 12. What. Anyway, uh. Michael's up. I'm just gonna go sit in a corner after I post the IC...
Poncho Posted September 8 Posted September 8 Alright, let's try a Diplomacy to get the others to stand down! I don't trust those dice given what they're doing to you so I'm gonna Skill Mastery it for 22 to try and convince them!
Kaede Kimura Posted September 10 Author Posted September 10 That's good enough that I reckon it'll work, they don't have weapons that would let 'em overcome your Impervious anyway. Moving back to my shame, Rage and Ruin'll both open up on Shooting Star, Rage barely hits, and Ruin hits much more squarely, once again getting full Autofire. This nets Shooting Star a DC25 and DC27 Toughness save. 1d20+15 = 28 and 1d20+15 = 31 she is tanking these. Her own counterstrike (All-Out-Attack as per her standard) against Rage goes 1d20+10 = 11. Poorly. wow, uh Michael is up, I'll get the IC soon...
Poncho Posted September 11 Posted September 11 I'm going to try and beat Ruin to the van and grab whatever Axe he's after before he gets the chance to! I've got Speed 7 and Quickness 7 to get to the van and do a quick search if I need it!
Kaede Kimura Posted September 11 Author Posted September 11 Yeah that'll work, the van isn't locked and the Axe'll just be laying on the side of it (technically the ground, but it's on its side, heh)
Kaede Kimura Posted September 19 Author Posted September 19 Okay, sorry about the delay. Ruin is gonna pass into the van, and seeing that he has the axe, try talking at Michael. Rage is gonna use a smoke grenade for Visual Concealment, and then move within the cloud. Shooting Star's gonna try hitting Rage again, 1d20+10 = 29, then miss chance (1 misses, 2 hits) 1d2 = 2 She finally hits! DC30 Toughness for Rage which she fails by one. So she's Bruised. I'll get the post out today, then it's yours.
Kaede Kimura Posted September 24 Author Posted September 24 I think I'll just skip rolling for the fight until the interaction in the van is over since talking is faster than fighting and right now neither side is likely to make headway. I will say the thing that popped into my head recently is the gag in comics and shows where two characters are just talking or something while the Ultimate Showdown of Destiny happens in the background. I'll get a post in the IC soon.
Kaede Kimura Posted October 10 Author Posted October 10 Okay! Lets start this from the top of Initiative again. Ruin, having run to the limit of diplomacy is gonna try shooting Michael. And immediately rolls a nat 20... That's a 30 to hit, which I believe hits by enough for his max Autofire value of +4, +5 for critting, makes it... DC32 Toughness save for Michael. Jesus. Moving on from that as fast as possible, Rage is gonna shoot Shooting Star which hits with a 24, DC25 Toughness for her which 1d20+15 = 22 bruises her. Then Shooting Star is gonna try clock Rage 1d20+10 = 17, just misses. I'll get the IC out soon, then Michael is up. Initiative Order Ruin 23 Rage 23 Bruised 1 Shooting Star 3HP 20 Golden Star 1HP 12 Gangsters 2
Poncho Posted October 10 Posted October 10 Toughness Results 1d20+9: 22 [1d20=13] Staggered and Dazed!
Kaede Kimura Posted October 14 Author Posted October 14 Okay, Michael's out here being absolutely badass. I'm gonna give you a Hero Point for that. On to initiative then, Ruin's gonna shoot you again. I believe a 21 would hit by 4? DC23 Toughness, +1 / 2 he beat your defense by. With that however he has expended the last charge of his Assault Rifle, so it is back to being a regular gun, losing damage, Penetrating, and Affects Corporeal. Rage is gonna try one more time to take out Shooting Star, she hits with also a 21, DC25 Damage. 1d20+15-1 = 22, she nets another bruise. Also I believe the Smoke Grenade would have faded by now. Shooting Star does not believe her erstwhile companion when he says he is fine. So she is gonna head for the Van, trying to punch Rage on her way out. 1d20+10 = 28 is a resounding hit, DC30 save she Fails, with a 25 so she is Bruised and Dazed. Will get a post out then you're up. Initiative Order Ruin 23 Rage 23 Bruised 2, Dazed Shooting Star 3HP 20 Bruised 2 Golden Star 2HP 12 Bruised 1
Poncho Posted October 15 Posted October 15 with a Stagger and a Daze, I am technically not Bruised! It skips that, which is weird. But if I take a second staggered I will go to KO! A 21 is an absolute hit though, and you are correct that it hits by 4, so he's up to DC 25 there! Toughness Results 1d20+9: 24 [1d20=15] So I take only a bruise, so it turns out you were right prophetically, as I am now at 1 Bruise and 1 Stagger Then I'll spend my HP I got to get an Alternate power on my Immunity (Life Support) Regeneration 9 (Bruised No Action, Staggered No Action) [9/9] but that won't activate until my next turn, so I'll just use my 1 action to stand up from prone; so on my next turn I'll heal back to 'full'
Kaede Kimura Posted October 17 Author Posted October 17 Cool! Ruin is no longer able to hurt Corporeal people and is unwilling to cease being Incorporeal in front of two Paragons so is going to try running away, while Rage is gonna clear her Daze. Shooting Star can't stop Ruin, so is gonna hit Rage as hard as she can. Charge, Power Attack +2/-2, All-Out-Attack +5/-5, for a total +2 damage, +5 to hit, -7 defense. 1d20+10 = 21 is a hit, DC32 Toughness for Rage, which a 25 fails by 7. So she's Bruised and Dazed again. Not her day. Michael is up again, and of course clears his injuries.
Poncho Posted October 17 Posted October 17 can I hit Ruin with the Axe Non-Lethally? Or at the very least can I attempt to do so even if it will fail, with the understanding it would be what Michael would think about doing given Ruin's previous response to the Axe, so even if that turns out to not work, he'd still try it just based on the information he thinks he's picked up
Kaede Kimura Posted October 18 Author Posted October 18 He finally swings ze axe! That hits handily, especially with the Axe's help. Damage 6 (Feats: Affects Insubstantial 2, Accurate, ???, Mighty, ???; Extras: ???, ???) Who knows what else the magic axe might do! (It's me, I know) With Michael's +9 Strength makes DC30! Which he fails miserably with a 16 so is Dazed and Staggered. He also suffers Knockback 11 so if you're wanting you could throw him 2500 feet! Moving onwards, Shooting Star is gonna punch Rage again, 1d20+10 = 22, needing a DC30 save too. A 23 means she's just even more Bruised and Dazed. And then is the axe wielding teenager next!
Kaede Kimura Posted October 18 Author Posted October 18 Yes, the rules allow you to reduce Knockback as much as you want
Poncho Posted October 19 Posted October 19 Great! I'll just knock him over then. And definitely not attack him again. I'm acting like he's going to be preparing to attack if Ruin moves, but he won't, so if Ruin risks it he'll just let him go and turn over towards Rage most likely.
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