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1, 3, 5, 7 (OOC)


Poncho

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  • 2 months later...
Posted

alright, so first is Number 1 is delaying, letting Number 5 go first.

 

Number 5 is testing the waters with a Blast, but as Ghost is Insubstantial, the attack can't hit him.

 

Number 7 goes next, and he's going to attempt to Dazzle Ghost. 

 

Attack Roll for Dazzle Results 1d20+11: 20 [1d20=9]

 

That's a miss! 

 

Now 1 is moving; He's going to use the artillery platform 3 has to launch an All Out Power Attack at Ghost, which has Affect Insubstantial right now.

 

All Out Power Attack Results 1d20+16: 29 [1d20=13]

 

If that's a hit, that's DC 29 Toughness

 

And since 3 is the platform, he's not able to make his own attack, so he's bringing up an energy shield to Block

Posted

Gonna spend a Hero Point to Dodge, which means doubling Ghost's Dodge Bonus for a round (so until, but not including, the initiative point where 1 acted), which puts his total Defense at +24 (+6 Base, +11 Dodge Focus, +14 doubled Dodge Bonus), so he dodges that attack!

 

Then, moving towards 1, Ghost is gonna attack with a Shock Touch: 29 to hit, for a DC27 TOU save (with Secondary Effect to deal another DC27 TOU save to 1 on Ghost's next turn).

Using Move-By Action, Ghost then continues down, dropping into the ground to disappear from view.

 

 

Posted

So the first opposition is the deflect roll from the Interposing 3

 

Block Results 1d20+11: 24 [1d20=13] So the hit beats the deflect.

 

So now the save.

 

Toughness Results 1d20+11: 24 [1d20=13]

 

So 3 takes a bruise. This would shock you with a return Paralyze effect, but you're insubstantial, so it doesn't work on Ghost.

 

With Ghost under the pavement, the entire group is flying up to 100 feet above the ground and plotting their next moves.

 

Number 5 is going for a Demoralize.

 

Demoralize Results 1d20+8: 19 [1d20=11]

 

that is opposed with Intimidate, Sense Motive, or a Will Saving throw.

 

Number 7 is aiming.

 

Number 3 is blocking again to prepare the cannon

 

Number 1 is readying an action to fire the cannon as soon as Ghost pops out, with an All Out Power Attack again.

 

All Out Power Attack Results 1d20+16: 21 [1d20=5] Well that's not going to hit.

 

@RocketLord your turn!

 

16- Number 5

15- Number 7

12- Number 3, 1x Bruise

16- Number 1

9- Ghost

Posted

Alright, the second DC27 TOU hit from Secondary Effect should hit Number 3. Can I get a roll for that, before I decide what to do?

 

As for the demoralize, Ghost can't really hear anything while he's inside the ground, even if he can see them. Do you still want me to roll for it?

Posted

Alright, Ghost is gonna fly up in the middle of the Power Corps, shift his Friendly Neighborhood Ghost Array to Selective Area power, which should hopefully hit all of them  for a DC22 Reflex Save vs. Area, followed by a DC27 or DC21 Toughness save. It's got secondary effect, so they all gotta save vs. whatever Toughness save they end up with again on my turn.

 

Using Move-By Action, he'll continue his hit-and-run tactics by then letting himself drop and swooping out into the city, between the buildings, which he probably knows better than them. Not sure how fast they fly, but Ghost got 500 ft./rnd, so should be able to put some good distance in.

Posted

Alright.

 

Reflex Results 4#1d20+8: 4 # 17 [1d20=9] 28 [1d20=20] 19 [1d20=11] 26 [1d20=18]

 

So 3 and 7 pass Reflex, 1 and 5 don't. So we'll do each separately.

 

Number 1s two toughness saves (DC 27); 

 

Toughness Save Results 2#1d20+11: 2 # 19 [1d20=8] 27 [1d20=16]

 

Failure by 8 for Daze and Bruise, then due to the Bruise the 27 becomes a 26 and adds another bruise.

 

Number 3's two toughness saves (DC 21)

 

Toughness Save Results 2#1d20+9: 2 # 10 [1d20=1] 29 [1d20=20

 

So he is Staggered and Dazed, but then saves the second one.

 

Number 5s two toughness saves (DC 27)

 

Toughness Save Results 2#1d20+11: 2 # 12 [1d20=1] 24 [1d20=13 

 

That first one is a failure by 15 so 5 goes KO immediately.

 

Number 7s Dc 21 saves.

 

Toughness Save Results 2#1d20+11: 2 # 27 [1d20=16] 12 [1d20=1]

 

So 7 suceeds on the first roll, then on your turn he will become Dazed and Bruised and miss his next turn.

 

So the only one who gets an action this turn is 7, who will launch a series of Homing Missiles at Ghost that have Affects Insubstantial, so this will be repeating on his next 2 turns.

 

 Attack roll Results 1d20+11: 24 [1d20=13] pretty sure that is a miss.

 

So after the reoccuring damage it looks like this:

 

 

16- Number 5 - KO

15- Number 7 - Daze, Bruise

12- Number 3, 2x Bruise, Staggered

16- Number 1 - 2x Bruise

9- Ghost

Posted

@RocketLordyour turn.

 

Also to clarify 7 took a move action to chase you and get above. They have Flight 5 so they can stay sharp on your tail, but don't know the area as well so thry went high to get the lock on you 

  • 2 weeks later...
Posted

Ghost activates his Insubstantial again and flies back towards 1 and 3 through the buildings he had been dodging around, so maybe 7 will have to take the long way around, and the homing missiles might get a bit confused :D

 

Then he moves in to attack 3 with his damage with secondary effect: 26

DC27 save, followed by DC27 again on Ghost's next turn, if that hits.

 

Then he continues to fly into a nearby building.

Posted

It will delay the missiles by 1 turn, but they're still coming!

 

Number 3 is hit.Toughness Results 1d20+9: 15 [1d20=6]

 

That Staggers him again, which KO's him. 

 

So without the cannon, Number 1 is just going to have to swing an Affects Insubstantial 1 fist, so the damage is halved. 

 

Attack roll Results 1d20+11: 21 [1d20=10] that's a miss! So @RocketLord your turn once I IC post!

 

16- Number 5 - KO

15- Number 7 - Bruise

12- Number 3KO

16- Number 1 - 2x Bruise

9- Ghost

Posted

Ghost isn't about to let things go now, so let's go for for another attack at Number 1: 23

Same deal: DC27 TOU save this turn, another on Ghost's next initiative.

 

And he continues the hit and run tactics, dodging around and diving into buildings along the way.

Posted

Akright, that is a hit.

 

Toughness Save Results 1d20+9: 19 [1d20=10]

 

Failure by 8, Bruise and Daze. Next damage 

 

Toughness Save Results 1d20+8: 25 [1d20=17]

 

Only a bruise there. But he does lose his turn regardless. Number 5 is disengaging from this fight entirely and heading off, but the missiles are back at Ghost.

 

Attack roll Results 1d20+11: 14 [1d20=3]

 

Another miss on him! @RocketLord

 

16- Number 5 - KO

15- Number 7 - Bruise

12- Number 3KO

16- Number 1 - 4x Bruise

9- Ghost

Posted

Alright, Ghost won't be able to catch up to Number 7, so let's keep working number 1. Going for another damage attack: 15.

That's probably a miss, so I'll spend a HP to reroll: 18+10 = 28, for another duo of DC27 TOU saves with the regular attack and secondary effect.

 

Moving in and sticking to him, while moving around to dodge the missiles. 

 

And that should be 2HP spent out of 5

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