Poncho Posted September 10 Posted September 10 OOC Thread for This Topic, starting with a pair of solo threads before a big team up between Ghost and Captain Cosmos. For now, this is Ghost's thread @RocketLord Feel free to arrive on the scene however you wish!
RocketLord Posted November 20 Posted November 20 Initiative: 9 The Friendly Neighborhood Ghost Array is set to Insubstantial atm
Poncho Posted November 21 Author Posted November 21 Initiative Results 4#1d20+5: 4 # 16 [1d20=11] 12 [1d20=7] 16 [1d20=11] 15 [1d20=10] Uh oh. I'll start doing the attacks in my next post, just getting the Initiative down for now. 16- Number 1 16- Number 5 15- Number 7 12- Number 3 9- Ghost
RocketLord Posted November 21 Posted November 21 Ghost's not even gonna get a turn before he's taken out, is he?
Poncho Posted November 21 Author Posted November 21 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
RocketLord Posted November 21 Posted November 21 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.
Poncho Posted November 23 Author Posted November 23 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
RocketLord Posted November 29 Posted November 29 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?
Poncho Posted November 29 Author Posted November 29 Nah, if he can't hear he can't hear. Let's do that Toughness. Toughness Save Results 1d20+10: 21 [1d20=11] That's a faulure by 6, so he's dazed until next turn and takes ankther bruise. 16- Number 5 15- Number 7 12- Number 3, 2x Bruise, Daze 16- Number 1 9- Ghost
RocketLord Posted November 30 Posted November 30 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.
Poncho Posted November 30 Author Posted November 30 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
Poncho Posted November 30 Author Posted November 30 @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
RocketLord Posted December 9 Posted December 9 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 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.
Poncho Posted December 12 Author Posted December 12 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 3- KO 16- Number 1 - 2x Bruise 9- Ghost
RocketLord Posted December 13 Posted December 13 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.
Poncho Posted December 14 Author Posted December 14 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 3- KO 16- Number 1 - 4x Bruise 9- Ghost
RocketLord Posted December 16 Posted December 16 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
Poncho Posted December 16 Author Posted December 16 good point I should track that. Toughness Results 1d20+7: 15 [1d20=8] Staggered and Dazed, then Toughness Results 1d20+7: 8 [1d20=1] He finally goes down! Out of Combat time for now! 16- Number 5 - KO 15- Number 7 - Bruise 12- Number 3- KO 16- Number 1 - KO 9- Ghost 3HP left
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