Spacefurry Posted October 3 Share Posted October 3 Then, she'll hold on to her HP and just stay by King Cole's side for now. Link to comment
Spacefurry Posted October 3 Share Posted October 3 Actually if Healing is a full round, she'd need to surge to move to Cole, then use her full round to Heal. Gonna need to shorten that to a Standard action when I can. Link to comment
Tiffany Korta Posted October 4 Share Posted October 4 Going to try and grapple with Tom Cyprus Grapple: 1d20+13=23, if she wins we'll start with a pin! Link to comment
Poncho Posted October 4 Author Share Posted October 4 Don't forget the attack roll, usually, but he has Defense 0 after the All Out Attack so Grapple check Results 1d20+32: 51 [1d20=19] He's not getting grappled that easily! Go ahead and IC post and then it will be Dr. Zero's turn 25: Seraphim: 4HP 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 1x Bruise 11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 2HP Link to comment
Poncho Posted October 6 Author Share Posted October 6 alrighty! Dr. Zeroooo! He's going to use a Ice Bonds Snare on Seraphim! Snare Attack Roll Results 1d20+8: 24 [1d20=16] @Spacefurry if that is a hit, that's a DC18 Reflex Save to avoid being Snared @Supercape It is Spore's turn 25: Seraphim: 4HP 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 1x Bruise 11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 2HP Link to comment
Spacefurry Posted October 7 Share Posted October 7 Ref save for Seraphim: 19 by the skin of her teeth. Link to comment
Supercape Posted October 7 Share Posted October 7 Move action: Move Standard Action: FUNGUS MUNCH - Strike power on doctor zero 14 I am going to guess thats a zip! Link to comment
Poncho Posted October 8 Author Share Posted October 8 correct on the miss. Renee wakes up and is staggered. Then Tom Cyprus goes and he's going to activate a Super-Strength alternate power! Shockwave! That's a DC 20 Reflex to halve the damage, DC 25 Toughness damage, halved to DC 20 Toughness If successful on the Reflex save. Reflex Results 1d20+6: 24 [1d20=18] Renee makes the Reflex save. Toughness Results 1d20+5: 25 [1d20=20] And her Toughness is made. @Jack it's your turn. For everyone else, make the Reflex and Toughness saves as we get to your turn and the like unless you're able to do them right now. 25: Seraphim: 4HP 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 1x Bruise 11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 2HP Link to comment
Spacefurry Posted October 8 Share Posted October 8 Ref save: 20 nope Toughness save: 10 and that's a hell nope reroll Toughness: 9+10=19 screw you too Dice Roller -.- at least its only fail by 6 and not 15 so that's a bruise and daze for her Link to comment
Supercape Posted October 8 Share Posted October 8 6!!! for Reflex. Well, lets see about tough 17 so dazed and bruise number 2. And knockback! Link to comment
Jack Posted October 10 Share Posted October 10 (edited) Reflex save 14 Toughness save 16 Jack is not doing so hot this time around Will use an HP to reroll that Toughness But a 19 isn't much better though just bruised now I guess Edited October 10 by Jack Link to comment
Poncho Posted October 10 Author Share Posted October 10 Alright let's see what's up! So first notice is that Jack actually made his save due to the +10 from the HP reroll. I do also need to do Spore's Knockback. for Spore and Seraphim. But Jack did get a hit, so let me roll old Tom's save. Toughness Results 1d20+14: 25 [1d20=11] So he makes it, Knockback; the Damage was 10, Seraphim's antiknockback is 4, while Spore's is 5. that means Seraphim makes a DC 19 Toughness meanwhile Spore makes a DC 18 Toughness. @Spacefurry it is Seraphim's turn if you want to use a HP to shake off the daze or something provided you do okay on the Knockback. Otherwise you can still make an IC post even if you don't get a turn, then @Tiffany Korta is going to go after Space's turn 25: Seraphim: 3HP, Bruise + Daze 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 2x Bruise, Daze 11: King Cole III: 2HP, Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 1HP Link to comment
Spacefurry Posted October 10 Share Posted October 10 What the hay, HP to shake off the daze. She’ll take to the air and try to dazzle the two villians. Ranged attack: 24 Ref save DC 18 Link to comment
Spacefurry Posted October 10 Share Posted October 10 Just realized Grue and Jack are in melee with Tom, GMs call if they have to make saves as well I suppose. Link to comment
Poncho Posted October 10 Author Share Posted October 10 any of Mz. Grue, Jack, and Spore who are in melee with the villains can roll to avoid the Dazzle if they want, but I'm not going to force it. Now for the saves on the other two. Reflex Results 1d20+6: 10 [1d20=4] Tom is Blinded! Reflex Results 1d20+6: 22 [1d20=16] Dr. Zero is safe! @Tiffany Korta's turn 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 2x Bruise, Daze 11: King Cole III: 2HP, Staggered. 6: Tom Cyprus, 1x Bruise, Blinded 6: Jack: 1HP Link to comment
Supercape Posted October 10 Share Posted October 10 I think Spore just got knocked back from the handclap... so probably saved her the dazzle? Link to comment
Tiffany Korta Posted October 15 Share Posted October 15 Let's see if I can get a hold of Cyprus this time! Attack Roll: 1d20+2=10, and Grapple Roll: 1d20+13=31 Link to comment
Poncho Posted October 16 Author Share Posted October 16 sorry for delay, that's a miss @Tiffany Korta Get your IC in and then it will be Dr. Zero's turn! Link to comment
Poncho Posted October 17 Author Share Posted October 17 ok I checked, and while that DOES hit Tom (His Defense is only 10), his Grapple Bonus is +32, so Grapple Control Roll Results 1d20+33: 36 [1d20=3] Yeah.. I'll do Doctor Zero's turn tomorrow. Link to comment
Poncho Posted October 17 Author Share Posted October 17 Doctor Zero! He's back to blasting at Seraphim! Ice Blast Results 1d20+8: 9 [1d20=1] Bad miss! @Supercape Spore's Turn! 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero 18: Spore: 2HP, 2x Bruise, Daze 11: King Cole III: 2HP, Staggered. 6: Tom Cyprus, 1x Bruise, Blinded 6: Jack: 1HP Link to comment
Supercape Posted October 18 Share Posted October 18 Spore is going to try a poison breath! Hopefully he is not immune to poison. So its a Paralyse 8 area effect, with poison extra. DC 18 Reflex then DC 18/14 Fort for Poison. Link to comment
Supercape Posted October 19 Share Posted October 19 Whoops - should have added - HP to clear daze Move action to get up. And I think the Poison breath has the range to get Dr Zero? (and possibly Tom too depending on positioning?) Its a Cone effect. Link to comment
Poncho Posted October 20 Author Share Posted October 20 alright! first is the Reflex for them both. Reflex Results 1d20+6: 22 [1d20=16] 1d20+6: 18 [1d20=12] Incredible rolls from them, wow. Both bass, so DC 14 Fort only. Fortitude Results 1d20+15: 30 [1d20=15] 1d20+4: 5 [1d20=1] I don't know why it reversed them, but whatever. Tom is fine, but Dr. Zero fails by 9, he is Paralyzed and Helpless. King Cole is going to use a HP to begin recovering. She'll make a DC 10 Constitution check next turn to see if she finishes recovering. So Tom's turn, and he's had enough of Mz. Grue trying to grab him, so she's getting an All Out Power Attack! But he is blinded! So he has to roll to check his blindness even if he hits. All out Power attack! Results 1d20+10: 17 [1d20=7] Blindness Results 1d20: 10 [1d20=10] He misses due to Blindness! Now he gets to roll to try and shake off his Dazzle Blindness Fort Results 1d20+15: 35 [1d20=20] Unblinded! But it did save one attack at least! @Jack your turn 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero: Paralyzed: Helpless 18: Spore: 1HP, 2x Bruise, Daze 11: King Cole III: 1HP, Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 1HP Link to comment
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