Jack Posted November 6 Posted November 6 Jack is using an HP to attempt to stunt a snare on Tom. 8 to hit....and he is doing a all out power attack to lower defense by 4 and add it to the DC of the snare. If it hits
Poncho Posted November 6 Author Posted November 6 (edited) An 8 is not a hit, unfortunately, his Defense is 10. @Spacefurry your turn! 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero: Paralyzed: Helpless 18: Spore: 1HP, 2x Bruise 11: King Cole III: 1HP, Staggered. 6: Tom Cyprus, 1x Bruise 6: Jack: 0HP Edited November 6 by Poncho
Spacefurry Posted November 6 Posted November 6 We’re going for a blast Ranged attack: 19 Nice, DC23 toughness to save
Poncho Posted November 6 Author Posted November 6 Toughness Save Results 1d20+14: 21 [1d20=7] A second bruise! @Tiffany Korta your turn! 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero: Paralyzed: Helpless 18: Spore: 1HP, 2x Bruise 11: King Cole III: 1HP, Staggered. 6: Tom Cyprus, 2x Bruise 6: Jack: 0HP
Tiffany Korta Posted November 12 Posted November 12 One final chance on the Grapple, will shift to Density which make things a little easier to hit! Attack Roll: 1d20+5=15, sure that hits so for the grapple Grapple: 1d20+13=18. Oh well at least right now she's immovable!
Poncho Posted November 12 Author Posted November 12 that's a hit on the guy, but for grapple it's... Grapple check Results 1d20+33: 42 [1d20=9] a negative! Once you get the IC post, it's @Supercape Spore's turn!
Supercape Posted November 23 Posted November 23 Ok going to try and throw some spores at Tom - although not hopefull! 16 If that hits, which I doubt, its DC 23 Fort Save
Poncho Posted November 24 Author Posted November 24 it does hit; Tom is a fully Toughness shifted dude! Fortitude Results 1d20+15: 32 [1d20=17] He makes the save though. King Cole's turn, she gets to roll to try and heal her Stagger, Recovery Results 1d20+4: 21 [1d20=17] Okay! She's gotten rid of her Stagger. It's Tom's Turn now, and he's swinging at Jack! Alll out attack! Results 1d20+10: 11 [1d20=1] He whiffs bad. Okay at this point I'm opening up Knowledge checks; as a Move Action, anyone in the scene can make (trained or untrained) a History, Pop Culture, or Streetwise to determine if Tom Cyprus has a weakness. That's on your turn, so you can do it before your attack. If you get a 15 or higher on the knowledge check, you can read this spoiler; Spoiler Tom Cyprus was a physical fighter known to be as strong as the Golden Age Sentry, a mighty mountain of Swamp Muscle. But mentally he was constantly underdeveloped, and easily tricked; able to be defeated by even weaker members of the Liberty League by using mental trickery (targeting his Will) or abusing his famously slow reactions (Targeting his Reflex) and it is now @Jack's turn 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero: Paralyzed: Helpless 18: Spore: 1HP, 2x Bruise 11: King Cole III: 1HP, Staggered. 6: Tom Cyprus, 2x Bruise 6: Jack: 0HP
Jack Posted Monday at 05:08 AM Posted Monday at 05:08 AM Any chance Jack arcane lore knowledge skill could work? I'm not sure what he would roll for knowledge check
Poncho Posted Monday at 02:15 PM Author Posted Monday at 02:15 PM @Jack I can allow Arcane Lore on the understanding that Cyprus is basically an incarnated Elemental from the Swamplands outside Freedom.
Jack Posted yesterday at 01:49 AM Posted yesterday at 01:49 AM Jack is trying to use the pillar as an aoe reflex attack
Poncho Posted 16 hours ago Author Posted 16 hours ago so the way I'm going to model this is a Super-Strength power feet to do an Area Snare to attempt to bury Tom under some rubble; that's the best way to take advantage of your information, since just an AOE effect would be avoiding his low defense to target his heavy toughness; by instead making it against his reflex. So he'll take two Reflex saves to see how it goes. This would normally require a HP expenditure but in this case I'm fine letting you do it since it was an idea you had specifically; consider it a reward for figuring out exactly how you'd do it. So that's 2 DC18 Reflexes for Tom, though the second is only 14 if he passes the first. Reflex Results 2#1d20+6: 2 # 20 [1d20=14] 19 [1d20=13] and he rolls great on both of them. But you can continue to attempt to do this on subsequent turns. Hopefully he's got a bad roll series coming. @Spacefurry , Seraphim's turn. Remember to make the knowledge check as noted in my previous post. 25: Seraphim: 3HP, Bruise 20: Mz. Grue: 2HP 20: Dr. Zero: Paralyzed: Helpless 18: Spore: 1HP, 2x Bruise 11: King Cole III: 1HP, Staggered. 6: Tom Cyprus, 2x Bruise 6: Jack: 0HP
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now