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Student Assessment Group C (OOC)


Poncho

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Posted

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

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Posted (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 by Poncho
  • 2 weeks later...
Posted

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

Posted

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

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