Poncho Posted October 2 Posted October 2 OOC for this Thread Featuring La Puma Negra Spore Centuria Harlequin
Poncho Posted October 30 Author Posted October 30 @MoonSimply @Supercape @Tiffany Korta @Kaede Kimura instead of a full combat for this moment, I want to try a 'skill check', so to speak. Tell me either one skill you're using to help something here (Helping people escape, wrangling the automated tables and chairs, stopping the witch, stopping the Werewolf), and roll either a skill or an attack alongside your post. The results of the rolls will determine what's going on in the combat that starts afterwards. Don't feel like each person has to pick a specific thing; do what feels natural for your character and I will adjust as needed Roll Initiative alongside your 'skill check' though so we can be ready to start combat on my next GM post.
Kaede Kimura Posted October 31 Posted October 31 Initiative! 1d20+8 = 20 Can Harlequin use Deflect 12 (Shield of Silver; All Attacks 3PP/Rank; Extras: Range [Ranged]; Feats: Triggered 2; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]; Flaws: Limited [Only Deflect Attacks Against Others]) {36/36PP} (Light, Silver) as a full round action to Deflect attacks against the crowd?
Tiffany Korta Posted October 31 Posted October 31 ]Initiative: 1d20+3=21 and as right now I'm playing Wack a Wolf! Attack Roll: 1d20+8=10. Or maybe not...
Kaede Kimura Posted October 31 Posted October 31 Do you want me to roll Deflect, and if yes how many times?
MoonSimply Posted October 31 Posted October 31 While still waiting on getting my updates approved, I'll go ahead and roll Initiative and getting 15, damn. Puma will use Intimidation to distract the Wolf, getting a 21
Poncho Posted October 31 Author Posted October 31 Even if they aren't approved I think the numbers are right so it's fine to use it until we get them confirmed. @Kaede Kimura just one roll is fine. For everyone else, go ahead and post some IC stuff too The Punch missed, but distracted the werewolf from attacking anyone. Puma's intimidation is keeping it focused on her instead of the civilians. And depending on Harlequin's roll it will protect the people from flying cutlery and angry tables and chairs!
Kaede Kimura Posted October 31 Posted October 31 1d20+12 = 14, truly a roll like never seen before at least it's still an improvement on he average persons defense, I think...
Poncho Posted October 31 Author Posted October 31 That'll protect anyone from being seriously injured by flying Cutlery at least! Get in that IC post!
Supercape Posted November 1 Posted November 1 14 for Spores initiative Spore is going to fungate the mall! Given that there is no soil it wont last long (complication, if that counts), but its a DC15 Distraction and 25% move speed. Its 100' radius so can presumably catch witch, wolf, and animated tables but will probably catch everyone else too! For now, Spore is not immune to her own powers, but hopefully she can boost soon!
Tiffany Korta Posted November 13 Posted November 13 I think I'm next? Apologies if I'm jumping the gun but another punch to the werewolf! Attack Roll: 1d20+8=20, DC 21 if a hit.
Poncho Posted November 13 Author Posted November 13 it's jumping the gun but I'll allow it! That's a hit! Toughness Results 1d20+5: 20 [1d20=15] Insanely good roll from him, so you only get a bruise! But you do go ahead and make your IC post and then I'll get the Initiatives in and we'll start!
Poncho Posted November 14 Author Posted November 14 alright, sorry about the delay. Wolfman: Initiative Results 1d20+8: 14 [1d20=6] Witch: Initiative Results 1d20+4: 19 [1d20=15] Cutlery: Initiative Results 5#1d20+4: 5 # 18 [1d20=14] 13 [1d20=9] 19 [1d20=15] 17 [1d20=13] 10 [1d20=6] Centuria: 21 Harlequin: 20 Cutlery: 19 Witch: 19 Cutlery: 17, 18 Puma: 15 Spore: 14 Wolfman: 14, 1x Bruise Cutlery: 13, 10 @Kaede Kimura Harlequin's turn!
Kaede Kimura Posted November 18 Posted November 18 Harlequin is gonna take a full round action to shield everyone with his Deflect, and pray for better rolls than before.
Poncho Posted November 18 Author Posted November 18 ok so uh, Deflection. So The Cutlery are going to charge at Spore, while the Witch is going to unleash an AOE Snare, so that's 3 Deflects against Harlequin's power, as follows; Attack Roll Results 3#1d20+6: 3 # 17 [1d20=11] 13 [1d20=7] 24 [1d20=18] These are Targeting Spore, so if the Block fails they'd apply to Spore's Defense. If they beat both, the DC for this is DC 21 Toughnes. Meanwhile, the Which is doing a General AOE Snare, targeting Carmen and Centuria. That's a DC 17 Reflex, then DC 17/14 Reflex Afterwards depending on the effect. Centuria: 21 Harlequin: 20 Cutlery: 19 Witch: 19 Cutlery: 17, 18 Puma: 15 Spore: 14 Wolfman: 14, 1x Bruise Cutlery: 13, 10 @Supercape Spore's turn after @Kaede Kimura's deflection rolls!
Kaede Kimura Posted November 18 Posted November 18 Well, stopped the first two but terrible rolls strike again. 1d20+12 = 20, 1d20+12 = 14, 1d20+12 = 16 Since he failed to deflect that last one he cant deflect any more attacks until his round comes back again.
MoonSimply Posted November 20 Posted November 20 Reflex save scores an 18 with Evasion 2. An 18 on the second if needed. Alright, so as normal, Puma is going for an Acrobatic feint at the werewolf, scoring a 33. She'll Exert herself, gaining Tired, and getting a 15. Spend a hero point to remove the condition.
Supercape Posted November 20 Posted November 20 So I think Puma is going before Spore, but let me know if otherwise!
Poncho Posted November 20 Author Posted November 20 that was the case, I was off. Anyway. Sense Motive Results 1d20+8: 12 [1d20=4] failed, so the werewolf is flatfooted, which means the 15 hits. Toughness Results 1d20+4: 24 [1d20=20], so that's a bruise. Once @MoonSimply makes her IC post, THEN it's @Supercape's turn. Mea Culpa. Centuria: 21 Harlequin: 20 Cutlery: 19 Witch: 19 Cutlery: 17, 18 Puma: 15 Spore: 14 Wolfman: 14, 2x Bruise Cutlery: 13, 10
Supercape Posted November 23 Posted November 23 Spore is going to take cover after being pelted by spoons! Presumably there is something she can do that with (let me know if not, Ill IC something) - although its almost certainly on partial cover I would guess Why do superheroes never take cover? Then, as standard action, throw SPORES at the witch. An autofire Fatigue effect, Fort Save 15 which I will assume misses!
Poncho Posted November 24 Author Posted November 24 you can definitely take cover behind some ruins, makes sense to me. Cover is +4 to Defense and +2 to Reflex on opponents on the other side. You still need to make the DC 21 Toughness Save, @Supercape. A 15 will hit the which, and then she'll make her save; Fortitude Results 1d20+3: 7 [1d20=4] She fails by 11, which immediately renders her unconscious. Then the Wolfman will make a slice at Puma Attack Roll Results 1d20+7: 24 [1d20=17] with a pretty great roll. If that's a hit, DC22 Toughness @MoonSimply Then the remaining Cutlery are going at Harlequin instead. Attack Roll Results 2#1d20+6: 2 # 23 [1d20=17] 11 [1d20=5] DC 21 Toughness @Kaede Kimura, for each that hit. Then it's Centuria's turn @Tiffany Korta, but check the Reflex Save for snare before decided on your actions; That's a DC 17 Reflex, then DC 17/14 Reflex Afterwards depending on the effect. There's also a new person here, but she isn't rolling Initiative yet. If you want to get up to smack her and have the ability to, though, feel free Centuria: 21- 2HP Harlequin: 20 - 3HP Cutlery: 19 Cutlery: 17, 18 Puma: 15 - 2HP Spore: 14 - 1HP Wolfman: 14, 2x Bruise Cutlery: 13, 10
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