MBCE Posted July 6, 2009 Author Share Posted July 6, 2009 Initiative for the new bad guys? Not yet. they are in a different area of the building which we haven't found yet. When we get outside the door, then initiative. Link to comment
MBCE Posted July 8, 2009 Author Share Posted July 8, 2009 Okay. spending a VP to allow the location of the room/eleveator/disable the security. Fair enough to get us to the action quicker. That sits us with Bel 0 VP Ghost 1 VP We need initiative for when we enter the corridor. By the time the doors open, they'll be ready for us. 1)Peons govn Agent 2)Leaders initiative (1d20+1=15, 1d20+7=14) Initiative (1d20+1=5) I'll use that Probability to make that an 8. Initiative: Peons 15 Leaders 14 Ghost 8 Peons are using the Government agents from main book. Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted July 8, 2009 Share Posted July 8, 2009 Activating the "Internal Infernal Combustion" power: Impervious Toughness 7 (note: Sustained Active effect) and Penetrating Strength 5 (PF: Incurable). (Wish I'd gone with Takedown Attack instead of Incurable, but we can't have everything. ) ) And Belphegor has... a mere 9 for initiative. Link to comment
Dr Archeville Posted July 20, 2009 Share Posted July 20, 2009 I'm back from vacation, so I'm ready to go whenever you are :) Link to comment
MBCE Posted August 18, 2009 Author Share Posted August 18, 2009 Bel 0 VP Ghost 0 VP [spent on reroll of second Toughness save] Does autofire break through imprevious? If so, then Bel needs to make a DC 24 toughness check. Initiative: Peons 15 [Minions] Leaders 14 Belphegor 9 Ghost 8 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 18, 2009 Share Posted August 18, 2009 Bel 0 VP Ghost 0 VP [spent on reroll of second Toughness save] Does autofire break through imprevious? If so, then Bel needs to make a DC 24 toughness check. No it does not! If an Impervious defense (Force Field or Protection, for example) would normally ignore the attack before any increase in the save DC, then the attack has no effect as usual; a volley of multiple shots is no more likely to penetrate an Impervious defense than just one. Link to comment
MBCE Posted August 18, 2009 Author Share Posted August 18, 2009 No it does not! Thanks for the update. Still have to make the save for the blast of the leader though. Looks like Bel is the lucky one here and not Ghost. :D Link to comment
Dr Archeville Posted August 18, 2009 Share Posted August 18, 2009 Toughness save = 1d20+7 = 18 DC was 23 (after adjustment for all the holy), so that fails by 5. Bel takes a Bruise and is Stunned for a round. Since he's Stunned, he's flat-footed, and has an additional -2 to Defense. His total defense is now 11. While Stunned he cannot act, which means his Sustained effects (his "Internal Infernal Combustion") may go down. He gets to make a Concentration check, DC (10 + power rank, or 17 in this case) to keep it up. And his Concentration check... fails, with a 13, so his Impervious is down. Things don't look so good for us! Link to comment
MBCE Posted August 19, 2009 Author Share Posted August 19, 2009 Toughness save = 1d20+7 = 18 DC was 23 (after adjustment for all the holy), so that fails by 5. Bel takes a Bruise and is Stunned for a round. Since he's Stunned, he's flat-footed, and has an additional -2 to Defense. His total defense is now 11. While Stunned he cannot act, which means his Sustained effects (his "Internal Infernal Combustion") may go down. He gets to make a Concentration check, DC (10 + power rank, or 17 in this case) to keep it up. And his Concentration check... fails, with a 13, so his Impervious is down. Things don't look so good for us! I think The Ghost brings more bad luck than good! Seems to happen a lot to people he's working with. Using Extra Effort on his probability power to gain: Blast 6 [extra]PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence]) Minions Leaders toughness DC 21 (1d20+2=3, 1d20+2=5, 1d20+2=9, 1d20+9=15, 1d20+9=13) All three minions drop. Both Leaders are stunned and bruised. Yeah! Bel 0 VP Ghost 0 VP [spent on reroll of second Toughness save] Initiative: Peons 15 [Minions] [knocked out] Leaders 14 Belphegor 9 Ghost 8 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 19, 2009 Share Posted August 19, 2009 Free action to switch from "Internal Infernal Combustion" to Hellfire Bolt" Standard action to attack the one that shot him. Power Attacking for -5 attack/+5 damage. (And it hits!) Link to comment
MBCE Posted August 19, 2009 Author Share Posted August 19, 2009 Leader 1 toughness save Toughness save DC 27 (1d20+8=17) Leader 1 and 2 toughness save 1)Leader 1; 2)Leader 2 DC 21 (1d20+8=22, 1d20+8=17) Shot against Belphegor Bel DEF 16 Toughness DC 23 [5 penertrating x1.5 vul= +8] (1d20+13=19) And a FA to change the setting of the gun to AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)] Bel 0 VP Ghost 0 VP [spent on reroll of second Toughness save] Initiative: Peons 15 [Minions] [knocked out] Leaders 14 [L1 B:1; Staggered, stunned L2 B:2] Belphegor 9 Ghost 8 DEF 17 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 19, 2009 Share Posted August 19, 2009 Toughness save vs. Leader 1's shot (including -1 from bruise taken last round) = 11, which fails by 12. Belphegor is Staggered & Stunned! Link to comment
MBCE Posted August 19, 2009 Author Share Posted August 19, 2009 Leader 1, 2 toughness saves 1)L1 2)L2 DC 21 (1d20+8=10, 1d20+7=11) Bel 0 VP Ghost 0 VP [spent on reroll of second Toughness save] Initiative: Peons 15 [Minions] [knocked out] Leaders 14 [L1 Knocked out, L2 B:2, staggered] Belphegor 9 Ghost 8 DEF 17 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 19, 2009 Share Posted August 19, 2009 Looks like they both failed their Toughness saves by 10+, so they're both Staggered & Stunned, right? Link to comment
MBCE Posted August 19, 2009 Author Share Posted August 19, 2009 Looks like they both failed their Toughness saves by 10+, so they're both Staggered & Stunned, right? L1 is knocked out. failed by 10 or more moves him up a level. L2 is now stagggered and stunned as listed. Link to comment
Dr Archeville Posted August 19, 2009 Share Posted August 19, 2009 Gotcha. Power Attacking Leader 2 with a Hellfire Bolt, -5 attack/+5 damage... misses! Link to comment
MBCE Posted August 20, 2009 Author Share Posted August 20, 2009 Ghost has switched to his normal Blast power, letting the area blast go. Leader 2 toughness saves L2 Toughness save DC 21 (1d20+7=20) Reflex saves needed DC 15 followed by a Toughness save. On fail reflex DC 20 (ghost) DC 23 (Belephagor) On a successful Reflex, DC 17 (ghost) DC 18 (Belephagor) Each gains a VP point due to the toughness of the fight. We are supposed to win after all. Bel 1 VP Ghost 1 VP Initiative: Peons 15 [Minions] [knocked out] Leaders 14 [L1 Knocked out, L2 B:3, staggered] Belphegor 9 Ghost 8 DEF 17 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 20, 2009 Share Posted August 20, 2009 Reflex save is... 17, passes Toughness save is... 11, fails by 7, so Bel takes a second Bruise and is once again Stunned! Link to comment
MBCE Posted August 20, 2009 Author Share Posted August 20, 2009 Leader 2 toughness saves L2 Toughness save DC 21 (1d20+7=20) Reflex saves needed DC 15 (ghost) DC 13 (Belphegor due to +2 circumstance bonus) followed by a Toughness save. On fail reflex DC 20 (ghost) DC 23 (Belephagor) On a successful Reflex, DC 17 (ghost) DC 18 (Belephagor) Ghost's saves: REF DC 15; Toughness DC 17 or 20 (1d20+3=13, 1d20+5=10) Failed by ten so he's Stagggered and stunned. Each gains a VP point due to the toughness of the fight. We are supposed to win after all. Bel 1 VP Ghost 1 VP Initiative: Peons 15 [Minions] [knocked out] Leaders 14 [L1 Knocked out, L2 B:3, staggered] Belphegor 9 Ghost 8 DEF 17 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
Dr Archeville Posted August 20, 2009 Share Posted August 20, 2009 Reflex save is... 18, passes. Toughness save (factoring in 2 Bruises) is... 15, fails by 3, so he takes a third Bruise... but he's not Stunned! But he is Staggered, and any further damage to a staggered character shifts the character’s condition to Unconscious. So Belphegor is out, for at least a minute. EDIT: Going to use my one Villain Point to re-roll the Toughness save... and that doesn't help! Link to comment
MBCE Posted August 20, 2009 Author Share Posted August 20, 2009 But he is Staggered, and any further damage to a staggered character shifts the character’s condition to Unconscious. So Belphegor is out, for at least a minute. I don't think so. Unless there's been an erratta on the matter, only taking another staggered condition moves you up to unconscious. TRACKING DAMAGE When a character suffers damage, mark it on the damage track with a slash or check mark (as shown here). Characters can have any number of bruised or injured marks, but suffer only one staggered, unconscious, disabled, or dying condition at a time. If a character suffers an already checked-off condition, move the damage up to the next highest condition, so a staggered character who is staggered again becomes unconscious, and a disabled character who is disabled again becomes dying. See Damage Conditions in the following section for more information. Link to comment
Dr Archeville Posted August 20, 2009 Share Posted August 20, 2009 Hrm, there appears to be some conflict. The Condition Summary List (pg. 171) says Staggered: A staggered character can take a single move or standard action each round, not both. Any further damage to a staggered character shifts the character’s condition to unconscious. *checks ATT* Ah, alright, Kenson does agree with what you've said: staggered + staggered, not staggered + any damage, equals unconsciousness. So... Bel has 3 Bruises, and is Staggered, but conscious! Link to comment
Dr Archeville Posted August 20, 2009 Share Posted August 20, 2009 Since I only used a VP to re-roll because I thought the initial failed roll was going to lead to unconsciousness, can I undo that and keep the VP? Bel's action for this round: shooting Leader 2 in the face. And he's carefully aiming, so no power attack. Annnnd.... he misses! *edits his last post* Link to comment
MBCE Posted August 20, 2009 Author Share Posted August 20, 2009 Since I only used a VP to re-roll because I thought the initial failed roll was going to lead to unconsciousness, can I undo that and keep the VP? Bel's action for this round: shooting Leader 2 in the face. And he's carefully aiming, so no power attack. Annnnd.... he misses! *edits his last post* No problem. Keep the VP. Link to comment
MBCE Posted August 21, 2009 Author Share Posted August 21, 2009 Reflex saves needed DC 15 (ghost) DC 13 (Belphegor due to +2 circumstance bonus) followed by a Toughness save. On fail reflex DC 20 (ghost) DC 23 (Belephagor) On a successful Reflex, DC 17 (ghost) DC 18 (Belephagor) Ghost's saves: REF DC 15; Toughness DC 17, 20 (1d20+3=7, 1d20+5=19) Failed the Reflex and the Toughness by 1. Bruised. Bel 1 VP Ghost 1 VP Initiative: Peons 15 [Minions] [knocked out] Leaders 14 [L1 Knocked out, L2 B:3, staggered] Belphegor 9 Ghost 8 DEF 17 Peons are using the Government agents from main book. [Machine Pistols +3 damage [DC 18 for Ghost, DC 20 for Belphegor due to vulnerability] Leaders Stats--------- Futuristic Law Enforcer PL 10 Str 18 Dex 16 Con 20 Int 14 Wis 16 Cha 18 Skills: Drive 12 (+15), Intimidate 12 (+16), Knowledge (civics) 12 (+14), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 12 (+14), Sense Motive 8 (+11) Feats: Attack Focus (ranged), Improved Aim, Evasion, Improved Initiative, Power Attack, Precise Shot, Quick Draw (draw), Startle, Ultimate Aim, Uncanny Dodge (visual) Powers: Device 4 (Enforcer handgun; easy to lose; Power Feats: Restricted 2 [DNA scan, only you]): Blast 7 (Power Feats: Accurate [auto-targeting], Ricochet; AP: Blast 5 [Power Feats: Accurate; Extras: Penetrating], AP: Blast 5 [Power Feats: Accurate; Extras: Area (Explosion)], AP: Blast 7 [Power Feats: Accurate, Subtle], AP: Stun 5 [Power Feats: Accurate; Extras: Range (Ranged)]) Equipment: Enforcer Armor (Protection 4) Combat: Attack +10, +11 (ranged), +13 (handgun), Grapple +14, Damage +4 (unarmed), +7 (handgun), Defense +11, Knockback -4, Initiative +7 Saving Throws: Toughness +9 (+5 without armor), Fortitude +10, Reflex +8, Will +8 Abilities 42 + Skills 20 + Feats 17 + Powers 14 + Combat 42 + Saves 15 = Total 150 Link to comment
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