Cyroa Posted June 10, 2009 Posted June 10, 2009 ;) Figure I'll wait a post or two before joining in. Bad things just started happening after all.
Avalon Posted June 11, 2009 Author Posted June 11, 2009 You know, everytime I read Captain Knievel's entrance with the audible shining teeth my mind goes blank for a few minutes. :P
Avalon Posted June 11, 2009 Author Posted June 11, 2009 Initiative rolls everyone. Here's the initiative rolls for the police officers. 10, 9, 18, 4, 4, 4, 14, 19, 17, 11, 13, 4, 10, 12, 2, 2, 10, 8, 15, 16 The Vestige's: 13
quotemyname Posted June 11, 2009 Posted June 11, 2009 Initiative! (1d20+13=29) Seeing as how I tore up the initiative, I am just gonna make a post. If there is anything else happening I can always just edit. EDIT: Rolled really well this turn. That last attack should not have been rolled for. Its just straight damage from him being in the grapple, so no critical. But it still hits so he takes the DC22 attack. If that is enough to bring down a mook, then I will edit my IC post.
Cyroa Posted June 11, 2009 Posted June 11, 2009 init (1d20=14) Figure you'll let us know whatround we hear/arrive and whatnot.
quotemyname Posted June 11, 2009 Posted June 11, 2009 Doesn't Dark Star have radio sense? you can hear the police radios right? Why don't we agree upon a roll to determine how long it takes you to pick up on the radio signals, and maybe a second roll to figure out how long it takes you to get there? The cops are probably going pretty haywire, so there are probably not that hard to hear. Lets say it takes you 1d4+1 rounds to pick up on it, and since your flight speed is out the wazoo we can say it probably takes you 1d4 rounds to arrive (after hearing the calls). This can include any costume change time necessary. Phantom has a crazy amount of ESP. So why don't we give you the same roll for picking up on the thoughts of the cops that are defending the precinct? 1d4+1 rounds to represent having to sort through everyone's thoughts within a 200 mile radius. And I just noticed your massive ability to teleport. So we can easily say that once you pinpoint the location of where you need to be you can arrive there almost instantly. Same as DS for 1d4 rounds of travel time. If this is agreeable to everyone, you can roll those yourselves. Any judges want to comment?
Cyroa Posted June 11, 2009 Posted June 11, 2009 I was just trying to be fair, letting you guys have fun before the arrival. I'll show whenever your ready, be it random or when you say "go". Yes, DS can hear radio waves. And it won't take 1d4 rnds either from when he 'hears" it. He'll get there in 1 round (or less) with his Flight speed.
quotemyname Posted June 11, 2009 Posted June 11, 2009 Also: Init and status so far: Captain Knievel - Init 29 - fine Popo [8, 3, 9, 20, 19] - Init 19, 18, 17, 16, 15 respectively - fine Dark Star - Init 14 - fine, [#] rounds until arrival Popo [7] - Init 14 - fine The Vestige - Init 13 - fine Popo [11, 14, 10, 1, 13, 17, 2, 18, 4, 5, 6, 12] - Init 13, 12, 11, 10, 10, 10, 9, 8, 4, 4, 4, 4 Phantom - Init 2 - [#] rounds until arrival Popo [15, 16] - Init 2, 2 Initiative for Popo is respective to the order in which they act. I did this in case anyone decides to delay or refocus etc. Captain Knievel's initial attack will have targetted Popo #8. Might as well start at the top.
quotemyname Posted June 11, 2009 Posted June 11, 2009 Yes, DS can hear radio waves. And it won't take 1d4 rnds either from when he 'hears" it. He'll get there in 1 round (or less) with his Flight speed. I understand that. I was more using the die roll to represent any time spent getting into costume or making necessary preparations etc. And just to make things simple I should think that point A to point B travel time WOULD be a whole round. That way DS can just the standard action of the round (after the move action gets him there) to get his bearings on the situation, take stock, analyze, etc. and what have you. If you plan on just reacting immediately to the radio waves, one round is fine. But unless DS constantly sits around scanning police frequencies and immediately jets off at the first sign of trouble, I am inclined to say that it would take more than just that 1 round to get there. If that is the case, then sure knock yourself out. I was just trying to be fair, letting you guys have fun before the arrival. I'll show whenever your ready, be it random or when you say "go". I understand. I was just throwing out an idea for randomness. But it remains Av's thread. I am more inclined to go with his decision. If he wants you to "show up in three rounds" then by all means be my guest. I was just brainstorming.
quotemyname Posted June 11, 2009 Posted June 11, 2009 Man! I just realized that both of you have ranks in Insubstantial! Meaning I am pretty sure that I can't actually damage either of you. Looks like I am going to be playing a ton of backup and support this battle. As luck would have it I am good at that sort of thing! Quick, Av, I'll distract them and you hit them :P
quotemyname Posted June 12, 2009 Posted June 12, 2009 Just a clarification for my earlier post. I goofed when I made the explanation. Captain Knievel has improved grab. The rolls that I made are right, however. They are just backwards. The third roll is for the initial attack. Follow that with the first and second rolls for touch attack and grapple. he then gets to automatically damage the officer again. that is why there were two attacks. First attack DC 27 toughness (critical hit) Second attack after grapple DC 22 toughness
Avalon Posted June 12, 2009 Author Posted June 12, 2009 I think having you guys arrive in 2 rounds would be fine. There will also be STAR squad coming in in the round after.
Avalon Posted June 13, 2009 Author Posted June 13, 2009 Quote, aren't generic NPC's considered minions? If so, the officer is automatically KO'ed since he's facing an impossible save of DC 27 and he only has a +4 toughness save.
quotemyname Posted June 13, 2009 Posted June 13, 2009 Right! Okay, on to the next one. I will edit the post. then sleep!
quotemyname Posted June 13, 2009 Posted June 13, 2009 I actually rolled kind of low on those last two ones. If they miss or whatever that's fine. Just move on (they're just mooks). By the way that attack targets cop #8 (so I have eliminated the first two in the initiative order). CapK DEF set to 29
Avalon Posted June 13, 2009 Author Posted June 13, 2009 Quote, surprisingly Popo #3 succeeded on his toughness save. Toughness save for Popo #3 (1d20+4=22)
Avalon Posted June 13, 2009 Author Posted June 13, 2009 That's for the second one. The first has no way of acutally winning vs a DC 27 save. They only have toughness saves of +4. Not even a nat 20 can save him.
quotemyname Posted June 13, 2009 Posted June 13, 2009 Placeholder for next round: A whirlwind of action, Captain Knievel dropped the second cop and continued onto the next. He assaulted the third police officer with a flying kneecap. After the strike he grabbed and struck him again.
quotemyname Posted June 14, 2009 Posted June 14, 2009 If any of those three attacks don't hit/don't down the cops, I will just edit the following ones out.
Avalon Posted June 15, 2009 Author Posted June 15, 2009 [url=http://invisiblecastle.com/roller/view/2119843/]Toughness saves for Popo #15 and #16 (1d20+4=12, 1d20+4=12)[/url] Just putting this here until we have the heroes.
quotemyname Posted June 15, 2009 Posted June 15, 2009 So just so we are all clear, How many of the Popo have been KO'ed and the heroes arrive starting this round?
Recommended Posts