angrydurf Posted September 12, 2009 Share Posted September 12, 2009 Not rolling for the pistols (cause they can't hurt her) attack (1d20+5=12, 1d20+5=14, 1d20+5=24) the last one hits Phantom I believe. so that's the Rifle shot! Now: Breakdown Do they have Effects insubstantial? She has Insubstantial 4, so unless its an effects insubstantial effect or Fire (her vulnerability) they don't effect her. Link to comment
Cyroa Posted September 12, 2009 Author Share Posted September 12, 2009 it has affect insubstantial 1. w/ rank 7, is that enough to hurt her? Link to comment
angrydurf Posted September 12, 2009 Share Posted September 12, 2009 Yea that works fine its a +3 toughness save but has a chance sisnce she has no force field while insubstantial Link to comment
alderwitch Posted September 12, 2009 Share Posted September 12, 2009 Bruised x 1 : 1d20=11 Link to comment
Cyroa Posted September 13, 2009 Author Share Posted September 13, 2009 Akemos: mind telling me exactly what you're doing here? Link to comment
angrydurf Posted September 13, 2009 Share Posted September 13, 2009 I'm going to guess he was using this [Main power: Blast 3 (lightning bolt; Extra: Area-Line; Flaw: Range/Touch)] Which would be a 5 foot wide 30 foot long area effect. Anyone caught in it will get a DC 13 reflex save followed by a DC18 Toughness save if they failed or a DC 16 Toughness save if the succeded. Link to comment
Akmenos Posted September 14, 2009 Share Posted September 14, 2009 Argh knew I forgot something sorry about that. Here's the roll for the attack.1d20+3=21 Link to comment
Cyroa Posted September 14, 2009 Author Share Posted September 14, 2009 They are quick and agile: reflex save vs DC 13 (1d20+2=20, 1d20+2=20) but get pasted anyway Damn wimpy minions toughness save vs DC 18 (1d20+5=12, 1d20+5=11) Edge is up Link to comment
Avenger Assembled Posted September 15, 2009 Share Posted September 15, 2009 Blowing an HP for Inspire. (+5, as usual) Blowing another HP to surge, switching Fortune Control Array to a Selective Area Blast. That's a DC 20 Reflex save and DC 25 Toughness save for all the bad guys and their weapons in the area. Link to comment
Cyroa Posted September 15, 2009 Author Share Posted September 15, 2009 reflex vs a 20 (1d20+2=7, 1d20+2=10, 1d20+2=4, 1d20+2=21, 1d20+2=14, 1d20+2=8, 1d20+2=8, 1d20+2=18, 1d20+2=14, 1d20+2=13) and they can't make the toughness save so not gonna roll ;) Link to comment
Heritage Posted September 16, 2009 Share Posted September 16, 2009 I'm saving my Grapple to hit roll here, to hopefully use in my actual post (sorry, Ace!) Link to comment
angrydurf Posted September 16, 2009 Share Posted September 16, 2009 So am I up? I was kinda waiting on the results of Edges attack Link to comment
Cyroa Posted September 16, 2009 Author Share Posted September 16, 2009 oh crap. totally forgot. will do it right now Link to comment
Cyroa Posted September 16, 2009 Author Share Posted September 16, 2009 found out I have to roll toughness... (1d20+5=18, 1d20+5=7, 1d20+5=7, 1d20+5=7, 1d20+5=16, 1d20+5=10, 1d20+5=12, 1d20+5=19, 1d20+5=22, 1d20+5=24) wow...some serious suckage there ;) Link to comment
angrydurf Posted September 16, 2009 Share Posted September 16, 2009 Ace will take 10 on feinting the two guys not dropped by Edges attack hitting a 32 on one and a 27 on the other (Standard and move actions) then will pass the benefits on to Phantom and Breakdown respectively. Link to comment
Cyroa Posted September 16, 2009 Author Share Posted September 16, 2009 wow....well their defense is +5...uh... so yeah.... that;s gonna leave a mark... Link to comment
Cyroa Posted September 20, 2009 Author Share Posted September 20, 2009 Sorry...didn't realize it was the bad guys turn! I need everyone one to make a Reflex check (for an area) and a Fort check as well (also an area) Link to comment
angrydurf Posted September 20, 2009 Share Posted September 20, 2009 Reflex then Fort (1d20+8=18, 1d20+8=10) HP to Reroll that fort Fort Save reroll (1d20+8=20) Thats better ;) Link to comment
quotemyname Posted September 21, 2009 Share Posted September 21, 2009 Current Form: Jazz Ref then Fort (1d20+4=11, 1d20+2=3) Well...Those are both awful... I'll spend an HP to make a re-roll on the Fort: Fort (1d20.minroll(11)+2=22) Yay! Link to comment
Akmenos Posted September 21, 2009 Share Posted September 21, 2009 Reflex then Fort save (1d20+6=13, 1d20+6=22) Link to comment
Cyroa Posted September 22, 2009 Author Share Posted September 22, 2009 Still waiting on some people to make their rolls............................... Link to comment
alderwitch Posted September 23, 2009 Share Posted September 23, 2009 Reflex, then Fort: 1d20+3=11, 1d20+3=22 Link to comment
Avenger Assembled Posted September 24, 2009 Share Posted September 24, 2009 7 on Reflex, 25 on Fort Link to comment
Cyroa Posted September 26, 2009 Author Share Posted September 26, 2009 DC 20 to notice the guy pushing the button, otherwise you don't know. Affects: Those Entangled (-2 attack & defense; -4 to DX; is tethered so cannon move from that spot): Duskstalker Those Bound and Helpless (loose all Defense Bonus, and another -5 Defense, -4 DX): Breakdown Edge Grimalkin (didn't pay attention/roll) And everyone made the Fort by enough sadly. the Punches: are +6 damage. So that's DC 16 I think. Link to comment
quotemyname Posted September 26, 2009 Share Posted September 26, 2009 And I thought being above the battlefield would have saved me. Oh well, here goes nothing. 3 TOU saves, DC 16. If I take a bruised, subtract one from subsequent rolls. (1d20+6=20, 1d20+6=15, 1d20+6=20) I take one bruised on the second roll. I pass the third save though. Link to comment
Recommended Posts