Warmonger Posted October 10, 2009 Share Posted October 10, 2009 Ok this is a quick battle thread, or not so quick depending on how many people wanna join. Nothing fanacy here. Link to comment
quotemyname Posted October 10, 2009 Share Posted October 10, 2009 I think I'll drop Breakdown into this one. He hears radio waves initiative for when it's needed (1d20+10=27) Link to comment
Warmonger Posted October 10, 2009 Author Share Posted October 10, 2009 Ok all parties accounted for. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Initiatives everyone! 1d20+9=19 Link to comment
Cyroa Posted October 11, 2009 Share Posted October 11, 2009 and in the grand tradition of DS being slow as hell... init (1d20+4=6) Link to comment
ex3lev3n Posted October 11, 2009 Share Posted October 11, 2009 Initiative check (1d20 7=12) Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 1d20+1=8 url=http://invisiblecastle.com/roller/view/2281515/]1d20+5=15, 1d20+5=8, 1d20+5=23, 1d20+5=9 Ok since I have so many NPCs I'm going to have the power corps all go in one turn and use the highest which is 23 which has them all going first. Or at least it does until quote rolls. Link to comment
quotemyname Posted October 11, 2009 Share Posted October 11, 2009 I rolled before you called for it. got a 27 but I'm fine with it if you stick them ahead of me. that attack is: Sound Wave 11 (Damage 11 Extras: Area/Burst, Selective; Flaws: Full Round Action) [22pp] Sound Wave ------------------------ DC 21 REF / DC 26 TOU ------ Damage (Staged) The actual DC block on my sheet is a little messed up. Forgot to update it when I hit my PL11 caps. I'll be submitting an edit for it soon, but that's what it's supposed to say. If they're not within 55ft. I'll change this... I just assumed they were for quickness sake. I will be using selective to only include the enemies and any damagable weapons they may be holding, etc. no civilians, friends, or property. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Ok initiatives Breakdown Power Corps 1 Power Corps 2 Power Corps 3 Power Corps 4 All-Star Razorwing (when he arrives he has to wait out the round cause he isn't on scene) Madame Zero Darkstar Ok quote Number 3 is stunned and Staggered, the rest make their saves. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Ok Breakdown you get hit with both attacks DC 25. Darkstar I'm not sure. The last guy rolled a 16 total, so I think that does hit you cause your DEF is 16. If that is how the rules work then DC 25 Damage for you. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Ok my attack missed. Next is Madame Zero (cause someone *poke* didn't get on scene). Link to comment
quotemyname Posted October 11, 2009 Share Posted October 11, 2009 Toughness DC 25 (1d20+11=31) Save vs. the first one. Tou vs. DC 25 (1d20+11=25) Save vs. the second one. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Ok DC 24 reflex saves against snare, except for Darkstar since I think the description of his insubstantial allows him to phase through ice. All-Star 1d20+8=19 Doh failed by 5 so I'm bound and helpless encased in ice. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 Ok Darkstar you are up. Let me see the damage results first though. Link to comment
Cyroa Posted October 11, 2009 Share Posted October 11, 2009 could you post up their attacks? type as well as their rolls As for hitting me: if it's energy, you don't need affect insub. and if they have more than +8, then it could also hurt. Think the PC is +9 base, so should be fine. IC really hates me... toughness (1d20+12=15) w/ HP: toughness w/ HP (1d20+12=29) Much better Radiation Control 10 (w/ selective) (really need to update DS's sheet) Link to comment
quotemyname Posted October 11, 2009 Share Posted October 11, 2009 Reflex DC 24 (1d20+11=17) Bound and Helpless. But now I will act. I take a free action to switch into Jazz form and slip out of the snare. I will then float up away from the combat (about 50ft up) and send some Emotion Control Calm towards The Ice Queen. EDIT: Bad pun is bad! My emotion control powers have been made perception range on this version of the character, this one hits for a Will save DC 21. Link to comment
Warmonger Posted October 11, 2009 Author Share Posted October 11, 2009 (26) (29) (16) Are their results. The damage is energy so you do take damage. Ok damage saves by the corps vs the radiation attack. #2 takes a bruise #3 also takes a bruise in addition to his previous one. Damage save of ensnarement. I'm just gonna go with taking 10 on the snare's damage save. So it takes one damage condition and is now at 23. She saves against the emotion control. (22) Ok so tell me what your hero point totals are now. Initiative: Breakdown Power Corps 1 Power Corps 2 (1b) Power Corps 3 (2b 1S) Power Corps (4) All-Star (Bound) Razorwing Madame Zero Darkstar #1 moves up after Breakdown firing gets a (30). hit Dc 24 Energy damage. #2 fires on Breakdown .. (19). Miss #3 is stunned so doesn't act this round #4 fires at Darkstar (19) Hit. DC 24 energy damage All-Star Power attack with Plasma Blasts on his Ice Barricade. DC 32. Taking 10 so damage beats it by 8. So he breaks the snare but is still bound. Razorwing is up next. Link to comment
quotemyname Posted October 12, 2009 Share Posted October 12, 2009 Started the thread with 3 hero points (luck 2) TOU DC 24 (1d20+11=15) Re-roll TOU DC 24 (1d20.minroll(11)+11=27) Pass. Down to 2HP's Link to comment
Cyroa Posted October 12, 2009 Share Posted October 12, 2009 toughness (1d20+12=29) passed also War, did DS's radiation attack help weaken All-Star's bindings? Link to comment
Warmonger Posted October 12, 2009 Author Share Posted October 12, 2009 Oh sorry yeah it did. He should be able to break out all the way next round. Link to comment
ex3lev3n Posted October 12, 2009 Share Posted October 12, 2009 OK, not sure what round my post happened on (this one I'm assuming). One Move action to Grapple Gun his way to a roof, another Move Action to use Stealth (Skill Mastery + 11r = 21 Stealth check) Link to comment
Warmonger Posted October 12, 2009 Author Share Posted October 12, 2009 Ok she rolls to hit DS and she rolls 11. Fiat a re-roll. DS have a HP for that. She rolls a 25 on the re-roll and hits. This is a fortitude DC 24 fortitude save. She is no 50 feet further down the street away from the brawl. Link to comment
quotemyname Posted October 12, 2009 Share Posted October 12, 2009 Attack DC 26 on hit (1d20+11=28) Link to comment
Warmonger Posted October 12, 2009 Author Share Posted October 12, 2009 Ok wow she rolls a 20. How unlucky. She is bruised and stunned. Link to comment
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