Cyroa Posted November 2, 2009 Author Posted November 2, 2009 Demons go on a 9. So all PCs go first! Batter up!
Gizmo Posted November 2, 2009 Posted November 2, 2009 Alright, then! First, Jack is going to Taunt as a move action. (1d20+16=19), then Feint (1d20+21=40), using Set Up to transfer the surprise attack to Colt. Finally, he takes up a Defensive Stance for a +2 dodge bonus.
Cyroa Posted November 2, 2009 Author Posted November 2, 2009 he's a taunted: Will to resist taunt... (1d20+8=12) he's got -2 to his next attack roll then and the feint...can't even beat that roll. remember: most of you are in the vehicle (which is being attacked/swarmed). make sure you add that to your posts ;)
quotemyname Posted November 2, 2009 Posted November 2, 2009 Okay, for my post, I am going to assume that the truck is already on scene So, move action to drive towards the fray. Standard action to use "Armor Piercing Rounds" Armor Piercing Rounds - Power Attack 5; DC 27 toughness and DC 22 Fort on hit. (1d20+12=28) I'd say that worked pretty well :)
blink Posted November 2, 2009 Posted November 2, 2009 I know I asked about this in chat... but then I realized that since I am home I could actually... you know... look it up in the books. Free Action: Concealment Move Action: Stealth (1/2 Move - 150 yards from TP should get me in range) Combat Action: Unarmed attack w/ Sneak Attack Stealth Roll: 1d20+15 = 30 Combat Roll: 1d20+10 = 24 DC 24 Toughness Note: I assume 1/2 move is 1/2 of any move action I take... or is that a normal move and not a move power? If not, remove the stealth check although I assume I'll still have a sneak attack from appearing behind and attacking. So there's very little difference in how it should play out. I came back into chat to check, but you all were gone :)
quotemyname Posted November 2, 2009 Posted November 2, 2009 AFAIK you did it correctly. It's half movement of whatever your move is. A similar situation is if you have the blending flaw on a concealment power, it says you can't move more than your full move and still take advantage of it. So if you have flight 1, you can't move more than 100 feet, etc. Stealth says 1/2 move, so I assume the same formula applies.
Cyroa Posted November 3, 2009 Author Posted November 3, 2009 Big demon by the Pen toughness (1d20+16=29) Hah! Fort save (1d20+10=28) double hah! Hah hah! For Blink: toughness (1d20+8=16) nuts. Failed by 8. so bruised and stunned. But there are a whole bunch more around her and the truck
Cyroa Posted November 4, 2009 Author Posted November 4, 2009 waiting for Ex (or any of the others who haven't gone this round) to go. Otherwise, if they haven't in a few hours, they're going to be skipped. Also note: you guys can also post in Danger Mansion thread. It takes place several hours after these events.
quotemyname Posted November 4, 2009 Posted November 4, 2009 How is the mansion thread affected continuity wise? Like if we fail our mission here, what or how does that effect the mansion thread?
ex3lev3n Posted November 4, 2009 Posted November 4, 2009 Autofire Shuriken Power Attack 5: the "base" Save DC is 24 Toughness. (1d20 4=20) if the autofire does anything, you'll have to add that, amigo =]
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 You're heroes and this is a silver age game. Even if you guys get your asses handed to you and "loose" without saving anyone (VERY unlikely), I have some options available. Continuity-wise, just like everyone else, it's hours later there. You can assume you got hammered hard but still saved people. Details of your off-screen heroics, since the various threads are mostly for the beginning of the invasion, are totally up to you. But no one is well rested and unscathed. That help?
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Ex: sorry, it has +11 defenses. It you had gone for say, one of the 6 _ON_ the vehicle, it would have hit. ;)
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Any other Interceptors have another couple hours to get something up. Otherwise, I'm skipping you...
blink Posted November 5, 2009 Posted November 5, 2009 So are we in the second round? Or the first round?
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 demons still get to go. but they go last. Just giving people a chance. This will be end of rnd 1 ;)
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Ok: all other Inteceptors are skipped/busy "off screen" for this round. If happens again this round, they get NPC'd as I see fit. All on Blink: attack (1d20+8=14, 1d20+8=24, 1d20+8=20, 1d20+8=22, 1d20+8=17) .......bah. Only 1 hits I think. That's a DC 27 on Jack of Blades attack (1d20+12=32) NICE! Crit! Normal DC is DC 31... think I might have killed Jack (good thing there are healers and contingency plans ready ) IC post coming shortly... New round as soon as I do. Though Jack should post his reactions first...
blink Posted November 5, 2009 Posted November 5, 2009 That's ok, I think I am out too... not near rules so I am not sure... but: Ouch! That hurts, where are the rest of my team mates?! (1d20+7=14) Ok that warrant's a hero point if they are available. Getting crushed in the first moments is not fun... The pain, but not too bad (1d20+7 = 22)
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 If you have the HP, I'd consider using it. Failing by 13 = Staggered and Stunned. Owie... Actually, they are aren't 12s. Just using trade-offs. Edit: The big leader one IS more than level 10 though.
blink Posted November 5, 2009 Posted November 5, 2009 Wow you're speedy I realized that before your reply and already popped the HP. Staggered and Stunned in front of five angry demons would not be fun.
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Just happened to be on It's my lunch break. :)
quotemyname Posted November 5, 2009 Posted November 5, 2009 Uh oh... A DC 36 attack makes it a rank 21. If jack gets stunned by that (most likely since the max he can roll is 25 and that's only with a nat 20), he's going flying...19 ranks...1 million feet! :shock:
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 we'll adjust that obviously depending on his roll...
Gizmo Posted November 5, 2009 Posted November 5, 2009 Y'know, you'd think +15 Defense would let Jack avoid getting hit at least some of the time... Toughness save vs. DC 36 (1d20+5=8) Can you say, "Spending a hero point to reroll?" I thought you could! Rerolled Toughness save vs. DC 36 (1d20.minroll(11)+5=17) Jack gets knocked the hell out. Assuming that was lethal damage, thanks goodness for free Diehard, huh? How far does that send him?
Gizmo Posted November 5, 2009 Posted November 5, 2009 Well, that seem a bit... excessive. Any chance of having All-Star swing by and catch him? I mean, he's going to be in the air for a while, right?
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