Geez3r Posted February 2, 2010 Posted February 2, 2010 OOC thread, get some initiatives up and we'll get the ball rolling. Initiative: Dash, Force, Strong Man, Burn (1d20+40=41, 1d20+1=2, 1d20+1=17, 1d20+2=12)
quotemyname Posted February 2, 2010 Posted February 2, 2010 No, I don't. And don't call me Shirley. Initiative! (1d20+10=20)
Gizmo Posted February 2, 2010 Posted February 2, 2010 Jack's Initiative: 1d20+9=15 Yuck. Well, could be worse. Oh, and Jack calls Force. Yes, solely because she's a lady. Doesn't even matter what her powers are, that's just how he rolls.
quotemyname Posted February 2, 2010 Posted February 2, 2010 Okay, time to give this VP a test run. As I just *BAMF*ed in, I'll start off with it set to: Teleport 10 (Extras: Accurate; PF: Easy, Turnabout, Change Direction, Change Velocity) [34pp] AND Enhanced Will 1 [1pp]
Geez3r Posted February 2, 2010 Author Posted February 2, 2010 JoAB, BD, Mongrel Angel and Jester are in the thread so far. We're still accepting people, but better to get the initative stuff out of the way first so people know relatively speaking when they'll be up.
Nyrath Posted February 2, 2010 Posted February 2, 2010 Initiative (1d20 1=16) And Mongrel'll go for Strongman, probably; what with being the comparative heavy-weight of this line-up.
Gizmo Posted February 2, 2010 Posted February 2, 2010 So... 40 - Dash 20 - Breakdown 17 - Strong Man 16 - Mongrel Angel 15 - Jack of all Blades 12 - Burn 6 - Thad Minker 2 - Force ...yeah? (Yes, I realize that all of that is listed above, but you just know sooner or later you're going to have to check and it'll be nice to have it in one place.)
Geez3r Posted February 2, 2010 Author Posted February 2, 2010 Also, everyone should do a "I'm here!" post before we get to combat. I was just getting the initiative stuff out of the way. Jester will be showing up in a round or two and I'll roll initiative for him then.
patcore Posted February 3, 2010 Posted February 3, 2010 Initiative (1d20+5=6) great way to start off my hero's career.
Nyrath Posted February 4, 2010 Posted February 4, 2010 A blizzard got in the way of my posting, it's up now at least.
Geez3r Posted February 4, 2010 Author Posted February 4, 2010 40 - Dash 20 - Breakdown 17 - Strong Man 16 - Mongrel Angel 15 - Jack of all Blades 12 - Burn 6 - Thad Minker 2 - Force Dash took his turn already, he's just running around inside the warehouse... as far as you know :twisted: Breakdown's up. Burn and Force are flying about 50 ft up, 30ft apart from one another, with Strong Man being at the center point, albiet 50ft down. If we were using a square grid, Strong Man would be in the square directly in front of the opening in the wall. There's no way through without going through him, other than walking through wall or making your own hole.
quotemyname Posted February 5, 2010 Posted February 5, 2010 Move Action: Reconfigure Music Mastery Blast 12 (Sound Waves; Extras: Range/Perception; DB: Full Power) [35pp] Standard: Blast Strong Man
Geez3r Posted February 5, 2010 Author Posted February 5, 2010 Strong Man Toughness save vs BD Soundwaves DC 27 (1d20+15=27) yeah he's fine. He'll pick up an I-beam as a move action and chuck it as a Standard action at Breakdown. Strong Man Ranged Attack roll vs BD, AoA 5, DC 30 (1d20+10=25) That's 1000ft of knockback there sir if that stuns you. If that does knock you back, you'll go flying into the wall where you face a DC 25 toughness save. It's not enough to put you through the wall, but it'll add a nice dent to one of the warehouses.
quotemyname Posted February 5, 2010 Posted February 5, 2010 Here goes nothing! Toughness Save vs DC 30 (1d20+12=25) And against the building... Toughness Save vs KB and Building (1d20+11=31) That one didn't phase me. :)
Geez3r Posted February 5, 2010 Author Posted February 5, 2010 Unfortunately now the I-beam is wrapped around you like a horse shoe pinning you to the wall, take a Hero Point.
Nyrath Posted February 5, 2010 Posted February 5, 2010 Round 1: All-out Power Attack 5/5 [Def now 11] Soul Scourge vs. Strong Man; DC 29 Will save if hit (1d20 9=27) I be thinkin' that be a hit no?
Geez3r Posted February 5, 2010 Author Posted February 5, 2010 Strong Man Will Save DC 29 (1d20+9=18) fail by 11. A little too early in the fight to be staggered, so take a HP as I Fiat for the guy. Strong Man Will Save DC 29, GM Fiat reroll (1d20+9=29) Huh... and here I was expecting you to stun the guy even with the Fiat. 40 - Dash - Unharmed 20 - Breakdown - Bruise x1, HP x4 17 - Strong Man - Unharmed 16 - Mongrel Angel - Unharmed, HP x4 15 - Jack of all Blades - Unharmed, HP x1 12 - Burn - Unharmed 6 - Thad Minker - Unharmed, HP x3 2 - Force - Unharmed
Gizmo Posted February 5, 2010 Posted February 5, 2010 Rolling is for chumps! Jack's going to toss out a DC 31 Trick at Force, to convince her to get within melee range, and a Taunt sped up to a move action at DC 26. Gotta test the waters, see what the scintillating swordman's up against here.
Geez3r Posted February 5, 2010 Author Posted February 5, 2010 Force Resisting Jack's Trick, DC 31 (1d20+15=32) Force Resisting Jack's Taunt, DC 26 (1d20+15=30) Ooooohhhh, rejected. That's gotta smart.
Geez3r Posted February 5, 2010 Author Posted February 5, 2010 40 - Dash - Unharmed 20 - Breakdown - Bruise x1, HP x4 17 - Strong Man - Unharmed 16 - Mongrel Angel - Unharmed, HP x4 15 - Jack of all Blades - Unharmed, HP x1 12 - Burn - Unharmed 6 - Thad Minker - Unharmed, HP x3 2 - Force - Unharmed Burn is going to toss a Fireball your way Nyrath. DC 25 Tougness, DC 20 Reflex for half damage.
Nyrath Posted February 5, 2010 Posted February 5, 2010 Round 1: Reflex save vs. DC 20 Fireball (1d20 5=10) I'll live with that Round 1: Toughness Save vs. DC 25 Fireball (1d20 15=33)
quotemyname Posted February 5, 2010 Posted February 5, 2010 Given the additional setback, I am going to use that HP to clear the Stun for next round.
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