patcore Posted February 10, 2010 Posted February 10, 2010 Whoops. I will edit my last post to reflect this new information.
patcore Posted February 10, 2010 Posted February 10, 2010 So I just switched to my Flight and situated myself for the next round (so I still have all my HPs) since I can't switch powers more than once a turn, right? AP: Flight 16 (1,000,000 MPH; 10,000,000 ft move action) Sorry again for not checking for clarification on my last action.
Geez3r Posted February 10, 2010 Author Posted February 10, 2010 That'll work. Alright, let's see... Force will use Mind Control on Jack, so DC 20 Will save there. The command is to release her from the pin. Dash is going to run back and try and take off Breakdown's power sliding head. Dash attack vs BD, DC 25 +1 per point it exceeds DEF, max of +5 (1d20+10=18) Due to the fact that Dash has Concealment while moving, BD is flat-footed by this attack. Dash will use Move by Action to be another mile or two away from the scene after his attack.
Gizmo Posted February 10, 2010 Posted February 10, 2010 Will save vs. DC 20. (1d20+10=22) Force can have a strong influence on the weak-minded, but not Jack!
quotemyname Posted February 10, 2010 Posted February 10, 2010 So it's basically DC 30? Jeebus. Toughness DC 30 (accounting for 2 bruises) (1d20+9=26) I take another bruise! I'm getting really lucky in this thread :D
Geez3r Posted February 11, 2010 Author Posted February 11, 2010 Completely forgot that Jester was up next in the initiative. My bad. 40 - Dash - Unharmed 24 - Jester - Unharmed, HP x4 20 - Breakdown - Bruise x3, HP x4 17 - Strong Man - Staggered, Unconscious 16 - Mongrel Angel - Unharmed, HP x3 15 - Jack of all Blades - Unharmed, HP x2 12 - Burn - Bruised x2 6 - Thad Minker - Unharmed, HP x4 2 - Force - Unharmed Attack roll vs Strong Man, DA/PA 5, DC 30 (1d20+4=9) Thank god Strong man was Stunned, that just barely hits. Strong Man Toughness save DC 30 (1d20+15=18) fail by 12, staggered again, he's out.
quotemyname Posted February 12, 2010 Posted February 12, 2010 Gonna Use Speed 4 from the previous configuration to make it to the Fires now that Strong man is down. Once there I'll reconfigure as a move action. I have 35pp to spend. I'll use 30pp on Weather Control. And 5pp on Speed, just in case I need get back next round The maximum radius of Weather Control at Rank 15 is 250,000 feet. That should be enough to put this fire out! I'll surge and hero point, for the standard action to use Weather Control
quotemyname Posted February 12, 2010 Posted February 12, 2010 Here's the crunch for my weather control since I've finally managed to calculate it out. As per page 203 of Ultimate Power, I'll employ the Wind AP of the Weather Control power. I'll cut down to two-thirds of the power rank (Rank 10), which still has a radius of 5000 feet, to aid in extinguishing the flames. This should make the weather more concentrated, and therefore help put out the flames better I'm still going to make the descriptor rain in order to match the song, just by the way ;)
Geez3r Posted February 19, 2010 Author Posted February 19, 2010 Nyrath's had a week, skipping their turn. You're up Giz. 40 - Dash - Unharmed 24 - Jester - Unharmed, HP x4 20 - Breakdown - Bruise x3, HP x4 17 - Strong Man - Staggered, Unconscious 16 - Mongrel Angel - Unharmed, HP x3 15 - Jack of all Blades - Unharmed, HP x2 12 - Burn - Bruised x2 6 - Thad Minker - Unharmed, HP x4 2 - Force - Unharme
Gizmo Posted February 19, 2010 Posted February 19, 2010 Well alrighty then. Jack'll start off with a DC 31 Trick to get Force to lower her force field (I see what you did there), then follow it up with a move action DC 26 Feint. He'll surge to make a Power Attack 5 (1d20+10=13)... er, yeah, make that a Power Attack 5 reroll (1d20.minroll(11)+10=27). *sigh* Almost a crit, but such is life. That's Toughness DC 27 plus Autofire 1, if applicable, and five points of Penetrating in case the Trick fails. Jack's all outta HPs, plus he has to release her from the grapple to use his sword. Gotta make this shot count!
Geez3r Posted February 20, 2010 Author Posted February 20, 2010 Force gets a +1 against the Trick because you've used it before. Force resist DC 31 Trick to lower Force Field (1d20+16=26) Shield's are down. Force resist DC 26 Fient attempt (1d20+15=27) Final DC is 31 Force Toughness save DC 31 (1d20+0=8) not even close. ------------------------ Burn doesn't like Jack hitting his lady friend. Burn Attack roll vs JoAB DEF 25, Accurate Attack 5, DC 22 (1d20+13=33) naturally I crit on the Accurate Attack. DC 27 there cupcake. Also, totally doing Knock back. If you fail that would be a rank 9 effect, DC 24 from hitting the warehouse wall, which gets a nice big dent in it btw: Wall's Toughness save, DC 24 (1d20+8=18) but not enough to send you through it. 40 - Dash - Unharmed 24 - Jester - Unharmed, HP x4 20 - Breakdown - Bruise x3, HP x4 17 - Strong Man - Staggered, Unconscious 16 - Mongrel Angel - Unharmed, HP x3 15 - Jack of all Blades - Unharmed, HP x0 12 - Burn - Bruised x2 6 - Thad Minker - Unharmed, HP x4 2 - Force - Unconscious
Gizmo Posted February 20, 2010 Posted February 20, 2010 Well, balls. Toughness save vs. DC 27 (1d20+6=19) Fails by 8, so stunned and bruised. Toughness save vs. DC 24 (1d20+6=25) It's gonna take him a round to recover but Jack's not out of the fight just yet! Not that it makes any difference, but for the sake of argument, Jack's Defense is actually 26.
Nyrath Posted February 21, 2010 Posted February 21, 2010 Sorry for my absence everyone, will catch my turn next time around. Will probably do a post describing major indecision keeping her from acting this round.
Geez3r Posted February 21, 2010 Author Posted February 21, 2010 Or we can just say you delayed until this point in the round.
patcore Posted February 22, 2010 Posted February 22, 2010 Before I take my turn can I ask, what was the effect BD's weather control had on the fire?
Nyrath Posted February 22, 2010 Posted February 22, 2010 That works, going to try and get a post together and up today.
Geez3r Posted February 22, 2010 Author Posted February 22, 2010 The fire is starting to get a bit smaller, but it's still quite big. And who knows what's being stored in those warehouses and how they react to elevated temperatures? :twisted:
patcore Posted February 23, 2010 Posted February 23, 2010 Point taken, then I shall be doing what I originally intended. Switching to TK I'll pick up a water tower and move it over the flames using 2 move actions. I'll extra effort to aid in extinguishing the blaze. I'll spend a HP to negate the fatigue.
Nyrath Posted February 23, 2010 Posted February 23, 2010 Right, trying to hit Burn with a Blast Round 3: Blast PA 4, AoA 5, DC 32 if Hit (1d20+10=18), and an 18 was a hit last time. If that clocks him so his flames go out (and he then likely starts falling) she'll swoop in and try to break his fall (surging and spending HP if so needed to do so). (She's got no idea of knowing whether he'd survive the fall unpowered) If it doesn't put his light out she'll still swoop in, but this time she'll surge (and spend HP) to do so as a charge (Free Action switch to Enhanced Str) and try to break him. Round 3: Charge vs Burn, PA 4, AoA 5, DC 32 if hit (1d20+12=16) Hmm, I'll spend a HP to ensure that actually hits Round 3: Reroll Charge, PA 4, AoA 5, DC 32 (1d20+12=13), 13 becomes 23. And save Round 3: Toughness save vs. Burns Aura (1d20+15=21) I'm guessing that's a Bruise, unless his Aura is rank 6 or lower. In the first case she's down Def 11 (minus any penalties the GM feel are right), in the second she's down to Def 9. HP down to either 3 (if none are needed in the first case), 2 (if she needs in case one) or 1 (if case two is what applies).
Geez3r Posted February 23, 2010 Author Posted February 23, 2010 Burn Toughness save, DC 32 (1d20+10=22) First attack, staggered and Stunned Concentration checks to maintain powers: Flight, Force Field, Energy Aura (1d20+10=30, 1d20+10=18, 1d20+10=25) All powers except Force Field remain active. Burn Toughness save vs MA "pounding" DC 32 (1d20+0=19) Toughness save of various walls due to Knockback, DC 32 -1 for every wall passed through due to slowing momentum (1d20+8=23, 1d20+8=25, 1d20+8=15, 1d20+8=11, 1d20+8=25, 1d20+8=16, 1d20+8=12, 1d20+8=15, 1d20+8=13, 1d20+8=10) Burn Toughness save vs Wall Impact DC 23 (1d20+0=19) Net effect: Burn is planted on top of the warehouse roof, very narrowly punched right through it. He was probably already out when he smack against the rooftop. 40 - Dash - Unharmed 24 - Jester - Unharmed, HP x4 20 - Breakdown - Bruise x3, HP x4 17 - Strong Man - Staggered, Unconscious 16 - Mongrel Angel - Unharmed, HP x3 15 - Jack of all Blades - Unharmed, HP x0 12 - Burn - Bruised x3, Injured x1, Unconscious 6 - Thad Minker - Unharmed, HP x4 2 - Force - Unconscious
Geez3r Posted February 24, 2010 Author Posted February 24, 2010 Standard Action: Reconfigure powers to: Snare 10 Extras: Contagious, Flaws: Touch Range Speed 4 Finishing Blow Move Action: Move up to Strong Man SURGE Standard: Coup de Grace Strong Man with the Snare, while Power Attack 5, the attack can't miss. Strong Man fails the DC 30 Reflex save by at least 5 for the full effect, not going to bother rolling. 40 - Dash - Unharmed 24 - Jester - Unharmed, HP x3 20 - Breakdown - Bruise x3, HP x4 17 - Strong Man - Staggered, Unconscious, Heavily Snared 16 - Mongrel Angel - Unharmed, HP x1 15 - Jack of all Blades - Bruised x1, Stunned, HP x0 12 - Burn - Bruised x3, Injured x1, Unconscious 6 - Thad Minker - Unharmed, HP x4 2 - Force - Rescued
quotemyname Posted February 24, 2010 Posted February 24, 2010 Move Action: Reconfigure Standard Action: Weather Control Weather Control 16 [32pp] Regeneration 3 (Bruised/No Action) [3pp] I'm keeping the same song going, (it's a long song!) with a slight reconfiguration of my powers to attempt to alleviate some of the damage I've taken. Listening to November Rain always makes me feel better :)
Geez3r Posted February 24, 2010 Author Posted February 24, 2010 Nope, try again. Regen and Weather Control go together like peanut butter and sandpaper.
quotemyname Posted February 24, 2010 Posted February 24, 2010 Okay, How's this then: Weather Control 15 [30pp] Healing 2 (Extras: Action/Standard; Flaws: Personal) [4pp] Immunity 1 (Hot Environments) [5pp] So new actions would be: Move: Reconfigure Standard: Weather Control (concentrated as before) Surge Standard: Healing: Healing Recover Check DC 10 (1d20+2=4) Failure. I'll spend yet another HP (why not? I've got plenty) to make a re-roll on that and automatically pass DC 10. Breakdown now has 2HP, and 2 Bruises.
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