Ecalsneerg Posted March 10, 2010 Share Posted March 10, 2010 There he goes... roll Initiative. Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 Meta-Grue, and Geckoman (1d20+5=23, 1d20+9=20) The cops are kinda insignificant. Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Jack of all Blades: Initiative (1d20+9=23) Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 Ok, so: Jack: 3 HP Meta-Grue Geckoman: 2 HP HIT IT Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Alright, Jack swings in as a move action and makes a Power Attack 5 (1d20+12=24) That's DC 27 plus whatever he gets from Autofire, up to DC 31. Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 DC 31? Pah (1d20+15=23) Stun? Urgh, he'll ignore the stun. Jack: 4 HP Meta-Grue: Bruised Geckoman: 2 HP Seeing as Jack's a good fighter, perhaps the Grue needs to shrink somewhat (to Large), erecting his Force Field. Then he'll spend his move action Shape-Shifting up: Hulk! Enhanced Strength 15 (to 30) Giant bone knuckles Strike 3 (Mighty) Attack +10 / DC +13 Defence +8 (-1 from Growth, +3 flat-footed)/Toughness +18 (Impervious 8) Offensive stance, and then... WHAM: DC 28 smashin' (1d20+12=31) Misses due to Jack spending a HP to double his Dodge. Down to 3 again. Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Ha ha, yeah, no. Jack pops his new HP to double his dodge bonus, putting his total Defense at 39 for a turn, and avoiding the smashing. Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 Geckoman flies up in Pitchoo. Shoots into melee, so cancelling out Offensive Stance. DC 25 Autofire (1d20+8=15) I hate you all. Jack's up. Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Ouch. Okay, Jack will throw out a DC 26 Taunt as a move action, then make another Power Attack 5 (1d20+12=25) Same deal as before, probably making full Autofire again with his Offensive Stance taken into account. Link to comment
Dr Archeville Posted March 10, 2010 Share Posted March 10, 2010 psst... when's this going down? Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 psst... when's this going down? When I figure out how it fits into the current big Geckoman storyline timeline-wise? Ouch. Okay, Jack will throw out a DC 26 Taunt as a move action, then make another Power Attack 5 (1d20+12=25) Same deal as before, probably making full Autofire again with his Offensive Stance taken into account. Resisting the taunt (1d20+11=21) Dc 31 save! (1d20+15=28) Another bruise on the Meta-Grue! Link to comment
Dr Archeville Posted March 10, 2010 Share Posted March 10, 2010 Pft, you and your internally consistent logic... Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 AUTOFIIIIIIIRE DC 25 (1d20+8=23) Dc 27 (1d20+16=35) Poopie. Jack, save us! Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Alright, Jack will grapple up to the Meta-Grue ('cause that's a great idea) and mix a little 'Dee' into his strategy: Power Attack 5, Defensive Attack 3 (1d20+9=27) Ha ha! And an 18 is a crit for ol' Jack, making it DC 22 + 5 Power Attack + 5 crit + (I'm guessing) 4 Autofire = DC 36! He also has 30 Defense for his round. Link to comment
Ecalsneerg Posted March 10, 2010 Author Share Posted March 10, 2010 DC 36 fricking Toughness (1d20+16=18) Take your damn Fiat HP and stick it up your... 1d20+16=25 Another bruise! Geckoman flies to achieve RAMMING SPEED. The Meta-Grue will Shrink to teeny-tiny size. His Attack caps at +16 for the Radiation, and his Defence caps at +17 for his +9 Toughness (I'm not dealing with stupid UP Shrinking, which sucks Toughness at no loss in price. It'd also make his defence insane due to trade-offs) Then he make your face asplode: DC 25 DEEEEATH (1d20+16=18) Link to comment
Gizmo Posted March 10, 2010 Share Posted March 10, 2010 Hmm... okay, Jack will bust out a move action Feint, DC 26, then make a Defensive Attack 5 (1d20+12=24). If the Feint succeeds, that should be enough Autofire for DC 24. Jack's Defense is 32 for this round. Link to comment
Ecalsneerg Posted March 16, 2010 Author Share Posted March 16, 2010 Resist feint, then Toughness (1d20+11=22, 1d20+9=19) He fails by 8, bringing him to four bruises and a stun. Goddamn, I hate you. Link to comment
Ecalsneerg Posted March 16, 2010 Author Share Posted March 16, 2010 RAMMING SPEED! Slam attack with Pitchoo, DC 24. (1d20+6=16) Hmmm... due to his size, he's Defence 20 even stunned. HP: RAAAAAGE (1d20+6=20) DC 24 slam, and Pitchoo's Toughness too (DC 19) (1d20+5=14, 1d20+12=29) The Pitchoo is undented. The Meta-Grue, however, is stunned and staggered. He falls to the pavement: DC20 faceplant (1d20+5=21) Link to comment
Gizmo Posted March 16, 2010 Share Posted March 16, 2010 Jack drops down and makes a Power Attack 5 (1d20+12=28) If the Meta-Grue's Defense is still 20, that's enough for DC 31! That's probably enough to take Tiny out of the fight, but just in case... SURGE! Power Attack 5 (1d20+12=13) What? No. Re-roll SURGE! Power Attack 5 (1d20+12=24) Better. DC 29. Jack's either down to 1 or 2 HP, I'm not sure... Link to comment
Ecalsneerg Posted March 28, 2010 Author Share Posted March 28, 2010 Jack drops down and makes a Power Attack 5 (1d20+12=28) If the Meta-Grue's Defense is still 20, that's enough for DC 31! That's probably enough to take Tiny out of the fight, but just in case... SURGE! Power Attack 5 (1d20+12=13) What? No. Re-roll SURGE! Power Attack 5 (1d20+12=24) Better. DC 29. Jack's either down to 1 or 2 HP, I'm not sure... ... y'know what, it doesn't matter. It's gone, dude. Link to comment
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