Taar Posted April 8, 2010 Share Posted April 8, 2010 Thanks to quote clueing me into this Sarah spends a HP to make a immediate Recovery Check (1d20+5=13) and she's back up. Link to comment
Dr Archeville Posted April 8, 2010 Share Posted April 8, 2010 In that case, I won't need to move to her side to help her up Emperor is Stunned, eh? Full round action to use Magnetic Nullifier Nullify Magnetic Effects 16 (all effects of a magnetic descriptor at once; Extras: Duration 2/Sustained; Flaws: Action/Full Round, Unreliable; Drawbacks: Reduced Range 2/2 increments) [30pp] on Emperor. Since he's Stunned, and assuming he's not been tweaked from his existing char sheet, his Defense should be a mighty 12. Unreliable check for Magnetic Nullifier; 1-10, no function, 11-20, works fine (1d20=7) Spend an HP (3 left) to re-roll. Minimum I can get is 11, so it does function. Attack vs. stunned Emperor (1d20+8=19) A hit! Since Emperor's stunned (and Doc's concealed), Doc's Sneak Attack comes into play... except it says Sneak Attack increases the "attack's damage bonus," so according to the RAW (and Kenson's words) it only improves Damage, not any attack effect. I'll leave it up to you whether or not Doc's Sneak Attack feat applies to his Nullify effect (Kenson said a GM could allow it). Nullify means I make a Nullify check vs. the target's Will save or power rank, whichever's higher. Nullify vs. stunned Emperor (1d20+16=32) (34 if his Sneak Attack helps) If I've beat him, the Sustained-duration Nullify will keep all his magnetic powers off until either I stop sustaining it (such as if I am stunned, and fail a Concentration check to keep it going), or he uses Extra Effort to gain another chance to break out. Free Action to switch from Cloaking Field to Primary Force Field. Free Action to give dire warnings! Link to comment
quotemyname Posted April 8, 2010 Author Share Posted April 8, 2010 Doc, Kenson's ruling seems pretty decisive. I'm going to stick with that. Doesn't matter, though since the only way that Emperor can make that save is on a 20. Will save DC 34 (1d20+8=24) So he's now basically out of the fight. Initiative and Status Round 2 Hot Shoe -- 45 -- Unharmed -- 1VP Zealot -- 21 -- Bruised x1, Unconscious -- 0VP Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Unharmed; DEF 39 @ init 45 -- 4HP [HP spent this round] Stellar -- 18 -- Unharmed -- 1VP Emperor -- 12 -- Bruised x1, Stunned @ Init 4, Nullified -- 3VP Slammer - 10 -- Unharmed -- 1VP Sarah Prescott -- 8 -- Bruised x1 -- 2HP Phalanx -- 4 -- Unharmed -- 6HP Divine -- 3 -- Unharmed -- 4HP Link to comment
Gizmo Posted April 8, 2010 Share Posted April 8, 2010 Alright, Jack makes a sword, then move action Feints Zealot (DC 33, though he gets +1 on the save 'cause he beat the last one). The he Power Attacks the punk with his Autofire 3 AP. Power Attack 5 (1d20+12=30) That's a critical hit, so: 22 base + 5 Power Attack + 5 crit + 7 Autofire = DC 39. Yeah. DC 39 and Defense 39 on the same turn. Who. Is. Your. Daddy. (Jack. Jack is your daddy.) Link to comment
Dr Archeville Posted April 8, 2010 Share Posted April 8, 2010 I'm pointing this out in the interests of fairness : Nullify means I make a Nullify check vs. the target's Will save or power rank, whichever's higher. So 1d20+12 for his Force Field, and 1d20+18 for his Magnetic Control array, vs. the 32 I got on my Nullify check. For the Force Field, he needs a 20 to succeed; for the Magnetic Control, he needs a 14+ to succeed. Link to comment
quotemyname Posted April 8, 2010 Author Share Posted April 8, 2010 :awesome: So um. Oh forget it. The 30 hits even without failing the bluff. He NEEDS a 20 on Toughness to survive this. TOU DC 39 (1d20+7=9) And he failed by 30. That's pleasant. That man is down for the count. Rank 20 knockback. Yea, screw that. He's just going to hit the building and be out cold. Not going to bother rolling for whether or not he goes through the building, because that's just overkill. Redoing the thing for Emperor like Doc said: Save vs. Nullify DC 32 (1d20+12=29, 1d20+18=25) Yea he still fails. Link to comment
quotemyname Posted April 8, 2010 Author Share Posted April 8, 2010 Stellar isn't too happy about Divine's speedy return. He'll attempt to give her a bad day with his telekinesis again, this time he's just causing straight damage with it, though. Damaging TK DC 27 on hit (1d20+8=21) One more note on my changes to the Psionic build. I notice only now that it does not have flight. I'm just going to give him a Flight AP on his Telepathy, we'll say rank 9 just like everything else in there. Also, I'm giving Slammer leaping, as an AP of his Super strength just so he can get places/fit the previous spectactular entry that he made. He's now hovering about 50ft above the ground. --- Emperor is stunned still. Slammer will hop down to the ground and set his sights on Phalanx. Move: leap, Free: Switch to Super Strength, Standard: Punch! All Out 5 Power Attack 5 +2 MP; DC 35 on hit (1d20+7=20) Link to comment
quotemyname Posted April 8, 2010 Author Share Posted April 8, 2010 Initiative and Status Round 2 Hot Shoe -- 45 -- Unharmed -- 1VP Zealot -- 21 -- Bruised x1, Unconscious -- 0VP Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Unharmed; DEF 39 @ init 45 -- 4HP [HP spent this round] Stellar -- 18 -- Unharmed -- 1VP Emperor -- 12 -- Bruised x1, Stunned @ Init 4, Nullified -- 3VP Slammer - 10 -- Unharmed -- 1VP Sarah Prescott -- 8 -- Bruised x1 -- 2HP Phalanx -- 4 -- Unharmed -- 5HP Divine -- 3 -- Unharmed -- 4HP Sarah's turn, Taar, just let me know exactly how close to the fight you can get this turn, etc. Link to comment
angrydurf Posted April 9, 2010 Share Posted April 9, 2010 Hmm I'm rocking 6HP so I think I'll just ultimate toughness that for a 37 - no damage Link to comment
Moira Morley Posted April 9, 2010 Share Posted April 9, 2010 DC27 Toughness vs Damaging Move Object (1d20+17=33) Link to comment
Taar Posted April 9, 2010 Share Posted April 9, 2010 Sarah expends Extra Effort to increase Spatial Control by 2 ranks, takes a full round to teleport 5 miles into Riverside, and spends a HP to cancel the fatigue. Link to comment
quotemyname Posted April 9, 2010 Author Share Posted April 9, 2010 Sounds good to me. Initiative and Status Round 2 Hot Shoe -- 45 -- Unharmed -- 1VP Zealot -- 21 -- Bruised x1, Unconscious -- 0VP Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Unharmed; DEF 39 @ init 45 -- 4HP [HP spent this round] Stellar -- 18 -- Unharmed -- 1VP Emperor -- 12 -- Bruised x1 -- 3VP Slammer - 10 -- Unharmed -- 1VP Sarah Prescott -- 8 -- Bruised x1 -- 1HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 5HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP Phalanx it is your turn. Emperor is no longer stunned at the start of your turn. Link to comment
angrydurf Posted April 9, 2010 Share Posted April 9, 2010 Alright I think me and Doc are the only flyers/ranged here and Doc is a little busy so time to deal with stellar. Free action: Set Paragon array to flight 1 (2 Total; 25mph) Super strength 8 (9 total) Full round action: Charge All-out Power Attack on Stellar (+9 base +2 charge +5 allout attack -5 Power attack = +11) Defense set to -1 (9 or better to hit): Attack Roll (1d20+11=21) DC 35 toughness Link to comment
quotemyname Posted April 9, 2010 Author Share Posted April 9, 2010 TOU DC 35 (1d20+12=24) He fails by 11 he is staggered and stunned. And he goes flying. He will be departing the stadium, fans. He travels about 5 miles (rank 14 knockback, 5000ft per mile). But first... Concentration DC 22 to maintain FF (1d20+17=30) Concentration DC 19 to maintain flight (1d20+17=37) Now why couldn't he have rolled that for toughness? So he doesn't actually impact the ground because you hit him at an upward angle. He's just somewhere in the stratosphere hanging about, I guess. Initiative and Status Round 2 Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Unharmed; DEF 39 @ init 45 -- 4HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1 Slammer - 10 -- Unharmed Sarah Prescott -- 8 -- Bruised x1 -- 1HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 5HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP I find it fascinating that every one of the hero's has spent a HP this round so far. Divine's turn. Link to comment
quotemyname Posted April 11, 2010 Author Share Posted April 11, 2010 It has been over 24 hours since Divine was called to post. Moving on. Hot Shoe is up next. He'll try to get another hit in on Jack. Attack v. Jack DC 20 on hit (1d20+15=34) That hits, since his DEF is now back to normal! Hot Shoe then steals off to parts unknown again. Doc is up next, since Zealot is KOed. Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP Jack of all Blades -- 19 -- Unharmed -- 4HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1 Slammer - 10 -- Unharmed Sarah Prescott -- 8 -- Bruised x1 -- 1HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 5HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP Link to comment
Dr Archeville Posted April 11, 2010 Share Posted April 11, 2010 Standard action to reconfigure Gadgets to Electrical Control 7 (PF: Accurate) while using a Move Action to fly up 45 feet. Extra Effort to SURGE and gain another action (a standard one); HP to nix fatigue (down to 2 now). Standard Action to blast the power-less Emperor. In the face. With lightning. Attack vs. Emperor; DC 22 Toughness save if it hits (1d20+10=25) Free action to make Black Forest HAM! Link to comment
quotemyname Posted April 11, 2010 Author Share Posted April 11, 2010 TOU DC 22 (1d20=4) Hurr Hurr, dead. I'm just going to say the knock back sends him straight into the ground since you're flying above him. He's fried. Jack, you're up. Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Bruised x1 -- 3HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1, Unconscous Slammer - 10 -- Unharmed Sarah Prescott -- 8 -- Bruised x1 -- 1HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 5HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP Link to comment
Gizmo Posted April 11, 2010 Share Posted April 11, 2010 Toughness save vs. DC 20. (1d20+7=14) Ugh, HP to reroll that stinker.Toughness save reroll vs. DC 20. (1d20.minroll(11)+7=18) Yeesh, Jack take a bruise anyway. Right. Um... Jack will give Slammer the ol' Feint 'n' Stab. That's a DC 33 Feint as a move action followed by a Power Attack 5. (1d20+12=25) With full Autofire, that's DC 34. Link to comment
quotemyname Posted April 11, 2010 Author Share Posted April 11, 2010 He can't make the save on the feint. Being FF drops his DEF to 12. You hit by a lot. Full DC save is 34. DC 34 (1d20+15=28) He fails by 6, leaving him bruised and stunned. He's got all sorts of immovable powers, though so he suffers no knock back. With Slammer stunned, that makes it Sarah's turn. Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Bruised x1 -- 3HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1, Unconscous Slammer - 10 -- Bruised, Stunned @ Init 19 Sarah Prescott -- 8 -- Bruised x1 -- 1HP Phalanx -- 4 -- Unharmed -- 5HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP Link to comment
Taar Posted April 12, 2010 Share Posted April 12, 2010 Sarah again expends extra effort to teleport the last 5 miles onto a roof across the street and burns her last HP to cancel fatigue. She makes a Stealth Check (1d20+5=13) and reactivates her defenses. Link to comment
quotemyname Posted April 12, 2010 Author Share Posted April 12, 2010 Okay, Sarah is finally back in the fight! Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Bruised x1 -- 3HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1, Unconscous Slammer - 10 -- Bruised, Stunned @ Init 19 Sarah Prescott -- 8 -- Bruised x1 -- 0HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 5HP Divine -- 3 -- Unharmed -- 4HP That makes it Phalanx's turn, followed by Divine. Link to comment
angrydurf Posted April 12, 2010 Share Posted April 12, 2010 Free action: set array to flight 2 (3 total), Immovable 7 Move Action: Fly down next to Jack and Slammer Standard action: power attack on slammer (1d20+4=8) Screw you IC I has HPs HP Reroll Power attack on Slammer (1d20+4=14) +10 for the HP = 24 DC 35 toughness Going to interpose for jack on hot shoes next attack. Heres hoping he's trying a slam attack with that clothesline :D Link to comment
quotemyname Posted April 12, 2010 Author Share Posted April 12, 2010 As that attack easily hits him any day of the week, here's his toughness save. Slammer TOU vs DC 35 (1d20+14=19) Dropped him like a rock, folks. That was a rank 20 attack. Slammer's KB mod is (Impervious Toughness )10 + (1/2 remaining toughness) 2 + (Immovable) 10 = (-22) So he still doesn't go flying from this attack, though he is left unconscious. Hot Shoe -- 45 -- Unharmed Dr. Archeville -- 20 -- Unharmed -- 3HP [HP spent this round] Jack of all Blades -- 19 -- Bruised x1 -- 3HP [HP spent this round] Stellar -- 18 -- Staggered, Stunned @ Init 4 Emperor -- 12 -- Bruised x1, Unconscous Slammer - 10 -- Bruised x1, Unconscious Sarah Prescott -- 8 -- Bruised x1 -- 0HP [HP spent this round] Phalanx -- 4 -- Unharmed -- 4HP [HP spent this round] Divine -- 3 -- Unharmed -- 4HP That brings us to Divine again. Usual 24 hour posting deadline is 3pm tomorrow. Link to comment
Moira Morley Posted April 13, 2010 Share Posted April 13, 2010 Before I post I need to know the setup. Who's where? Doing what? Link to comment
quotemyname Posted April 13, 2010 Author Share Posted April 13, 2010 I feel like I've been as clear as possible with all the details of this thread while running it. If you need a recap, please read over what has happened in the OOC since your last turn. The reason we have an OOC thread is so that the GM doesn't have to rehash the current setup with each player every time their turn comes up. Link to comment
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