Dr Archeville Posted July 11, 2010 Posted July 11, 2010 Invisible Caste's acting weird, not letting me log in. But, it can still be used. 1d20+7=11
Geez3r Posted July 14, 2010 Author Posted July 14, 2010 16 - Gossamer - Unharmed - HP x 3 Grue Initiative (1d20+6=14) 11 - Dr. Archeville - Unharmed, HP x6 10 - Ace Danger - Unharmed, HP x6 You each got a HP for Fiat.
Heritage Posted July 19, 2010 Posted July 19, 2010 Okay, so let's get a read on how tough these guys are; Gossamer is gonna target the Grue closest to Director Powers with Ye Olde Hair Slap. To hit with hair: 1d20+10=21 Hair -- DC 25/Toughness
Geez3r Posted July 20, 2010 Author Posted July 20, 2010 That reminds me Director Powers Initiative (1d20+5=20) We'll say he was holding his action. Hrmm, never said what forms they had taken. We'll say 2 Bruisers, 2 Lashers and 2 Wraiths. Target of Goss' attack 1,2 bruiser, 3-4 lasher, 5-6 Wraith (1d6=3) That's a lasher, which makes that attack a miss. OK, they're up. The 2 Wraiths split off from the pack and dart down opposite hallways at high speeds. The Lasher Gossamer didn't attack is going to use a combination of Elongation, Takedown Attack 2 and the Minion rules to knock out everyone that doesn't have a name. The Lasher that Goss did attack is going to retaliate. Lasher Atk roll vs Gossamer, DC 25 Toughness (1d20+10=27) One of the Bruisers is going to smash the crap out of the exit they're guarding, blocking it off. The other is going to bum rush Powers. Bruiser Charge atk roll vs Powers, DC 27 on a hit (1d20+10=23) that's a hit Powers Toughness save DC 27 (1d20+6=7) *snerk* 16 - Gossamer - Unharmed - HP x 3 14 - Bruisers (2) - Unharmed 14 - Lashers (2) - Unharmed 14 - Wraiths (2) - Unharmed 11 - Dr. Archeville - Unharmed, HP x6 10 - Ace Danger - Unharmed, HP x6
Dr Archeville Posted July 20, 2010 Posted July 20, 2010 Would Dok have any idea what's down the hallways the Wraiths darted down?
Geez3r Posted July 20, 2010 Author Posted July 20, 2010 Other than more of the top secret government facility, not really.
Dr Archeville Posted July 21, 2010 Posted July 21, 2010 Dok's going after one of the Wraiths that ran down the hall (he is, by far, the fastest, at least unless Ace whips out some magic carpet). Can he get to it flying, as a move action (i.e., has it moved more than 25,000 feet)? Or are they going around corners and otherwise out of (regular) sight?
Geez3r Posted July 22, 2010 Author Posted July 22, 2010 They are indeed going around corners. Roll me the better of your Acrobatics or Notice. Acrobatics to better perform high speed turns and allow you to search more of the area; and Notice to pick up on clues as to which direction the Wraith went.
Dr Archeville Posted July 22, 2010 Posted July 22, 2010 Dok's Notice (even without his brain set on Enhanced Wisdom) is far better than his Acrobatics. And with his Mental Quickness, he can Take 20 on a Notice check as a free action, and get 30.
Geez3r Posted July 22, 2010 Author Posted July 22, 2010 You catch up as a Move Action. You also note it seems to be heading towards the main frame if the signs on the wall are any indication (there weren't any in the main chamber btw).
Dr Archeville Posted July 22, 2010 Posted July 22, 2010 Alright... Free Action: Maintain Force Field Free Action: Maintain Flight Move Action: Pursue Wraith headed towards Mainframe Move Action: Reconfigure Gadget Electrical Control 15 (Blast, DC 30 Toughness; Flaw: Unreliable; PF: Accurate [+10 attack total]; Drawback: Reduced Range [five 150-ft. increments]) Descriptor: LIGHTNIIING (nonlethal, of course) Free Action: Extra Effort to SURGE Standard Action: LIGHTNIIING Attack vs. Grue-Wraith with Blast 15 (1d20+10=24) EDIT: Oops, forgot the Unreliable check. Unreliable check; 1-10 = fails, 11-20 = works (1d20=20) Hrm, wish I'd gotten that on my attack roll ;)
Geez3r Posted July 24, 2010 Author Posted July 24, 2010 Wraith Toughness save vs Doc Lightning DC 30 (1d20+8=13) Crispy Critter. 16 - Gossamer - Unharmed - HP x 3 14 - Bruisers (2) - Unharmed 14 - Lashers (2) - Unharmed 14 - Wraiths (1) - Unharmed 11 - Dr. Archeville - Unharmed, HP x6, Will be fatigued at the start of turn unless a HP is spent 10 - Ace Danger - Unharmed, HP x6
angrydurf Posted July 28, 2010 Posted July 28, 2010 Alright Ace is going to go with the inspire. If I can I'll try and use the intercom system to broadcast it around the base (to give it to Doc as well as as a warning to the rest of the base.)
Geez3r Posted July 28, 2010 Author Posted July 28, 2010 We'll say that whoever was at the desk previously was about to issue a similar proclamation so Ace gets through the network just fine. Gossamer's up.
Heritage Posted July 29, 2010 Posted July 29, 2010 Okay, Gossamer's Toughness save: 1d20+12=22. Well that's no fun! HP-fueled reroll! 1d20+12=26 D'oh, still missed it! She also has Impervious 8.
Geez3r Posted July 29, 2010 Author Posted July 29, 2010 The save was only DC 25 Heritage. That's a bruise on the first save and no damage on the second save. Are you sure you really wanted to use a HP on that?
Heritage Posted August 1, 2010 Posted August 1, 2010 The save was only DC 25 Heritage. That's a bruise on the first save and no damage on the second save. Are you sure you really wanted to use a HP on that? Ummm...no. Does anyone have some Bactine? :D
Heritage Posted August 1, 2010 Posted August 1, 2010 Okay, so if I'm doing this right, Gossamer can do a Power Attack at +5; combined with her Bruised level, this would normally make her -6 to hit, but with Ace's Inspire 5 I'm just -1, right? Power Attack! 1d20=9=26 DC 30 Toughness save, punk! Edit: As was pointed out to me in chat, Bruised has no effect on rolls, so it's actually a 27.
Heritage Posted August 1, 2010 Posted August 1, 2010 Okay, since Geez already told me in chat that Señor Goopy isn't gonna be all that hurt by her Power Attack, we're gonna try something new, Surge for a second attack! Spend an HP to avoid fatigue! Squeeze the annoying alien douche-bag! Grapple check: 1d20+33=53
Geez3r Posted August 1, 2010 Author Posted August 1, 2010 Lasher 1 Toughness save vs Gossamer PA, DC 30 (1d20+8=28) Bruised. The grapple check is unbeatable. 16 - Gossamer - Bruised - HP x 3 14 - Bruisers (2) - Unharmed 14 - Lasher 2 - Unharmed 14 - Lasher 1 - Bruised, Pinned by Gossamer 14 - Wraith - Unharmed 11 - Dr. Archeville - Unharmed, HP x6, Will be fatigued at the start of turn unless a HP is spent 10 - Ace Danger - Unharmed, HP x5 Ok, Bruiser 1 is going to use Shockwave, taking out most of the desks and computers in the room. Ace is within the AoE, so DC 25 Toughness please, DC 20 Reflex save for half damage. Bruiser 2 does likewise with the other side of the room, but because he doesn't want to hit the other Grue, it won't hit anyone of import. It does however collapse the hallway Doc went down, putting a bunch of rubble in the way. The other Lasher is going to try and punch Gossamer in the facial region. Lasher 2 Attack roll vs Gossamer DEF 14, DC 30 Tough (1d20+5=19) (As Gossamer doesn't have Grappling Finesse, she's flat footed against foes she's not grappling) OK, if Gossamer is stunned by that attack, she won't be able to maintain the grapple on the second guy. In such a case, he'll also attack Gossamer as well: Lasher 1 Attack roll vs Gossamer, DC 30 Tough; Option 1 (1d20+5=7) Swing and a miss. If Gossamer was not stunned by the first attack against her, the grappled Lasher will attempt to escape. Lasher 1 Escape vs Gossamer; Option 2 (1d20+23=41) And lastly, the active Wraith with continue doing its thing.
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