Nyrath Posted April 10, 2010 Posted April 10, 2010 And the OOC thread. Post just how you arrive. And then, on to zee thwarting! Our Brave Band of Heroes! (with complemantary TvTropes references) Sarah Prescott - The Hero Carbon - The Lancer Hellion - The Smart Guy Fulcrum - The Big Girl Breakdown - The Dude Wesley Knight - Sixth Ranger
playah Posted April 10, 2010 Posted April 10, 2010 Just for the record, Carbon enters the battle in this form. Stone Density 8 (+ 16 Strength; +4 Toughness, Impervious; Immovable 2; Super Strenght 2. Feats: Groundstrike; Mass x8) [25pp] Enhanced Strength 6 (+6 Strength) [6pp] Immunity 11 (Life Support, Critical Hits) [11pp] Super Strenght 1 [2pp] Protection 5 (Extra: Impervious 4) [9pp] Vulnerability (Bludgeoning Attacks, Frequency: Very Common, Intensity: Minor [+1 DMG]) [-3PP] Just to avoid myself more confusion, I'll list his current stats here: Str: 38 (+14) (Effective strenght: 53) Grapple: +23 Knockback: -8 Toughness: +14 (+4 Con, +1 Defensive roll, +5 Protection, +4 Density) Impervious Toughness: 8 Weight: 1520 lbs Unarmed DC: 29
playah Posted April 10, 2010 Posted April 10, 2010 Charging at first goon- crippling success, goon falls http://invisiblecastle.com/roller/view/2474278/ Takedown Attack #1 - goon falls http://invisiblecastle.com/roller/view/2474280/ Takedown Attack #2 - Goon falls http://invisiblecastle.com/roller/view/2474281/ Good start. Initiative for following battle: 5 http://invisiblecastle.com/roller/view/2474281/
quotemyname Posted April 15, 2010 Posted April 15, 2010 Sorry, but this thread totally slipped my mind. I'm working on getting in on it now, just give me a moment to read it over. init init (1d20+10=11) Wow. worst init ever. With pop culture 27, he should at least know that much about the assembled heroes that he hasn't met. If any of you have problems with that, let me know.
quotemyname Posted April 15, 2010 Posted April 15, 2010 Not on initiative (unless the GM house rules that). A 1 is only an auto fail on an attack. Though the point is moot. Even with a +10, I'm still currently last.
Dariusprime Posted April 16, 2010 Posted April 16, 2010 Sorry, slipped my mind too. And you have no idea, quote! No idea: Initiative (1d20+1=3) :awesome:
Nyrath Posted April 16, 2010 Author Posted April 16, 2010 Now then, let's see. Black Anubis: Initiative (1d20+2=14) Warrior Mooks: Initiative (1d20+3=22) Shadow Infused T-Rex: Initiative (1d20+2=14) So it goes like this: Warrior Mooks: 22; Seven / Seven; No status effects Hellion: 16; Healthy; No Status Effects; 3 HP Wesley Knight: 15; Healthy; No Status Effects; 3 HP Black Anubis: 14; Healthy; No Status Effects; No Fiats T-Rex: 14; Healthy; No Status Effects; No Fiats Sarah Prescott: 13; Healthy; No Status Effects; 1 HP Breakdown: 11; Healthy; No Status Effects; 3 HP Carbon: 5; Healthy; Stone Form; 1 HP Fulcrum: 3; Healthy; No Status Effects; 1 HP I'll get an IC post up, in the morning. (Took longer catching up than planned, and a bit RL came in the way.)
Nyrath Posted April 18, 2010 Author Posted April 18, 2010 The Mooks spring into action (they're good, but still just minions) DC 23 damage for those hit Round 1: Two attacks vs Carbon; DC 23 (1d20+6=17, 1d20+6=26) - Two hits on Carbon Round 1: Two Attacks vs Fulcrum (1d20+6=15, 1d20+6=8) - One hit on Fulcrum, but it just bounces off her Impervious skin Round 1: Two attacks vs Hellion (1d20+6=17, 1d20+6=19) - Two hits on Hellion Round 1: 1 attack against Sarah Prescott (1d20+6=21) - Can be a hit, depending on the Reflective Field
quotemyname Posted April 18, 2010 Posted April 18, 2010 You should also roll her miss chance, if that is active.
playah Posted April 18, 2010 Posted April 18, 2010 First hit: 1+14=15. Nope, HP rerolling: What the hell?? 2+10+14=26 Nothing. Second hit: 7+14=21 One bruised. Carbon current health: Bruised
quotemyname Posted April 19, 2010 Posted April 19, 2010 Not quite, since you HP'ed that first one, when you roll your reroll, any die roll of 10 or lower instantly gets 10 added to it (effectively, you cannot roll less than an 11 on a reroll in this way). Therefore your reroll actually got you a 26.
Cyroa Posted April 19, 2010 Posted April 19, 2010 toughness vs mooks (1d20+11=22, 1d20+11=21) That's just said...2 bruised for me. Though...question: How exactly do they both hit? I have a defense of +8. +10 when certain powers are on (we'll say for sake of argument, and I didn't say it, that it wasn't on). We're not flat-footed/surprised (its gonna be a fight, duh ). I'll take the 2, just confused. and I'm up?
quotemyname Posted April 19, 2010 Posted April 19, 2010 Even though we know it's going to be a fight, we're still flat footed since we have not acted yet. IIRC.
Nyrath Posted April 19, 2010 Author Posted April 19, 2010 To quote the book, specifically the first sentence detailing Flatfooted in the chapter on Combat, under the heading of Initiative. At the start of a battle, before you have had a chance to act (specifically, before your first turn in the initiative order), you are flatfooted. Simply, but a little counterintuitive if you've come into the system from DnD. As for what you know about Black Anubis, here it is. Black Anubis is know to the AlterniTeens and to some insiders in the arcane/magical communities. The would-be god has been investigating Freedom City's magical players, but hasn't been too subtle about it. [information gathered through this avenue reveals] Black Anubis is a conqueror with a scorched Earth policy. He is currently seeking more power to contend with Earth's heroes. He's been strong-arming mystics to follow and worship him and binding ghosts to do his bidding. Those with an understanding of magic and the different dimensions have heard of Black Anubis and the Shadow Pantheon. They know the displaced gods exist and that the Shadow Pantheon is seeking to enslave worlds. Black Anubis is the weakest member, but he makes up for it by being the most bloodthirsty. Black Anubis has been responsible for destroying a couple of worlds. Indications are he's in Freedom City without the Shadow Pantheons knowledge. And yes, you're up.
playah Posted April 19, 2010 Posted April 19, 2010 Not quite, since you HP'ed that first one, when you roll your reroll, any die roll of 10 or lower instantly gets 10 added to it (effectively, you cannot roll less than an 11 on a reroll in this way). Therefore your reroll actually got you a 26. Turns out Im not stunned then and only bruised once. Since I have a health check each turn, its as good as gone.
quotemyname Posted April 19, 2010 Posted April 19, 2010 You may wish to read up on the regeneration rules again, playah. I was confused about it when I first read them. With regeneration: Bruised 1(1 round) like you have, it means you must take a full round action to peel off that damage condition. It does not mean that you simply get to peel off a condition once per round. You would have to buy Regeneration: Bruised 3 (No Action) to have that effect.
Cyroa Posted April 19, 2010 Posted April 19, 2010 Hellfire Control 9 [infernal](Extras: Burst Area, Selective Attack) That should be big enough area to hit them all I think. Hopefully will do something ;)
Nyrath Posted April 19, 2010 Author Posted April 19, 2010 First up, something I should already have rolled. Round 1: Miss chance against Sarah Prescott DC 5 (less is a miss) (1d20=15) Round 1: Reflex Save vs DC 19 (1d20+7=14, 1d20+7=9, 1d20+7=25, 1d20+7=15, 1d20+7=14, 1d20+7=15, 1d20+7=22) Okay, those who failed the reflex can't make the toughness save, so as good minions they fall down. Only one those facing Fulcrum and the one by Sarah even have chance at making the Toughness Save Round 1: Toughness vs Hellfire burst (1d20+7=24, 1d20+7=20), which they actually manage to do. BA; Round 1: Reflex vs DC 19 (1d20+5=24) makes the ref save and Round 1: Toughness vs DC 20 (1d20+12=23) the toughness save as well. Rex hasn't moved yet, and would in fact have forfeited his Ref save if Hellion was a bit less descriminating. But since he purposefully leaves the museum itself untouched, and Rex still looks fully like an exhibit, I'd say he's untouched. Warrior Mooks: 22; Two / Seven; No status effects Hellion: 16; Bruised x2; No Status Effects; 3 HP Wesley Knight: 15; Healthy; No Status Effects; 3 HP Black Anubis: 14; Healthy; No Status Effects; No Fiats T-Rex: 14; Healthy; No Status Effects; No Fiats Sarah Prescott: 13; Healthy; No Status Effects; 1 HP Breakdown: 11; Healthy; No Status Effects; 3 HP Carbon: 5; Bruised; Stone Form; 0 HP Fulcrum: 3; Healthy; No Status Effects; 1 HP Wesley is up, and so will an IC post be shortly.
Taar Posted April 20, 2010 Posted April 20, 2010 Ny, while the mook got past the Mirror Image, Sarah's miss chance is 50%, so they need an 11, not a 6 to hit her. Reflection Field DC 21 (1d20+5=18) It hit, so a Toughness save DC 23 (1d20+10=22), failed by 1.
Sandman XI Posted April 23, 2010 Posted April 23, 2010 Targetted area for mooks and anubis. DC29 Toughness if hit (1d20+8=18)
Nyrath Posted April 23, 2010 Author Posted April 23, 2010 That's a hit on the minions, they can't make the save so they fall. Black Anubis just dodges. No, wait, he doesn't. He's not acted yet so his defence is only +7. Round 1: Toughness vs Wesleys Damage DC 29 (1d20+12=17), Fiating hard now. Take a HP as I just say he dodges. Now get an IC up and I'll see about having the bad guys get to do something. Warrior Mooks: 22; Two / Seven; No status effects Hellion: 16; Bruised x2; No Status Effects; 3 HP Wesley Knight: 15; Healthy; No Status Effects; 4 HP Black Anubis: 14; Healthy; No Status Effects; 1 Fiat T-Rex: 14; Healthy; No Status Effects; No Fiats Sarah Prescott: 13; Bruised; No Status Effects; 1 HP Breakdown: 11; Healthy; No Status Effects; 3 HP Carbon: 5; Bruised; Stone Form; 0 HP Fulcrum: 3; Healthy; No Status Effects; 1 HP Edit: Taar reminded me of Sarah's failed save, thanks.
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