quotemyname Posted June 12, 2010 Author Posted June 12, 2010 Lukos is up. The mooks on deck where he is have split up, and gained a good defensive position. They travel in twos rather than clumping into one. They are well trained and they communicate through radios. (Instead of the Cellphones in their description. I forgot to make that replacement earlier, I apologize). They've set up some good defensive positions and scattered effectively. Normally, that wouldn't stop Lukos, but he's not quite ready to go all out just yet. Lukos will instead use his seldom used Fearsome Presence power. Everyone within 75 feet of the ships deck that can hear Lukos (including Tank and Slipstream) must make a DC 25 Will save versus the fear effect. I already know that Tank is immune due to fearless. I don't know about slipstream. Failure by 5 means you flee. Failure by 10 means you panic and drop any held items, running at top speed away from Lukos. Failure by less than 5 means your Shaken. Standard Action: Fearsome Presence Move Action: Nothing Mooks Save vs. DC 25 Will: 0 Mooks below deck pass (3 fail by less than five, 2 by 5, 5 by 10). 0 Mooks above deck pass (2 fail by less than five, 1 by 5, 7 by 10). 1 P90 mook passes (1 fails by less than five, 4 by 5, 4 by 10).
Starsign Posted June 12, 2010 Posted June 12, 2010 Tank will start making his way up by charging and overrunning whoever is in the way. Take 10 for a DC25 Overrun check (+11 Density, +4 Improved Overrun) against all (which should be 3, considering they didn't run).
Basarin Posted June 13, 2010 Posted June 13, 2010 That was pretty bad. Save vs. Will DC 25: 7+8 = 15. Taking advice of others, I'm just going to burn the Hero Point that I have to get the "Fearless" feat. If I fudge up any rolls afterward, I can at least deal with it; losing to a roll like this (to a teammate no less!) is just kind of embarrassing. That being said, whenever it's Slipstream's turn, he's flying up to support Lukos; there's more room to maneuver up there than in the ship's hold. Standard Action: Attacking P90 Mook (Blast 10) Move Action: Positioning himself above deck.
quotemyname Posted June 14, 2010 Author Posted June 14, 2010 Starsign, they're actually all still standing at the middle of the hallway which is about 60 feet long. They haven't had the chance to run yet, as they have not acted in combat yet. What with being shaken and all, I'll assume they're going to fail. I'm AFB, but this is a minor plot point, so we'll say they go down like bowling pins. More later, -Q
quotemyname Posted June 14, 2010 Author Posted June 14, 2010 Basarin, they are minions. This means as a non-minion character, you can take 10 on attack rolls to hit them. Just for ease, I'm going to assume that that's what you did as it's better than your actual roll, and I want to get this over with Toughnes P90 mook. VS DC 25 (1d20+5=13) As a minion, he bites the dust. I'll have to update more later, as I don't remember the rest of their stats right now.
Starsign Posted June 14, 2010 Posted June 14, 2010 Okay, shall I make an IC post for Tank, or do you have something else in mind...?
Basarin Posted June 14, 2010 Posted June 14, 2010 Ohhhhh. I didn't know about that. Thanks for clearing that up for me! (There'll be lots of moments like this)
quotemyname Posted June 15, 2010 Author Posted June 15, 2010 Well, my basic plan here was that we somehow join back up, find where they're holding the captives, and then try to make good our escape, only to be attack by more baddies (this time, a more serious threat). So go ahead and make some IC posting. Maybe a basic reaction to that fight being over so fast? I'll post again later with some more of your surroundings and stuff. I'm far too tired right now. :(
Starsign Posted June 15, 2010 Posted June 15, 2010 If it's a steel door, it should have a toughness of 10 correct? (making it DC15) Tank would do 26, +4 for super-strength. So Tank beats that by 15, I'll get a post up then.
Basarin Posted June 18, 2010 Posted June 18, 2010 Just to double check, but can I assume that whoever Slipstream was ordered by AEGIS to find was looking for is among the crowd? Again, just checking.
Starsign Posted June 18, 2010 Posted June 18, 2010 Basarin, since it's your turn, you can decide whether or not he/she is currently there. Your call, no pressure. ;)
quotemyname Posted June 18, 2010 Author Posted June 18, 2010 Sorry if I wasn't clear in chat about this... But I have something planned for the characters before they get all the way to the deck, so could you guys edit your posts? Even if they are near a hatch that leads topside, but have not yet reached the deck, that's fine. For instance, Slipstream could be looking up a set of stairs that leads to an open hatch that leads to the deck, but he shouldn't exit through that hatch yet. In Tank's case, he can continue his conversation after opening the hatch, which opens into a very large room, for instance. I'll throw up a post saying what Lukos is doing, and after you guys make edits, I'll post another description of their current surroundings.
quotemyname Posted June 18, 2010 Author Posted June 18, 2010 Okay so that doesn't necessarily mean that the fight is starting now. Feel free to keep up the RP. This post just states that Lukos is ready to go whenever you guys want to be.
Starsign Posted June 18, 2010 Posted June 18, 2010 Shall I make another Initiative roll for Tank, or can I use my previous roll? Regardless, I'd like to wait for Basarin to post before Tank goes into combat again.
quotemyname Posted June 18, 2010 Author Posted June 18, 2010 Roll a new check for Tank. This is a new combat. I agree about Slipstream.
Starsign Posted June 18, 2010 Posted June 18, 2010 Initiative roll: 1d20=16 Not bad. And Tank will use intimidate at +24 Skill Mastery.
Basarin Posted June 19, 2010 Posted June 19, 2010 I would've made the edit to my post earlier, but I was asleep when you were pointing this out. >_> I've made the changes.
quotemyname Posted June 19, 2010 Author Posted June 19, 2010 No worries. Ill probably get this going when I'm back at a computer
quotemyname Posted June 19, 2010 Author Posted June 19, 2010 I think this is a good place to start the fight. Let me just finish drawing up stats for the enemies. I'm probably going to use a suped up version of something from instant superheroes for Lukos' fight to be fair. I'll likely upgrade the tracer to PL11 or some such thing. Slipstream's bad guy will likely be one of the power suit PL10's from the same book because I'm lazy. And for Tank, I have most of an NPC drawn up, right now I think he's PL10/120 points or something, I don't think I'll bother filling him out, as the rest of any build like that would be flavor skills and such, but I'll let you know what the end result is. Starsign, are you okay with me using a custom build for your fight? If not, just say so, and I can use something from the books. I promise it's nothing too nasty. The guy has three types of knives that he can throw, a regular knife which he throws rapidly for autofire, a knife with an explosive charge in it, and a knife with poison on the blade. He's also very acrobatic. If you want, I can put up a build for him if you really want to see it. In other news, Slipstream gets a Hero Point for being stuck within the bowels of the ship with the power suit guy where he can't fly (very well). I'm going to need initiative from Slipstream. I'll roll initiative for Lukos and the baddies in a few minutes after I get the books together and hear back from Starsign about the NPC. For this fight, you are on your own. But there is good news. If you can find a way to bring the fight to your friends, you may be able to join them together. For instance, if Tank somehow gets those hatch doors open, and finds Lukos fighting on the deck with his enemy, then the fights will mash together. I have conditions in my head set for the both of you to be able to escape your predicament and meet up on the deck with Lukos. I'm not going to tell you what they are, but you should feel free to experiment. So one last check before the fight starts. Are these conditions okay with the two of you?
Basarin Posted June 19, 2010 Posted June 19, 2010 I'll just make a story thread post first while I wait for everyone's initiative (that, and I have to get to sleep yesterday). 1d20+5 = 21. The dice was kind to me here.
quotemyname Posted June 19, 2010 Author Posted June 19, 2010 Fixer (Fighing Lukos) Initiative (1d20+6=16) Crimson Sash (Fighting Tank) Initiative (1d20+13=18) Battlesuit (Fighting Slipstream) Initiative (1d20+1=6) Lukos Initiative (1d20+1=8) Initiative Order: Slipstream -- 21 -- Unharmed -- HPx1 Crimson Sash -- 18 -- Unharmed Tank -- 16 -- Unharmed -- HPx3 Fixer -- 16 -- Unharmed Lukos -- 8 -- Unharmed -- HPx3 Battlesuit -- 7 -- Unharmed Slipstream, you're up first. Post whenever you're ready. Make a separate post for it, and you may include that the hostages scattered down different hallways away from the fight. Keep in mind, you're reduced to Flight 1 while fighting, and can barely even hover. So you won't get any bonuses from your Favored Environment feats.
Basarin Posted June 20, 2010 Posted June 20, 2010 Before I make my post (and I really do apologize for asking about this), how do you determine the DC on the battlesuit (which is the one I'm assuming you're working with from the Instant Heroes book)? I just want to double check that I'm doing this right. I want to hit him with a Blast attack, so would that mean I'm rolling against a DC of 25? (I have both Blast 10 and Blast 5 Penetrating) I'm sorry for the questions holding up the thread.
quotemyname Posted June 20, 2010 Author Posted June 20, 2010 Ok so basically, its an attack roll. it's independent of any of his saves for now. You just roll to hit his defense using whatever attack you want. You have to let me know whether that is blast 10 or blast 5 penetrating. Then roll 1d20+[your accuracy] and I will tell you if you hit or not. After that, I will tell you how the saves went!
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