Basarin Posted June 20, 2010 Posted June 20, 2010 Alright, got it. I'll post my roll (even though I"m not quite sure what I'm rolling against to beat)
quotemyname Posted June 20, 2010 Author Posted June 20, 2010 For future reference, you would be rolling against the character's defense.
Basarin Posted June 20, 2010 Posted June 20, 2010 Thanks again. And I posted my roll on the IC thread earlier. Slipstream attacked the powered armor suit with Blast 10, and if there's any cover to be had he's diving for it.
quotemyname Posted June 21, 2010 Author Posted June 21, 2010 You hit! Toughness Save Vs DC 25 (1d20+12=18) He fails by 7! Thus he falls into the "fail by 5 or more" category. He is bruised and stunned, and thus will be able to take no actions during his turn! His KB mod is -11, so no knock back.
quotemyname Posted June 21, 2010 Author Posted June 21, 2010 Of course that means Crimson Sash is up! For now, he will just throw one of his exploding knives at Tank. No attack roll is needed for this, as it is an AoE. Tank must make a DC 20 reflex save for half damage. Then a DC 25 toughness save if he fails, or a DC 20 Toughness save if he passes. However, this is FIRE damage. I think he is weak to that or something, so these DC's may be adjusted. Initiative Order: Slipstream -- 21 -- Unharmed -- HPx1 Crimson Sash -- 18 -- Unharmed Tank -- 16 -- Unharmed -- HPx3 Fixer -- 16 -- Unharmed Lukos -- 8 -- Unharmed -- HPx3 Battlesuit -- 7 -- Bruised, Stunned @ 21 Tank! You must roll saves! And then take your turn!
quotemyname Posted June 22, 2010 Author Posted June 22, 2010 Here is something that I forgot to include earlier, I apologize for the delay, but it slipped my mind. Tank actually gets an HP for this attack, as the fire damage is coming from an environmental source, and not from the exploding dagger. The exploding dagger is purely concussive force. This raises Tank's HPs before the saves to 4. I was incorrect earlier when I talked about Tank being weak to fire, as it turns out when I actually looked at your sheet its just a complication. Therefore, this attack will force Tank's parasite into hiding, triggering the complication and gaining you yet another HP. You now have 5. Wow. Initiative Order: Slipstream -- 21 -- Unharmed -- HPx1 Crimson Sash -- 18 -- Unharmed Tank -- 16 -- Unharmed -- HPx5 Fixer -- 16 -- Unharmed Lukos -- 8 -- Unharmed -- HPx3 Battlesuit -- 7 -- Bruised, Stunned @ 21 Tank is subject to a DC 20 reflex save for half damage on a/ DC 25 Toughness save. EDIT: Also, Tank, if you're still conscious after this attack, I'm going to need you to make a Notice Check as a reaction.
quotemyname Posted June 22, 2010 Author Posted June 22, 2010 It just came to my attention that Starsign was banned. While this sucks, we can work around it. The thread is almost over, so we're just going to forge ahead to the end from here. I'll have a post up for Fixer and Lukos as soon as I get back to my books. Then it will be your turn again, Basarin, as the Battlesuit guy is stunned.
Basarin Posted June 22, 2010 Posted June 22, 2010 Yikes. And I'll wait for your posts before I post Slip's next set of actions.
quotemyname Posted June 23, 2010 Author Posted June 23, 2010 The attack hits http://invisiblecastle.com/roller/view/2575423/ Lukos' save: he makes it surprisingly: http://invisiblecastle.com/roller/view/2575428/ I'll have an action up for lukos soon
quotemyname Posted June 23, 2010 Author Posted June 23, 2010 Lukos AoA 5/ PA 5; -1 from silver weakness; vs DEF 24 (1d20+10=23) Damn. So close. That silver really does make a difference. And as it turns out, he should have made that toughness save at full strength, the weakness only affect attack rolls, skill checks, and def.
Basarin Posted June 23, 2010 Posted June 23, 2010 Ouch! That's pretty harsh. Well, Slipstream's going to try and make another attack. Same song and dance as last time, Blast 10 against the suit (his options are a little limited admittedly). He's otherwise keeping on his toes and trying not to stay still as best as he can given how cramped things are. Though if he's near a hallway where he can turn the corner (and away from the prisoners), I want him to turn the corner and make the suit come after him. (Depending if he is near or not, I'll either edit the post I just made or leave it as is). (I did debate trying out his hologram generator (Illusion 3 Continuous), but I'll hold off on that for a bit I think).
quotemyname Posted June 23, 2010 Author Posted June 23, 2010 He is no longer flat footed, so that attack will miss (Def 18) For his turn, Free action: he will activate his cloaking device as a Move Action: Move to Slipstream Standar Action: Attack Melee Attack Vs. Slipstream DC 27 TOU on hit. (1d20+8=28) Yikes, a critical hit. That jacks the DC for the save up to 32! I'm not sure if you have any Defensive Roll feats or anything, but just in case you do: You'll be flat footed against this attack unless you have some way of noticing where the guy in the Battlesuit is, thus loosing any feats and such that are lost when you're flat footed. Also, I am going to just say this now. I'm on the verge of retiring Lukos. Just to make this thread go quicker, I'm going to have the rest of his fight take place off camera, since Slipstream can't see it anyway, and there's no other players here. Slipstream will discover the result of both Lukos and Tank's fights once he is in a position that he can actually see them. So once you make your saves, it will be your turn again, provided you're not stunned, etc.
Basarin Posted June 23, 2010 Posted June 23, 2010 I can't make my rolls at this very moment; I'm getting hounded to go to sleep. So I'll post comments/questions instead. Is this a purely defensive roll? Or do we also factor in toughness? Flatfooted, I have a defense roll of +4 (+8 normally), but I also have a forcefield that contributes to toughness saves. Just want to double check to make sure I'm not forgetting something that could help save my hide here. Also, would X-Ray vision track down the cloaked power suit? Slipstream's helmet comes equipped with one.
quotemyname Posted June 24, 2010 Author Posted June 24, 2010 X-Ray will not see through the concealment. It's built with Penetrates Concealment, not Counters Concealment. Translation: You can see through walls, but not through concealment powers. Your defense is a static number = 10 + Defense Bonuses. In your case, 18. However since your flat footed, your defense is 14. It is the attacker's job to roll against and beat this number. A hit is achieved if the attack roll equals or exceeds the defense of the opposing character. However, since the guy in the battle suit rolled a 20, it automatically hits, and is a critical hit (thus the increased DC). So now you roll toughness, plus any appropriate modifiers (Constitution bonus and Force Field both apply for instance). Then tell me the result. We'll go from there.
Basarin Posted June 24, 2010 Posted June 24, 2010 Ahh, right. Fair enough. I'm making my roll, but it looks like I won't be able to make the save against 32; the most I can hope for is 29. I get ten less than that, even. 1d20+9 = 19. Failed by thirteen...OUCH.
quotemyname Posted June 24, 2010 Author Posted June 24, 2010 This is what is known as an "impossible save". In this case it is still possible to save against the attack. If you roll a 20, even if that does not pass the save, you still only take the lowest possible damage condition from the attack (in this case, a bruise). Failing by 13 would leave you staggered and stunned, while this doesn't actually hinder your actual toughness save, its still very bad. Stunned means you can't take actions next turn and are knocked back. Staggered means that when you are able to act, you only get one action per turn besides free actions (standard or move but not both). The staggered condition is pretty crippling to any combatabt. Might I recommend spending a HP to reroll your toughness save? If you do, and you end up rolling 10 or less on the die, you immediately gain a +10 bonus to the roll. Thus a reroll is only capable of rolling an 11-20 on the die. With your +9 save, you have a 70% chance (14 or better on the die) of achieving the "fail by 5 or more category" and only being bruised and stunned. Worth the calculated risk as far as I am concerned!
Basarin Posted June 24, 2010 Posted June 24, 2010 I'll burn that point then. Rerolling, and we get... 1d20+9 = 10. ...er, when you said rolling 10 or less, does rolling a 1 still make me pretty much screwed?
quotemyname Posted June 24, 2010 Author Posted June 24, 2010 Well unfortunately yes. Its not an autofail, but you only grabbed yourself a 20 instead of a 19 on the roll. How unfortunate so you fail by 12 leaving you staggered and stunned. I'm going to say for cinematic effect that you get knocked back into a wall. Since your stunned, you need to roll concentration to maintain any powers of concentration duration (flight, force field) dc = 10 + power rank, so maintaining forcefield 10 would be dc 20.
Basarin Posted June 25, 2010 Posted June 25, 2010 Rolling for concentration now. 1d20+12 = 14. ...hoo boy.
quotemyname Posted June 25, 2010 Author Posted June 25, 2010 He just barely hits, but he hits all the same. I'll need another toughness save from you, as discussed. You gain an HP from your FF failing on you. That brings your HP total back up to 1.
Basarin Posted June 26, 2010 Posted June 26, 2010 Rolling for toughness without the force field benefit, leaving me with a +4 bonus to toughness instead of +9. 1d20+4 = 23. A better roll than most I've had lately but is it enough for this one?
quotemyname Posted June 26, 2010 Author Posted June 26, 2010 Miraculously, yes! You fail the save by 3 (the DC was 25). That means you take a Bruised and may keep on trucking. It's your turn!
Basarin Posted June 26, 2010 Posted June 26, 2010 Phew! Though this is definitely giving me food for thought on what to invest points into whenever I get new ones. Though do I have to make another roll to put my forcefield and such back up? Or does it count as having gone back up?
quotemyname Posted June 27, 2010 Author Posted June 27, 2010 putting your FF back up is a free action. It automatically happens as long as you can take a free action to make it do so, which is whenever your turn comes about, which is now do whatever you want with the rest of your turn
Basarin Posted June 27, 2010 Posted June 27, 2010 Well, I'll have him attack then. Blast 10, since it's really the best chance I have with him right now. This thread's really been educational for me regarding gameplay...
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