Cyroa Posted July 1, 2010 Posted July 1, 2010 Switching 2nd array to: Concealment 10 (total except for tactile) (20/20) (Spell of Vanishing) I teleport over to behind the guy and burn an HP to Surge for an attack: attack (1d20+10=19) Really hoping that hits (and that he's FF against me )
N/A Posted July 1, 2010 Posted July 1, 2010 Yes, that hits, and yes, you have Concealment against his lone Accurate sense, so he'll be flat-footed against you (so his +9 Defense becomes +4, although you would have hit him even if he wasn't flat-footed). But what attack power are you using? And why do you need to Surge? Switching an array is a Free Action. Activating Concealment is a Free Action (unless you've flawed it down, but I don't see anything on your sheet to indicate that). Teleporting is a Move Action. Attacking is a Standard Action. And isn't Hellion's Teleport APed off of the same array as all his attack powers? He can't change up an array twice in one round.
Cyroa Posted July 1, 2010 Posted July 1, 2010 Ah, ok. Forgot that. I'll nix the teleporting and just changed descritption to the fireball one. AP: Blast 10 [Fire] (Extra: Autofire x1; PFs: Accurate x4) (Fireball/Flamethrower!) [34/36PP] (editing shortly)
N/A Posted July 1, 2010 Posted July 1, 2010 Maestro's Defense while flat-footed is +4, so Hellion hit him by 5, which means +2 damage from Autofire. Maestro's Toughness save (DC27): 28. Burn. (Or, rather, a lack thereof...)
Darksider42 Posted July 1, 2010 Posted July 1, 2010 Burning a HP to make a power check to kill of the Maestros mind control with a power check: 13 ...Damn. REROLL! 30 :shock:
N/A Posted July 1, 2010 Posted July 1, 2010 Just to clarify, I allowed Rift to burn a HP for an "instant" counter against the Mind Control effect, right at the Bystanders' Init count, since you guys didn't get a chance to do so when The Maestro first used the power.
N/A Posted July 2, 2010 Posted July 2, 2010 Rift's "instant counter" was a Reaction, so after the Bystanders do their thing, he gets his "real" turn. After which point, it will swing around to the top of the next round, beginning again with Z and Maestro. No. Absolutely not. Please consider "permanently maiming or disabling" people to be under the same umbrella as "murdering them" in regard to "Things Which Are Too Iron Age For This Game." Just to clarify, I've double-checked with the rest of the Ref Team, and we are of a mind on this point.
quotemyname Posted July 2, 2010 Author Posted July 2, 2010 Oh, no worries on that point. I just wanted to see exactly what I could get away with. Eddie was just that mad. As it stands, I'm totally satisfied with the results ;)
N/A Posted July 2, 2010 Posted July 2, 2010 Oops, forgot the save bonus from the Sensory Shield on The Maestro's sonic rod. Which would have made his save...a 32. Heh. In other words, nothing changes.
Darksider42 Posted July 7, 2010 Posted July 7, 2010 Rift makes an attack. 14 I think He still has HP left, so I'll burn yet another for a re-roll. If not, ignore this roll 22
quotemyname Posted July 7, 2010 Author Posted July 7, 2010 Here was the old initiative order: Initiative/Conditions Zephyr: 57, 2HP The Maestro: 19, NPC Chicken Sticks: 16, NPC, Fatigued Geckoman: 14, 4HP Breakdown: 13, 4HP Hellion: 11, 4HP Bystanders: 9, NPC, Mind Controlled Rift: 8, 4HP Spellbound: 4, NPC, Mind Controlled I think the mind control has been canceled. I don't know how badly hurt Spellbound is. But if she is down for the count, I guess that puts Zephyr up?
N/A Posted July 7, 2010 Posted July 7, 2010 Round 2 Zephyr: 57, 1HP Chicken Sticks: 16, NPC, Fatigued The Maestro: 15, NPC, Deafened Geckoman: 14, 4HP Breakdown: 13, 3HP Hellion: 11, 4HP Rift: 8, 1HP, Bruised Spellbound: 4, NPC, Mind Controlled, Unconscious The Maestro's Init drops by -4 as part of his Deafened condition. I've removed the Bystanders from the Init list, since they're no longer Mind Controlled, so now they won't do anything of significance except get in the way as they flee for their lives. Yes, Rift had 2HPs left on his action. Burning 1 for that re-roll leaves him with 1HP.
N/A Posted July 7, 2010 Posted July 7, 2010 Zephyr Z's gonna show some "team spirit" this round. Free Action: Take 20 on Notice checks (Quickness lets her do this in less than a second), hitting DC25 for Normal Vision, Normal Hearing, Normal Olfactory, Normal Touch, Infravision, and Ultravision (no extras on any of them). Free Action: Maintain Concealment ("Displacement"). Standard Action: Aid every fellow hero in the area of her Rapid Attack power, which is all of them. Aid check (DC10): 34. (With her bonus, since it's an attack roll, she'd have made it on anything but a natural "1.") Every other hero (including Chicken Sticks and Spellbound) gets a +2 bonus this round, which they can use either on one attack roll, or as a dodge bonus against a single foe. Normally, the rules limit it to melee attacks, but I'm gonna play fast-&-loose with that restriction. Hero Point: Zephyr will temporarily acquire the Taunt feat. Move Action: Zephyr will Taunt The Maestro. Although it isn't explicitly stated one way or the other in the book, 90% of the population is heterosexual, so I'll assume Zephyr's Attractive bonus applies. I'll also give her a +2 circumstance bonus, since she knocked him on his ass last round and has evaded all of this attacks. She also suffers a -5 penalty for Taunting as a Move Action instead of the usual Standard Action. This leaves her with a total bonus of +3, against The Maestro's Sense Motive of +6, so the odds aren't quite on her side. Zephyr's Bluff check: 16. Maestro's Sense Motive check: 12. The Maestro is Shaken for one round (until Zephyr's next Initiative count). He suffers -2 to attack rolls, saving throws, and "checks." Which basically means that he's been dropped by a combat PL for a round. Round 2 Zephyr: 57, 0HP Chicken Sticks: 16, NPC, Fatigued The Maestro: 15, NPC, Deafened, Shaken Geckoman: 14, 4HP Breakdown: 13, 3HP Hellion: 11, 4HP Rift: 8, 1HP, Bruised Spellbound: 4, NPC, Mind Controlled, Unconscious
N/A Posted July 7, 2010 Posted July 7, 2010 Quote, Chicken-Sticks is up. Don't forget to claim his posts for yourself as GM posts at the end of the month.
quotemyname Posted July 7, 2010 Author Posted July 7, 2010 Right-o, Shaen. As CS is just an NPC, I'm going to have him do little other than straight attacks in this thread. He's not really used to working with other teammates. The aid from Zephyr will cancel out his -2 to hit from fatigue, and he will enter an offensive stance to gain a further +2, giving him a total of +9. Chicken Sticks: Standard Action: Attack w/ Blast 7: Offensive Stance (+2 Attack -4 Def): Blast DC 22 on hit (1d20+9=26) That should be good for a hit, I think.
N/A Posted July 7, 2010 Posted July 7, 2010 Fatigued actually only gives you -1 Attack and Defense, and -2 Strength and Dexterity. And yes, that's more than enough to hit. The Maestro's Toughness save (DC22): 13. He fails by 9, rendering him Bruised and Stunned. He will use GM Fiat to recover from the Stun. Since Chicken-Sticks is an NPC, I'll wait, and give the HP to whoever Maestro attacks next (since he normally would've spent the round Stunned). The KB result is 7, or 100 feet. I'm gonna say he hits a tree well before that, slamming into hit before falling on his ass (again). Wood is Toughness +3, so it's a DC18 save. The Maestro's Toughness save (DC18): 12. He's Bruised and Stunned again. Again, I will GM Fiat to remove the Stun.
N/A Posted July 7, 2010 Posted July 7, 2010 The Maestro Move Action: Stand up from Prone. Free Action: Maintain Force Field. Free Action: Reconfigure Sonic Control array on sonic rod to Blast 11. Standard Action: Blast Breakdown. Maestro's attack roll (DC23): 26. Quote, roll a DC26 Toughness save for Breakdown. Quote, have a HP for Breakdown. I'll give the other one out later.
N/A Posted July 7, 2010 Posted July 7, 2010 Round 2 Zephyr: 57, 0HP Chicken Sticks: 16, NPC, Fatigued The Maestro: 15, NPC, Bruised x2, Deafened, Shaken Geckoman: 14, 4HP Breakdown: 13, 4HP Hellion: 11, 4HP Rift: 8, 1HP, Bruised Spellbound: 4, NPC, Mind Controlled, Unconscious
quotemyname Posted July 7, 2010 Author Posted July 7, 2010 Screw that noise. Literally. I'm going to have BD Burn an HP to get an automatic counter attempt. Breakdown still has this setting active from last round when he deafened Maestro: Music Mastery: [35pp] Dazzle 13 (Auditory; Extras: Duration/Sustained; Flaws: Action/Full Round; PF: Accurate 3, Improved Critical 2) [31pp] Attack 2 [4pp] That means I believe I make an opposed power check. Opposed Power Check vs. Maestro for Counter (1d20+13=31) With a solid roll like that, I think he can only beat me on a natural 20, and maybe not even then if his shaken condition still comes into play.
N/A Posted July 7, 2010 Posted July 7, 2010 Even without the Shaken penalty, Maestro would need a natural "20" to match that check. And since Breakdown has the higher bonus, he would win anyway. So yeah, there is literally no way Maestro can beat that counter. His power fizzles. IC post is incoming. After I get it up, Quote, go ahead and post one in response.
quotemyname Posted July 7, 2010 Author Posted July 7, 2010 Eddie isn't actually moving as part of that post. I just added that little bit about him walking in for dramatic effect.
N/A Posted July 8, 2010 Posted July 8, 2010 Round 2 Zephyr: 57, 0HP Chicken Sticks: 16, NPC, Fatigued The Maestro: 15, NPC, Bruised x2, Deafened, Shaken Geckoman: 14, 4HP Breakdown: 13, 3HP Hellion: 11, 4HP Rift: 8, 1HP, Bruised Spellbound: 4, NPC, Mind Controlled, Unconscious OK, Ecal, Gecks is up.
N/A Posted July 10, 2010 Posted July 10, 2010 Ecal, it's been 3 days. If you don't post today, I'm gonna delay Geckoman's action and let the next person in line go. On a brighter note, I've decided that I feel so bad about fridging Spellbound that I'm gonna bend the rules a bit. If you want, Gecks can burn a HP to give her a recovery check instead of himself.
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