Geez3r Posted June 22, 2010 Share Posted June 22, 2010 Give me a post of your character showing up on scene and roll initiative. Link to comment
quotemyname Posted June 22, 2010 Share Posted June 22, 2010 Breakdown! initiative (1d20+10=26) Link to comment
Dr Archeville Posted June 22, 2010 Share Posted June 22, 2010 Initiative (1d20+2=14) for Dead Head Link to comment
Dr Archeville Posted June 22, 2010 Share Posted June 22, 2010 Do we still have the HP we had at the end of the Monsters in the Street threads? If so, DH has 3. And used one to stunt a Teleport effect off his Necromantic Powers array. Link to comment
Cyroa Posted June 23, 2010 Share Posted June 23, 2010 Now there's the DS initiative I've come to expect! init (1d20+4=6) Link to comment
Geez3r Posted June 23, 2010 Author Share Posted June 23, 2010 29 - Arrowhawk - Unharmed - HP x3 26 - Breakdown - Bruised x1 - HP x6 25 - Sarah Prescott - Unharmed - HP x3 21 - Slipstream - Unharmed - HP x1 14 - Dead Head - Unharmed - HP x3 10 - Aiko - Unharmed - HP x1 9 - Mignight II - Unharmed - HP x1 6 - Dark Star - Unharmed - HP x6 Just getting everything ready to roll, bear with me. Link to comment
Nyrath Posted June 23, 2010 Share Posted June 23, 2010 Aiko ain't here Geez. That ought to be Monger Angel with 6HP. Link to comment
Ecalsneerg Posted June 24, 2010 Share Posted June 24, 2010 Master Plan, if that suffices for planning (1d20+2=16) Link to comment
Geez3r Posted June 25, 2010 Author Share Posted June 25, 2010 29 - Arrowhawk - Unharmed - HP x3 27 - Kung Fu Killer - Unharmed 26 - Breakdown - Bruised x1 - HP x6 25 - Sarah Prescott - Unharmed - HP x3 21 - Slipstream - Unharmed - HP x1 20 - Savage-Man Beast - Unharmed 19 - Rabble - Unharmed 14 - Dead Head - Unharmed - HP x3 10 - Mongrel Angel - Unharmed - HP x6 9 - Mignight II - Unharmed - HP x1 9 - Rave - Unharmed 8 - White Knight - Unharmed 5 - Rant - Unharmed 6 - Dark Star - Unharmed - HP x6 Ok. After I get a IC post up, take it away. The rabble is effectively all the guys I didn't feel like running stats for. There's like 50-100 guys there, some super powered, some not. I'll be using a simplified version of the Mass Combat rules for them. Effectively, the group as a whole attacks or is attacked. Their Toughness save is basically a measure of how many of them there are left. Link to comment
Ecalsneerg Posted June 25, 2010 Share Posted June 25, 2010 MASTER PLAAAAN! Round 1-3: +2 to skill and attack rolls Round 4: drops to +1 Round 5: null and void Enjoy, people! Startle, then power attack Orion for 5. DC 27 Toughness if it hits. (1d20+20=26, 1d20+12=23) Link to comment
Gizmo Posted June 25, 2010 Share Posted June 25, 2010 Would Midnight II have had time to come up with a Master Plan on the way over from the airport? I haven't really gotten a sense of how the feat works in practice yet. Link to comment
Geez3r Posted June 28, 2010 Author Share Posted June 28, 2010 Giz: Yep. Basically you have to know the situation you're getting into and have a couple of minutes to think of a plan. I figure who's locked up in Blackstone is pretty common knowledge. Ecal, you forgot to take the -5 on the Startle for doing it as a move action, but to make up for it, you forgot the +2 to hit Master Plan gives you, the latter mitigating the soft cover bonus he has relative to you (and vice versa). In addition, Orion has Elusive Target, and is currently engaged with friendly targets. Arrowhawk has 1 rank of Precise shot so he only takes a -4 on his attack roll. So the Startle DC is reduced to 21 and the attack roll to 19. Orion Sense Motive, opposing Arrowhawk Startle DC 21 (1d20+14=23) Orion is not flat footed and therefore the attack misses. Kung Fu Killer, spotting her sword believes Sarah Prescott to be a worthy foe. He'll close to melee range, Power attack for 3, Defensive Attack 2 (setting his defense to 25) and use his Stunning Attack feat. Kung Fu Killer attack roll vs Sarah DEF 21, PA 3, DA 2, Stunning Attack, DC 17 Fort save on a hit (1d20+11=23) For quick reference, if you fail the save, you're dazed, fail by 5 = stun, fail by 10 = unconscious Breakdown's up after I get a IC post up. Link to comment
quotemyname Posted June 28, 2010 Share Posted June 28, 2010 I'm going to throwback to a power set that Breakdown hasn't used in forever: Jazz. Music Mastery 35pp Flight 3 PF: Move By Action [7pp] Emotion Control 13 (Flaws: Limited to Calm) [13pp] Regeneration 15 (Bruised 3, Injured 6, Staggered 6) [15pp] Gonna zip over to Rant and Rave. I'll slap Rant with Emotion Control 13. Link to comment
Taar Posted June 29, 2010 Share Posted June 29, 2010 Geez3r, KFK has to beat the 50% miss chance from Sarah's concealment effect, and if that hits I get a deflect roll. Link to comment
Geez3r Posted June 29, 2010 Author Share Posted June 29, 2010 Ah, forgot about that little trick. KFK has Blind Fight, so he only takes 1/2 penalty from concealment, so a 25% miss chance. We'll call 1 through 5 a miss. Kung Fu Killer Miss Chance, 1 through 5 is a miss (1d20=16) That's a hit Link to comment
Geez3r Posted June 29, 2010 Author Share Posted June 29, 2010 Rant is going to get a +2 bonus on his Will save vs the Calm effect due to the fact that he's in a prison riot at a the moment. I should go higher, but I'm being nice. Rant Will save vs Emotion Control (Calm) DC 23 (1d20+8=27) Didn't matter either way. 29 - Arrowhawk - Unharmed - HP x3 27 - Kung Fu Killer - Unharmed 26 - Breakdown - Bruised x1 - HP x6 25 - Sarah Prescott - Unharmed - HP x3 21 - Slipstream - Unharmed - HP x1 20 - Savage-Man Beast - Unharmed 19 - Rabble - Unharmed 14 - Dead Head - Unharmed - HP x3 10 - Mongrel Angel - Unharmed - HP x6 9 - Mignight II - Unharmed - HP x1 9 - Rave - Unharmed 8 - White Knight - Unharmed 5 - Rant - Unharmed 6 - Dark Star - Unharmed - HP x6 Link to comment
quotemyname Posted June 29, 2010 Share Posted June 29, 2010 Keep in mind that I reserve the right to spend one of those delicious HPs to counter any sonic effects the two produce. Link to comment
Taar Posted June 30, 2010 Share Posted June 30, 2010 Deflect DC 23 (1d20+5=9) So he hit... Fort save vs Stunning Attack (1d20+7=18) and did nothing. AoA 5 PA 5 Attack (1d20+10=11) :| HP to reroll AoA 5 PA 5 Attack redux (1d20+10=22), that's better. EDIT: Forgot Master Plan, so 24 to hit. DC 30 Toughness if that does. Link to comment
Basarin Posted June 30, 2010 Share Posted June 30, 2010 I'm maneuvering Slipstream over to snipe at the rabble to help out the security guards some. Attacking with Blast 10: 1d20+10+2 (from Master Plan) = 26. Link to comment
Geez3r Posted June 30, 2010 Author Share Posted June 30, 2010 Kung Fu Killer Defensive attacked just enough that the attack misses Taar. That will hit the rabble. Rabble Toughness vs Slipstream blast, DC 25 (1d20+12=17) Disrupted and Shaken. (the equivalent of a bruise, stun and the shaken condition). So yeah, you just blasted like 30 guys and/or one of the "big guns" in the crowd. My turn. Savage Beast Man is going to pounce Slipstream. Savage Man Beast Attack roll vs Slip Stream, All Out Attack 5, Rage, DC 25 (1d20+15=20) Rabble's currently Shaken, so they do nothing noteworthy from a mechanical perspective this round, other than be reinforced, which gets rid of that disrupted condition. 29 - Arrowhawk - Unharmed - HP x3 27 - Kung Fu Killer - Unharmed 26 - Breakdown - Bruised x1 - HP x6 25 - Sarah Prescott - Unharmed - HP x2 21 - Slipstream - Unharmed - HP x1 20 - Savage-Man Beast - Unharmed, Rage 1 19 - Rabble - Shaken 14 - Dead Head - Unharmed - HP x3 10 - Mongrel Angel - Unharmed - HP x6 9 - Mignight II - Unharmed - HP x1 9 - Rave - Unharmed 8 - White Knight - Unharmed 5 - Rant - Unharmed 6 - Dark Star - Unharmed - HP x6 Link to comment
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