Geez3r Posted June 22, 2010 Share Posted June 22, 2010 Give me a post of your character showing up on scene and roll initiative. EDIT: The Left 4 Dead reference is accidental, I swear. ;) Link to comment
quotemyname Posted June 22, 2010 Share Posted June 22, 2010 :colt: initiative (1d20+12=20) Link to comment
Ecalsneerg Posted June 22, 2010 Share Posted June 22, 2010 Geckonitiative (1d20+10=21) Link to comment
Gizmo Posted June 22, 2010 Share Posted June 22, 2010 Stab o' Clock: Initiative. (1d20+9=26) Link to comment
Electra Posted June 22, 2010 Share Posted June 22, 2010 I've been getting nothing but crap for initiative lately. 1d20+13=17. Link to comment
Cyroa Posted June 23, 2010 Share Posted June 23, 2010 Damn....VERY unusual for Hellion... init (1d20+2=20) Edit: Also, I'm guessing I can use Hellion's updates? Not the ship/hq and minion, but the rest. (those haven't shown up yet in the timeline sadly) Link to comment
Geez3r Posted June 23, 2010 Author Share Posted June 23, 2010 26 - Jack of All Blades - Unharmed - HP x6 21 - Geckoman - Unharmed - HP x2 20 - Colt - Unharmed - HP x8 20 - Hellion - Unharmed - HP x3 17 - Wander - Unharmed - HP x5 14 - Edge - Unharmed - HP x7 Just getting my bookkeeping together, bear with me. Link to comment
Heritage Posted June 24, 2010 Share Posted June 24, 2010 Hah, Grim rolled utter crap for her Initiative! Her Dex is 26 for any ties. 1d20+12=14 Per discussion on chat, Grim will spend an HP to still have her teleport beacon to Scarab's lair on her person. Link to comment
Heritage Posted June 25, 2010 Share Posted June 25, 2010 Should I delete that last post, or are we not yet in Initiative order yet? Link to comment
Geez3r Posted June 25, 2010 Author Share Posted June 25, 2010 We're not in initiative yet. Still figuring out how precisely to challenge y'all. Link to comment
quotemyname Posted June 25, 2010 Share Posted June 25, 2010 So with the obnoxiously long range on Colt's rifle, he can basically hit anything he can see. He'll start firing as soon as he sees hostiles on the horizon, I suppose ;) Link to comment
angrydurf Posted June 25, 2010 Share Posted June 25, 2010 initiative (1d20=8) Note to self: buy improved init next month Link to comment
quotemyname Posted June 26, 2010 Share Posted June 26, 2010 Colt is going to use his lasers to help set up Jack's inspire, just for flavor. I'm going to literally draw a line in the sand with my gun telling the enemies that they should go no further. I will do this whenever they show up. Gizmo has my permission to write this into his inspire post if he wishes. Link to comment
OmegaPlatinum Posted June 26, 2010 Share Posted June 26, 2010 Initiative 1d20+7=12 Sorry I'm late....wow...for my first role on the board... that sucked. Link to comment
Geez3r Posted June 27, 2010 Author Share Posted June 27, 2010 27 - Screamer - Unharmed 26 - Jack of All Blades - Unharmed - HP x6 23 - Behemoth (3) - Unharmed 22 - Stalkers - Unharmed 21 - Geckoman - Unharmed - HP x2 20 - Colt - Unharmed - HP x8 20 - Hellion - Unharmed - HP x3 17 - Wander - Unharmed - HP x5 17 Ravenger - Unharmed 14 - Grimlakin - Unharmed - HP x5 14 - Edge - Unharmed - HP x7 12 - Sparksmith - Unharmed - HP x1 8 - Phalanx - Bruised x1 - HP x5 Okay, four main monster groups here. Behemoths, which are individual heroic creatures. They're the slowest of the bunch, but if they get near the hospital, there won't be a hospital for much longer. Ravengers are a collection of humanoid critters with some sort of monsterous deformity, slow but more powerful than the other 3 Mass Combat groups. Stalkers are more animal like, resembling a pack of wolves or some of the great cats. A bit faster but not as powerful as the Ravengers. Screamers are the most animal like of the group, resembling a combination of a bat and a dragon. They're the fastest, but also the weakest. And they fly. Due to all the junk in the way, you can't get a shot at the creatures until they are 600ft away. Behemoths and Ravengers move 120ft per round. Stalkers move 160ft per round, and Screamers move 200ft per round. This is assuming no hero moves out to intercept them themselves. Infor Dump on the Mass Combat rules. Essentially, the group acts and attacks as a whole. I take the base stats of the critter, and then slap a Force modifier on that, making their Attack, DC and Toughness modifiers higher because there's hundreds of them; this becomes the stats of that "character". AOE effects get a +2 DC vs Mass Combat creatures, +1 for each level of progression on the power. Characters with Takedown Attack add to their DC modifier the number of ranks they have in this feat. This is due to the idea that you are attacking an individual rather than the group. IC will be up in a bit, getting kicked off computer right now. As the Screamers are first to act, they are now 400ft away. Link to comment
Dariusprime Posted June 27, 2010 Share Posted June 27, 2010 Sorry for my tardiness! Initiative (1d20+1=6) So appropriate. Yeah, durf, improved initiative sounds really good right now. Link to comment
Gizmo Posted June 28, 2010 Share Posted June 28, 2010 Jack takes the round to make a +5 Inspire, hitting Colt, Grim, Fulcrum, Sparksmith, Geckoman and Phalanx. Edge can get everyone else, I guess! Link to comment
Geez3r Posted June 29, 2010 Author Share Posted June 29, 2010 27 - Screamer - Unharmed - 400ft away from hospital 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth (3) - Unharmed - 480ft away from hospital 22 - Stalkers - Unharmed - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26 20 - Hellion - Unharmed - HP x3 17 - Wander - Unharmed - HP x5 17 Ravenger - Unharmed 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x7 12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26 I'm not going to blow a post saying "they get closer" so have at it Ecal. Link to comment
Ecalsneerg Posted June 30, 2010 Share Posted June 30, 2010 Ok, you craaaazy kids! Move Action: FLY AT THEM, MY PRETTY! Standard: Dodge, using One Hand on the Wheel so I can still fire. Defence bonus ooooof... (1d20+9=23) Nice. Then open fire using DC 25 Autofire 1 cannons on the swarm of flying nasties. Shoot! (1d20+13=32) Oh, and now I'll spend my HP on Improved Critical. So, DC 30, up to 35 assuming I hit by a margin of 10. Link to comment
quotemyname Posted June 30, 2010 Share Posted June 30, 2010 Colt was left in charge of air control. 400ft away from the Hospital, the only attack I have that can hit the buggers is: AP: "Sniper Shot" Blast 9 (Extras: Penetrating; PF: Affects Insubstantial 2, Improved Critical 2, Improved Range 6 [9,000ft Range Increments] , Knockback, Progression [Range] 3 [9,000ft Max Range] , Ricochet, Subtle, Variable Descriptor 2) {45dp} Which has range in spades. That's what I'll be using. I'm wondering, now, though if I can't make the bullets ricochet from one of the targets to the next, etc? I'll wait for a response about this. I am considering using one of my ridiculous amounts of points to achieve the ricochet effect with maybe a ranged area burst effect that I'll stunt for if Ricochet doesn't do the trick. Link to comment
angrydurf Posted June 30, 2010 Share Posted June 30, 2010 He's using the mass combat rules for the big swarms. So you get a bonus for aoe but can take out multiple targets even without it. Standardly Ricochet doesn't have effect on Mass Combat nor allow you to hit multiple targets. Link to comment
Geez3r Posted June 30, 2010 Author Share Posted June 30, 2010 Ok, side note. Remember that Fisticuffs happens after this. Screamer Toughness save vs Pitchoo DC 33 (1d20+8=27) There's a lot more free air space. Disrupted and Shaken. (the equivalent of a bruise, stun and the shaken condition). Ricochet does nothing in terms of hitting more dudes. All it does is allow you more angles to hit those dudes from. 27 - Screamer - Disrupted, Shaken - 400ft away from hospital 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth (3) - Unharmed - 480ft away from hospital 22 - Stalkers - Unharmed - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26 20 - Hellion - Unharmed - HP x3 17 - Wander - Unharmed - HP x5 17 Ravenger - Unharmed 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x7 12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26 Link to comment
quotemyname Posted June 30, 2010 Share Posted June 30, 2010 Right, so no ricochet. In that case: [*:15fcjfdt]Extra Effort:Power Stunt (see below) [*:15fcjfdt]Standard Action: Attack [*:15fcjfdt]Move Action: Unused Blast 14 ("Limited Ammunition Remote Semtex Cartridge"; Extra: General Area/Burst, Knockback, Selective; Flaws: Unreliable 5/day; PF: Improved Range 2 [700 ft Range Increments], Progression/Area 3 [700ft radius burst]) [45pp] Mmmm tasty fried bat-things... The saves for that would be DC 24/Reflex then DC 29/Toughness Link to comment
Geez3r Posted June 30, 2010 Author Share Posted June 30, 2010 Okay, the AoE aspect only increases the Toughness portion of the save, so the Reflex save remains at DC 24. Screamer reflex save vs Colt Boom, DC 24 (1d20+10=16) poop. Though they do have Evasion 2. Rank of the attack is 14 + 2 AoE + 3 progression = 19 / 2 = 10 Screamer Toughness save vs Colt Boom, DC 25 (1d20+5=23) Ow. Another Disrupted. 27 - Screamer - Disrupted x2, Shaken - 400ft away from hospital 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth (3) - Unharmed - 480ft away from hospital 22 - Stalkers - Unharmed - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26, Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3 17 - Wander - Unharmed - HP x5 17 Ravenger - Unharmed 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x7 12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26 Link to comment
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