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No Mercy (OOC)


Geez3r

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Posted

Wander and Hellion are going to appear behind the Behemoth with the Screamer group. Wander is going to hold her action and go after Edge on 14.

Posted

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 Ravenger - Unharmed - 480ft from hospital

14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26

14 - Edge - Unharmed - HP x7

14 - Wander - Unharmed - HP x5

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

As before I'm not making a post out of "they get closer". Grim's up.

Posted

Grim's gonna try to combine All-Out Attack, Move-By Action and Takedown Attack on a pack of Screamers, throwing in the full +5 for -5.

Claws: 1d20+17=26

DC 25 Toughness check, ya little goobers!

Posted

Mark Inspires as a full-round Action.

That's +5 to Phalanx, Wander, Geckoman, Hellion, and let's say Fulcrum and Sparksmith, if they can hear him? Sure, why not.

He surges for another standard action, switches his array, and drops a

Blast 12 Selective Burst Area on every Grue he can see, whether in the air or in the sky. With the Progression he's got, it shouldn't be too tough for hit the entire area and more besides. Remember, that's a Selective effect: he isn't hurting any of the heroes.

Posted

Erin is going to start with a fast acrobatic bluff against the Behemoth, trying to catch it flat-footed. Using Skill Mastery, and adding her bonus from Inspire, the DC is 33. That takes up her move action.

For her standard action, she'll be using a five-point Power Attack against the behemoth, with her bat. 1d20+9=20, and since I forgot to tack the +5 inspire onto that, 25. Assuming that hits, it's a DC 34 toughness save.

Spending an HP to surge, she's going to do the same thing again, five point power attack with the bat. Remembering the inspire bonus from the start this time, it's 1d20+14=32. And another DC 34 Toughness save.

Posted

Screamer Toughness save vs Grim claws DC 27 (1d20+3=16) Staggered, Disrupted, Diabled.

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Screamer Toughness save vs Edge ka boom DC 34 (1d20+4=22) Staggered, Disrupted, Disabled. Disabled again, so they're gone.

Stalker Toughness save vs Edge ka boom DC 34 (1d20+12=29) Shaken, Disrupted.

Ravenger Toughness save vs Edge ka boom DC 34 (1d20+14=31) Disrupted.

Behemoths take no damage from the attack.

------

The Behemoth cannot oppose the Feint. Both attacks will hit.

Behemoth 1 Toughness save vs Wander Bat 1 DC 34 (1d20+18=30) Bruised

Behemoth 1 Toughness save vs Wander Bat 2 DC 34 (1d20+17=27) Bruised and Stunned.

26 - Jack of All Blades - Unharmed - HP x5

23 - Behemoth (2) - Unharmed - 480ft away from hospital

23 - Behemoth (1) - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital

22 - Stalkers - Shaken, Disrupted - 440ft away from the hospital

21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14

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, +5 Inspire to 14

17 Ravenger - Disrupted - 480ft from hospital

14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26

14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP

14 - Wander - Unharmed - HP x4, +5 Inspire until 14

12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14

8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14

6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14

Posted

Alright I'm gonna aim for the Behemoth with the Ravengers.

Charge attack Flight 11 should get me there with room to spare, Moving Feint Moving Feint check (1d20+22=32) Full power attack Gives me a +17 to hit (= +10 Melee +10 Inspire x2 -5 power attack) DC 36 toughness. Attack Roll (1d20+17=33)

Alright as Geezer brought up in chat you can't use the charge movement to count for moving feint movement. So I'll drop the charge out making my to hit roll a 31 not 33.

Posted

Behemoth 2 Toughness save vs Phalanx pummel DC 36 (1d20+18=23) Owwie. Stunned and Staggered. I'm going to Fiat that. Have a HP durf.

Behemoth 2 Toughness save vs Phalanx pummel DC 36, GM Fiat reroll (1d20+18=29) Bruised and Stunned.

26 - Jack of All Blades - Unharmed - HP x5

23 - Behemoth 3 - Unharmed - 480ft away from hospital

23 - Behemoth 2 - Bruised, Stunned Until 8 - 480ft away from hospital

23 - Behemoth 1 - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital

22 - Stalkers - Shaken, Disrupted - 440ft away from the hospital

21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14

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, +5 Inspire to 14

17 Ravenger - Disrupted - 480ft from hospital

14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26

14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP

14 - Wander - Unharmed - HP x4, +5 Inspire until 14

8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14

8 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14

6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14

Posted

Ok. SO I'll fly towards them 240 Feet.

I'll drop a Created Object on the Stalkers. Using a similar strategy as durf, I'll go with a Power Attack for 3. Now, I'd normally get a -2 Range Penalty, but I get a +2 from Mass Combat.

Area Attack vs Evil Grue Stalkers: 1d20+17=20 Of COURSE I roll a 3. Oh, and it's selective, so it will only hit Grue...if it hits.

That should be DC28 vs Reflex.

I'll save my HP for later.

Posted

Umm no. You've made several errors.

Dropping a Create Object is limited by PL caps.

General area attacks are bound by PL, with no regard to trade offs.

You cannot power Attack with such an attack.

The +2 you get for Mass Combat is to the DC Modifier, not the attack roll.

Such an attack requires a DC 25 Toughness save, and a DC 20 Reflex save. Saves other than Toughness are passed on 10 + Rank, Toughness is 15 + Rank.

Unlike other AoE effects, which are "save for half damage" Create Object AoE effects are "save for no damage". If they pass the DC 20 Reflex save, they take no damage.

Now knowing all of the above, do you wish to keep this action or would you like a do-over?

Posted

Geez has enlightened me in chat. I'll take the do over.

I'm just gonna blast 'em.

I'll fly out 200 feet and Attack with my blast. With +10 from Inspire, +10 from Attack Bonus. With Autofire :D

Blast Attack vs. Stalkers: 1d20+20=38 I think I maxed out the damage bonus from Autofire :D

So normally DC25. I don't know their defense so I don't know how much autofire to add.

Note: I'll change my IC post to reflect this when I get back.

Posted

Stalker Toughness save vs Sparksmith Blast, DC 30 (1d20+9=20) Disrupted, Shaken, Disabled

26 - Jack of All Blades - Unharmed - HP x5

23 - Behemoth 3 - Unharmed - 480ft away from hospital

23 - Behemoth 2 - Bruised, Stunned Until 8 - 480ft away from hospital

23 - Behemoth 1 - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital

22 - Stalkers - Shaken, Disruptedx2, Disabled - 440ft away from the hospital

21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14

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, +5 Inspire to 14

17 Ravenger - Disrupted - 480ft from hospital

14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26

14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP

14 - Wander - Unharmed - HP x4, +5 Inspire until 14

8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14

8 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14

6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14

EDIT: Might help if I updated the chart.

Posted

You are aware that using Moving Feint is a full round action correct? To attack during the same round you use moving Feint requires you to use Extra Effort.

EDIT: As Darius is going to be gone until Tuesday, we'll just assume Fulcrum acted somehow, even if we don't know how it mechanically worked. We can at least get the mechanical portion of people's turns up. So Gizmo, you're up, but don't post IC until Darius has confirmed OOC.

Posted

Jack could walk all the way over there to the monsters, or he could spend an HP to stunt this:

BFS 8 (Damage, Power Feats: Progression 3 [Area], Extras: Secondary Effect, Selective, Targeted Area [Cone], Flaws: Action [Full Action]) [27PP]

That's an 800' sword, people, cutting a swath 800' wind at the furthest edge. And you better believe he's gonna Power Attack with that sucker.

BFS Power Attack 5. (1d20+13=17) Ugh.

BFS Power Attack 5 reroll. (1d20.minroll(11) +13=26) Better!

That's DC 28 against basically everything, with the secondary effect next round.

Posted

Well I only noticed now that Darius has already been gone a week, so we're going to soldier on without him for the time being. I'm going under the assumption that Darius is fine with using a Surge to accomplish the previous action.

Behemoth 3 Toughness save vs Fulcrum Attack DC 34 (1d20+18=38) Nada.

------

Behemoth 2 Toughness vs JoAB BFS DC 28 (1d20+17=24) Bruised

Behemoth 1 Toughness vs JoAB BFS DC 28 (1d20+16=22) Bruised and Stunned.

Behemoth 3 is on the other side of the hospital and therefore not in the area.

Stalker Toughness vs JoAB BFS DC 28 (1d20+8=25) Disrupted.

Ravenger Toughness vs JoAB BFS DC 28 (1d20+13=22) Disrupted, Shaken

-----

Behemoth 3 Attack vs Fulcrum, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=23)

GM Fiat to get rid of stun for 2 and 1

Behemoth 2 Attack vs Phalanx, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=28)

Behemoth 1 Attack vs Wander, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=14)

If the attacks hit, and stun you, they will be doing knockback, knocking you back into the hospital, and possibly through it.

Stalkers regen a distrupted.

26 - Jack of All Blades - Unharmed - HP x4

23 - Behemoth 3 - Unharmed - 480ft away from hospital

23 - Behemoth 2 - Bruised x2, Stunned Until 8 - 480ft away from hospital

23 - Behemoth 1 - Bruised x3, Stunned until 14 (Wander) - 480ft away from hospital

22 - Stalkers - Shaken, Disruptedx2, Disabled - 440ft away from the hospital

21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 14

20 - Colt - Unharmed - HP x8 - Will be fatigued at the start of turn unless he spends a HP

20 - Hellion - Unharmed - HP x3, +5 Inspire to 14

17 Ravenger - Disruptedx2, Shaken - 480ft from hospital

14 - Grimlakin - Unharmed - HP x5 -

14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP

14 - Wander - Unharmed - HP x5, +5 Inspire until 14

8 - Phalanx - Bruised x1 - HP x6 - +5 Inspire to 14

8 - Sparksmith - Unharmed - HP x1 - +5 Inspire to 14

6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire to 14, will be fatigued at Start of turn unless she spends a HP

Posted

PITCHOOOOOOOOOO!

Move action: fly at the Ravengers.

Standard action: Evasive maneuvers, using One Hand on the Wheel, for a total of -7 to my Pilot-derived AC. Defence 19 using skill mastery.

One Hand On The Wheel: I feel... inspired... to shoot Ravengers. PITCHOO!!! (1d20+13=21) That's DC 25, +1 per 2 over their Defence. So probably not too high with only 21 :(

Posted

I used extra effort to grab this earlier, so it's still kicking around.

The saves for that would be DC 24/Reflex then DC 29/Toughness

Colt

Hero Point Spend on to nix fatigue. 7 remaining.

Standard Action Use above Blast 14 power on the largest crowd of enemies. 3 ammo left

Extra Effort: Standard Action Surge

Standard Action: Use above Blast 14 power on the largest crowd of enemies. 2 ammo left

Move Action: Stealth to keep out of sight on the top of the building. Automatic DC 22 with Skill Mastery

tell me if this works or not and I'll make an IC post.


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