Supercape Posted September 30, 2010 Posted September 30, 2010 Goodo, that clears things up. In which case... Free Action: Speaking / Yelling Move Action: None (Hovering!) Standard Action: For this round, a straightforward Perception Range Rad Blast. Lets make it a nice shade of blue! However, I do have a broader plan in mind as per IC!
Carces Posted September 30, 2010 Author Posted September 30, 2010 Standard Action: Aid Action to lend Cannonade +5 to Attack (Aid + Teamwork 3) since Momentum has to act before him (and thus, can't know what to give him :|) That would be silly. Discussion, including IC discussion, can occur on anyone's turn as far as I'm concerned. As long as no in-game benefit occurs (i.e. using a speech power that would normally be a standard action), and as long as its not extremely abused (i.e. read War and Peace to each other between turns), I very much encourage IC planning, discussion, and witty banter. As for Supercape's plan, I'm thinking I'll probably make it a Combined area attack starting at Damage +10. with a reflex save = the damage save. If that sounds like something you want to pull off, Supercape, by all means organize the troops.
tryrar Posted September 30, 2010 Posted September 30, 2010 heh, I could probably help with the "collapsing the building thing", since my gravity control has an area of 1000 feet... Edit: ok, so in case we go with that, I'm gonna yelll for Cannonade to find and weaken some supports, Momentum toescort cannonade out of there, then the gravity is gonna get a little HEAVY, which breaks down like this: Free action: Instruct troops Standard action: Ready until the others get clear, then activate Gravity Control on the building, putting heavy load on it If we're doing something different, Dyne will just blast him with his gravity blast
Carces Posted October 1, 2010 Author Posted October 1, 2010 If you're doing it, you'd be doing it next round when everyone has a turn again. It works better for everybody anyway - that way, people have a move action to escape. :)
tryrar Posted October 1, 2010 Posted October 1, 2010 Fair enough, then Dyne will Delay until he knows if everyone's onboard with the plan
Supercape Posted October 1, 2010 Posted October 1, 2010 The additional benefit of collapsing a building on Mr. Flames is (hopefully) no oxygen to fuel his fire. Of course collapsing a building is not an exact science, but its a pretty common problem to run out of the sweet 02 in such circumstances. And then, of course, we can pump water into the debris... Damage is always a bonus!
Carces Posted October 1, 2010 Author Posted October 1, 2010 The additional benefit of collapsing a building on Mr. Flames is (hopefully) no oxygen to fuel his fire. Of course collapsing a building is not an exact science, but its a pretty common problem to run out of the sweet 02 in such circumstances. And then, of course, we can pump water into the debris... Damage is always a bonus! The damage is how I'm calculating whether he gets snuffed or not. If the roll indicates he's beaten, he's snuffed. If not, he alights anew! IC post to come soon. Remember - if you want to do this, say so and reserve your move action for getting away from the building. Keep in mind, if someone is not on board for this AND they're in the building, then collapsing the building is an unheroic act.
rpgronin Posted October 1, 2010 Posted October 1, 2010 Momentum doesn't really have the insight necessary to attempt and dissuade the other 'heroes from leveling the building to fight one bad guy, so I don't think I can really have him object. That being the case, he's essentially operating off of Cannonade's initiative so I'll ultimately have Momentum leave it up to him. I think he's pretty sold on the idea that he can't take the elemental alone, so he'll default to the newly forged group's decision :P
Carces Posted October 2, 2010 Author Posted October 2, 2010 Looks like you'll need to make a DC 26 toughness save, Cannonade. If things get too hot, don't forget about your new hero point. 2 successful injuries on the elemental! He'd be stunned if he wasn't immune to being stunned. You've got him on the ropes!
trollthumper Posted October 3, 2010 Posted October 3, 2010 Okay, I'm at -1 to TOU for being bruised... and that's a 23. So I take another Bruised condition, but at least I'm not stunned.
rpgronin Posted October 3, 2010 Posted October 3, 2010 Since it looks like everyone else has gone, I suspect that puts Momentum at the top of the initiative again. He'll pursue the aforementioned previous course of action that I so newbishly posted out of order previously, I suppose :P
Carces Posted October 3, 2010 Author Posted October 3, 2010 Alrighty. That's a +5 to hit to Cannonade's to-hit when he goes next. Keep in mind, folks, that this means Momentum is still in the building and isn't coming out this turn. If you collapse the building, you'll do serious damage to your comrade!
Carces Posted October 5, 2010 Author Posted October 5, 2010 Confused? You guys'll need to reconfirm your actions, as Momentum is still in the building. Turns left this round: Cannonade Supercape Dyne
tryrar Posted October 5, 2010 Posted October 5, 2010 Well, since it looks like Momentum screwed it up, Dyne will just attack when it gets to be his turn. Can I get a confirmation on just how weakened the building has gotten(specifically the roof)?
trollthumper Posted October 5, 2010 Posted October 5, 2010 As Momentum's still in the building -- as is Cannonade -- Cannonade's just going to pick up another piece of masonry and beat down on the elemental. That's a 21 to hit before I applied the +5 to-hit bonus, so that'll make it a 26. Elemental needs to make a DC22 Toughness save.
tryrar Posted October 6, 2010 Posted October 6, 2010 Seeing how I'm probably not winning grapples with this idiot, Dyne will assault him with his Graviton Wave Graviton Wave attack roll (1d20+6=23) That's a DC 29 single-target attack, and with Precise on my array, any shooting into melee penalties go away(unless he's an elusive target, which in that case the attack only has -4 instead of -8)
Carces Posted October 7, 2010 Author Posted October 7, 2010 If you missed it in chat, the building is still salvageable - particularly with the help of Doctor Metropolis. I'll let Cannonade know if that changes. 24 is a save versus Cannonade's attack 22 indicates Dyne inflicts another wound. He would be stunned as well, if he wasn't immune. 3 bruises made so far! The Fire Elemental Barely misses Dyne. Close call! I'm assuming Supercape is still having Internet problems. Feel free to post an action when you get a chance, Supercape. In the meantime, his character won't be part of the action until he comes back, with the exception of bringing down the building, if you guys still want to do that. New Round Actions left: Momentum Cannonade Dyne (Supercape, when he comes back.)
Supercape Posted October 7, 2010 Posted October 7, 2010 I'm back! Sorry, got lost with initiative etc. When 'cape gets back I think he will try a regular old radiation blast on Flamehead. I am not sure if the new PL11 'Cape is in play at this point, or the old PL10 one... not that I have the stats for the old Pl10 one I am afraid. In any case, nothing to exciting, a perception range zip zap radiation blast DC 25 If using the upgrade this now has Extra: Secondary Effect "Afterglow", so it will kick in again on supercapes next turn.
rpgronin Posted October 7, 2010 Posted October 7, 2010 Round Breakdown Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000' per Round) to start zipping around the sixth floor before moving into melee with the Flaming Bad Guy Standard Action: Using Momentum's Move-By Action, he'll make an All-Out (+2 Attack/-2 Defense) Aid Action against the Flaming Bad Guy to give Cannonade another +5 to hit via Teamwork 3. Move Action (Cont'd): Finishing Momentum's Move-By Action by having him use his Speed 10 (10,000 MPH/100,000' per Round) to get down to a lower floor where he'll be at least marginally safer from the Fire-Whatever.
Carces Posted October 7, 2010 Author Posted October 7, 2010 I'm back! Sorry, got lost with initiative etc. When 'cape gets back I think he will try a regular old radiation blast on Flamehead. I am not sure if the new PL11 'Cape is in play at this point, or the old PL10 one... not that I have the stats for the old Pl10 one I am afraid. In any case, nothing to exciting, a perception range zip zap radiation blast DC 25 If using the upgrade this now has Extra: Secondary Effect "Afterglow", so it will kick in again on supercapes next turn. You can use upgraded characters as you get 'em. I'm not too concerned about PL continuity unless its something the players would deem particularly important. I assume "Afterglow" is just a repeat of the same attack at the same DC? A save of 24 means that the elemental takes another beating! That's 4 total! Turns left this round: Dyne Cannonade
tryrar Posted October 7, 2010 Posted October 7, 2010 Well, I'll smack him with another Graviton Wave Graviton Wave (1d20+6=21) DC 29 to save And I'll surge to do it again!(I need to use those hero points, after all!) Graviton Wave 2 (1d20+6=25) That is So Close to a crit, i'll burn a hero point for temp improved critical(and the other for removing fatigue, if neccessary, though I might just eat the fatigue if he's close to going down)
trollthumper Posted October 8, 2010 Posted October 8, 2010 I'm guessing any Area attacks I unleash would have bad repercussions for the others, so I guess it's another round of picking up a desk and hitting the elemental with it. That's a 16, which becomes a 21 with Teamwork. If it hits, that's another DC 22 Toughness save for the elemental.
Carces Posted October 8, 2010 Author Posted October 8, 2010 Dyne's first attack is another point of damage. Dyne's critical hit is a beaten Fire Elemental! For thee curious, Cannonade's attack would have been another injury. Post to follow. Edit: Actually, I'd rather not double post. Can you guys throw up an IC description of your attacks? If you'd like to include the elemental's defeat in your posts, feel free. The defeat was a team effort.
trollthumper Posted October 9, 2010 Posted October 9, 2010 Okay, Surging to once more acquire the Super-Breath Power Feat on my Super-Strength array, taking a deep breath, and letting rip. ...and that's a 9. Okay, screw that, I'm spending a Hero Point. And that's a 25. Woot. So, any fires with a damage bonus of +15 or less are wiped out.
tryrar Posted October 9, 2010 Posted October 9, 2010 Notice Check (1d20+10=13) for any large roof-top water towers, or anything that could be re-purposed to carry water from the river.
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