Sandman XI Posted September 29, 2010 Posted September 29, 2010 Momentum, Dyne and Wesley Knight deal with the little nippers!
tryrar Posted September 29, 2010 Posted September 29, 2010 welp, for reference here's my initiative: Edit: forgot nightmares (1d20=20) roll
rpgronin Posted September 29, 2010 Posted September 29, 2010 Just got home from work. Will post here in a little bit for Momentum. Pre-Emptive Initiative = 19 EDIT: Excuse my belated post. Breakdown for round-action (if we're now considered "in-combat") will be at the bottom, but I've got a question: what's the current date in Dinosaur-filled Riverside-ville? >.> Round Breakdown: Full-Round Action: Refocus to bump up to Initiative 28, so that next round (again, assuming we're counting "rounds" at this point), Momentum'll be able to power stunt Quickness 20 and change into his Costume and enter the fray next round.
Sandman XI Posted September 29, 2010 Author Posted September 29, 2010 Wesley: Inititative (1d20+2=7) purple dinosaurs: Inititative (1d20+7=17) Roll call Momentum 19 dinos 17 Dyne 9 Wesley 7
rpgronin Posted September 29, 2010 Posted September 29, 2010 Round Breakdown: Move Action: Approach Wesley Standard Action: Aid Action (DC 10) to grant Wesley +5 Defense (Aid + Teamwork 3) against Dinosaurs.
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 First two on Wesley, second two on Momentum (1d20+7=11, 1d20+7=19, 1d20+7=21, 1d20+7=22) if any of those hit, give me a DC 22 Toughness save
rpgronin Posted September 30, 2010 Posted September 30, 2010 Saves: Toughness Save 1 = 26, Toughness Save 2 = 21 Status: Bruised (1)
tryrar Posted September 30, 2010 Posted September 30, 2010 Ok, my turn?: So: Standard action: attack with Graviton Eruption. That's a targeted area shapeable blast, DC 27 if it hits, but I'm pretty sure that's a complete whiff, so: Free action: Burn hero point for a reroll: attack reroll Ok, so that's a 10 to my roll,(if I got the rules correct), meaning a total of 19. Oh, and I'm pretty sure I have enough progression on the area to hit every dino, but if not, pick the largest cluster
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 DC 27 Toughness saves (1d20+7=9, 1d20+7=24, 1d20+7=17, 1d20+7=14, 1d20+7=12, 1d20+7=24, 1d20+7=14, 1d20+7=12, 1d20+7=23, 1d20+7=27, 1d20+7=22, 1d20+7=12) BUT WAIT! We all get a hero point because... (wait and see :twisted:)
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 The tale of the tape. They're all tough minions (can't believe I forgot to say that before!). Also, they've been... modified a bit :twisted: DC 22 Fort Save versus Fatigue (1d20+10=20) So, at the top of the round we have Momentum - Bruised Dinos 1 - Fatigued (-2 Str, -2 Dex, -1 attack, -1 defense, cannot move all out) 2 3 4 5 6 7 8 9 10 11 12 Dyne - Unharmed Wesley - Unharmed
rpgronin Posted September 30, 2010 Posted September 30, 2010 Round Breakdown: Move Action: Move 30' to find a bush or large tree or something to hide behind. Free Action: Using Extra Effort to Power Stunt "Quickness 20 (Limited: Physical Tasks Only [-1])" off of Momentum's Speed, so that he can change costumes as a Free Action. Also giving up that second Hero Point of Momentum's to counter-act Fatigue for the next round preemptively. Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’/Round) to re-enter within line of sight and sixty feet from the herd of Jurassic entities.
tryrar Posted September 30, 2010 Posted September 30, 2010 Notice check for noticing the kid went into a bush, and Momentum Came out! http://invisiblecastle.com/roller/view/2706968/
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 Dyne: DC 25 Toughness if one hits, 27 if 2 hits, 29 if 3 hits, 31 if 4 hits (1d20+10=16, 1d20+10=11, 1d20+10=23, 1d20+10=23) Wesley: DC 25 Toughness if one hits, 27 if 2 hits, 29 if 3 hits, 31 if 4 hits (1d20+10=11, 1d20+10=26, 1d20+10=29, 1d20+10=29) Everyone: DC 20 Reflex save, DC 20 Fort Save if it fails
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 DC 29 Toughness, DC 20 Reflex, DC 20 Fort Save if needed (1d20+16=28, 1d20+10=12, 1d20+16=27) One Injury/Bruise, Not deafened
rpgronin Posted September 30, 2010 Posted September 30, 2010 Save Breakdown: DC 20 Reflex Save = 13 DC 20 Fortitude Save = 16 - Deafened.
tryrar Posted September 30, 2010 Posted September 30, 2010 tough save: http://invisiblecastle.com/roller/view/2707050/ (accidentally mislabed, but math is correct) hrm, that should be a bruise at the most Evasion 2: Half effect on failed reflex: Reflex: http://invisiblecastle.com/roller/view/2707052/ Fort: http://invisiblecastle.com/roller/view/2707077/ So, I'm half-whatever on whatever that was. Dyne's now officially pissed. Power-Attacking GE for full 5: http://invisiblecastle.com/roller/view/2707081/ Edit: informed that even targeted area attacks can't crit, so i'll save the hero point
Sandman XI Posted September 30, 2010 Author Posted September 30, 2010 Toughness DC 32 Toughness Saves (1d20+10=25, 1d20+10=20, 1d20+10=15, 1d20+10=11, 1d20+10=19, 1d20+10=22, 1d20+10=11, 1d20+10=20, 1d20+10=23, 1d20+10=12, 1d20+10=14, 1d20+10=14) :(
tryrar Posted October 1, 2010 Posted October 1, 2010 diplomacy roll to convince her to give up: http://invisiblecastle.com/roller/view/2707378/
tryrar Posted October 1, 2010 Posted October 1, 2010 Extra effort to stunt two comm links off my mass sense, burning HP to gain beginner's luck, then burning another HP to gain bluff for the duration (which I'm pretty sure I desperately need )
tryrar Posted October 2, 2010 Posted October 2, 2010 Preemptive initative for when and if we get into a fight with the chick http://invisiblecastle.com/roller/view/2708761/ Edit: Also bluff to lie about my name(just so I have a reason to actually have burned those hero points ) http://invisiblecastle.com/roller/view/2708774/
Sandman XI Posted October 2, 2010 Author Posted October 2, 2010 Wesley and Dyne get HP for the setback of being insta-grappled! Wesley: Initiative (1d20+2=21) Black: Initiative (1d20+12=21)
rpgronin Posted October 2, 2010 Posted October 2, 2010 Initiative = 17 Round Breakdown: Move Action: Bluff to Trick "Black" into making an obviously bad choice, wholly switching all of her attention to Momentum. He doesn't take the -5 penalty to Bluff to perform Trick as a Move Action due to his feat, "Challenge (Fast Bluff Trick)." Bluff = 11/16 Hero Point: Re-Rolling Bluff Check. Bluff = 21 Standard Action: Total Defense; Bumps Momentum's Defense to 19 (10 + 5 Defense + 4 Total Defense)
Sandman XI Posted October 2, 2010 Author Posted October 2, 2010 Swinging the heroes at the hero! (1d20+10=23) You just got SLAM'D! DC 20 Toughness
rpgronin Posted October 2, 2010 Posted October 2, 2010 And, of course, Momentum doesn't save. He never saves!
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