Raveled Posted November 10, 2010 Posted November 10, 2010 Clad is going full All-Out Attack and +3 to Power Attack. So Def drops to +2, Att is +9, and Dam on the Blast is +12. Speaking of which, attack roll! 1d20+12=14 :cry: I'm definitely using a HP to reroll that. Reroll! 1d20+12=23 Gaaaaaaaah. Still, Toughness DC 27 if it hits.
Geez3r Posted November 10, 2010 Posted November 10, 2010 Initiative Check (1d20+22=36) Free Action: Allocate Super-Speed Power Reserve to Speed 10/ Quickness 10 Move Action: Run as many civilians out of the area as possible; can cover a total of a little less than 20 miles, as I still need a token amount of movement. Standard Action: Punch in the face. Attack Roll w/ Autofire Speed Punch, Power Attack 5, DC 28 + Autofire 1:1, max +4 (1d20+13=16) Or at least try too.
Shockwasp Posted November 11, 2010 Author Posted November 11, 2010 Toughness Roll, DC 27: 1d20+12=15 GM Fiat! +1 HP to Ironclad! Toughness Reroll, DC 27: 1d20+12=26 Failed by 1. Wrecking-Ball is Bruised! Wreck Initiative: 1d20+0= 6 I'm going to assume that Ironclad rolled a 10 on initiative, but I'd like a roll for next round. Standard Action: Wreck's Blast 13, at Ironclad: 1d20+7=13 Toughness DC 28, with Knockback 5! Move Action: Reload Blast.
Geez3r Posted November 11, 2010 Posted November 11, 2010 Actually, you just give a HP to whoever's roll you're Faiting for. So Dynamo doesn't get a HP for the reroll on the Toughness because his attack didn't provoke a save. In addition, neither Dynamo nor IronClad attacked from surprise, in fact they announced their presence before attacking, so Wrecking Ball wouldn't have been flat footed. Unless there's some other flaw at work here that I'm unaware of.
Raveled Posted November 11, 2010 Posted November 11, 2010 Clad's Toughness 1d20+9=18] Well, I knew I was gonna burn a HP on that, anyway. HP re-roll. 1d20+9=14 So, total of 24. Clad's just Bruised! .. Not sure how to work the Knockback. Geez, some help? And Ini. 1d20+3=17] Woot.
Geez3r Posted November 11, 2010 Posted November 11, 2010 You're not knocked back unless you get Stunned by an attack.
Shockwasp Posted November 11, 2010 Author Posted November 11, 2010 Initiative/Status 36 Dynamo 17 Ironclad (Bruised [-1]) 6 Wrecking-Ball (Bruised [-1])
Geez3r Posted November 11, 2010 Posted November 11, 2010 Free Action: Switch UD Array to Blast 16. Move Action: Run around, just for ha's. Standard action: Lighting Bolt Attack Roll, DC 31 Toughness on a hit (1d20+10=17) Probably a miss.
Raveled Posted November 12, 2010 Posted November 12, 2010 Free Action: Switch Weapon Array to Disruptor Field. Move Action: Land next to Wrecking Ball. Standard Action: Attack. Clad's Attack. 1d20+7=27] Hahaha! Auto-hit and crit! Nice first Strike with the new power! DC 29 Toughness from the Strike, and DC 29 Fortitude for Drain Toughness.
Shockwasp Posted November 12, 2010 Author Posted November 12, 2010 Toughness Save DC 29 1d20+11=30 Made it! Fortitude Save DC 29 1d20+7=17 Failed! With half-immunity to Fortitude, Toughness decreased by 4! Standard Action: Grapple attempt vs Ironclad, using full All-Out Attack! Attack roll! 1d20+11=26! Hit! Grapple check, opposed roll! 1d20+26=39 Grapple check, Ironclad. Roll to beat is 39! Failed by more than five! Ironclad is bound!
Shockwasp Posted November 12, 2010 Author Posted November 12, 2010 Initiative/Status 36 Dynamo 17 Ironclad (Bruised [-1], Bound) 6 Wrecking-Ball (Bruised [-1], Toughness Drained [-4], Grappling, All-Out Attack [+/-5])
Geez3r Posted November 12, 2010 Posted November 12, 2010 Alright. Gloves are coming off now. Free Action: Allocate Full Points to Speed, now Rank 18 Free Action: Switch back to Vibro Punch. Move: Close to melee range; really, really quickly Standard: Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4) (1d20+13=26) So that'll be a DC 32 save if they have less than a 22 Defense (or +12). Extra Effort to SURGE: Standard: MOAR Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4) (1d20+13=14) BOO! HP to reroll MOAR Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4), HP reroll (1d20+13=29) better. So that's 2 DC 32 Toughness saves for Mr. Wrecking Ball. EDIT: Also, totally doing knockback, because no matter how far he flies, with max speed, Dynamo can catch back up to him and be there to pummel him.
Shockwasp Posted November 12, 2010 Author Posted November 12, 2010 DC 32 Toughness save: 19+7=26 Failed by 6! Wrecking-Ball is stunned, bruised, and knocked back five feet! Dynamo catches up, surges, and hits him again! DC 32 Toughness save! 1d20+6=9 Wrecking-Ball is KOed!
Raveled Posted November 14, 2010 Posted November 14, 2010 Clad is taking 20 on a Notice check, which she can as a Free Action. Result of 27.
Shockwasp Posted November 19, 2010 Author Posted November 19, 2010 Alright, so, I've left out a couple hooks in these last few posts. If either of you want to bite, I'd be happy to continue the thread.
Raveled Posted November 19, 2010 Posted November 19, 2010 Going over the area, taking 10 to do so. By the rules in the book (pg 53) it should take 1 hour to Search an area 100 ft in radius. If the cops want to help, they can use Aid Another to boost Clad's ability. If her mental Quickness comes into play, the elapsed time is 36 minutes instead of an hour. Search check of 15 to find clues.
Geez3r Posted November 20, 2010 Posted November 20, 2010 Searching the city takes 1 day, which at rank 18 Quickness drops to 0.0864 seconds and taking a 20 on that takes 1.728 seconds, which can be performed in a round. Dynamo will case the city looking for clues, taking a 20 on Search and Notice checks, for a 23 and 37 respectively.
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