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Die Me, Dichotomy [OOC]


Dr Archeville

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Let's say there's 10 [redacted] in all, 6 bunched at Chevalier and 4 roughly halfway between the cave mouth and the rest. And all are close enough for Valk to hit them.

Reflex saves, DC 20 (1d20+6=20, 1d20+6=22, 1d20+6=19, 1d20+6=23, 1d20+6=13, 1d20+6=14, 1d20+6=12, 1d20+6=9, 1d20+6=11, 1d20+6=11)

#1, 2, and 4 make it.

DC 20 Toughness save for #1, 2, and 4; DC 25 Toughness save for the rest. They can't make that, and since they're Minions they automatically take the worst option.

Toughness save, DC 20 (1d20=2, 1d20=13, 1d20=5)

Also fails, and, being Minions, they take the worst option.

And being Constructs, the nonlethal damage is converted to lethal, and that means they're dead.

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Can I stunt some sort of glowing light power off the Orb? Possibly use some of the points from Impervious Toughness or Teleport? She's done Healing before, this shouldn't be too much of a jump.

Or I could use some of her left over points for something like Infravision or something. Kinda Deus Ex, but I don't think it's gonna matter too much for too much longer.

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Right, let's get on with this!

GM Fiat to have Evil!Archeville succeed at his attempt to trick Valkyrie into turning around, leaving her flat-footed against his attack. Have an HP!

Blast 13, +2 Sneak Attack; All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage). DC 35 Toughness if it hits. (1d20+15=33) Blast is Incurable Gamma radiation, and this is Lethal.

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Bruised + Injured + Stunned.

I know Kenson's suggested the extra damage from Sneak Attack doesn't add to knockback, but I cannot recall if the extra damage from Power Attack would. I'll say it does.

Actually, looking back over the KB rues, I'm reminded of a RefCave discussion we'd been having on KBack, and ways to make it better (since, as written, it's actually near-impossible to knock someone through a even a standard house or shop wall).

So I'll say this attack has/does no Knockback, so I don't have to deal with it! :)

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Huzzah! That means I have to stand next to him! :( Huzzah that means I get to stand next to him! :D

I will in fact clear the stun. It's just way too debilitating in 1v1 fights.

Okay, so I think I'll return the favor with my hammer and such. Valkyrie really only knows one way to fight, All out Attack / Power Attack 5!

AoA5/PA5 DC 32 TOU, then DC 25 FORT on hit (1d20+9=11) Yea, so going to re-roll that.

AoA5/PA5 DC 32 TOU, then DC 25 FORT on hit (1d20+9=25) Much better. I am tempted to say that I would like to knock him back, should he fail. However, if you just don't want to deal with it for the thread that's fine too.

Valkyrie just spent 2 HP. She has two remaining. I am considering a surge depending on the results of that attack. Let's just say that if he is stunned by it, I will surge. If not, then I will not.

"Come on, I want you to do it, I want you to do it. Come on, hit me. *Hit me!*"

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I hadn't pictured her as standing right next to him, more like 10 feet away. But, I didn't specify, so we'll go with what you wrote.

Toughness save, DC 32; Fort save, DC 25 (1d20+16=27, 1d20+11=17)

Tough fails by 5 = Bruise + Stun. Fort fails by 8 = Paralyzed & Helpless.

And since you bought her Paralyze to Sustained, it'll be one full minute before he gets to try another save.

(We really need to be more restrictive about combos like that)

GM Fiat to shake off stun; have an HP.

GM Fiat to re-roll Fort save on Paralysis; have another HP.

Fort save, DC 25; re-roll (1d20+11=28) passes!

So, "Chevalier" takes one bruise, and resists/shakes off everything else.

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I hadn't pictured her as standing right next to him, more like 10 feet away. But, I didn't specify, so we'll go with what you wrote.

Technically, I didn't even write anything yet. I've got enough movement powers to make it ten feet, I think. Besides, it's cooler if I actively get up in his grill rather than starting there.

I'll throw up my IC post, and then you can make with the beating me in the face. Valkyrie is back at 4HP.

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Free Action: Draw Smoke Pellet (Obscure Visual & Olfactory) from Utility Belt

Move Action: Fly back to edge of room, approximately 30 feet away.

Standard Action: Using smoke pellet, filling a 25-ft. radius area (the entire chamber) with thick, garlic-scented whitish-yellow smoke. It's Independent & has Total Fade, so (unless countered) will remain for 12 rounds.

Free Action: Extra Effort to SURGE for another action

Standard Action: Shooting! In the Face! At the obscured and thus susceptible-to-surprise-attack Valkyrie! With an X-Ray Laser!

Blast 13, +2 Sneak Attack; All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage) vs. Valkyrie (Defense 14). DC 35 Toughness if it hits (1d20+15=17)

Valk: Bruised, Injured -- 4 HP

Chevalier/Evil!Dok: Bruised, fatigued

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Actually, she's

Bruised x2, Injured x2, Staggered, Disabled, Stunned; 4 HP

Due to the Bruise + Injury she got from the opening Blast.

Round 2

Free Action: Switch to Enhanced Str/Super-Str Mode

Reaction: GM Fiat to gain Improved Grab; Valk gets an HP

Standard Action: Charge Valkyrie; doing no damage with the unarmed strike, but am starting a Grapple

Attack vs. Valkyrie (stunned, Defense 12) to initiate grapple; All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage) (1d20+15=33)

(Why no damage? Because any damage done to a Staggered person renders them Unconscious, and he doesn't want her losing consciousness. )

I forgot fatigue penalties, so -1 on that attack; I also forgot +2 attack from Charging. So, 34, not 33.

(Hey, his Defense is only 19 now!)

Grapple check (1d20+39=58) :shock:

Again, I forgot the -1 attack & -1 Str mod from fatigue, so that's only a 56.

She cannot beat that; since that also beats what she can get by 5+, she is bound & helpless.

She may be able to beat this:

Move Action: Attempt to fly out with his captive.

If you try to move while grappling a foe, you must drag them along with you. Roll an opposed Strength check against your grappled foe. If you succeed, you move, and your foe moves along with you. If you fail, then you cannot move unless you release your foe. You must be strong enough to at least push or drag your foe, and normal movement penalties for encumbrance apply.

I'll say Super-Str does apply to this, since Super-Str applies to the Grapple check.

Str/Super-Str check (+12 Str, +5 Super-Str); includes -1 Str mod from fatigue (1d20+16=33)

Gah, forgetting thing again: the Super-Str 2 Evil!Deep One!Dok has on his own. So that's a 35 total.

If she does not beat that, he's carrying her off and up. Her 180 lb. frame is not even a light load for his effective Str of 69, so he does not suffer a reduction in speed when flying up with her. He can move up to 2500 feet with her, enough to get out of the cave and up ~2,000 feet into the sky. (And you can guess what'll be coming next, as it is something I PMed you when we were planning this.)

If she does beat, they stay in the stinky, cloudy cave.

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It's a Str check I needed, not a Grapple check. So that'd be a 27 total for her, not enough to resist.

Wait -- she's stunned! No actions = no opposed Grapple checks, or opposed Str checks!

(Well, technically she can make reaction checks, but resisting being dragged seems like something she'd need to actively/consciously resist. And she failed the check anyway.)

I'll let you keep that roll.

Remember her damage conditions

Disabled: take one standard or move action per round; doing anything strenuous (including moving all out or attacking) moves you to dying.

Injury x2: -2 penalty on all further lethal damage saves

Staggered: take one standard or move action per round; suffer any further damage moves you to unconscious

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Actually scratch that last bit. Can I stunt off the hammer to have odin strike us both with lightning?

Strike 11 + paralyze 11 - feedback (or whatever) + sustained duration on paralyze only =~33pp? Add in enough accurate to bring me up to caps? I have 48 points to play with.

I have to go train some users. We'll talk later :)

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You can, sure, though I would like you to actually stat that out. The Side-Effect Flaw is what you're looking for.

Though Side-Effect has three things to keep in mind:

1) Side-Effect occurs if you miss with the attack; if you want the Side-Effect to always occur, take the flaw twice.

2) The value of the Side-Effect should roughly equal the value of the power it's a side-effect of, without the discount of the Side-Effect flaw. (Ex.: Blast 10 w/ Side-Effect should have a Side-Effect that costs 20pp)

3) The Side-Effect always hits, so you can't spend some of those points by buying the Range up.

Alternatively, use a Ranged Area effect, hitting Chevalier with; she'd be caught in the effect and subject to it.

Alternatively alternatively, an Aura.

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Yea I was on my phone when I posted that.

Ranged area effect might be simpler. I was looking to basically replicated the Hammer's powers in a large lightning bolt that hits both of us.

Blast 11 (Extras: Area/Line [+1], linked: Paralyze [+0]; Flaws: Unreliable 50/50 [-1]; PF: Indirect 3 [able to be directed toward her from behind her target]) [25pp]

Paralyze 11 (Extras: Area/Line[+1]; Flaws: Unreliable 50/50 [-1]) [22pp]

That uses 47/48pp. Would that be acceptable? If not, do you have other suggestions?

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Power Stunt. 4HP.

Blast 11 (Extras: Area/Line [+1], linked: Paralyze [+0]; Flaws: Unreliable 50/50 [-1]; PF: Indirect 3 [able to be directed toward her from behind her target], Tiring [-1]) [14pp]

Paralyze 11 (Extras: Area/Line[+1], Range/Ranged, Alternate Save [Fortitude, +0]; Flaws: Tiring [-1]) [33pp]

It's tiring. She's now fatigued. Clear it with an HP. 3HP.

Unreliable Flaw 11+ passes. (1d20=13) Yay.

It hits both of them in epic fashion.

She's helpless, and can't make reflex saves.

DC 26 TOU (1d20+10=21) Bruised and Stunned again. Clear the Stun. 2 HP.

FORT DC 21 (1d20+8=15) Reroll, "because she should be awake for this". 1HP.

FORT DC 21 (1d20+8=19) Fail by 2. Paralyzed.

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