Avenger Assembled Posted December 10, 2010 Posted December 10, 2010 The OOC thread for the Atlantean vampire thread.
Supercape Posted December 10, 2010 Posted December 10, 2010 1d20=8 for Supercape's Initiative (whenever it kicks in).
Fox Posted December 10, 2010 Posted December 10, 2010 Initiative Roll (1d20 + 0=9) Go forth, with the speed of...uh...a rock.
Electra Posted December 10, 2010 Posted December 10, 2010 Augh! I hate you, Invisible Castle! Die in deadly death. Erin goes on 15.
Avenger Assembled Posted December 10, 2010 Author Posted December 10, 2010 Midnight: 19 Vampire Squidlings: 16 Wander: 15 Vampire Squid: 13 Fusion: 9 Gaian Knight: 9 Supercape: 8 Nereid is too badly hurt to take actions.
Gizmo Posted December 10, 2010 Posted December 10, 2010 Gadgets! Damage 14 (Power Feats: Mighty, Thrown, Extras: Linked to Stun, Flaws: Action [Full Round]) [9PP] Stun 11 (Power Feats: Improved Critical, Thrown, Extras: Linked to Damage, Flaws: Action [Full Round], Daze Only) [6PP] Taser Harpoon Power Attack 5. (1d20+4=7) Reroll. Taser Harpoon Power Attack 5 reroll. (1d20+4=17) DC 37 Toughness Save, DC 26 Fort Save.
Avenger Assembled Posted December 10, 2010 Author Posted December 10, 2010 The monster rolled a 31 (sorry, I should have posted last night). Since she's already stunned, I won't bother with the Fort save vs. the Daze. (he said, looking round shiftily) The baby monsters are up; there are 250 of them. Group 1 (w/20) drops near Midnight and Wander: they attack the biggest, loudest thing they can see-The Midnight Cycle itself! They're smart enough to use combined attacks. Luckily, they're not very good at them: 3 out of 20 hit. That's a DC 25 Toughness save for the Midnight Cycle, Gizmo. Good thing none of you guys were bleeding. Supercape and Gaian Knight, I need a DC 20 Reflex save to avoid being hit by falling masses of vampire squids: If you are hit, it's a DC 39 Grapple check to avoid being grappled by them, and a DC 21 Fort save to avoid being drained. Fusion and Nereid, hmm. A group of 20 falls near them: I'll say Fusion is able to protect Nereid by holding her out of reach with her tentacles, but but that leaves her open to attack: Considerably more hit her.: 5 out of 20 hit. That's a DC 29 (yeesh) Toughness save for Fusion. Injured and stunned I'll spend an HP to shake her stunned condition on her turn.
Supercape Posted December 10, 2010 Posted December 10, 2010 1d20+2=22 [For reflex roll] Amazingly, Supercape actually has the presence of mind to swish out of their reach. Given the masses of them (250!) he is going to have to seriously consider either an EM Pulse (Visual and Radio dazzle burst), A Radioactive Explosion (Damage Burst), or a Contagious Nauseate (Irradiation). He certainly isn't going to damage any bystanders (or, probably, any fellow heroes) So what's the collateral here? Also, are the squidlings touching enough to be nauseated contagious?
Fox Posted December 10, 2010 Posted December 10, 2010 Reflex Roll vs. ohgodsquidbabies; DC20 (1d20 + 7=23) GK also, miraculously, manages to avoid the squiddy hordes.
Gizmo Posted December 11, 2010 Posted December 11, 2010 Night Cycle Toughness Save vs. DC 25. (1d20+10=29) Because the Badass Abnormal drives a Badass Automotive.
Electra Posted December 11, 2010 Posted December 11, 2010 Erin is going to jump off the bike and leap over to Fusion, then start Takedown attacking all the little beasties, starting with the ones surrounding and biting Fusion, and then working her way out as far as she can go. She's taking 10 and doing full power attacks, but 20 hits, so she's good. I will leave it to ref discretion what percentage of the swarm she can take down.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 OK, we'll call that a hundred down, since Wander is optimised for goon-sweeping. Go ahead and post.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 Vampire Squid's Turn: She shakes off the stun. Have an HP, Gizmo! She's too big to get out of the water, but she spends her move action getting within melee range of the dock She uses her Fearsome Presence 7 as a standard action: that's a DC 17 Will save for everyone on the docks who isn't Fearless. Fusion's Turn: Fusion is shaken Well, darn. As a free action, she stunts Affects Others on her Concealment with the Distracting drawback As a standard action, she vomits into the mother squid's eyes! It hits And the mother squid is blinded As a move action, she scuttles!
Supercape Posted December 11, 2010 Posted December 11, 2010 1d20+8=12 Supercape is Petrified. Pfft to that roll! Now technically this means he flees as fast as possible... In his case that could mean very very far indeed. The other side of the universe. It feels more appropriate for him to just fly, but I'll let ref call that one.
Fox Posted December 11, 2010 Posted December 11, 2010 Will Save vs. Squid's Fearsome Presence; DC17 (1d20 + 7=9) I....think I'll spend a hero point to reroll that one. He'd never forgive himself if he fled and someone got hurt. His bonus is +7, so I won't even bother with invisible castle - on a reroll, he can't possibly fail it. EDIT: Forgot that Fearsome Presence has a relatively short range! Up in the air and just arriving, GK was likely further out than 35 feet unless the ref wants to rule otherwise for dramatic purposes, in which case he'd keep that HP.
Fox Posted December 11, 2010 Posted December 11, 2010 Minion-sweeping sounds like a good idea to me. Area Blast, shapeable. As many squidlings as GK can fit into 20 5-foot cubes without inflicting the attack on an ally. Squiddies get a DC20 reflex save, and a DC20 or DC25 toughness save, depending on whether or not they pulled off the reflex.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 Heh, I don't think I feel like making all those rolls! We'll call that fifty down: 100 left! Supercape is up.
Supercape Posted December 11, 2010 Posted December 11, 2010 Supercape Free Action: Words Move Action: Fly Up (for a better view, of course!) Standard Action: Microwave the Fish, Base Power, Using Microwaves as descriptor (thinking it will be all damp and moist!) DC 25 Toughness Save, auto hit. As it has Secondary Effect extra (the afterglow), similar effect will kick in next round on SC's initiative.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 And she makes the save. New round! Midnight is up, with a shiny new HP in his pocket!
Gizmo Posted December 11, 2010 Posted December 11, 2010 Gadgets! Damage 7 (Extras: Area [Targeted Burst], Selective, Flaws: Action [Full Round], Power Feats: Accurate) [15PP] Midnight is going to Power Attack for 1, then take 10 against the minions, for DC 23.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 Giz, I'll round up and say that takes out all fifty as well.
Avenger Assembled Posted December 11, 2010 Author Posted December 11, 2010 Half the fifty survivors attack Wander: they do bupkis. The other half press the attack on Midnight: 8 successfully aid their neighors One of those successfully latches on DC 14 Fort save, Midnight.
Gizmo Posted December 11, 2010 Posted December 11, 2010 Fort Save vs. DC 14. (1d20+7=9) Crud. I'm going to use that HP he got earlier to reroll that, which automatically succeeds.
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