Raveled Posted December 21, 2010 Share Posted December 21, 2010 OOC for this thread. This is not a shame pseudo-fight. Clad charges, Strikes, goes full Power Attack. 1d20+4=8 And misses, horribly. Would've hit 10, if I had figured in the Charge bonus, but still doesn't hit the thief. Ini time! Initiative (1d20+3=8) :shock: :? :( Link to comment
Fox Posted December 21, 2010 Share Posted December 21, 2010 Surprise attack, you say? Don't mind if I do! Ranged Attack Roll vs. Short Guy (blast; Power Attack -2/+2) (1d20 + 8 - 2=9) Fail! Initiative Roll (Speed of Thought) (1d20 + 6=15) About average. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Doctor Hobo Initiative (1d20+5=22) Respectable. Ini for the thug 1d20+6=25 O.O Let's hope this trend reverse itself, shall we? Thug delays until after the hobo goes, and the eeeeeevil hobo doctor is working on something that takes a standard action, but still manages to hunker down and get partial cover. Thug moves and initiates grapple on Ironclad. Melee attack roll Melee attack roll to initiate grapple (1d20+9=13) Oh, wow. Even with her Defense suffering due to the Charge, that's a wiff. Okay, Ini order is as follows. Doctor Hobo --- Reconfiguring VP -- GM Thug -- Missed Grapple -- GM Dragonfly -- No injuries -- HP x2 Ironclad -- -2 Def -- HP x3 Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Ranged Attack Roll vs. Dr. Hobo (blast; Accurate Attack +2/-2) (1d20 + 8 + 2=18) Cover! Curses! Well, if that does hit by some miracle, it's a DC22 toughness save. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Ironclad's up! She attacks! 1d20+9=14 Wiffs! Hobo goes all Arachnophobia on Dragonfly 1d20+9=12 And misses! Thug attempts Grapple again 1d20+9=15 More grabbing at air! I'm gonna start rerolling these attacks if no one hits next round. Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Ranged Attack Roll vs. Dr. Hobo (blast) (1d20 + 8=27) Ain't gotcher cover this time, Hobo my boy! DC24 toughness save. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 First things first: Saves! Toughness save vs DC 24 (1d20+9=19) Well, that's a Bruise and a Stun. Just barely so. Grapple check for Buddy More grapples (1d20+10=27) That one hits! Ironclad is now Bound and Helpless! Clad shifts to S-Str and attempts to break free! Opposed grappling check vs 27 (1d20+14=28) And she breaks free! But I'm gonna negate that for DRAMA and she gets another HP. Things are starting to tip one way and another, aren't they? Doctor Hobo --- Bruised x1 & Stunned -- GM Thug -- Grappling -- GM Dragonfly -- No injuries -- HP x2 Ironclad -- Bound & Helpless! -- HP x4 Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Dragonfly's friend is in trouble! To the rescue (maybe)! Move Action - teleporting up to where Ironclad's being grappled. Standard Action - Melee Attack Roll vs. Zombie Hobo (Dimensional Pocket) (1d20 + 8=19) Well, he has no dodge bonus against Dragonfly, so hopefully that hits. Let's hope zombies have bad saves! DC18 Reflex to not get pulled into Dragonfly's pockets. If the attack works, she'll stay there. If the attack doesn't work, Dragonfly will go ahead and Turnabout back to her original position, to stay AWAY from that thing. IC post pending on results. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Ironclad moves to block the bad guy's exit SCORCHED EARTH! Nullify (Technology) effect with a big enough area to cover everyone Power check versus all Devices (1d20+10=23) Power check vs Device rank. Pleas roll 1d20 + Device Rank, to beat 23. Ironclad's Suit! 1d20+14=21 Whoops! Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Dragonfly's visor can't beat that. Device Check vs. Nullify (Devices), DC23 (gauntlets) (1d20 + 8=12) Dragonfly's gauntlets could've beaten that, but didn't! Oh dear. Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Zombie hobo has a DC18 will save to get out of Dragonfly's pocket. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Ironclad is choking. If the hobo gets his way, Dragonfly will be too, soon. Grapple check. 1d20+3=20 Beats Dragonfly's Defense, if she can't do better. Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Heh. Without her toys Dragonfly has +4 defense, so yeah, that hits. Grapple Check (1d20 + 4=6) Yeaaaaaah, that's no good. Dragonfly begins her ten rounds of suffocation. DC17 check for the zombie to get out of the pocket. Dragonfly's turn: dang grapples! Grapple Check (1d20 + 4=10) Somehow I don't imagine he'll have trouble beating that, but she's gotta try! Post pending results. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Reflex to get out 1d20+7=9 Not gonna happen this round. Opposed grapple! Resisting in the grapple (1d20+3=22) O.O Oh sure, here come the good rolls! Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 Hmmm. Time to get inventive, then! Still Dragonfly's round. Try one: Extra Effort to reactivate her gauntlets. Extra Effort: Second chance opposed Device check vs. Nullify (1d20 + 8=12) ....dang you, dice. Opposed Device check REROLL vs. Nullify (1d20 + 8=14) That's...better. Dragonfly loses one HP; 6->16 + 8 = 24 on Dragonfly's end of the check. They're back on! Horray! Her earlier grapple check (to escape) took a move action; she uses the rest of her turn as a second move action, to teleport the heck away from the crazy man. Link to comment
Raveled Posted December 22, 2010 Author Share Posted December 22, 2010 Hobo's reroll Reroll on Nullify (1d20+10=16) Ah, well. Link to comment
Fox Posted December 22, 2010 Share Posted December 22, 2010 I'm assuming Ironclad's not going to resist, here, since she's in bad shape and weighed down by a lot of useless armor. Dragonfly's gonna run up and Pocket her - not the same pocket as zombie hobo! But Ironclad can probably admire her bike while she gets her breath back. Unless that nullify had +Dimensional, it also frees her suit from the nullifcation, and Dragonfly will be un-pocketing her ASAP. Link to comment
Raveled Posted December 23, 2010 Author Share Posted December 23, 2010 Buddy struggles to be free! Breaking out of Fly's Dim Pocket (1d20+7=22) And he succeeds, gloriously! I'm gonna call this a new round, so new Ini's. Buddy's! Initiative take two! (1d20+6=16) Not bad. Cops, next. One roll to rule them all, and in the darkness -- 1d20+1=21 OH DEAR SWEET CHRISTMAS! Link to comment
Raveled Posted December 23, 2010 Author Share Posted December 23, 2010 Cops go first, they attack... 1d20+3=23 ... Okay, IC really loves the po-po. Perhaps I shouldn't've axed that detective character of mine. Minions, unfortunately, cannot crit. But that hit pretty darn solidly. Toughness check DC 18 1d20+9=26 Aw. I was holding out hope. Link to comment
Fox Posted December 23, 2010 Share Posted December 23, 2010 Initiative Roll (1d20 + 6=20) Ooh. So close to beating the po-po! That's what she gets for being distracted by her friend's plight. Link to comment
Fox Posted December 23, 2010 Share Posted December 23, 2010 Curses, my kingdom for another HP. Ah well. Really ought to save that last one. Dragonfly can't look bad in front of the apparently world-champion quick-draw police. Ranged Attack Roll vs. Zombie Hobo (blast) (1d20 + 8=22) Good ol' blast will have to do for now. DC24 Toughness save. Link to comment
Raveled Posted December 23, 2010 Author Share Posted December 23, 2010 Toughness Toughness vs DC 24 (1d20+9=29) Ye-ah. Now, if everyone had been nice to the hulking monstrosity, he just would've gone home. Now he's gonna kick your ass. Ranged attack roll (1d20+9=27) Ooooo. Yeah, I think that hits. DC 24 Toughness Cops are gonna Aid Action for Fly. Three try to boost her Def, three try to boost her Att, 1d20+3=11, 1d20+3=12, 1d20+3=10, 1d20+3=17, 1d20+3=9, 1d20+3=18 Yay for Aid Action. Fly's Defense goes up by +6, to 25. Her attack also goes up by +4. Link to comment
Fox Posted December 23, 2010 Share Posted December 23, 2010 Toughness Save vs. Lightning, DC24 (1d20 + 7=16) ....why. Why, Invisible Castle? Why would you do this thing that you have done? Fail by 8 - Dragonfly's bruised & stunned. Stun is BAD for Dragonfly, and her toughness sucks, so I'm gonna eat the bruise and use her last hero point to negate the stun. Ranged Attack Roll vs. Zombie Hobo (blast; Aid Action bonus; Power Attack -2/+2) (1d20 + 8 + 4 - 2=14) "HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE." Link to comment
Raveled Posted December 23, 2010 Author Share Posted December 23, 2010 Buddy smashin' on Fly Ranged attack vs. Dragonfly (1d20+9=23) Good thing the cops are there! Speaking of, same distribution as before. First 3 for Def, next 3 for Att Aid Another action. (1d20+3=7, 1d20+3=5, 1d20+3=17, 1d20+3=15, 1d20+3=10, 1d20+3=4) O.O Oh, wow. Things aren't going well. +2 to Def, +4 to Att Link to comment
Fox Posted December 23, 2010 Share Posted December 23, 2010 Ranged Attack Roll vs. Zombie Hobo (blast; Aid Action bonus; Power Attack -2/+2) (1d20 + 8 + 4 - 2=19) That's....better. DC24 Toughness save for Invisible Castle to laugh at and throw back in my face. Also, move action to teleport back out of that thing's move distance. Torro! Torro! EDIT: I am a foolish fool who fools foolishly. That should've been DC26. Power Attack, how does it work! Link to comment
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