Gizmo Posted February 15, 2011 Share Posted February 15, 2011 Jack of all Blades, Miss Americana, Geckoman, Spellbound, Crimson Katana, Freebooter and endless hordes of ninjas. Oh yes. Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 Roll initiative, peoples! Jack of all Blades: Initiative. (1d20+9=17) Security Guards: Initiative. (1d20+1=16) Katanarchists: Initiative. (1d20+2=3) Link to comment
Ecalsneerg Posted February 15, 2011 Share Posted February 15, 2011 Geckonitiative, Spellnitiative (1d20+11=16, 1d20=19) ... wow Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 The lobby is filled with smoke (a visual Obscure) for this round. Jack and Gecks each get an HP for being caught in their civvies. Spellbound will share Gecks' HP pool à la Sidekick because it makes it easier for me to deal with, frankly. Miss A is up! 21 - Miss Americana - Uninjured - 5HP 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 7HP 16 - Geckoman - Uninjured - 4HP 16 - Security Guards - x5 3 - Katanarchists - ??? Link to comment
Electra Posted February 15, 2011 Share Posted February 15, 2011 Miss A will use her move action to fly to the top of the glass case holding the katana. She will hold her standard action and Blast the first villain who attempts to remove the sword from the case. Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 Works for me. Get the IC posted, then Spellbound is up. 21 - Miss Americana - Uninjured - 5HP19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 7HP 16 - Geckoman - Uninjured - 4HP 16 - Security Guards - x5 3 - Katanarchists - ??? Link to comment
Ecalsneerg Posted February 15, 2011 Share Posted February 15, 2011 Free Action: Quick Change Free Action: Erect Force Field Move Action: Draw Shockwand. Jack is up. Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 Jack of all Blades Move Action: Auto 25 Stealth Heroic Feat: Quick Change Free Action: Change Free Action: Create Energy Sword [fire] Move Action: Move to display case. 21 - Miss Americana - Uninjured - 5HP 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP16 - Geckoman - Uninjured - 4HP 16 - Security Guards - x5 3 - Katanarchists - ??? Link to comment
Ecalsneerg Posted February 15, 2011 Share Posted February 15, 2011 Alright... Free Action; Spend one of the 4 HP for Quick Change. I'm down to 3 of 'em now. Standard Action: Charge a ninja! Using Takedown Attack, power attacking for 3, and taking 10 to hit minions, he hits on a 20 for a DC 21 punch. Since it's Takedown Attack 1 he can't move 5' when doing it, but it should take out 2, 3, maybe 4. Move Action: Backflip out of range. Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 Security Guards Move Action: Draw pistols Move Action: Radio for backup Free Action: Stand around looking confused Katanarchists Alright, there's a lot of these guys, so I'm going to just break it down as it applies to the heroes. Eight ninjas Charge Gecks: Aid Attack. (5d20.each(5)=[3, 5],[19, 5],[19, 5],[6, 5],[16, 5]) Combined Attack. (1d20+5=25, 1d20+7=21) Actual Attack. (1d20+11=20) So... net result, they all miss him. Meanwhile, a bunch of them move into the display area itself. One goes for the sword, so Miss A's readied attack triggers. However, four more ninjas, hanging from the ceiling are using their Autofire shuriken to provide him with a total of +7 Defense. Another eight Charge Jack: Aid Attack. (1d20+5=6, 1d20+5=13, 1d20+5=6, 1d20+5=7, 1d20+5=18, 1d20+5=21, 1d20+5=17) Actual Attack. (1d20+13=19) More missing! Meanwhile, they'll double up on each of the security guard besides the one who hassled Chris. Sword Attack (1d20+3=20, 1d20+3=20) Toughness Save vs. DC 18. (1d20+2=11, 1d20+2=4) Sword Attack (1d20+3=16, 1d20+3=20) Toughness Save vs. DC 18. (1d20+2=7, 1d20+2=4) Sword Attack (1d20+3=19, 1d20+3=4) Toughness Save vs. DC 18. (1d20+2=5) Sword Attack (1d20+3=14, 1d20+3=6) Toughness Save vs. DC 18. (1d20+2=4) They're all down. 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 3 - Katanarchists - LOTS3 - Miss Americana - Uninjured - 5HP Link to comment
Electra Posted February 15, 2011 Share Posted February 15, 2011 All right, blasting the Katanarchist, and hopefully putting a little fear of God into the others while I'm at it. First roll is an absolute dud, spending HP. Second roll: 1d20+12=31, thanks to the reroll boost. For her actual turn, she's going to target the Katanarchists who were laying down covering fire for the one she just toasted. Extra Effort to get the AP: Strike 12 (Extra:Area (cone) PF: Precise x2) (26pp), using it as a targeted attack. Attack roll is a 24. Link to comment
Gizmo Posted February 15, 2011 Author Share Posted February 15, 2011 The thief can't make the DC27 save, so he's out, and Miss A is up again. 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 3 - Katanarchists - LOTS3 - Miss Americana - Uninjured - 4HP Link to comment
Gizmo Posted February 16, 2011 Author Share Posted February 16, 2011 Well, they can't beat that Toughness save, so those for are toasty. Get in your IC, then let me get one in describing things after the smoke clears. After that, Spellbound is up! 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 3 - Katanarchists - LOTS 3 - Miss Americana - Uninjured - 4HP - Extra Effort Link to comment
Ecalsneerg Posted February 16, 2011 Share Posted February 16, 2011 Spellbound. Move Action: Feint a male ninja, using Attractive and at a -5 penalty. Stupid -5 penalty... (1d20+4=11) Standard Action: Ranged disarm a ninja using Magnetic Control. All-out Attacking for 2, while taking 10 to hit. Opposed disarm (1d20+8=25) And boom goes the dynamite. Link to comment
Gizmo Posted February 17, 2011 Author Share Posted February 17, 2011 Jack of all Blades ...can take ten and sweep all of the minions surrounding him with Takedown 2. Which he will do. Whee! I am actually going somewhere with this, don't worry. In the meantime: 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 3 - Katanarchists - LOTS 3 - Miss Americana - Uninjured - 4HP - Extra Effort Link to comment
Ecalsneerg Posted February 17, 2011 Share Posted February 17, 2011 Move Action: Pluck the sword out of mid-air. Standard Action: COWABUNGA! Taking 10 on attack rolls, while Power Attacking for 3, so 16 to hit, DC 24 Toughness saves. Link to comment
Gizmo Posted February 18, 2011 Author Share Posted February 18, 2011 Freebooter: Initiative. (1d20+4=10) Robots: Initiative. (1d20=5) They will, however delay to act at the same time as the Katanarchists. So! Freebooter Move Action: Enter dramatically! Standard Action: Taunt Spellbound. (1d20+16=29) Robots Robot 2 - Grapple Spellbound. (1d20+6=12, 1d20+30=38) Robot 3 - Grapple Spellbound. (1d20+6=11, 1d20+30=44) Robots 4 & 5 - Aid Attack. (1d20+6=23, 1d20+6=24) Robot 6 - Grapple Geckoman. (1d20+10=12, 1d20+30=31) Katanarchists Ninjas 1 to 4 - Aid Attack. (1d20+5=23, 1d20+5=8, 1d20+5=20, 1d20+5=14) Ninja 5 - Attack Geckoman. (1d20+11=21) Ninjas 6 to 12 - Aid Attack. (1d20+5=6, 1d20+5=17, 1d20+5=19, 1d20+5=11, 1d20+5=24, 1d20+5=19, 1d20+5=7) Ninja 13 - Attack Jack of all Blades. (1d20+15=31) Toughness Save vs. DC 18. (1d20+10=23) Ninjas 14 to 17 - Aid Attack (shuriken). (1d20+3=17, 1d20+3=6, 1d20+3=9, 1d20+3=6) Ninjas 18 to 20 - Combined Attack (shuriken). (1d20+3=8, 1d20+3=9, 1d20+3=17) Ninja 21 - Attack Miss Americana (shuriken). (1d20+5=12) Ninjas 22 to 24 - Making a run at stealing the Grasscutter. They'll grab it unless knocked out before their next turn. 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 6HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 10 - Freebooter - Uninjured 3 - Robots x6 3 - Katanarchists - x243 - Miss Americana - Uninjured - 4HP - Extra Effort Link to comment
Electra Posted February 18, 2011 Share Posted February 18, 2011 Spending HP to clear fatigue. Since she hasn't switched her array yet, she can continue using her area blast power, and she will! Aimed primarily at 22-24, she will also try and catch as many as she can of 6-13 in the laser bath. Attack Roll is a 30. Link to comment
Gizmo Posted February 18, 2011 Author Share Posted February 18, 2011 That takes out 22, 23 and 24 easily, along with 6 - 13. Unfortunately, it also just hits Jack, who'll spend an HP to avoid it. 19 - Spellbound - Uninjured 17 - Jack of all Blades - Uninjured - 5HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 10 - Freebooter - Uninjured 3 - Robots x6 3 - Katanarchists - x24 3 - Miss Americana - Uninjured - 3HP Link to comment
Ecalsneerg Posted February 19, 2011 Share Posted February 19, 2011 Spellbound is going to Extra Effort up a shiny new toy off her Blast power... Damage 8 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [4PP] Drain Toughness 8 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [8PP] (Power Feats: [Apply to both] Progression 1 [80' burst area] It's kind of like a DC 18 save vs the Area affect to halve the subsequent DCs, a DC18 Reflex save for objects to avoid having their Toughness Drained (remember, 2pp of Drain is only 1 Toughness lost when the Toughness is Impervious), then a DC23 boomy boom boom. Only against electronics. Link to comment
Gizmo Posted February 21, 2011 Author Share Posted February 21, 2011 Robots #1-6 Reflex Save vs. DC 18. (1d20+2=9, 1d20+2=9, 1d20+2=7, 1d20+2=15, 1d20+2=17, 1d20+2=5) Reflex Save vs. DC 18 Drain. (1d20+2=13, 1d20+2=13, 1d20+2=14, 1d20+2=3, 1d20+2=18, 1d20+2=18) Robot # Toughness Impervious 1 +14 9 2 +14 9 3 +14 10 4 +9 4 5 +16 12 6 +16 12 Toughness Save vs. DC23. (1d20+9=11) #4 is Zap'd! Freebooter Reflex Save vs. DC18. (1d20+8=13) Reflex Save vs. DC18 Drain. (1d20+8=26) Toughness Save vs. DC23 - 4 Absorption = 19. (1d20+8=27) Link to comment
Electra Posted February 21, 2011 Share Posted February 21, 2011 First Reflex save for Miss A is a fail, spending an HP She passes on the reroll. That means she will make the subsequent checks as though she had no vulnerability. Reflex Save 2 is a success, with 25. She should not need to make the damage save because she was not drained and made the initial save, so the Rank 8 effect does not pass her impervious toughness. Link to comment
Ecalsneerg Posted February 21, 2011 Share Posted February 21, 2011 That means she will make the subsequent checks as though she had no vulnerability. Well, sorta kinda. She'd have the rank doubled as per Vulnerability, then halved due to passing the Reflex against an area. Same net result, though. Link to comment
Gizmo Posted February 22, 2011 Author Share Posted February 22, 2011 A new challenger approaches! Initiative. (1d20+9=18) Crimson Katana Move Action: Snag the Grasscutter! Standard Action: Attack Jack of all Blades. (1d20+14=27) Jack of all Blades Move Action: Auto-36 Feint vs. Freebooter. [Bluff vs. DC 36. (1d20+16=24)] Free Action: Set-Up Miss Americana. Standard Action: Disarm, Power Attack 5 vs. Crimson Katana. (1d20+15=27) Opposed Check: Opposed Check. (1d20+15=29) vs. Opposed Check. (1d20+2=17) The Grasscutter is now on the floor! 19 - Spellbound - Uninjured - Extra Effort 18 - Crimson Katana - Uninjured 17 - Jack of all Blades - Uninjured - 5HP16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 10 - Freebooter - Uninjured - Feinted Against Miss A 3 - Robots x5 3 - Katanarchists - x13 3 - Miss Americana - Uninjured - 3HP Link to comment
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