Avenger Assembled Posted May 4, 2011 Posted May 4, 2011 First of all: Everyone take an HP for being caught unawares by Guy Fawkes' triggered plastic explosives. This is a Rank 10 Damage effect with a Burst Area. Everyone roll a DC 20 Reflex save, then a DC 25 TOU save. If you pass the Reflex save, roll a DC 20 TOU save instead. If you have Evasion, well, you know how it works. Go monkey go!
Azuth65 Posted May 4, 2011 Posted May 4, 2011 Reflex save. 1d20+8=17. But due to Evasion 2, Wisp now needs a DC 20 tough and... fails miserably. Hero point blown, 1d20+7 (+10 for hero point use) = 23
Quinn Posted May 4, 2011 Posted May 4, 2011 DC 20 Reflex save! (1d20+7=19) DC 20 Reflex save, Hero Point Reroll! (1d20+7=8) DC 25 Toughness save (1d20+7=15) DC 25 Toughness save, Hero Point Reroll. Again. (1d20+7=10) Ok, that Guy Fawkes II? He's on my List.
Lone Star Posted May 5, 2011 Posted May 5, 2011 1d20+8=14 Alright, I'll reroll for the Reflex save. Reroll: 1d20+8=25 Muuuch better. Now for the Toughness save! 1d20+10=19 Just a bruise.
Avenger Assembled Posted May 5, 2011 Author Posted May 5, 2011 Okay: Crow is down 2 HP and is bruised and stunned. (He has 1 remaining) Wisp is down an HP and bruised. (She has 1 remaining) Zap is down an HP and is bruised. (She has 1 remaining) I need initiative rolls from everyone. Here is the Fearsome Five's init Angel goes on 15 Guy Fawkes II goes on 14 (since he has the higher init modifier) Heka goes on 14 Diehard goes on 12 Blackfire goes on 9
Quinn Posted May 5, 2011 Posted May 5, 2011 Initiative check! (1d20+7=14) Crow's got a +7 Init modifier, so (according to AA), he'll go between Fawkes and Heka.
Azuth65 Posted May 5, 2011 Posted May 5, 2011 Actually AA, Wisp has evasion 2 so even on a failed reflex she only takes half damage so she shouldn't be bruised at all yet. Not that it matters, she'd regen it on her turn. Speaking of which, 1d20+7=26
Avenger Assembled Posted May 5, 2011 Author Posted May 5, 2011 Azuth, I do know how Evasion works, thanks! (Not sure why you'd want a GM who didn't...) I misread your roll as being underneath 20. OK, so it looks like this: Wisp: 26 (uninjured; 1 HP) Angel: 15 Guy Fawkes II: 14 Crow: 14 (bruised and stunned, 2 HP (1 base+1 for the move action to put on his coat) Heka: 14 [has prepared a 20 pp Ritual for this encounter] Zap: 13 (bruised; 1 HP) Diehard: 12 Blackfire: 9 The four villains you can see are about 30 feet away from the group. Angel is in on her throne, Heka is at her side, and Diehard and Guy Fawkes are menacing the hostages. Wisp is up, and has 24 hours to reply from the date of this message.
Azuth65 Posted May 6, 2011 Posted May 6, 2011 Wisp is going to be activating goon-sweep on the teleport array. 1d20+13=32. And with that roll, going to use Extra Effort and stunt Improved Critical onto the attack as well. Looks like a DC 30 Toughness save for the lot of them.
Avenger Assembled Posted May 6, 2011 Author Posted May 6, 2011 Okay, use of Teleport is going to activate the ritual Heka has prepared for the day: in this case, a Nullify effect. 18 Good thing Wisp has Teleport at such a high rank! Go ahead and make an opposing power check.
Azuth65 Posted May 6, 2011 Posted May 6, 2011 Okay, use of Teleport is going to activate the ritual Heka has prepared for the day: in this case, a Nullify effect. 18 Good thing Wisp has Teleport at such a high rank! Go ahead and make an opposing power check. 1d20+9=25
Avenger Assembled Posted May 6, 2011 Author Posted May 6, 2011 All righty: Tou saves Angel is knocked out. Heka is unhurt. Diehard is bruised and stunned. (He'll shake the damage on his turn) Since Crow is looking for an Irish on Irish fight with GF, I'll fiat and let him come away with a bruise. Go ahead and post IC, Azuth.
Avenger Assembled Posted May 6, 2011 Author Posted May 6, 2011 Angel: Unconscious'd! Guy Fawkes: Move Action: Hide in Plain Sight. That's a DC 25 Notice to spot him. Standard Action: Readied Action Crow is up.
Quinn Posted May 6, 2011 Posted May 6, 2011 HP to break stun, Crow has Skill Mastery on Notice, but Taking 10 would only give me 22 with that. Notice check (DC 25) (1d20+12=17) Well, that sucks. Move action to get out to the car, another action to throw on the coat, and he'll be back in next round.
Avenger Assembled Posted May 8, 2011 Author Posted May 8, 2011 Heka: Free Action: Since he has no reason to believe there are any more teleporters around (and the one that is there can evidently beat his magic) Heka stops maintaining his Nullify Teleport. It's still in his array for the encounter, but he'll have to switch back to it to maintain it. Luckily, he has made plans for what to do when interfering busybodys show up. Nat 20 on a Master Plan for a total of 23 (very good plans) (The assumption with NPCs being that they had time to do this ahead of time, natch) That'll be a +2 bonus for the next three rounds to his allies for all checks. Move Action: Fly to within blasting range of Zap. Standard Action: He is going to blast Zap. Put in the wrong value for the first roll; the second time: 30 I believe that hits. That's a DC 25 TOU save, Zap. Remember that your Force Field is not yet up. Move Action: He flies out of melee range.
Lone Star Posted May 9, 2011 Posted May 9, 2011 1d20+4=17 Uhh...I'm gonna go ahead and reroll that one. 1d20+4=18 Crap. Alrighty, well that's a Stunned condition and an additional bruise. She's not doing too well.
Avenger Assembled Posted May 11, 2011 Author Posted May 11, 2011 Diehard is stunned. He'll heal his Bruised condition this round and be fine next round. Blackfire: Blackfire drops his Visual Concealment. He attacks Zap. 16. As she's currently flat-footed from her stun, that hits. He grapples her: 27 She is not able to beat that, but I'll say that impossible saves applies for grapples here. Go ahead and roll, LS.
Avenger Assembled Posted May 11, 2011 Author Posted May 11, 2011 Okay, Zap is bound and helpless...for now! She is an electrical controller in melee combat with a robot, hmm hmm. Round 2 Wisp is up
Azuth65 Posted May 11, 2011 Posted May 11, 2011 Using the hero point to shrug off fatigue from the stunt first. 1d20+10=14 Yeah, that failed. Epically.
Avenger Assembled Posted May 13, 2011 Author Posted May 13, 2011 Guy Fawkes: Move Action: Guy Fawkes move to within melee range of Wisp Move Action: He'll surge (take an HP, Azuth) and use his Fast Startle: DC 26 Intimidate check. Standard Action: He attacks her. (Too bad about wasting that nat-20 from his readied action: that darn high Stealth worked against him. ) 19 Okay, so he'll hit her if she's startled, but miss otherwise. That's a DC 23 Tou save if he does hit.
Azuth65 Posted May 13, 2011 Posted May 13, 2011 1d20+14=34, No, I'm pretty sure Wisp sensed his motive pretty well there.
Quinn Posted May 15, 2011 Posted May 15, 2011 Dynamic entrance! Crow ports in, hopefully catching Heka by surprise, sandwiches the evil sorcerer's head between his boot and the nice hard ground, then disappears again into the rafters to plan his next move. If a Stealth check is required, Skill Mastery lets him Take 10, with a +12 modifier equals 22. (Hooray for Turnabout). All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Earth Strike BOOTTOTHEHEAD! (DC 27 Toughness) (1d20+7=20) Up to you if Crow catches him flat-footed, AA. Dunno if Heka's going to be expecting another teleporter to come in outta nowhere. ;)
Avenger Assembled Posted May 19, 2011 Author Posted May 19, 2011 I'm fine with him catching him flat-footed, since Crow is coming out of nowhere! 18. I won't Fiat it; there are still plenty of bad guys in the fight for drama, and Crow's strategy deserves a reward. Heka failed by 9, so he's bruised and stunned. 11 and 20 He starts falling (but his Force Field stays up) Go ahead and post IC: don't forget that Heka is flying, so you can't kick him into the ground...this turn, anyway! ;)
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