Fox Posted July 18, 2011 Share Posted July 18, 2011 OOC thread for Conspiracy Theory. 'cos we're gonna need it! Link to comment
Fox Posted July 22, 2011 Author Share Posted July 22, 2011 The attack on Indira is fiat'd for comedy and storytelling; expose'd! Indira does pick up an injury, though. She wasn't ready for that! The attack back is fiat'd for storytelling and to keep one guy from blocking people off from the real fight (nobody wants to have to spend their attack on one guy or try to overrun him). These two things more than even out, so no HP for Wraith. Time for init! This will not be the most difficult battle in the history of ever, though. Initiative Roll (1d20 + 3=4) Apparently getting shot in the head is bad for your init. Who knew? Link to comment
Fox Posted July 22, 2011 Author Share Posted July 22, 2011 Initiative Rolls (1d20 + 2=10, 1d20 + 2=5, 1d20 + 2=12, 1d20 + 2=6, 1d20 + 2=22, 1d20 + 2=11, 1d20 + 2=20, 1d20 + 2=10) That's seven guys and their leader. They're well-equipped and trained, but not exactly expecting someone to bust into their hideaway; they'll be operating on minion rules (which should also keep combat short, 'cos my computer time's going to get pretty unreliable pretty quickly, here!). All of them use the basic Soldier sheet from the back of the core book, bumped as follows: Defense is +7 (+3 flat-footed), Toughness is +7, Attack is +7, Fort/Reflex/Will are +6/+5/+4 in turn. So they're not terribly impressive. ROUND ONE 22 - Paramilitary 5 20 - Paramilitary 7 16 - Citizen, 2HP 14 - Sage, 1HP 12 - Cobalt Templar, 3HP 12 - Paramilitary 3 11 - Paramilitary 6 10 - Paramilitary Leader 10 - Paramilitary 1 6 - Paramilitary 4 5 - Paramilitary 2 4 - Wraith, 3HP 5 and 7 spend their turn cautiously advancing toward the door. Because they can't see what's on the other side (and really aren't prepared for heroes) anyone charging through will catch them flat-footed. The rest are milling around throughout the room in confusion and more than a little paranoia. Citizen is up. Link to comment
Avenger Assembled Posted July 22, 2011 Share Posted July 22, 2011 Sharl will go ahead and fly through the door, activating his Insubstantial in the process. He'll use a full Power Attack vs. 5 (and 7 if the Takedown comes into play), hitting them automatically, and inflicting a DC 26 Tou save on one or both. Link to comment
Fox Posted July 22, 2011 Author Share Posted July 22, 2011 Toughness Save(s) vs. Sharl's Attack, DC26 (1d20 + 7=10) KO 1 Toughness Save(s) vs. Sharl's Attack, DC26, because I'm an idiot and forgot to tell IC to roll twice at once (1d20 + 7=16) KO 2 Two down, six to go. ROUND ONE 16 - Citizen, 2HP 14 - Sage, 1HP 12 - Cobalt Templar, 3HP 12 - Paramilitary 3 11 - Paramilitary 6 10 - Paramilitary Leader 10 - Paramilitary 1 6 - Paramilitary 4 5 - Paramilitary 2 4 - Wraith, 3HP Sage is up. Link to comment
April Posted July 24, 2011 Share Posted July 24, 2011 Free Action: Open Door Free Action: Switch to Mind Spike in the Psi-Talents Array: Strike 6 (Feats: Mighty, Extras: Alternate Save [Will]) + Drain Will 12 (Feats: Slow Fade, Subtle, Extras: Alternate Save [Will]) [27PP] (Mind Spike; mutant, mental) Move: Enter Room Standard Action: Power Attack +5 Damage / -5 Attack Paramilitary 3, taking 10 which autohits. A DC 27 Will Save is.. impossible for them. Link to comment
Fox Posted July 24, 2011 Author Share Posted July 24, 2011 Opening the door as a free action was approved in chat, because I don't believe in making characters waste actions on dramatic entrances. That save is indeed impossible for the minion, so that's an auto-KO. ROUND ONE 16 - Citizen, 2HP 14 - Sage, 1HP 12 - Cobalt Templar, 3HP 11 - Paramilitary 6 10 - Paramilitary Leader 10 - Paramilitary 1 6 - Paramilitary 4 5 - Paramilitary 2 4 - Wraith, 3HP CT's up (once Sorus has posted IC). The door Sage opened is self-closing, but closes relatively slowly. Consider it either open or mostly closed by the time you act, as best benefits whatever entrance you would like to make; it's a free action to go through in either case. Link to comment
KnightDisciple Posted July 24, 2011 Share Posted July 24, 2011 Right then. Time to take the rest of these losers down. Move Action: Fly into room. Free Action: Extra Effort to stunt the following power off of Holy Fire Control: Damage 11 ( Extras: Area [Targeted, Shapeable, 11 5ft cubes]) All-Out Attack 5: Defense becomes +1, Attack becomes +16 Power Attack 5: Attack becomes +11, Save DC becomes 31 Standard Action: Use the above power, shaping it to hit all the rest of the guys, but none of his allies! 28 hits. DC 31 Toughness save from all those dudes. Link to comment
Fox Posted July 24, 2011 Author Share Posted July 24, 2011 With +7 Toughness they're incapable of making that save. Go ahead and post; we're out of combat. Link to comment
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