Dr Archeville Posted July 26, 2011 Share Posted July 26, 2011 The senses-shattering conclusion to the Evil!Dok saga!For now, just the six Interceptors -- Colt, Dynamo, Fulcrum, Grim, Jack and Jill -- should post. (They'll find the inside of the house empty, as by now Scarab's already warnedAvenger & Phantom of what's going on.)Others can come in by invite, and other threads may be spun off from this one as needed. Link to comment
quotemyname Posted July 26, 2011 Share Posted July 26, 2011 So I'll be posting as Colt now, obviously. Then I'll be bringing in Ferros later? Or is that going to be the spin off you mentioned? Just trying to grasp the scope of things here. Link to comment
Dr Archeville Posted July 26, 2011 Author Share Posted July 26, 2011 Still mapping that out in my head; post as Colt for now. Link to comment
Dariusprime Posted July 26, 2011 Share Posted July 26, 2011 Okies, I know it's mainly thematic, but if my calculations are correct, Fulcrum can use Quickness 11 to take 20 on a search of the house and property. I'm using that assumption in my post. Link to comment
Geez3r Posted July 26, 2011 Share Posted July 26, 2011 Dynamo's gonna do the same thing, taking a 20 for a total of 30 on his Search. I know, someone actually put ranks in it :O Link to comment
Dr Archeville Posted July 27, 2011 Author Share Posted July 27, 2011 Initiative time! Initiative for Evil!Dok (1d20+7=18) Remember you all have 1 extra HP from getting mind-whammied in the first place. Link to comment
Gizmo Posted July 27, 2011 Share Posted July 27, 2011 Jack of all Blades Initiative. (1d20+9=17) Jill O'Cure Initiative. (1d20+4=8) Link to comment
quotemyname Posted July 27, 2011 Share Posted July 27, 2011 Initiative (1d20+12=18) Mind if I make a quick IC post before initiative starts? EDIT: Colt begins with 7HP (assuming he still gets them since he's technically an NPC now). EDIT2: I REALLY wish I'd given Colt Inspire 5 :P Link to comment
Heritage Posted July 27, 2011 Share Posted July 27, 2011 Grim's Initiative: 1d20+12=23 Link to comment
Dariusprime Posted July 27, 2011 Share Posted July 27, 2011 Initiative (1d20+1=7) My streak continues! Link to comment
Dr Archeville Posted July 27, 2011 Author Share Posted July 27, 2011 29 -- Dynamo -- undamaged 23 -- Grimalkin -- undamaged 18 -- Colt -- undamaged 18 -- ArchEvil -- undamaged 17 -- Jack of all Blades -- undamaged 08 -- Jill O'Cure -- undamaged 07 -- Fulcrum -- undamaged Dynamo's up! Link to comment
Geez3r Posted July 27, 2011 Share Posted July 27, 2011 Vibrofist Attack roll vs ArchEvil; Defensive Attack 2, Power Attack 2, DC 27 Tough; Autofire (1d20+10=22) Link to comment
Dr Archeville Posted July 27, 2011 Author Share Posted July 27, 2011 That hits exactly, but does not do enough damage to bypass his Impervious, though it does reduce his Ablative Impervious to 13. Grim's up! Also, after this first round, the other Interceptors -- Geckoman, Thrude, and Willow -- can appear. Quote, I'm going to PM you some ideas re: Ferros. Link to comment
quotemyname Posted July 28, 2011 Share Posted July 28, 2011 Yea, Ferros will not be appearing in this thread. He'll have gotten side tracked along the way. Link to comment
Heritage Posted July 29, 2011 Share Posted July 29, 2011 Grim's too damn pissed and horrified to be very subtle at this point, so she's just gonna fly like a pixie out of hell right at Dok. To hit 1d20+17=35; yeah, beyotch! DC 24 Toughness save. Link to comment
Dr Archeville Posted July 29, 2011 Author Share Posted July 29, 2011 Hits, but damage is too low to overcome his Impervious (though it does reduce it to Impervious 12). Colt's up! Link to comment
quotemyname Posted July 29, 2011 Share Posted July 29, 2011 Colt Standard: Aim Free: Pop HP for Ultimate Aim Extra Effort: Surge for an extra Standard Full Round: "Speed Fire" Blast 10 (Extras: Autofire 3; Flaws: Action [Full]; PFs: Affects Insubstantial 2, Improved Critical 2, Improved Range [200-ft range increment], Variable Descriptor 2 [any]) :arrow: Power Attack 5 So with ultimate aim, he treats the attack roll as a 20 +4 (from aiming) +15 (attack bonus) -5 (power attack) = 34. The rank of the power is 10 + 5 (power attack) +X (Autofire; 1 for 1; Maximum bonus 10) = DC30 + X. Even without the autofire the rank of the power plus power attack should break through the impervious. Let me know if that's all cool before I throw up an IC, please. Link to comment
Dr Archeville Posted July 29, 2011 Author Share Posted July 29, 2011 ArchEvil's defense is 22, so that hits by 12, which will add +10 ranks of Damage, so that's a DC 40 Toughness save. Toughness save, DC 40 (1d20+16=30) fails by 10, which'd put him at staggered and stunned. Do I want him to be that damaged this early (since staggered + any further damage = unconscious)? No -- I'd like everyone to get at least a chance to lay one lick in. GM Fiat for improved roll; Colt gets an HP. Toughness save, DC 40; Fiat re-roll (1d20+16=23) +10 = 33 = fails by 7, so only stunned + bruised. It also reduces his Impervious, to 11. What descriptor is Colt using for his Blast? And will he be doing knockback? (I believe extra damage from Autofire does not count towards Knockback, though extra damage from Power Attack does.) EDIT: Kenson & Shaen both say extra damage from autofire and power attack (and crits) don't count for knockback, so only his base Blast of 10 counts. Which is not enough to get past Evil!Dok's Knockback of -15 (adjusted to -12 due to the loss of some of his ablative Impervious.) Link to comment
Dr Archeville Posted July 31, 2011 Author Share Posted July 31, 2011 Right, I'm not letting quote's weekend of drunken revelry delay us. Now Evil!Dok's up, for first, some bookkeeping I neglected earlier. 29 -- Dynamo -- undamaged -- 5 HP (1 + Luck 3 + 1 for earlier fiating/mind whammy) 23 -- Grimalkin -- undamaged -- 5 HP (1 + Luck 3 + 1 for earlier fiating/mind whammy) 18 -- Colt -- undamaged, will be fatigued at start of next round -- 6 HP (1 + Luck 5 + 1 for earlier fiating/mind whammy - 1 for Aim) 18 -- ArchEvil -- bruised, stunned; Impervious 11 -- NPC 17 -- Jack of all Blades -- undamaged -- 7 HP (1 + Luck 5 + 1 for earlier fiating/mind whammy) 08 -- Jill O'Cure -- undamaged -- Sidekick 07 -- Fulcrum -- undamaged -- 3 HP (1 + 1 for earlier fiating/mind whammy + 1 for being betrayed by her fiance) Reaction: Fiat for Recover (clear stun). HP goes to the person he's attacking... which would be Grimalkin. Reaction: Fiat for Heroic (er, Villainous) Feat, gaining Improved Grab. Grimalkin gets yet another HP. Free Action: Maintain Impervious Toughness/Shield Free Action: Convert Weapons Array to Enhanced Str/Super-Str, variable descriptor to "iron-shod spiked fists" Standard Action: pummel the pixie Attack vs. Grimalkin (Defense 27 in Faerie Form); +50% to damage due to vulnerability = DC (15 + [12 x 1.5]) 33 Toughness save (1d20+15=28) Reaction: Grapple Grimalkin Melee attack vs. Pixie!Grim (Defense 27, 12 if she's stunned) (1d20+15=30) Grapple check (1d20+34=45) Per our House Rules, if his grapple check beats hers by 5+, she is bound & helpless. Free Action: Extra Effort to surge and gain another standard action. Move Action: Toss Grimalkin into Colt! Throwing Grim into Colt (Defense 25) (1d20+9=25) Both Grim and Colt must make a DC 27 Toughness save (same as his unarmed Str) Standard Action: Charge Dynamo Charging Dynamo (Defense 24); +2 Attack/-2 Defense from Charge; DC 27 Toughness if it hits (1d20+17=32) End results Grimalkin +2 HP Toughness saves: 2 from Grim (DC 33, 27), 1 from Colt (DC 27), 1 from Dynamo (DC 27) Evil!Dok will be fatigued at the start of the next round Jack & Jill are up Link to comment
Gizmo Posted July 31, 2011 Share Posted July 31, 2011 Alright, let's do a thing. Jack of all Blades Move Action: Auto-DC 36 Feint with Skill Mastery and Fast Talk Standard Action: Energy Blade; Power Attack 5. (1d20+15=22) Surge: Standard Action. Standard Action: Energy Blade Flurry; Power Attack 5. (1d20+15=29) That's a DC 22 Drain Toughness followed by a DC 30 Toughness Save, then another DC 30 + up to 7 Autofire Toughness Save. Jill O'Cure Move Action: Auto-DC 25 Taunt with Skill Mastery Standard Action: Create Object for Damage (Rank 12 Area Attack) That's a DC 22 Reflex Save for half damage and a DC 27 Toughness Save. Link to comment
Dr Archeville Posted July 31, 2011 Author Share Posted July 31, 2011 Evil!Dok can't beat JoaB's Bluff/Feint (best he can get is 30), so that succeeds, so his Defense is 14. Fort save, DC 22, vs. JoaB's Corrosion/Drain Toughness (1d20+11=19) Fails by 3, so loses 3 points of Toughness, so he's at +13 (Imp 11) now (and 1 Bruise) Toughness save, DC 30; includes -1 from existing Bruise (1d20+12=28) Fails by 2, so 1 more Bruise. Flurry would hits by 7 points even if he wasn't flat-footed, which is as much as the Autofire can add. Toughness save, DC 37; includes -2 from existing Bruises (1d20+11=14) fails by 23! Fiat to re-roll; JoaB gets an HP Toughness save, DC 37; includes -2 from existing Bruises; Fiat re-roll (1d20+11=27) fails by 10, so Staggered + Stunned Opposed Bluff check vs. Jill's Taunt (DC 25) (1d20+10=26) Her taunt rolls off like water from a duck's back! Though he's still stunned from JoaB's flurry. Reflex save, DC 22 (1d20+6=11) Any damage will KO the Staggered Evil!Dok, so I'mma Fiat to re-roll the Reflex save. Jill gets an HP. Reflex save, DC 22; Fiat re-roll (1d20+6=24) Makes it Which reduces the Damage to 6, which his Impervious blocks. However, the three hits he's taken this go reduce his Impervious from 11 to 8. 29 -- Dynamo -- undamaged -- 5 HP 23 -- Grimalkin -- undamaged -- 7 HP (includes the 2 Grim got from recent fiats) 18 -- Colt -- undamaged, will be fatigued at start of next round -- 6 HP 18 -- ArchEvil -- bruised x2, staggered, stunned; Toughness 11 (Imp 8) -- NPC 17 -- Jack of all Blades -- undamaged -- 8 HP (includes 1 from recent fiat) 08 -- Jill O'Cure -- undamaged -- Sidekick + 1 HP (from recent fiat) 07 -- Fulcrum -- undamaged -- 3 HP Fulcrum's up! (Still need those toughness saves for Colt, Dynamo and Grim!) Link to comment
Geez3r Posted July 31, 2011 Share Posted July 31, 2011 Ok, point of note: That's not how Staggered works. You only get knocked out by an attack while staggered if that attack would stagger you again. From the M&M FAQ: How many times can a character be staggered? Once. Staggered is a singular condition. Once a character is staggered, another staggered result means the character is rendered unconscious. This means a staggered character is closer to being out of the fight, even without any bruised results affecting Toughness saves. Secondly, Dynamo will spend a HP to double his Dodge Bonus to Defense for one round, taking his current Defense of 26 (which includes the +2 Dodge bonus he has from Defensive Attack) up to 38, which means Dok's attack will miss. Link to comment
Heritage Posted July 31, 2011 Share Posted July 31, 2011 PixieGrim's Toughness save: 1d20+13=20 For the purposes of drama, I'm gonna let her take the hit; besides she's tiny and it's a big spiked iron ball, so it should hurt like hell! Link to comment
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