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Reaction: Concentration Check to Maintain powers, round 1 (1d20+2=11); everything maintained

Move Action: Get into Melee Range

Standard Action: Vibrofist vs Cthulu!Dok, PA 5, DC 30 Tough, Autofire 1 (1d20+9=24)

Free Action: Use EE to Surge to do it again:

Standard Action: Vibrofist vs Cthulu!Dok, PA 5, DC 30 Tough, Autofire 1, again (1d20+9=27)

I'll spend a HP here to get 1 more rank of Improved Critical.

Continued Move Action: Put about 1 city block between Dynamo and Cthulu!Dok

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Knew I should've bought its Impervious up to it's PL (of 16)....

First one hits by 3, adds 1 to damage, do DC 31.

Toughness save, DC 31 (1d20+21=27) Fails by 4, so takes a Bruise

Second one hits by 6, adds +3 to damage, so DC 33, +5 from Crit = 38.

Toughness save, DC 38; includes -1 from existing bruise (1d20+20=32) fails by 6, so a second Bruise + Stunned

Fiat to reroll; Dynamo gets an HP

Toughness save, DC 38; includes -1 from existing bruise; Fiat re-roll (1d20+20=26) +10 = 36 = fails by 2, so just takes a second Bruise.


29 -- Dynamo -- undamaged -- 7 HP

28 -- Thrude -- Bruise -- 4 HP

23 -- Grimalkin -- staggered -- 8 HP

?? -- Willow?

18 -- Colt -- undamaged, fatigued -- 7 HP

17 -- Jack of all Blades -- undamaged, fatigued -- 9 HP

10 -- R'K'Vll -- Bruise x2-- NPC

08 -- Jill O'Cure -- undamaged -- Sidekick + 2 HP

07 -- Fulcrum -- undamaged -- 4 HP

Thrude's up!

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Free Action: Thrude uses Extraordinary Effort, for a power stunt and for +2 power ranks on it.

  • Drain Toughness 16 (Extras: Secondary Effect, Flaws: Action [Full], Feats: Extended Reach [10ft], Homing 2, Improved Critical 2 [18-20], Indirect 2, Slow Fade [1 minute]) [24PP]

    +2 ranks on that, so it becomes Drain Toughness 18.

Full Action: Thrude shoves a lightning bolt down Dokthulhu's throat.

She will All-Out Attack for +2 ATK / -2 DEF. Technically, it's a touch-range attack, so her One-Eye penalty doesn't come into play, nor does the penalty for firing ranged attacks at foes engaged in melee. That puts her Attack at +6, +8 after going All-Out.

Thrude's Attack roll (DC21): 12. Swing and a miss.

It's Homing 2, so it'll get two more chances to hit on the next two rounds. And if it does hit, then it'll hit again on the following round.

Thrude's Defense is +6 (DC16) until her next turn.

At the start of Thrude's next turn, she will become Exhausted.

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Oh, it's also worth noting, just in case there's any confusion, that Thrude has not actually used her Environment Control power to summon a mechanical storm. The bits of stormy weather in my descriptions were just that, descriptors for her attacks, and for her Special Effects Feature.

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Grim is going to use Extra Effort to stunt Healing 5 (Extra: Action, Flaw: Personal) off her Glamour (Morph) power to clear her Staggered condition; since she's got a CON bonus of +4, she can 'Take 1' and automatically make it. She could do an even higher Healing rank, but as Shaen pointed out, that not even necessary. She will then spend an HP to clear the resulting Fatigued condition.

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Around 64 feet, yes (and ~550 tons). Gigantosaur-sized.

and so noted on Jack's fatigue/HP status.

(Quote, did Colt do the same?)

Thrude misses with her bolt.

Grim heals and spends an HP.

29 -- Dynamo -- undamaged -- 7 HP

28 -- Thrude -- Bruise, exhausted at beginning of next round -- 4 HP

23 -- Grimalkin -- undamaged -- 7 HP

?? -- Willow?

18 -- Colt -- undamaged, fatigued -- 7 HP

17 -- Jack of all Blades -- undamaged -- 8 HP

10 -- R'K'Vll -- Bruise x2-- NPC

08 -- Jill O'Cure -- undamaged -- Sidekick + 2 HP

07 -- Fulcrum -- undamaged -- 4 HP

And now I really need Sorus to roll init for Willow to see if she goes next, or if Colt does.

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That's the same as Jill, but Jill's init modifier is higher, so Willow'll go after her.

29 -- Dynamo -- undamaged -- 6 HP

28 -- Thrude -- Bruise, exhausted at beginning of next round -- 4 HP

23 -- Grimalkin -- undamaged -- 7 HP

18 -- Colt -- undamaged, fatigued -- 7 HP

17 -- Jack of all Blades -- undamaged -- 8 HP

10 -- R'K'Vll -- Bruise x2-- NPC

08 -- Jill O'Cure -- undamaged -- Sidekick + 2 HP

08 -- Willow -- undamaged -- 3 HP

07 -- Fulcrum -- undamaged -- 4 HP

Colt's up!

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Alright, Delaying permanently changes your init for the remainder of the combat, so it's now as so:

29 -- Dynamo -- undamaged -- 6 HP

28 -- Thrude -- Bruise, exhausted at beginning of next round -- 4 HP

23 -- Grimalkin -- undamaged -- 7 HP

18 -- Colt -- undamaged, fatigued -- 7 HP

10 -- R'K'Vll -- Bruise x2-- NPC

08 -- Jill O'Cure -- undamaged -- Sidekick + 2 HP

08 -- Jack of all Blades -- undamaged -- 8 HP

08 -- Willow -- undamaged -- 3 HP

07 -- Fulcrum -- undamaged -- 4 HP

Colt's still up!

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Same as Jack, didn't get the chance to clear the fatigue. He does so now.

I don't believe he has any sustained or concentration powers to maintain. Should I even bother rolling?

This thread needs more shooting, clearly.

Colt's going to roll on this one rather than using the aiming shenanigans he did last time. So full round action, power attack 5.

Power attack 5 auto fire 3 (1d20+15=34) Mmmm taste that improved critical feat :D

So he hits def 34. The rank of the power is 10 + 5 (power attack) + 5 (Crit) +X (Autofire; 1 for 1; Maximum bonus 10) = DC35 + X. Yum. Tasty.

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R'K'Vll's Defense is 21, so a 34 hits by 13. So DC is... 45.

Toughness save, DC 45; includes -2 from Bruise x2 (1d20+19=22) fails by 23...

Fiat to re-roll; Colts gets an HP (replacing the one he spent to clear fatigue)

Toughness save, DC 45; includes -2 from Bruise x2; Fiat to re-roll (1d20+19=33) fails by 12, so he's Staggered & Stunned (assuming Colt's doing nonlethal damage).

29 -- Dynamo -- undamaged -- 6 HP

28 -- Thrude -- Bruise, exhausted at beginning of next round -- 4 HP

23 -- Grimalkin -- undamaged -- 7 HP

18 -- Colt -- undamaged -- 7 HP

10 -- R'K'Vll -- Bruise x2, Stunned, Staggered -- NPC

08 -- Jill O'Cure -- undamaged -- Sidekick + 2 HP

08 -- Jack of all Blades -- undamaged -- 8 HP

08 -- Willow -- undamaged -- 3 HP

07 -- Fulcrum -- undamaged -- 4 HP

TentArcheville's turn. I'mma have to think on some things.

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Dokthulhu

Bruise x2, Stunned, Staggered

First off, in an effort to make this fight last long enough that everyone can get to take part (both for the chars here and for the vignettes of Dragonfly and Nick Cimitiere), I'm giving Dokthulhu the following

Regeneration 9 (Recovery Rate: Bruised 3 [No Action], Injured 6 [No Action]; PF: Regrowth) [10PP]

No Action: Regenerate to remove 1 Bruise.

Reaction: Fiat to remove Stun; all gain 1 HP

Check for Uncontrolled Shapeshift; 11-20 = shapeshift'd (1d20=7) No uncontrolled shapeshifting

Standard Action: Use Confuse

Everyone within 60 feet needs to make a Will save, DC 22.

No, scratch that, I'd like at least the illusion that it gets to do something. GM Fiat, everyone gets an HP, everyone fails the save.

D20    BEHAVIOR
1-2 Attack Dokthulhu.
3-5 Act normally.
6-10 Do nothing but babble in incoherent rapid speech or in logorrhea (a torrent of coherent speech) (retains dodge bonus to Defense).
11-14 Flee at top possible speed.
15-20 Attack the nearest creature as if enraged (i.e., no skills, no Concentration or Sustained powers, no Taking 10 or 20), activating Rage feat if you have it.

Confuse rolls for Jill O'Cure, Jack of all Blades, Willow, Fulcrum, Dynamo, Thrude, Grimalkin, and Colt (1d20=10, 1d20=8, 1d20=19, 1d20=8, 1d20=5, 1d20=10, 1d20=4, 1d20=1)

Jill O'Cure: 10 - babbles

Jack of all Blades: 8 - babbles

Willow: 19 - attacks nearest creature as if enraged

Fulcrum: 8 - babbles

Dynamo: is out of the area's effect, so he's not Confused.

Thrude: 10 - babbles

Grimalkin: 4 - act normally

Colt: 1 - attacks Dokthulhu

Per Ecal's request, I'm Worf Effecting Geckoman (largely so he'll only have on char -- Arrowhawk -- active in this thread).

The d20 roll for the effect will change each round. Since this is a Sustained (Lasting) effect, you get saves to break out, at 1 minute, 5 minutes, 20 minutes, and so on, with a +1 cumulative bonus each time. This requires no action on Dokthulhu's part; it continues until you successfully save or someone counters it. You can also use the Willpower option of Extra Effort (as a free action) to get an additional chance to save and break out.


29 -- Dynamo -- undamaged -- 8 HP

28 -- Thrude -- Bruise, confused, exhausted at beginning of next round -- 6 HP

23 -- Grimalkin -- undamaged, confused -- 9 HP

18 -- Colt -- undamaged, confused -- 9 HP

10 -- R'K'Vll -- Bruise, Staggered -- NPC

08 -- Jill O'Cure -- undamaged, confused -- Sidekick + 4 HP

08 -- Jack of all Blades -- undamaged, confused -- 10 HP

08 -- Willow -- undamaged, confused -- 5 HP

07 -- Fulcrum -- undamaged, confused -- 6 HP

Jill & Jack are up.

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They (as well as anyone else on their turn) can use extra effort to get a save, and for that Jack can use his Ult Will to break free.

And remember we do allow Extraordinary Effort (2 uses of Extra Effort, but you're Exhausted instead of Fatigued the round after), so you could use the Willpower form of Extra Effort and still use another form of EE.

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Well, it's not like they don't have the HP, I suppose!

Jill O'Cure

Extraordinary Effort: Part 1: New Will Save Will Save vs. DC 22. (1d20+10=20)

Hero Point: Will Save vs. DC 22, HP reroll. (1d20+10=14) So, 24.

Extraordinary Effort: Part 2: Power Stunt off of Biological Manipulation Array:

Growth 16 (64'; Extras: Affects Others, Flaws: Limited [Others], Power Feats: Growth Strike, Drawbacks: Action [Move]) [48PP] (Giant Force Field Armor)

Healing 2 (Power Feats: Regrowth) [5PP] (Maintaining the Armor)

Move Action: Use Growth on Jack.

Standard Action: Auto-DC 30 Taunt vs. R'K'Vll w/ Skill Mastery.

Jack of all Blades

Extraordinary Effort: Part 1: New Will Save.

Hero Point: Ultimate Will!

Extraordinary Effort: Part 2: Power Stunt off of Energy Sword:

Blazing Sword Container [31PP]

  • Strike 0 (Power Feats: Improved Critical 2, Mighty, Extras: Linked) [3PP]
    + Drain Fortitude 12 (Extras: Linked) [12PP]
    + Drain Toughness 18 (Extras: Linked) [18PP]
    Decreased Strength 2 [-2PP]

Move Action: Auto-DC 36 Feint vs. R'K'Vll w/ Skill Mastery and Fast Talk.

Standard Action: Blazing Sword; Power Attack 5. (1d20+7=17)

Concentration: Concentration Check vs. DC 10. (1d20+2=4)

Hero Point: Reroll for automatic success.

To clarify, with all of this, Jack is acting with +12 Attack, 22 total Defense, 36 (+18) Strength and +18 Toughness. That puts his Damage cap at +18, as well.

The Drain Fortitude is DC 10 + 12 + 5 Power Attack = 27

The Drain Toughness is DC 10 + 18 + 5 Power Attack = 33

The Toughness Save is DC 15 + 18 + 5 Power Attack + 4 Growth Strike = 42

Jill spends 1 HP, Jack spends 2 and they'll each spend another next round to downgrade the Exhaustion to Fatigue.

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Can't beat the DC 30 Taunt from Jill (no Bluff or Sense Motive, only a +4 on Cha and a +9 on Wis), so that works.

Can't beat the DC 36 Feint from Jack (for the same reason), so that works.

Fort save, DC 22, for Drain Fort effect (1d20+15=20) Fort's drained by 2 points, to +13

Fort save, DC 33, for Drain Toughness effect (1d20+13=29) fails by 4, so Impervious Tougnhess is drained by 2.

Toughness save, DC 42; includes -1 from Bruise (1d20+18=32) fails by 10 = staggered + stunned, but it's already staggered, and staggered + staggered = unconscious.

Toughness save, DC 42; includes -1 from Bruise; fiat re-roll (1d20+18=20) ...

If I were to go with this, Willow will have contributed nothing to the fight, Fulcrum will have contributed nothing to either fight, nor would have Grim.

That will not do, as everyone should have a chance to Be Awesome in this story arc.

GM Fiat (Jack gets an HP).

Dokthulhu's shapeshift (finally) kicks in to give it this

    Energy Sponge/Redirecting Life Energies: Healing 5 (Recovery +19; Extras: Action 4 [Reaction], Restoration, Total; Flaws: Personal, Source [Jill O'Cure's Energies]) {30/30}

Restores 5 pp to each drained trait, so the Fort and Toughness are restored.

Healing check (1d20+18=34) clears the Staggered and Bruise.


29 -- Dynamo -- undamaged -- 8 HP

28 -- Thrude -- Bruise, confused, exhausted at beginning of next round -- 6 HP

23 -- Grimalkin -- undamaged, confused -- 9 HP

18 -- Colt -- undamaged, confused -- 9 HP

10 -- R'K'Vll -- unharmed -- NPC

08 -- Jill O'Cure -- undamaged; will be exhausted at beginning of next turn -- Sidekick + 3 HP

08 -- Jack of all Blades -- undamaged; will be exhausted at beginning of next turn -- 9 HP

08 -- Willow -- undamaged, confused -- 5 HP

07 -- Fulcrum -- undamaged, confused -- 6 HP

Willow's up

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