Dr Archeville Posted March 9, 2008 Posted March 9, 2008 (Hunh, seems Invisible Castle's had a bit of an overhaul since I last used it.) Archeville's Initiative roll (1d20+1 = 10)
Jack of Tales Posted March 10, 2008 Posted March 10, 2008 Well this is supposed to be Star's show! But if you're such a pansy I suppose I could throw some darkness around mwhahaha. ^.~ Ooor perhaps I'll walk away >.> [Don't worry just giving Star some time to warm up Dryad for me] Initiative11
Jack of Tales Posted March 10, 2008 Posted March 10, 2008 Well this is supposed to be Star's show! But if you're such a pansy I suppose I could throw some darkness around mwhahaha. ^.~ Ooor perhaps I'll walk away >.> [Don't worry just giving Star some time to warm up Dryad for me] Initiative11
Quiett Posted March 11, 2008 Posted March 11, 2008 Well, I am old after all. I need a walker to fight him. Plus, I have to take time to get my costume up.
Quiett Posted March 11, 2008 Posted March 11, 2008 Well, I am old after all. I need a walker to fight him. Plus, I have to take time to get my costume up.
Dr Archeville Posted March 11, 2008 Posted March 11, 2008 What's that? My hearing aid seems to be busted... So, looks like Initiative order is * Starsmore (26) * Dryad & Kizzy (both 11) ** [in cases of ties, my local group goes with whoever's got the highest initiative modifier to go first, so in this case it'd be Kizzy (+5 Init), then Dryad (+3 Init)] * Doktor Archeville (10)
Dr Archeville Posted March 11, 2008 Posted March 11, 2008 What's that? My hearing aid seems to be busted... So, looks like Initiative order is * Starsmore (26) * Dryad & Kizzy (both 11) ** [in cases of ties, my local group goes with whoever's got the highest initiative modifier to go first, so in this case it'd be Kizzy (+5 Init), then Dryad (+3 Init)] * Doktor Archeville (10)
Quiett Posted March 11, 2008 Posted March 11, 2008 I have to wait for my costume to power up, so that's my actions for the round. Don't worry Doctor, the costume comes with a walker, I'll be there to help you soon enough.
Quiett Posted March 11, 2008 Posted March 11, 2008 I have to wait for my costume to power up, so that's my actions for the round. Don't worry Doctor, the costume comes with a walker, I'll be there to help you soon enough.
Jack of Tales Posted March 11, 2008 Posted March 11, 2008 So did you end up using the handicapped bathroom to put that costume on? lol :X That suit's activation just sounds downright evil, ouch!
Jack of Tales Posted March 11, 2008 Posted March 11, 2008 So did you end up using the handicapped bathroom to put that costume on? lol :X That suit's activation just sounds downright evil, ouch!
nareik123 Posted March 11, 2008 Posted March 11, 2008 If I hit Archville, please take a DC 25 Toughness save.
nareik123 Posted March 11, 2008 Posted March 11, 2008 If I hit Archville, please take a DC 25 Toughness save.
Dr Archeville Posted March 12, 2008 Posted March 12, 2008 +8 to hit? Her char sheet seems to just say +5; where's the other +3 coming from? (Either way, it does hit.) And since the rank of the attack is not less than the rank of the Impervious on his Force Field, it does have a chance to hurt him. *rolls* And it does. Poop.
Dr Archeville Posted March 12, 2008 Posted March 12, 2008 +8 to hit? Her char sheet seems to just say +5; where's the other +3 coming from? (Either way, it does hit.) And since the rank of the attack is not less than the rank of the Impervious on his Force Field, it does have a chance to hurt him. *rolls* And it does. Poop.
nareik123 Posted March 12, 2008 Posted March 12, 2008 Now, to make things slightly more interesting, (For me anyway) Dryad is attempting to pin Dr Archville. Having the Improved pin feat means you are -4 to your resisting attempt.
nareik123 Posted March 12, 2008 Posted March 12, 2008 Now, to make things slightly more interesting, (For me anyway) Dryad is attempting to pin Dr Archville. Having the Improved pin feat means you are -4 to your resisting attempt.
Dr Archeville Posted March 12, 2008 Posted March 12, 2008 Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)! Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.
Dr Archeville Posted March 12, 2008 Posted March 12, 2008 Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)! Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.
Jack of Tales Posted March 12, 2008 Posted March 12, 2008 I'm new to the M&M system and at the moment don't have access to my books (got em from drive-by as pdfs but their on an external harddrive at my apartment) and I have no idea how damage/etc works. I'm not asking for a tutorial just a "What do I do if I actually hit someone?"
Jack of Tales Posted March 12, 2008 Posted March 12, 2008 I'm new to the M&M system and at the moment don't have access to my books (got em from drive-by as pdfs but their on an external harddrive at my apartment) and I have no idea how damage/etc works. I'm not asking for a tutorial just a "What do I do if I actually hit someone?"
Dr Archeville Posted March 13, 2008 Posted March 13, 2008 If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks. So, in Keira's case: [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save. [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save. If they make the save, they're fine. [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves). [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round. [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour. [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute. A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.) A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).
Dr Archeville Posted March 13, 2008 Posted March 13, 2008 If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks. So, in Keira's case: [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save. [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save. If they make the save, they're fine. [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves). [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round. [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour. [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute. A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.) A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).
Quiett Posted March 13, 2008 Posted March 13, 2008 Sorry for the lack of posts today. I only have a minute, and I'll post tomorrow when I can. Sorry.
Quiett Posted March 13, 2008 Posted March 13, 2008 Sorry for the lack of posts today. I only have a minute, and I'll post tomorrow when I can. Sorry.
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