Raveled Posted August 28, 2011 Posted August 28, 2011 The OOC for this thread. Cobalt Templar, Freedom Angel, Protectron, and Glowstar have to handle a breakout of human-animal hybrids! Who's behind this dastardly scheme!? Feel free to describe your heroes seeing the crash and even some ancillary damage (wires down, cars swerving out of control) but please don't touch the truck.
Raveled Posted August 30, 2011 Author Posted August 30, 2011 Initiative time! This is against AA's Elephant Hero, Dr. Gorilla, Chimpanzee Champion, and Acrobatic Arachnid. Spider's Initiative. (1d20+11=18) Gorilla's Initiative. (1d20+3=6) Chimp's Initiative. (1d20+10=12) Elephant's Initiative. (1d20+5=18) Glowstar's Initiative. (1d20+6=17)
Avenger Assembled Posted August 30, 2011 Posted August 30, 2011 Freedom Angel's Initiative: 4 Awwwwww
KnightDisciple Posted August 31, 2011 Posted August 31, 2011 13; I guess that makes up for his awesome init in World Tour...
Raveled Posted August 31, 2011 Author Posted August 31, 2011 Initiative order 23 Protectron -- Uninjured -- HPx1 18 Spider -- Uninjured -- GM 18 Elephant -- Uninjured -- GM 17 Glowstar -- Uninjured -- HPx4 13 Cobalt Templar -- Uninjured -- HPx3 12 Chimp -- Uninjured -- GM 6 Gorilla -- Uninjured -- GM 4 Freedom Angel -- Uninjured -- HPx2 Protectron's up.
Dr Archeville Posted August 31, 2011 Posted August 31, 2011 Protectron Undamaged, 1 HP Standard Action: attempt to Trip the Elephant Man before he overruns the 'bot! Power Attack for -2 Attack/+2 Str modifier Melee attack roll (1d20+5=11) Reaction: HP to re-roll; minimum 10 +5 = 15 = hits Str check to try to Trip (1d20+12=21) Per our House Rules, Super-Str does apply to the Trip check if you're resisting w/ Str. At +20, Elephant-Man can't fail. Move Action: Anatomic Separation to detach head and keep it from being trampled by the charging/overrunning Elephant. End Result: 0 HP, possibly tripped and/or damaged by Elephant Man.
Raveled Posted August 31, 2011 Author Posted August 31, 2011 Spider is gonna run like he was ordered to. Full Round Action: Flee! Flee as fast as his webby webs can take him! Which is 400 ft. Elephant's going to try and Overrun on Protectron. Standard Action: Melee attack to Trip. Elephant's melee attack, vs Protectron's unattended body. Trip (1d20+5=14) If my reading of the rules is correct, Protectron's body retains its full Def, so that should miss. Correct?
Raveled Posted August 31, 2011 Author Posted August 31, 2011 Ho-kay then! Guy gets knocked back five feet and ends up eyeing the headless robo-body! Glowstar's gonna try and snag Spidey, on the intuition that maybe they should keep all these guys kinda contained. Standard Action: Create Object around the fleeing Spider-Person. Perception range so no attack roll. Glowstar's CO Grapple, vs Spider's grapple. (1d20+22=39) Yikes. Spider's opposed grapple, vs Glowstar's DC 39. (1d20+16=29) Okay, he is so friggin' grabbed. Time to get an IC post up, and then it's CT's turn.
KnightDisciple Posted August 31, 2011 Posted August 31, 2011 Hm. Protectron has the burly Elephant guy, and Glowstar has the twitchy spider fellow. I'll leave the chimp to Freedom Angel, which means it's time for Cobalt Templar to go after the Gorilla! This guy seems a bit reasonable, so we'll try to be gentle here. Free Action All-Out Attack 5: Defense is 1, Attack is 10 without ring. Move Action: Fly up to melee range of the Gorilla dude. Standard Action: Melee attack to try and initiate Grapple! (IC went down again, so....) (23:13:26) System: KnightDisciple rolls 1d20 and gets 15. Add 10, that's 25, so that hits. Time for Grapple Check! (23:14:01) System: KnightDisciple rolls 1d20 and gets 16. He's got his ring, so with the +20, that's a 36 Grapple check.
Raveled Posted August 31, 2011 Author Posted August 31, 2011 Gorilla's counter grapple, vs Cobalt Templar's 36. (1d20+22=28) He is not Helpless, but his is Bound!
Raveled Posted August 31, 2011 Author Posted August 31, 2011 Chimp's up, and he's gonna start things by smacking CT. Standard Action: Chimp's melee attack, vs CT's Def. DC 25 (1d20+8=12) Heh. Well, that actually hits this round! DC 25 Toughness for CT. The Gorilla's going to try and break free of CT's grapple. Gorilla's escape attempt, vs CT's grapple bonus. DC 20 (1d20+22=34) Gorilla escapes.
Avenger Assembled Posted August 31, 2011 Posted August 31, 2011 Freedom Angel spends an HP on Ultimate Diplomacy, giving him a 35 to the check.
Raveled Posted August 31, 2011 Author Posted August 31, 2011 That changes all of their attitudes to helpful (well, at least to Freedom Angel). Initiative order (Not that we should need it for much longer). 23 Protectron -- Uninjured, Separated -- HPx0 18 Spider -- Bound (Helpless) -- GM 18 Elephant -- Uninjured -- GM 17 Glowstar -- Uninjured -- HPx4 13 Cobalt Templar -- Uninjured -- HPx3 12 Chimp -- Uninjured -- GM 6 Gorilla -- Uninjured -- GM 4 Freedom Angel -- Uninjured -- HPx1 Protectron's up.
Dr Archeville Posted August 31, 2011 Posted August 31, 2011 Is there any kind of Skill check we can make to see if our chars have heard of/know about 'Section 13'?
Raveled Posted August 31, 2011 Author Posted August 31, 2011 You could try Know/Civics or Know/History.
Dr Archeville Posted August 31, 2011 Posted August 31, 2011 Knowledge (Civics, History) rolls (1d20+5=14, 1d20+5=24) grr, 1 shy on each of hitting the next 5-point plateau. Still, the Know/History's pretty decent.
Raveled Posted September 1, 2011 Author Posted September 1, 2011 Section 13 was a part of the OSS, the forerunner to the modern CIA. Their mandate was coordinating the actions of the various superpowered beings the Allies had access to, especially those unaffiliated with either the Liberty League or the Allies of Freedom. The group was officially shut down at the end of WW2, though many of those involved went on to positions of importance within the CIA.
Raveled Posted September 4, 2011 Author Posted September 4, 2011 We are officially out of combat time, so feel free to post in whichever order you want.
Raveled Posted September 9, 2011 Author Posted September 9, 2011 Freedom Angel and Protectron (and anyone else who chooses to remain on the docks) are now facing a mixed force of four Soldiers (armed with heavy pistols) and four SWAT Officers (armed with submachine guns). Initiative for the 4 Soldiers. (1d20+1=7, 1d20+1=12, 1d20+1=20, 1d20+1=4) Initiative for 4 SWAT Officers. (1d20+2=22, 1d20+2=21, 1d20+2=11, 1d20+2=5)
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