Avenger Assembled Posted August 31, 2011 Posted August 31, 2011 September 25, 2011Crow, Changeling, Myrmidon, Wisp, and Glowstar face off against one of their own.Raveled be runnin' this.
Raveled Posted September 1, 2011 Posted September 1, 2011 The IC thread is up. Drop in and say hello!
Quinn Posted September 2, 2011 Posted September 2, 2011 Okay, Crow's breaking out his new invention; the Crow's Talons! A fantastical rune-engraved glove that lets him summon a whole whack of magically-copied knives, deep in the bowels of Parkhurst. By which I mean a pair of Blasts with a funky descriptor. So Rav's given me permission to bring them in after I spend an HP and make the requisite rolls; Crow has access to Parkhurst, so this is also a good thing. It's going to be a 5-rank Device, Easy-To-Lose, so 3 PP x 5 = 15 PP, 10 + 15, DC 25 check. Since I've been dropping hints that Morgan's been planning these for a few months, I'd like to bypass the Design check; by now he's likely got a functional Device, and practically speaking he's got a +13, so Taking 20 on the check (even with an extra 20 hours per point, OY!) would result in a 33. Now comes the fun part, Crafting! Unfortunately, Crow does not have any Crafting skills (grievous oversight on my part!), so therefore I must slap a few on there with Beginner's Luck. +5 to Craft (mechanical). With the point cost of 15 PP, that makes it a DC 25 check again. Unfortunately, that would require a Nat 20, and I can't Take 20 on the check...that's...tough. Which I really should've figured out before I started this process. Which vexes me greatly. Bleh. Your call here, Rav; you mind waiting for an edit to go through for Morgan that gives him enough Craft to finish the job he's been working on all this time? Should I roll and hope for the best? Or should I bail on the whole idea? Either way, here are the "completed" stats: Device 5 (25 PP available, Easy-To-Lose) (Crow’s Talons) [15 PP] Summoning Array (24 PP, Feats: Alternate Power 1) [25 PP] Base Power: Blast 8 [Feats: Precise 2, Ricochet 2, Indirect, Improved Critical 2 (18-20), Subtle] (Summoned Crow’s Talons) [24PP] Alternate Power: Blast 6 [Extras: Autofire; Feats: Precise, Ricochet 2, Indirect, Improved Critical 2 (18-20), Subtle] (Talon Barrage) [24 PP]
Aoiroo Posted September 2, 2011 Posted September 2, 2011 Doesn't want to play this combat until she has her new array set up for Changeling that she's buying with her August rewards.
Raveled Posted September 2, 2011 Posted September 2, 2011 I'm going to say this, to both of you. One the hand, I really would hate it if you refuse to post or otherwise drag out the thread, just so your character can have some tactical/mechanical advantage gained from September's edits. On the other hand, this thread can't go forward until Azuth is back, anyway. So as long as it doesn't seem like you're deliberately trying to slow things down, I have no problem with Crow and Changeling using their fresh, September selves for the thread.
Quinn Posted September 5, 2011 Posted September 5, 2011 Okay, after much hubbub and edit-waits, here's Crow's Construction roll for those gloves. DC 25 Craft (artistic) Artificer check! (1d20+13=33) Ba-bam! Crow's successfully made the Talon gloves, and protecting Claremont's the best time to give them the acid test. For convinience, here's the glove build reposted. Device 5 (25 PP available, Easy-To-Lose) (Crow’s Talons) [15 PP] Summoning Array (24 PP, Feats: Alternate Power 1) [25 PP] Base Power: Blast 8 [Feats: Precise 2, Ricochet 2, Indirect, Improved Critical 2 (18-20), Subtle] (Summoned Crow’s Talons) [24PP] Alternate Power: Blast 6 [Extras: Autofire; Feats: Precise, Ricochet 2, Indirect, Improved Critical 2 (18-20), Subtle] (Talon Barrage) [24 PP] Damage-wise, those'd be a DC 23 TOU save from the base Blast, and DC 21-26 for the Autofire Blast. Working on an IC post.
Raveled Posted September 8, 2011 Posted September 8, 2011 I think that's enough talking and being nice. Unleash the dogs of Plot!
Aoiroo Posted September 10, 2011 Posted September 10, 2011 17 Iniaitive for Changeling, not bad considering how slow she is.
Azuth65 Posted September 11, 2011 Posted September 11, 2011 1d20+7=14 Oh yeah, buying more Imp Init next month.
Raveled Posted September 11, 2011 Posted September 11, 2011 Glowstar's Ini. (1d20+6=10) Megastar's Ini. (1d20+25=32) Well, this isn't a good thing. Of course, this whole thing can't go forward until SA posts something. :argh:
Semi-Autogyro Posted September 12, 2011 Posted September 12, 2011 Myrmidons' Initiative - 1d20+1=19 Sorry. Multiple things came up on my end this weekend.
Raveled Posted September 12, 2011 Posted September 12, 2011 Surprise round! Everyone take a HP. Cosmic!Mega is going to start by punching Glowstar. Punching him so hard. Megastar's melee attack check, vs Glowstar's flat-footed Def. DC 33 (1d20+12=30) That actually ends up being DC 38. Guess why!! Glowstar's Toughness save, vs DC 38. (1d20+12=23) That missed by exactly 15! And the Knockback is 32, which is higher than the progression table goes. Although taking the maximum distance would send him flying *Calculates* More than 470 miles. I think Megastar wins the Knockback competition. Time to fiat that a bit. Megastar's going to make an Intimidate check against the Irregulars, and I'm going to rule that he gets a +4 bonus for just punting Glowstar out into the river. (10:28:26) System: Raveled rolls 1d20 and gets 19. That comes out to a DC 27 to resist being Shaken. Folks with Fearless don't have to worry about this, natch. Initiative 32 Megastar -- Uninjured -- GM 19 Myrmidon -- Uninjured -- HPx4 17 Changeling -- Uninjured -- HPx2 15 Crow -- Uninjured -- HPx3 14 Wisp -- Uninjured -- HPx3 10 Glowstar -- Unconscious, River'd -- HPx6
Aoiroo Posted September 12, 2011 Posted September 12, 2011 25, so missed by two what does that make Changeling. Also, wouldn't he have a -5 detractor for using intimidate as a move action.
Raveled Posted September 12, 2011 Posted September 12, 2011 Mega is actually doing it as a full-round action. He had a Surprise Round, where he booted Glow, and the first action in the regular round, which he used to Intimidate the Irregulars.
Semi-Autogyro Posted September 12, 2011 Posted September 12, 2011 Here we go. Myr has fearless so he's unaffected. Free Action(s) - Summon helmet (quick change) and try to not get pasted. Move Action - Feint using Know (Tactics) on Megastar (Using his benefit feat). Myr will take 10 using Skill mastery, so that's a DC 25 sense motive check needed for Megastar. Use Set-Up feat to transfer benefit to Changeling. Standard Action - Ready Aid Another attempt (+Attack) on Megastar when Changeling enters melee. I'll roll this beforehand to save time. Aid another check vs. DC 10 - 1d20+9=24. If/When Changeling takes advantage of this, +5 to Attack Roll vs. Megastar on her attack. (+2 Aid, +3 Teamwork).
Aoiroo Posted September 12, 2011 Posted September 12, 2011 Okay, Etain is going to do her melee strike/drain attack. 24, -2 for Shaken status, +5 with Myr's set up is 27 total. Going to damage shift by 2, so that's 25 total, if that hit's is DC 24 Will save against having his will drained, and DC 29 Will save against the actual set attack.
Raveled Posted September 13, 2011 Posted September 13, 2011 Megastar's Sense Motive, vs DC 25. (1d20+20=32) That's gonna be a no on the Feint. Changeling's attack does hit him, though. Megastar's Will save, vs DC 24. (1d20+10=22) So he loses 2 pts off his Will save. Megastar's Will save, vs DC 29. (1d20+8=15) No. This is not going to end in a single round. Megastar picks up 2 Bruises and Changeling gets a HP.
Quinn Posted September 14, 2011 Posted September 14, 2011 Well, Crow's roommate and best friend just got moked. So that old family temper's about to kick in, big time. Step One! Vanish! Standard Action: Stunt: Obscure 6 (Rune of Blindness) (250 ft., Visual, Extras: Selective, Independent; Flaws: Limited [Normal Vision]) [7 pp] -Basically fills the Zen Garden with a thick obscuring cloud of freezing mist and fog. Except for the Irregulars. 'cause they're cool like that. (And Selective is win). Note, the Obscure, due to Independent, will shrink by 1 rank each round, going down the requisite steps in the Progression Table. Free Action: Activate Concealment! Skill Mastery Take 10 + Stealth 13 = Total Stealth 23. After discussion in chat, and weighing in by the Powers What Is: (22:25:41) Dr_Archeville: the first one isn't Partial, it's just limited to Normal Vision. So it seems to me that anyone caught in the overlapping effects would be totally concealed if relying only on Normal Vision, but just Partially obsured if using some other vision (like infravision or ultravision). So for the purposes of the exercise, Crow has Total Concealment for Normal Visual Senses, but anything else he's only got Partial Concealment. Move Action: Teleport to a point about 100 feet away from Mr. Cosmicstar, which I believe raises the Notice DC, and starts organizing the troops via radio. Thank you for the earpieces, Myrmidon!
Raveled Posted September 16, 2011 Posted September 16, 2011 Zu, I still need a check for Wisp vs. that Intimidate. Glowstar's unconscious, so nothing doing there. Cosmicstar can't see! Oh noes! Thankfully he has Accurate Auditory Super-Senses, or this could be a pickle! Okay, he's going to toss a cosmic energy blast at Changeling because she just about KO'ed him last turn. (21:52:21) System: Raveled rolls 1d20 and gets 17. That's 33, which hits. DC 31 Toughness save for Changeling, please. For his next trick, he's going to fly up and out of the fog. Initiative 32 Megastar -- Bruisex2 -- GM 19 Myrmidon -- Uninjured -- HPx4 17 Changeling -- Uninjured -- HPx2 15 Crow -- Uninjured -- HPx3 14 Wisp -- Uninjured -- HPx3 10 Glowstar -- Unconscious, Bed'd -- HPx6 Myr's up.
Aoiroo Posted September 16, 2011 Posted September 16, 2011 (22:04:10) Aoiroo: Toughness Roll Changeling (22:04:14) Raveled: He's got a pretty good chance of hitting her. (22:04:14) System: Aoiroo rolls 1d20 and gets 17. +7 is 24, which is 7 damage which is bruised and dazed for Changeling.
Semi-Autogyro Posted September 16, 2011 Posted September 16, 2011 Move Action: Create Weapon Snare 9 (Drawbacks: Reduced Range [5 90ft Range Increments / 450ft Max Range]; Feats: Conceals Auditory & Visual, Precise ) [20PP] (Expanding Foamthrower) Standard Action: All-Out & Power Attack! (+5 DC, -5 Def) 1d20+9=24 DC 24 Ref Save from Cosmicstar if it hits. Extra Effort: Move Action Hide in Plain Sight taking 10 (DC 24), Burn HP to cancel fatigue from EE. Notes: Myrmidons' Defense is +4 for this round.
Aoiroo Posted September 16, 2011 Posted September 16, 2011 I'll let Etain take the daze this round. So no post, just skip to Crow.
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