Raveled Posted September 28, 2011 Posted September 28, 2011 Cosmicstar's Will save, vs DC 26. (1d20+10=26) Ooooo, just makes it.
Quinn Posted October 1, 2011 Posted October 1, 2011 Crow Delays until the bottom of the round, preparing for a Combined Attack Coup De Grace with the rest of the Irregulars, if they're cool with it. Because we're awesome like that. :D
Raveled Posted October 2, 2011 Posted October 2, 2011 Glowstar, Wisp, and Crow can all combine their attacks on Cosmicstar. Unfortunately there's the Impervious 12 to get over, first. Glowstar and Wisp can do that no problem, but what about Crow?
Quinn Posted October 2, 2011 Posted October 2, 2011 On his basic Strike, no; he can't. Fortunately, Crow has Power Attack; on a +5, he's hitting for 13 (Base 8 + PA 5 = Total 13). Juuust enough to break that Impervious.
Raveled Posted October 2, 2011 Posted October 2, 2011 Then go ahead and start making the attack rolls. Glowstar'll switch to Focused Blast to get through that nasty Impervious. Glowstar's ranged attack roll w/ full All-Out Attack and Power Attack, vs Cosmicstar's Def. DC 31 (1d20+12=14) That... Doesn't hit. Ugh. Well, the boy's full-up on HP so I'll just reroll it; and with the lowest result being 11, he cannot miss. His part hits!
Azuth65 Posted October 2, 2011 Posted October 2, 2011 Start of her turn, Wisp's going to burn her one remaining HP to negate the fatigue from her stunting the stun. Free: All-Out + Power attacks, Def is +8, unarmed damage is +13. Main attack roll for the upcoming combined attack, 1d20+13=29
Quinn Posted October 2, 2011 Posted October 2, 2011 And Crow follows up with a stunted fire blast (same stat as EVERY OTHER fire blast he uses) to aid the salvo; All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Combined Attack! (1d20+8=21) Ka-boom.
Raveled Posted October 4, 2011 Posted October 4, 2011 So if we're all adding to Wisp's blow, that's 13 + 2 +2 = rank 17, or Toughness DC 32. Whew. Cosmicstar's Toughness save, vs DC 32. (1d20+15=19) He's... not out yet. Staggered + Dazed, but not done for. Alright everyone, post your actions in order.
Semi-Autogyro Posted October 6, 2011 Posted October 6, 2011 I call upon the power of Nikola Tesla! Move Action - Create weapon. Damage 9 (Extras: Area [cloud, targeted] (1 rank only - 1x5 cloud), Penetrating +1, Range +1 (Ranged); Flaws: Distracting -1; Feats: Selective) [20 pp] Mark III Tesla Cannon This means he has to move out of the area or, Megastar get smacked again by the secondary electrostatic feedback next round with the same DC if it hits. Standard Action - Attack! Full on Power Attacking for +5 DC/-5 Def. ATK roll -1d20+9=10 Smooth. Okay, blowing an HP to re-roll that! HP Re-roll - 1d20+9=22. Much better. 15+9+5 = DC 29 Toughness Myr's Defense is again +0 EDIT: Since Megastar is once again unable to act, I'll go ahead and post this action.
Raveled Posted October 7, 2011 Posted October 7, 2011 Cosmicstar's Toughness save, vs DC 29. (1d20+15=30) That is a thing.
Aoiroo Posted October 7, 2011 Posted October 7, 2011 Then Changeling's turn then, she'll blast a sucker, damage shifting by 2, so 22, it that's a hit, DC 31 Will Save
Raveled Posted October 7, 2011 Posted October 7, 2011 Cosmicstar's Will Save, vs DC 31. (1d20+10=29) And Bruise x4.
Avenger Assembled Posted October 8, 2011 Author Posted October 8, 2011 MOD NOTE Actually, Raveled, since Cosmic Star has a damage 17 more than the most generous possible interpretation of that Snare's rank, even with +1 from Myrmidon layering it on (what with Super-Strength providing that bonus towards inanimate objects), there's actually no reason why this NPC should be in this situation. With that in mind, I'm going to step in and make a quick GM post. Everyone take an HP for the Fiat. I'll have all of his damage conditions stay intact, since changing that would be a nightmare of book-keeping. (And since at this late date, we don't want the thread Cosmicstar Free Action: Cosmicstar switches his Cosmic Array to Super-Strength 14 and breaks the snare. Standard Action: Cosmicstar grabs Myrmidon. 24 That hits. Myrmidon is not capable of beating a +44 Grapple check, so I will not bother to roll. Move Action He will throw Myrmidon at Changeling, continuing to All-Out Power Attack. (I will call this a ranged attack) 17 Good news for Changeling; the attack misses. Bad news for Myrmidon, he will hit the nearest wall at Mach 3. That'll be a DC 38 Tou save, and then a DC 25 Tou save; one for the grab, and one for the sudden stop. After this, normal Initiative will resume.
Semi-Autogyro Posted October 8, 2011 Posted October 8, 2011 Ha. Wow. Ouch. I can just imagine the set cartoon Myr-shaped holes in the structure part zen garden before the concrete wall of the gym stopped him. 1d20+9=26 vs. DC 38. Myr is Staggered and Stunned. 1d20+9=22 vs. DC 25. Myr picks up a Bruise as well. See this is why a helmet is a good idea in a superhero costume! :tinfoil:
Avenger Assembled Posted October 8, 2011 Author Posted October 8, 2011 It could be worse; he's just dazed thanks to our house rules revisions. And thanks to the way staggered works, he only picked up the one bruise, because he got hit so hard he didn't get that badly hurt. Which makes sense, somehow. All right, we're back in normal initiative. Cosmicstar is as bruised as he ever was, but is no longer dazed or bound.
Quinn Posted October 10, 2011 Posted October 10, 2011 Time to test out those new gloves! Crow teleports in and... All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Autofire Knives. (1d20+8=27) Woot. Okay, the Autofire was a mis-write, the move being used is the Blast 8 from the Summoned Talons Array detailed in the first page of the OOC thread. Improved Critical 2 means that's a crit. Ricochet 2 will be in effect here for purposes of AWESOME. He then teleports out beside the stunned Myrmidon and burns an HP for an extra Standard action, which he'll take as a Move Action, teleporting them both up to the roof overlooking the Zen Garden and taking cover. So overall, that's a DC 33 Toughness save from our good friend Cosmicstar.
Raveled Posted October 10, 2011 Posted October 10, 2011 Cosmicstar's Toughness save, vs DC 33. (1d20+15=27) Daze + Bruise x4.
Azuth65 Posted October 11, 2011 Posted October 11, 2011 Free: All-out/power to max, dropping Def to +8 and boosting damage to +14 Move: Acrobatic bluff, 1d20+15=35 Standard: Teleport-pummel, 1d20+13=27 Given Gorgon-star is probably FF'd from the bluff, I'm going to guess a 27 hits. DC 29 Toughness save, up to a 33 thanks to autofire.
Raveled Posted October 11, 2011 Posted October 11, 2011 Cosmicstar's Sense Motive, vs DC 35. Second Chance included. (1d20+20=23, 1d20+20=38) He sees through your little ruse! He still gets hit, mind you. Autofire boosts it by... +2, so DC 31 Toughness. Cosmicstar's Toughness save, vs DC 31. (1d20+14=20) Staggered + Dazed refreshes. So! Close!
Raveled Posted October 11, 2011 Posted October 11, 2011 Glowstar's best option here... is Power Attack. Glowstar's ranged attack roll w/ +4/-4 Power Attack, vs Cosmicstar's Def. DC 23 (1d20+8=13) That's... That's just... Glowstar's ranged attack reroll w/ +4 Power Attack, vs Cosmicstar's Def. DC 23 (1d20+8=11) +10 makes it 21 which, with the Staggered, actually hits! Cosmicstar's Toughness save, vs DC 23. (1d20+13=32) Sweet Christmas! At this rate the Irregulars won't live to see Christmas. Cosmicstar is going to HP the Dazed away and then Stunt an attack. Which attack? This one. That's Strike 15 (Extra: Area/Burst [General] So a DC 25 Reflex save and then a DC 30/22 Toughness save. Glowstar's Reflex save vs. DC 25. (1d20+6=13) Very much not. Glowstar's Toughness save, vs DC 30. (1d20+12=18) Staggered + Dazed Glowstar's Concentration check to keep Flight active, vs DC 13. (1d20+8=23) Well that's so good news, at least. Initiative 32 Cosmicstar -- Bruisex5, Fatigue -- GM 19 Myrmidon -- Bruisedx1, Staggered -- HPx4 17 Changeling -- Uninjured -- HPx2 15 Crow -- Uninjured -- HPx4 14 Wisp -- Uninjured -- HPx3 10 Glowstar -- Staggered + Dazed -- HPx6 Myr is up, and everyone has some rolls to make.
Azuth65 Posted October 11, 2011 Posted October 11, 2011 Reflex save: 1d20+8=23 Good thing I have Evasion 2. Toughness: 1d20+9=28
Aoiroo Posted October 11, 2011 Posted October 11, 2011 10, well evasion 2 so it's half anyway. So, 27, hah, critical toughness so she's fine.
Quinn Posted October 12, 2011 Posted October 12, 2011 DC 25 Reflex save! (1d20+7=27) Crow laughs at Cosmicstar! Laughs at him! It! Whatever!
Semi-Autogyro Posted October 13, 2011 Posted October 13, 2011 I was going to have Myr do suppressive fire at Cosmic-star from range, but I guess I have to suffer with the rest of you lot. Reflex Save vs. DC 25 - 1d20+6=14 That would be no. Tou Save vs. DC 30 - 1d20+9=10 HP'ing that! HP Toughness Save Re-Roll - 1d20+9=26 Much better. Myr picks up another bruise. Okay, Myr's turn. No sense in holding back, Plus I don't think I can scratch him regardless, if I do. :? Move Action - Create Weapon Damage 9 (Extras: Area-(Line) [5x90 ft], Penetrating, Flaws: Distracting; Power Feats: Improved Crit x2 [18-20]) AM Heavy Mercury Laser Gotta EE a standard action since Myr is staggered so he can use it. Attack! - 1d20+9=27 Woo! Crit due to the improved crit range. Well, if Cosmic!star isn't immune to crits, that is. That's a DC 15+5+9+5 = 34 Toughness Save. Myr will be fatigued due to the EE, and Have a def of +0 too. Hopefully he'll pick someone else to shotput.
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