April Posted December 9, 2011 Share Posted December 9, 2011 Sage goes on Init (1d20+15=33) Link to comment
Fox Posted December 9, 2011 Share Posted December 9, 2011 Initiative Roll (1d20 + 3=5) Dangit, Invisible Castle.... Link to comment
trollthumper Posted December 10, 2011 Author Share Posted December 10, 2011 And here's how it goes: Sage: 33, Unharmed, 7 HP Papercut: 25, Unharmed, 5 HP Dark Young: 20, Unharmed, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Sage is up first. Link to comment
April Posted December 10, 2011 Share Posted December 10, 2011 As a Reaction to this sudden turn of events, Sage will use her Sense Motive (Skill Mastery, auto 30) to detect if the other Headmaster is being influenced in some way by an outside force. Link to comment
trollthumper Posted December 10, 2011 Author Share Posted December 10, 2011 Nope. Collins is in control of her faculties, if more than a little bit deranged. Link to comment
April Posted December 12, 2011 Share Posted December 12, 2011 Attacking Collins w/ Psionic Blade (Will) (1d20+16=20) from Stealth. If she is flat-footed, and that hits, that is a DC25 Will Save. Link to comment
trollthumper Posted December 12, 2011 Author Share Posted December 12, 2011 All right, I'll say that Collins is sufficiently stunned that she drops her grip on Summers, but retains enough of her faculties that she manages to turn to protoplasm and escape through the nearest heating vent. The other guards should be easy pickings, and take a Hero Point for the escape Fiat. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 5 HP Dark Young: 20, Unharmed, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Once we get the IC posts up for Sage's strike and Collins's escape, Papercut is up next. Link to comment
Electra Posted December 12, 2011 Share Posted December 12, 2011 Spending an HP to stunt Dazzle 8 (Extra: Autofire) off Papercut's array. 1d20+12=19 That's a... DC 18 reflex save. Let's hope roots don't move too quickly on tile floors! Link to comment
trollthumper Posted December 12, 2011 Author Share Posted December 12, 2011 All right, the DC is actually 19, as its Defense is +7 and Koshiro scored a 19. It rolls a 9 on that Reflex save, and is thus Blinded. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Unharmed, Blinded, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP The Dark Young goes next. As it is Blinded, that means it's flat-footed, has a -2 to Defense on top of that (meaning it's a straight DC10 to hit the thing), and all enemies are treated as if they have full Concealment. So, it tries to hit the source of its blinding pain with its Enhanced Strength array. And fails utterly. Ghost Girl is up next. Link to comment
Gizmo Posted December 12, 2011 Share Posted December 12, 2011 Ghost Girl Full Action: Ice Breath Snare 11 (Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Power Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [24PP] That's a DC 21 Reflex save against entanglement (bound and helpless if it fails by 5 or more). Let me know how that goes; she certainly has the HP available to surge if necessary. Link to comment
trollthumper Posted December 13, 2011 Author Share Posted December 13, 2011 And the Dark Young gets Pinned. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Unharmed, Blinded, Pinned, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Citizen is up next. Link to comment
Avenger Assembled Posted December 13, 2011 Share Posted December 13, 2011 Sharl punches the thing in the face: Move Action: Fly up to the thing and punch it. Standard Action: Regular Punch (01:20:38) AvengerAssembled: REGULAR PUUUNCH (01:20:42) System: AvengerAssembled rolls 1d20 and gets (6)=6. +16 makes that 22. DC 23 Tou save If that does nothing... Surge: (01:21:51) AvengerAssembled: POWER ATTAAACK (01:21:54) System: Error: Unknown command: /1d20+11 (01:22:00) System: AvengerAssembled rolls 1d20 and gets (4)+11=15. Spending an HP to clear the fatigue. DC 28 Tou save on the second one. Link to comment
trollthumper Posted December 13, 2011 Author Share Posted December 13, 2011 Well, the first blow certainly does something. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x1, Dazed (Citizen's Action), Blinded, Pinned, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Cobalt Templar is up next. Link to comment
KnightDisciple Posted December 14, 2011 Share Posted December 14, 2011 Hm. So we've got a flesh-tree from beyond the gates of madness, and the gal running the school is a crazy flesh-warping monstrosity who likely worships the Thing Which Should Not Be. And Young Freedom is caught in the middle. Sounds like a Tuesday to me. Move Action: Move forward a bit so that a.)CT has a clear line of fire, and b.)he may attract the thing's attention without getting teammates in the way. Free Action: Set Fires of Judgement Array to his Blast. Standard Acton: Attack the Dark Young! And...14. Joy. EDIT: Apparently, that hits! DC 26 Toughness Save. For what it's worth, Descriptors in play are Magic, Holy, and Fire. Link to comment
trollthumper Posted December 14, 2011 Author Share Posted December 14, 2011 And the Dark Young keeps hurting. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x2, Dazed (Cobalt Templar's Action), Blinded, Pinned, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Wraith is up next. Link to comment
Fox Posted December 14, 2011 Share Posted December 14, 2011 Smashy-smashy-time? Smashy-smashy-time. This thing's probably an acceptable target, but Wraith wouldn't be sure (not having your human shapeshifter prejudices). Move Action: Shapeshift. Elongation 2 (10ft) [2PP] Feat (Power Attack) [1PP] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7PP] [2 + 1 + 7 = 10/10PP] Standard Action: Charge! Wraith was moving away from the cell toward the door, so I'm assuming she has the 10' minimum charge distance. If not, let me know and I'll revise. Melee Attack Roll vs. Dark Young (megaton mallet; Power Attack -5/+5, Charge +2) (1d20 + 10 - 5 + 2=24) Yes, that should do. 25 (base) + 5 (power attack) = DC30 Toughness save for the Dark Young, there. Wraith is at +6 defense until the end of her next turn. She will be interposing for Papercut in the event he gets attacked and she's in a position to do the interposing. Link to comment
trollthumper Posted December 15, 2011 Author Share Posted December 15, 2011 And Bruised again. We're on to Round 2. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x3, Dazed (Cobalt Templar's Action), Blinded, Pinned, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Sage is up next. Link to comment
April Posted December 22, 2011 Share Posted December 22, 2011 This post makes a few assumptions. 1. There is at least 2 Guards present. 2. They're minions. 3. They're relatively close and close together. Standard Action: Split Attack: Telepathic Blade (Will), Taking 10 @ +16 to Attack for 26. Damage would be DC20 Will Save Link to comment
trollthumper Posted December 23, 2011 Author Share Posted December 23, 2011 Yes, yes, and yes. I will not even roll for it, I will simply say the Mooks go down. Papercut is up next. Link to comment
Electra Posted December 27, 2011 Share Posted December 27, 2011 Okay, looks like the DC on this thing is down to 6, so let's do a power attack with the birds. 1d20+7=10. Good enough for government work! DC 28 TOU save. Link to comment
trollthumper Posted December 28, 2011 Author Share Posted December 28, 2011 All right, let's see how it does. (20:08:51) System: trollthumper rolls 1d20 and gets (16)=16. Its Toughness is currently +12, so... it meets the DC and takes no damage. It's now the Dark Young's turn. First it makes a Fort save at +1 against being Blinded. (20:10:28) System: trollthumper rolls 1d20 and gets (16)=16. And with the +8 Fort, that gives it a 25, so it's un-Blinded but still has a -1 to all rolls involving sight (i.e., attack and defense). It can't do anything else, due to being Dazed. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x3, Dazed (Cobalt Templar's Action), Pinned, 0 HP Ghost Girl: 14, Unharmed, 6 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Ghost Girl is up next. Link to comment
Gizmo Posted December 28, 2011 Share Posted December 28, 2011 Ghost Girl Move Action: Demoralize. (01:54:06) System: Gizmo rolls 1d20 and gets (2)+5=7. Hero Point: Reroll (01:55:42) System: Gizmo rolls 1d20 and gets (16)+5=21. Standard Action: Drain Strength. (01:56:25) System: Gizmo rolls 1d20 and gets (7)+11=18. That's a DC 21 Fort Save against the Drain Strength. Let me know if the Dark Young is just Fearless, I guess! Link to comment
trollthumper Posted December 30, 2011 Author Share Posted December 30, 2011 Sadly, the Demoralize attempt fails, as the Dark Young has Fearless. Now, Drain Strength. (21:05:02) System: trollthumper rolls 1d20 and gets (11)=11. Consistent! So, that's a 19 vs. a 21, which means a -2 to the Dark Young's Strength. Sage: 33, Unharmed, 8 HP Papercut: 25, Unharmed, 4 HP Dark Young: 20, Bruised x3, Dazed (Cobalt Templar's Action), Pinned, -2 Strength, 0 HP Ghost Girl: 14, Unharmed, 5 HP Citizen: 9, Unharmed, 2 HP Cobalt Templar: 9, Unharmed, 2 HP Wraith: 5, Unharmed, 3 HP Citizen is up next. Link to comment
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