Raveled Posted October 29, 2011 Author Share Posted October 29, 2011 ... Right, Uncanny Dodge. Which is not noted in the Combat section, for some reason. Okay, after checking things, only Lord Steam needs to make that Toughness save. Link to comment
Ozob Posted October 29, 2011 Share Posted October 29, 2011 No, it's not for some reason, it's more likely because I messed it up I'll get that in on this months edits. Link to comment
Supercape Posted October 29, 2011 Share Posted October 29, 2011 Incidentally, Steam has uncanny dodge - although it would have hit anyway. Tough Save 1d20+9=27 However, I would have thought he would not be wearing his body armour for a do like this (even if it is subtle), so that should be toughness +7 only, giving a 25 roll and a bruise. Link to comment
Avenger Assembled Posted October 30, 2011 Share Posted October 30, 2011 Say, Raveled, just as a mod note, you might want to clear with me when you're using NPCs from the Oddball thread, since the characterization here looks decidedly odd compared to the simultaneous story I'm running with them: Hotsy-Totsy Nazi. Particularly since Hotsy-Totsy is their supervillainous debut, and it's set a month later. To clear up any confusion, I'll be submitting them all as official mod-only NPCs once I get back home; for the moment, I'd prefer it if you changed the names of the characters you're using in this thread. There's no reason there can't be multiple white supremacist supervillainous gangs active simultaneously! Link to comment
JackgarPrime Posted October 30, 2011 Share Posted October 30, 2011 Rav, did that werewolf actually get just out of Victory's immediate range after the attack, even though he did seem to whiff it? If so, how far back did he actually jump? Because if it's at least 10, there's gonna be some fun. Link to comment
Raveled Posted October 30, 2011 Author Share Posted October 30, 2011 I am currently debating how to handle this, so the thread is on hold ATM. Sorry, folks. Link to comment
Raveled Posted October 31, 2011 Author Share Posted October 31, 2011 We're continuing with this bee-yatch. Time to introduce the New Confederates. The Last Loyal Soldier is facing off against Lord Steam. Bonnie Blue is up on the steps alongside Rolling Thunder Victory is facing off against Zippy Hecate was enjoying a nice dance with a cute boy until the rest of the family barged in! The Ghost of the Confederacy doesn't change. He's still good. Will be editing the thread to line up with the new, well, line-up. Will not be changing the first-round or Initiatives because seriously, I don't want to roll all that again. To answer your question, JP, the guy's dancing just outside of arm-range. Let's say at least 10 ft away, sure. Link to comment
April Posted November 1, 2011 Share Posted November 1, 2011 Move Action: Stealth (Auto-35) Free Action: Quick Change into Costume Move Action: Sneaking along toward the entry hall door. Link to comment
Raveled Posted November 1, 2011 Author Share Posted November 1, 2011 Nobody can hit that 35, so no one sees the sneaky telepath. Victory's up! Link to comment
JackgarPrime Posted November 1, 2011 Share Posted November 1, 2011 Well, little Zippy here's askin' for it, so time for the good ol'.... All-Out Power Charge (1d20+9=21) Hmmm....that's not going to be enough, is it? Let's burn HP and try again! All-Out Power Charge 2 (1d20+9=11) Well that was a free HP anyway, so third time's the charm.... All-Out Power Charge 3 (1d20+9=29) AND IT SURE IS! That's a crit! DC 39 Toughness. Link to comment
Raveled Posted November 1, 2011 Author Share Posted November 1, 2011 (19:21:59) Ecalsneerg: Although you can only use one Extra Effort per round, and only one of each HP application, Sorry JP, only one reroll in a round. The 21 stands, but it does in fact hit him. His Def is only +10, after all. Zippy's Toughness save, vs DC 34. (1d20+10=20) Dazed + Staggered! Let's say Zippy goes flying back into the kitchen and lands with a bunch of clattering, shall we? Hecate is going to turn away from the boy that is surprisingly difficult to hit and instead aim a blast at the guy that just clocked her brother. Hecate's ranged attack check, vs Victory's Def. DC 25 (1d20+10=23) That's just barely a hit. DC 25 Toughness, JP. Link to comment
JackgarPrime Posted November 2, 2011 Share Posted November 2, 2011 Oh, I neglected to re-check the DC. I thought I needed 25 to hit. Can I take back the HP burns, then? Here's the check.... Toughness (1d20+10=12) Bleh, that's not good. Since I didn't need to actually use the HP before, can I use one to re-roll this and have 2 left over? Link to comment
Raveled Posted November 2, 2011 Author Share Posted November 2, 2011 I'll allow that, sure. Link to comment
JackgarPrime Posted November 3, 2011 Share Posted November 3, 2011 Phew. Good thing I decided to re-roll! Toughness (1d20+10=25) Link to comment
Raveled Posted November 3, 2011 Author Share Posted November 3, 2011 Wellspring's up. Link to comment
Ozob Posted November 4, 2011 Share Posted November 4, 2011 Right. Free Action: Switch Water Array, Create Water Standard Action: Create Water, cageish around Hecate Move Action: Get water cage between himself and the rest of the goons I don't believe that I need any rolls for that... Link to comment
Raveled Posted November 4, 2011 Author Share Posted November 4, 2011 So that would be a DC 20 Reflex save for Hecate. Hecate's Reflex save, vs DC 20. (1d20+6=13) Nope. She's Trapped and Helpless. Link to comment
Raveled Posted November 4, 2011 Author Share Posted November 4, 2011 Bonnie Blue's going to blast Young Britannia and Asad with a General AoE (they're close together, you see). Both of them need to give me a DC 20 Reflex save; if they make it, then a DC 20 Toughness save (in fact if Asad makes it his Impervious will soak up the damage). If they don't make it, a DC 25 Toughness save. And then Lord Steam is up! Link to comment
TheAbsurdist Posted November 4, 2011 Share Posted November 4, 2011 Reflex (1d20+7=13) No on the Reflex save. Toughness (1d20+15=18) So he failed on them. Spending a Hero point to reroll toughness. 1d20+15=19 And now I have a slight vendetta against IC. Link to comment
Tiffany Korta Posted November 4, 2011 Share Posted November 4, 2011 There's always a critic . My Reflex Save 1d20+2=8, as I can't make the Toughness save in my normal form I'll blow a hero Point to Reroll the Save. 1d20+2=3, whoops even with the plus 10 that a fail. So a Toughness save. 1d20+3=10, um well thats really, really bad. I think I have a better claim to dislike IC. :D Link to comment
Supercape Posted November 5, 2011 Share Posted November 5, 2011 Move Action: Back to the fray, over the bar! Standard Action: Baristu Cane on the head! No frills attack on the Last Loyal Soldier! 1d20+11=14 Bah! Link to comment
Raveled Posted November 5, 2011 Author Share Posted November 5, 2011 That is a whiff, I am afraid. Link to comment
Tiffany Korta Posted November 5, 2011 Share Posted November 5, 2011 As suggested I'll spend a HP and make a recovery check 1d20+3=14, yay I'm awake and around. Link to comment
Raveled Posted November 5, 2011 Author Share Posted November 5, 2011 Okay. Ironclad's up, then it's Rolling Thunder and the Soldier. Ironclad takes a free action to change into her armor and then blasts Bonnie. Ironclad's ranged attack roll, vs. Bonnie Blue's Def. DC 25 (1d20+10=26) It hits -- but Thunder Interposes! Rolling Thunder's Toughness save, vs DC 25 (1d20+10=16) No one ever said the boy was smart, mind you. Daze + Stun. Thunder's Dazed, so up to the Soldier. He'll bat Lord Steam back a step, he will! Last Loyal Soldier's melee attack check, vs Lord Steam's Def. DC 27 (1d20+8=25) Ouch. That hits. Okay, IC post inbound and then Asad is up. Link to comment
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