KnightDisciple Posted February 24, 2012 Posted February 24, 2012 OOC thread spawned from this threadI'll go ahead and re-post my villain stat blocks now, so the two of you can review.Main Villain:1.)Base Attack raised to 11, so that his attack with his Builder Array (for lack of a better term) is 152.)Base Defense raised to 10, for 15 total (with Dodge Focus) and 5 Flat-footed3.)Toughness goes to up to 15, thanks to Protection upgrade (more in a moment)4.)Fort, Reflex, and Will all go up to 10 (3pp boost to each base save)5.)Add 1 rank of Dodge Focus5.)Power changes:a.)Damage goes up to 15, DC is 30b.)Drop Emotion Controlc.)Move Object goes up to 15, DC is 30d.)Add the following to the Array: Blast 15 (Extra: Targeted Area [shapeable], Flaw: Full-Round Action), DC 30e.)Protection goes up to 12DCs:Damage: Toughness DC 30Move Object: Toughness DC 30Area Blast: Toughness DC 30**Done**Now, for the 3 minions.Using: Paragon with a Power Ring. I'm not making them full-on constructs mechanically. I'm now thinking they might be small-time thugs utterly infused with the Builder's powers. Anyways.Changes:1.)Attack up to 8, 12 total for Energy/Unarmed2.)Base Defense up to 8, Total up to 12, Flat-Footed 43.)Overall Con goes to 34 w/base powers, gives him +12 mod.4.)Overall Str goes to 34 w/base powers, gives him +12 mod.5.)Toughness goes up to 12 with Con6.)Fort save up to 12 thanks to Con7.)Ref is 6, Will is 8, both due to base save boost8.)Powersa.)Device gets...eh, it has more points. I'm more concerned about combat caps and such really. These are one-shot NPC mods.b.)Blast is 12, DC is 27c.)Enhanced Str and Con raised to 18 (to change above total stats)DCs:Blast: 27 ToughnessUnarmed: 27 Toughness**DONE**IC thread soon!EDIT: IC Thread up!
KnightDisciple Posted March 16, 2012 Author Posted March 16, 2012 Gizmo, TT, you'll each get another post, I'll do an "interrupted" IC post, then the fight kicks off!
KnightDisciple Posted March 23, 2012 Author Posted March 23, 2012 I'm going to fiat that CT's hit upside the head with a Rank 12 Blast. But he gets to make a save. Save vs DC 27 Toughness: 30 passes. I'm going to do an IC post shortly, then the GM post where the attack happens. Then we'll roll initiative.
Gizmo Posted March 23, 2012 Posted March 23, 2012 Midnight: Initiative. (1d20+5=23) Redbird: Initiative. (1d20+3=19)
KnightDisciple Posted March 23, 2012 Author Posted March 23, 2012 First, a Hero Point to everyone! For them sneaking up on us (and for Corbin getting auto-hit)! Initiative Time! Cobalt Templar: 9. Of course. Orange Goon 1: 20 Orange Goon 2: 18 Orange Goon 3: 29 (00:11:11) KnightDisciple: Unless Midnight aces his, we're all last (00:11:17) KnightDisciple: just, uh, fyi (00:12:06) Gizmo: Initiative. (1d20+5=23) (00:12:46) KnightDisciple: only 1 of them beats midnight! hooray! Cobalt Templar is now officially my Green Lantern: The Cowboy Archeologist Paladin Edition. Because he rolls init like my Paladin, my first RPG character, did. Initiative Roster: 1.)Orange Goon 3 (29): Unhurt, 0 HP 2.)Midnight (23): Unhurt, 5 HP 3.)Orange Goon 1 (20): Unhurt, 0 HP 4.)Redbird (19): Unhurt, 0 HP 5.)Orange Goon 2 (18): Unhurt, 0 HP 6.)Nick Cimitiere (14): Unhurt, 4 HP 7.)Cobalt Templar (9): Unhurt, 4 HP And...hm. Orange Goon 3 first. I suppose he'll fly to a point above Corbin and blast at him again. Attack vs Defense 17: 23 Hits I'll go ahead and roll Corbin's save. Toughness vs DC 27: 23. He'll eat the bruise! Initiative Roster: 1.)Orange Goon 3 (29): Unhurt, 0 HP 2.)Midnight (23): Unhurt, 5 HP 3.)Orange Goon 1 (20): Unhurt, 0 HP 4.)Redbird (19): Unhurt, 0 HP 5.)Orange Goon 2 (18): Unhurt, 0 HP 6.)Nick Cimitiere (14): Unhurt, 4 HP 7.)Cobalt Templar (9): 1 Bruise, 4 HP Midnight is up!
Gizmo Posted March 28, 2012 Posted March 28, 2012 Sorry for the delay, I've been doing y best to figure out how to actually implement Redbird's possession of the Night Cycle in practice; it's been largely academic until now! Still, that's not until her turn, really, so in the meantime: Midnight II Free Action: Arrange Gadgets: Snare 10 [20PP] (weighted bolas)Move Action: Auto-DC 30 Startle vs. Orange Goon (whichever mentioned the Night Cycle) Standard Action: Ranged Attack. (1d20+10=26) That should be either DC 20 or 22 Reflex, depending on whether or not Sneak Attack applies after the Startle. Let me know how that goes!
KnightDisciple Posted March 31, 2012 Author Posted March 31, 2012 We'll say it was Orange Goon 2, since he's not involved yet. His Intimidate is a +10 bonus, a bit better than his Will. So we'll use that against the startle. Nope he's startled. So Sneak Attack applies, which means DC 22 Reflex. 25 makes the save. Anything else I have to roll?
KnightDisciple Posted April 5, 2012 Author Posted April 5, 2012 Right then, moving on like my lazy butt should have a couple days ago! Initiative Roster: 1.)Orange Goon 3 (29): Unhurt, 0 HP 2.)Midnight (23): Unhurt, 5 HP 3.)Orange Goon 1 (20): Unhurt, 0 HP <- 4.)Redbird (19): Unhurt, 0 HP 5.)Orange Goon 2 (18): Unhurt, 0 HP 6.)Nick Cimitiere (14): Unhurt, 4 HP 7.)Cobalt Templar (9): 1 Bruise, 4 HP Goon 1 is up. I had him blast CT originally, but I'll play him as the smarter one and send him after Nick. Divide and conquer! I'll be nice and go with Nick not having his Flat-footed defense. 24 is just enough! That'll be a Toughness Save DC 27 from Nick. Redbird is up! Initiative Roster: 1.)Orange Goon 3 (29): Unhurt, 0 HP 2.)Midnight (23): Unhurt, 5 HP 3.)Orange Goon 1 (20): Unhurt, 0 HP 4.)Redbird (19): Unhurt, 0 HP <- 5.)Orange Goon 2 (18): Unhurt, 0 HP 6.)Nick Cimitiere (14): Unhurt, 4 HP 7.)Cobalt Templar (9): 1 Bruise, 4 HP
Gizmo Posted April 7, 2012 Posted April 7, 2012 Redbird Full Action: Enhance Vehicle. Damage 12 (Extras: Ranged, Flaws: Action [Full], Power Feats: Accurate) (cosmic weaponry) [13PP] Enhanced Dodge 4 [4PP] Speed 3 [3PP] She'll also make a 25 Notice check with Skill Mastery, using her Analytical Visual senses on the bad guys. Super-Senses (Terminus Awareness [Visual], Detect Terminus 2 [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Detect Terminus]) [14PP]
KnightDisciple Posted April 8, 2012 Author Posted April 8, 2012 First thing to note: No Terminus energies! At all! But there is a lot of energy in general. If she takes a second she might realize it's a lot like what Corbin uses. In fact, they aren't wearing battlesuits or technology; they're clad in precisely formed energy. I'll say she can pick up that there's some sort of faint trail leading off somewhere, as if they're not the true source of the energy, but it's faint enough she can't trace it (don't worry, you'll see the source soon :twisted: ). After her is Orange Goon 2. He's gonna dive at Midnight directly and try to hit him. Move Action: Get next to Midnight Standard Action: Melee Attack Midnight, punching time! I believe a 28 hits Midnight. If it does, Toughness Save DC 27. If I'm mistaken, then it misses! Initiative goes to Nick, who I believe I still need a Toughness Save from for that Blast. Initiative Roster: 1.)Orange Goon 3 (29): Unhurt, 0 HP 2.)Midnight (23): Unhurt, 5 HP 3.)Orange Goon 1 (20): Unhurt, 0 HP 4.)Redbird (19): Unhurt, 0 HP 5.)Orange Goon 2 (18): Unhurt, 0 HP 6.)Nick Cimitiere (14): Unhurt, 4 HP <- 7.)Cobalt Templar (9): 1 Bruise, 4 HP
trollthumper Posted April 9, 2012 Posted April 9, 2012 Nick takes a Bruise. He realizes these guys are being annoying, so he falls into the support role and drops Poltergeist's Rage, an Area TK effect meant to grapple them. He gets a 38 on the Opposed Grapple check... though if any of them make the DC17 Reflex save to halve, that goes down to DC35.
KnightDisciple Posted April 9, 2012 Author Posted April 9, 2012 Hm. Goon 1 and Goon 3 make the reflex, Good 2 does not. Goon 1 is still totally grappled. 26 is 9 less, so Bound. Goon 2 is also grappled. 29 is 9 less, so Bound. And Goon 3 is grappled. 22 is 13 less, so Bound. So all 3 now have a Defense of 5. And can't do jack Squat. And we all get +4 to attack. Next, it's CT's action! He's kinda mad, that last blast hurt. Move Action: Get next to Goon 3. Free Action: Move his Array to his Strike. Free Action: All-Out Attack 5: Defense is 2, Attack is 17 Power Attack 5: Attack is 12, Strike DC is 32 Toughness Standard Action: Melee Attack! Eek, talk about skin of your teeth, auto-miss would be no fun. So, DC 32 Toughness Save from OG 3. 16 is 16 less than the DC. 15 less is the "Unconscious" mark. These guys are the appetizer, so....Orange Goon 3 goes down! That means it's Midnight's turn! Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 5 HP <- 2.)Orange Goon 1 (20): Unhurt, Bound/Helpless, 0 HP 3.)Redbird (19): Unhurt, 0 HP 4.)Orange Goon 2 (18): Unhurt, Bound/Helpless, 0 HP 5.)Nick Cimitiere (14): 1 Bruise, 4 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP
Gizmo Posted April 9, 2012 Posted April 9, 2012 Midnight II Toughness Save vs DC 27. (1d20+12=20) Toughness Save vs DC 27, HP Reroll. (1d20+12=22) That makes it a 32. Move Action: Mount Night Cycle. Extra Effort: Surge. Full Action: Cosmic Weaponry vs. Orange Goon 2. (1d20+12=15) Well.
KnightDisciple Posted April 10, 2012 Author Posted April 10, 2012 15 hits! Bound and helpless, remember? So! Toughness DC 27 That's 4 under, so 1 Bruise Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): Unhurt, Bound/Helpless, 0 HP 3.)Redbird (19): Unhurt, 0 HP 4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP 5.)Nick Cimitiere (14): 1 Bruise, 4 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP Next up is Goon 1. Move Action33 is much less bad. Nick didn't roll better than that, so he's free! Free to conquer Ear-wait, wrong show. Standard Action: Blast at Nick. 30 hits, I believe. DC 27 Toughness Save. Redbird's turn! Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): Unhurt, 0 HP 3.)Redbird (19): Unhurt, 0 HP , <- 4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP 5.)Nick Cimitiere (14): 1 Bruise, 4 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP
trollthumper Posted April 12, 2012 Posted April 12, 2012 Ouch. Spending an HP to reroll. That's another Bruise, but that's okay.
Gizmo Posted April 22, 2012 Posted April 22, 2012 Redbird Full Action: Enhance Vehicle. Enhance Dodge 4 [4PP] Speed 10 (Power Feats: Moving Feint, Set-Up) [12PP]
KnightDisciple Posted April 22, 2012 Author Posted April 22, 2012 Current status of things: Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): Unhurt, 0 HP 3.)Redbird (19): Unhurt, 0 HP , 4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP Redbird has gone, so we're to Orange Goon 2. Move Action: 34 Grapple Check, goal is freedom. 23 is Nick's check. So OG2 is free. Hm. OG1 is still going after Nick. We'll say OG2 keeps going after Midnight. Standard Action: Blast at Midnight! 20 won't hit. Nick is up! I'll post IC once Gizmo tosses up a quick something for Redbird's action. Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): Unhurt, 0 HP 3.)Redbird (19): Unhurt, 0 HP , 4.)Orange Goon 2 (18): 1 Bruise, 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP <- 6.)Cobalt Templar (9): 1 Bruise, 4 HP
trollthumper Posted April 22, 2012 Posted April 22, 2012 Nick decides the time for screwing around is through, and as both Orange Goons are free of the TK effect, he drops that in favor of unleashing Ignis Fatuus (Blast w/ Will Save 9) on Orange Goon 2. Or... not. All right, failing that, as a Move Action he'll attempt to Startle Orange Good 2 so he's effectively Feinted next turn. Likewise, that's not happening. Damnit.
KnightDisciple Posted April 26, 2012 Author Posted April 26, 2012 Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): Unhurt, 0 HP 3.)Redbird (19): Unhurt, 0 HP , 4.)Orange Goon 2 (18): 1 Bruise, 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP I'm going to assume Gizmo's just going to roll his description for Redbird's action into his Midnight post. Anyways, with Nick having gone, it's time for CT to go. He's gonna keep his strike going, and go after....Orange Goon 1. Move Action: Get up in OG1's bus-nax. Free Action: Because, again, this is just Round 1 of 2... All-Out Attack 5: Attack is 17, Defense is 2 Standard Action: Melee Attack! That's a hit. So, DC 27 Toughness. 19 is...8 less. So, OG1 is Dazed and Bruised. Midnight is up once I get my GM and IC posts up. Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP <- 2.)Orange Goon 1 (20): 1 Bruise, Dazed, 0 HP 3.)Redbird (19): Unhurt, 0 HP , 4.)Orange Goon 2 (18): 1 Bruise, 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP
Gizmo Posted May 3, 2012 Posted May 3, 2012 Midnight II Move Action: Demoralize Goon 2, Auto-DC 30 w/ Skill Mastery. Free Action: Arrange Gadgets Stun 6 (Extras: Ranged, Power Feats: Accurate 2) [20PP]Standard Action: Stun Goon 2. (1d20+14=21) DC 30 Save against Intimidate and DC 16 Fort Save.
KnightDisciple Posted May 5, 2012 Author Posted May 5, 2012 Intimidate Save via Counter-Intimidate: 22. Let me know what that makes him. Fort DC 16: 24. So, he's not Stunned at least.
KnightDisciple Posted May 9, 2012 Author Posted May 9, 2012 Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): 1 Bruise, Dazed, 0 HP 3.)Redbird (19): Unhurt, 0 HP , 4.)Orange Goon 2 (18): 1 Bruise, Demoralized (1round), 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP So, OG2's got a -2 on attacks and checks this round. Awesomesauce. Anyways, we're up to OG1. But he's Dazed from Corbin hitting him. So he does nothing! Redbird's up! Initiative Roster: -.)Orange Goon 3 (29): Unconscious, 0 HP 1.)Midnight (23): Unhurt, 3 HP 2.)Orange Goon 1 (20): 1 Bruise, Dazed (1 round), 0 HP 3.)Redbird (19): Unhurt, 0 HP <-- 4.)Orange Goon 2 (18): 1 Bruise, Demoralized (1round), 0 HP 5.)Nick Cimitiere (14): 2 Bruise, 3 HP 6.)Cobalt Templar (9): 1 Bruise, 4 HP
Gizmo Posted May 25, 2012 Posted May 25, 2012 Sorry about the wait, gentlemen. Redbird is using the Night Cycle's enhanced Speed to make a Moving Feint against Goon 2 at DC 30 then transferring the benefit to Midnight via Set-Up.
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