Quinn Posted March 1, 2012 Posted March 1, 2012 A new gym opens! Crimson Tiger and Overclock, a pack of thugs, and martial arts action!
Quinn Posted March 1, 2012 Author Posted March 1, 2012 Acrobatics check! (1d20+13=22) Yay showboating!
Thunder King Posted March 1, 2012 Posted March 1, 2012 Rolled a 30 on a stealth check to sneak into the bathroom, change costumes, and come back Also, spent a HP for quick change.
Quinn Posted March 1, 2012 Author Posted March 1, 2012 Invoking Crimson Tiger's Body Image Complication - take an HP, TK. How it manifests, we'll see in your post. ;)
Quinn Posted March 4, 2012 Author Posted March 4, 2012 Honestly, there's no way any of those dudes can beat that, save Breaker, so I'll just roll for him and Overclock. The thugs...eh, we'll place them somewhere in between. Overclock's Initiative! (1d20+7=10) Breaker's Initiative! (1d20+2=18) Note, Breaker will be played by Ecal's Street-Level Powerhouse, with the only (current) change being his Impervious reduced to 8. That means both Overclock and CT will have to Power Attack, albeit not as much. (Given that they're both at PL 8 caps). So the order of operations is as follows: Crimson Tiger - 26 - Unharmed - 1 HP Thug 1 - Minion Thug 2 - Minion Thug 3 - Minion Thug 4 - Minion Thug 5 - Minion Breaker - 18 - Unharmed Thug 6 - Minion Thug 7 - Minion Thug 8 - Minion Thug 9 - Minion Thug 10 - Minion Overclock - 10 - Unharmed - 2 HP Crimson Tiger goes first!
Thunder King Posted March 6, 2012 Posted March 6, 2012 She's going to charge up and drop as many of them in one turn that she can at an attack of 19, with a DC of 20
Quinn Posted March 6, 2012 Author Posted March 6, 2012 Okay, then here we go...long post incoming. First up, five thugs roll. DC 20 TOU save! (1d20+2=4) Thug 1 down. DC 20 TOU save! (1d20+2=12) Thug 2 down. DC 20 TOU save! (1d20+2=11) Thug 3 down. DC 20 TOU save! (1d20+2=19) So close! Thug 4 down. DC 20 TOU save! (1d20+2=18) And that's the lot. So that's the five mooks menacing Crimson Tiger having been dispatched with great alacrity. Breaker, being the lazy (and overconfident) sod that he is, kicks his feet up on a stack of mats (eschewing a Move Action) and laughs at the heroes; Demoralize check with a Standard Action. Take 10 plus 15, DC 25 Intimidate/Sense Motive/Will check, whichever's higher. Fearless lets you skip this check if you have it. Overclock doesn't, so he rolls: DC 25 Sense Motive check! (1d20+8=24) Close! But no cigar! Overclock is Shaken for his turn (-2 on Attack rolls and other checks). Moving on to the second group of mooks, they promptly decide that OY, THOSE WERE OUR MATES! and bull-rush forward, 3 towards CT and 2 towards OC. Thugs 6 and 7 do an Aid Other check on Thug 8...DC 10 Aid Other Defense checks! (1d20+2=6, 1d20+2=18) 1 success, 1 failure. +2 to Thug 8's Attack Roll. Lead pipe cinch! (1d20+4=24) Oosh. Good thing minions can't crit. DC 18 TOU check from CT. Back to the two attacking Overclock (currently with -2 Defense), Thug 9 Aids, Thug 10 attacks. Aid Other check! (1d20+2=18) Success, +2 to Thug 10. Stabbity! (1d20+4=22) Oofa. DC 18 TOU save! (1d20+8=17) Double oofa. Overclock is Bruised. And this makes it his turn! Even with the -2 and the Woosh inactive (first round for the adrenaline buildup!) he can still Take 10 and hit the two thugs in front of him (Takedown Attack 2!). Thugs 9 and 10 get DC 19 TOU checks... DC 19 TOU check! (1d20+2=18) Close! But down. DC 19 TOU check! (1d20+2=15) Second verse, same as the first. Overclock can't reach the thugs beside CT this round (speedster no speedy), so he'll take a Move Action to at least get closer to her brawl. And that means it's the top of the round! Crimson Tiger has to make a DC 25 Intimidate/Sense Motive/Will save (unless she has Fearless), and a DC 18 TOU check. Then you're up. Top Of The Round: Crimson Tiger - 26 - Bruised - 0 HP Thugs 1-5 - Unconscious Breaker - 18 - Unharmed Thug 6 - Minion Thug 7 - Minion Thug 8 - Minion Thugs 9, 10 - Unconscious Overclock - 10 - Bruised x 1, Shaken - 2 HP
Thunder King Posted March 6, 2012 Posted March 6, 2012 TOU check, 12, ouch Spending a hero point 15, not good, but better
Thunder King Posted March 8, 2012 Posted March 8, 2012 Attack of 19, DC of 20 on all the remaining minions she can hit
Quinn Posted March 8, 2012 Author Posted March 8, 2012 DC 20 Toughness save! (1d20+2=9) Boom. DC 20 Toughness save! (1d20+2=9) Bam. DC 20 Toughness save! (1d20+2=11) Biff. Okay, that's the last of the thugs. Both Breaker and Overclock hold position. It's...a staredown. 8-)
Quinn Posted March 14, 2012 Author Posted March 14, 2012 Misses, sadly. Breaker's Turn! He decks Crimson inna nose! Punch to the shnoz! (1d20+10=23) Ouch. DC 25 TOU save. Overclock's Turn! He promptly hops up, burns an HP for Paralyzing Attack, then pulls off an Eight Trigrams Sixty-Four Pokes (and hopes for the best); Paralyzing Attack! Lots of pokes! (1d20+8=20) Success, Breaker has to make a DC 18 Fortitude save. Let's see how he does! DC 18 Fort save! (1d20+12=16) Okay, he's Slowed for 1 round. Tiger's back up! As soon as I post IC.
Thunder King Posted March 14, 2012 Posted March 14, 2012 And a 25 TOU save! Going for a Feint, sacrificing -5 to make it a move action, got a 28
Quinn Posted March 14, 2012 Author Posted March 14, 2012 Sense Motive check (DC 28) (1d20+10=25) Faaaaaaail. He's flat-footed.
Thunder King Posted March 14, 2012 Posted March 14, 2012 -4 to attack for +4 to damage, Natural 20! I think that's a confirmation at a DC29 TOU save
Quinn Posted March 14, 2012 Author Posted March 14, 2012 DC 29 TOU save?! (1d20+10=12) ...FIAT! DC 29 TOU save?! (1d20+10=13) ...Double...fiat? DC 29 TOU save?! (1d20+10=12) ...Okay, we'll call this one fate. The big mean powerhouse just got one-shotted by the sixteen year old girl. Carry on!
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