Supercape Posted November 25, 2012 Share Posted November 25, 2012 1d20+18=24 However, I think that a blast 12 attack is DC 27? Making him bruised! Link to comment
GranspearZX Posted November 26, 2012 Author Share Posted November 26, 2012 Ah yes! You're right. *facepalm* I'll get this eventually... Link to comment
Supercape Posted November 29, 2012 Share Posted November 29, 2012 No worries! Never sweat about rules. Ill wait for IC post? Link to comment
GranspearZX Posted November 30, 2012 Author Share Posted November 30, 2012 Yep! R2 14 :: Supercape [3HP] - Bruised 12 :: Smokey - Blinded (visual/radio dazzle), Insub2, Unharmed 11 :: Trigger - Bruised Link to comment
Supercape Posted November 30, 2012 Share Posted November 30, 2012 Move Action: Move to Trigger Standard Action: Punch inna face! 1d20+12=21 Thats using his glowing radioactive aura, so its a DC 27 Toughness Save. Link to comment
GranspearZX Posted December 2, 2012 Author Share Posted December 2, 2012 TOU check: (1d20+7=20) And Trigger earns himself another bruise. Smokey attempts to overcome the Dazzle again: FORT check to overcome Dazzle (+1): (1d20+10+1=13) And he fails, but that doesn't stop him from hurling fireballs at Supercape: Concealment Roll 50% (Success on 51-100): (1d100=44) And he misses, hitting everything BUT Supercape. Trigger makes a run for it, scrambling to a door towards the back of the room! (IC post incoming!) Link to comment
GranspearZX Posted December 2, 2012 Author Share Posted December 2, 2012 And that will start Round 3! 14 :: Supercape [3HP] - Bruised 12 :: Smokey - Blinded (visual/radio dazzle), Insub2, Unharmed 11 :: Trigger - Bruised x2 Link to comment
Supercape Posted December 2, 2012 Share Posted December 2, 2012 How far is Trigger? Can SC reach him with a move action (and flight 4!) Link to comment
GranspearZX Posted December 2, 2012 Author Share Posted December 2, 2012 Oh yeah, SC can definitely catch up. Trigger's not even close to that fast on foot (Speed 1). Link to comment
Supercape Posted December 2, 2012 Share Posted December 2, 2012 In that case : Move action, fly. Standard Action Punchina face again! 1d20+12=22 I guess that hits, so another DC 27 Toughness save. Link to comment
GranspearZX Posted December 4, 2012 Author Share Posted December 4, 2012 TOU check (Bruised x2): (1d20+6-2=11) And that renders poor Trigger unconscious. Naturally, this enrages Smokey: FORT check to overcome Dazzle (+2): (1d20+10+2=26) And he can see! Thus, he tries to incinerate Supercape one more time! Blast 12 (Fire blast): (1d20+8=10) -1 makes it 9, but he misses either way. Round 4!: Supercape :: 3 HP :: Bruised x1 Smokey :: Unharmed, Insub2 Trigger :: Bruised x2, Unconscious Link to comment
Supercape Posted December 4, 2012 Share Posted December 4, 2012 Well this is going to be quick! Switching atromic array to a straight irradiate power, microwaving him (er...in a non-lethal way, of course)...its a perception attack so DC 27 Toughness roll. Link to comment
GranspearZX Posted December 4, 2012 Author Share Posted December 4, 2012 TOU check: (1d20+12=32) And Smokey powers through. And tries to punch Supercape with a flaming fist! Attack Roll (Strike 5): (1d20+8=11) And he whiffs again. Link to comment
Supercape Posted December 4, 2012 Share Posted December 4, 2012 Supercape will change tack here, and bathe Smokey in radiation...its a DC 20 Fort Nauseate attack. Link to comment
GranspearZX Posted December 5, 2012 Author Share Posted December 5, 2012 (It occurs to me that I missed the marker for Round 5. Derp.) FORT save: (1d20+12=19) And he fails, making him Sickened. Recognizing his problem and what Supercape is really doing, he backs off, launching another burst of flame at Supercape (Blast 12) while moving as far back as he can with his move action. Ranged attack (Blast 12): (1d20+8=9) And he whiffs it. REALLY whiffs it. GM Fiat! His shot goes high and hits some of the pipes in the ceiling. The explosion doesn't damage anything but it sends a cloud of steam everywhere, obscuring the whole room. (Visual). IC post forthcoming! Link to comment
Supercape Posted December 6, 2012 Share Posted December 6, 2012 not much of a disadvantage for Supercape with his plethora of senses! In any case, he will let loose another pulse of gamma, another DC 23 Fort check - hopefully another fail which will push him to nauseated! Let me know if thats ok and I will post. Link to comment
GranspearZX Posted December 7, 2012 Author Share Posted December 7, 2012 Yep, it's perfectly fine. And on Smokey's behalf: FORT save [sickened (-2)]: (1d20+10-2=27) Link to comment
GranspearZX Posted December 8, 2012 Author Share Posted December 8, 2012 No attack from Smokey. In fact, I think we can pretty much end combat here. :D Link to comment
Supercape Posted January 3, 2013 Share Posted January 3, 2013 Well at least Supercape's Supercape protects him from heat environments! Any feedback from his supersenses? 1d20+15=31 for Notice roll. Link to comment
GranspearZX Posted January 6, 2013 Author Share Posted January 6, 2013 There's a definite dimensional disturbance, one that takes up a space equal to about half of one of the building's floors. It's a few stories down, but the drastic change in the way the surrounding looks seems to be part of it. The tear isn't widening, but whatever is causing it seems to be in a static place--likely wherever the yelling is coming from. Link to comment
GranspearZX Posted January 21, 2013 Author Share Posted January 21, 2013 And now, initiative time! Unless Supercape is surrendering or continuing to converse with the dimensional conqueror. :) Link to comment
Supercape Posted January 21, 2013 Share Posted January 21, 2013 1d20=5 Supercape, man of inaction! Link to comment
GranspearZX Posted January 24, 2013 Author Share Posted January 24, 2013 For the record, this is the statblock I'm using for our demonic friend... because proper formatting takes me hours. Seriously.: Taraxus Power Level: 12; Power Points Spent: 180/180 STR: +13 (36), DEX: +2 (14), CON: +5 (20), INT: +2 (14), WIS: +0 (10), CHA: +0 (10) Tough: +14, Fort: +12, Ref: +2, Will: +5 Skills: Acrobatics 8 (+10), Climb 8 (+9), Intimidate 14 (+16), Knowledge (arcane Lore) 12 (+14), Notice 8 (+8), Search 8 (+10), Stealth 8 (+6) Feats: Chokehold, Fearsome Presence 5, Improved Grab, Improved Pin, Power Attack, Startle Powers: Density 8 (+16 STR, +4 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate) . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2) . . Super-Strength 2 (+10 STR carry capacity, heavy load: 58.9 tons; +2 STR to some checks) Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate) Hellfire Control 14 (DC 29) . . Corrosion 9 (Alternate; DC 24) . . Drain 12 (Alternate; drains: single trait - constitution, DC 22; Contagious) . . Fatigue 12 (Alternate; DC 22) . . Nauseate 12 (Alternate; DC 22) Immunity 10 (aging, life support) Protection 5 (+5 Toughness; Impervious) Super-Strength 2 (+10 STR carry capacity, heavy load: 58.9 tons; +2 STR to some checks) Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +28/+32) Attacks: Corrosion 9, +10 (DC Fort/Tou ), Drain 12, +10 (DC Fort/Staged 22), Fatigue 12, +10 (DC Fort 22), Hellfire Control 14, +10 (DC 29), Nauseate 12, +10 (DC Fort/Staged 22), Unarmed Attack, +10 (DC 28) Defense: +10 (Flat-footed: +5), Size: Large, Knockback: -17 Initiative: +2 Drawbacks: Disability, uncommon, minor, No Sense of Smell, Touch, Taste, Vulnerable, uncommon, major, Holy Attacks, Weakness, common, minor, Bright Light +1, Weakness, uncommon, moderate, Holy Ground +4 Languages: Native Language Totals: Abilities 16 + Skills 17 (66 ranks) + Feats 10 + Powers 94 + Combat 44 + Saves 12 - Drawbacks 13 = 180 That said: Initiative: (1d20+2=19) Link to comment
Supercape Posted January 26, 2013 Share Posted January 26, 2013 Ill wait for the horror to act then! (i.e. he has initiative!) Link to comment
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