KnightDisciple Posted June 4, 2012 Posted June 4, 2012 Just so I understand, AA, are the 2 HP here in addition to the 2 HP I got at the beginning of the thread (1 for Mark, 1 for being YF 1.5 and Terminus stuff), giving +4 HP total (and thus currently putting me at 7 HP)? Anyways, ooftah, lots going on here! So, DC20 Reflex Save: 20 on the dot. DC20 Will Save: 27, like a boss.
Avenger Assembled Posted June 5, 2012 Posted June 5, 2012 That's a good point, KD; just consider that as one bonus HP vis a vis the Terminus.
Avenger Assembled Posted June 7, 2012 Posted June 7, 2012 Let's do this thing, chums. For ease of reference, I'll just say that the bad guys all keep their surprise round initiative this round Midnight and Madrigal will hit the grounds on their respective initiatives; Madrigal has pushed herself off about twenty feet from the falling Night Cycle. Edge: Seized Initiative, 8 HP Sage: 32, 6 HP Custos: 30, Wander: 25, 6 HP Cobalt Templar, 19, 6 HP Midnight: 19, 7 HP Discordia: 17, Hellstorm: 15, Changeling: 15, 3 HP Nightmare Doom: 14 Wraith: 11, 4 HP Omnibeast: 11 Razorwhip: 11 Madrigal: 10 Blood Diamond: 9 Redbird: 8 Edge is up. Full-Round Action: Inspire (Midnight, Wander, Sage, Cobalt Templar, and Wraith) SURGE (spending the HP to cancel Fatigue) Standard Action: Lacking the Concentration to pop himself out, Edge goes ahead and attacks the Snare with his Damaging Move Object 26. The Snare's Tou drops to +14 Mark is at 6 HP. Sage is up as soon as I post in-character for Edge.
April Posted June 7, 2012 Author Posted June 7, 2012 Standard Action: Leadership, spend HP to remove Shaken from Wander. Move Action: Stealth [skill Mastery, Hide In Plain Sight]. 10 + Stealth [+25] + Inspire [+5] = 40 6 HP - 1 Leadership = 5 HP
Gizmo Posted June 7, 2012 Posted June 7, 2012 Quick aside, Mark's Inspire should actually be a +5 bonus (number of ranks in the feat) that affects up to 7 allies (Charisma bonus). So he could totally Inspire Changeling, too, if he so chose!
April Posted June 7, 2012 Author Posted June 7, 2012 Ah, I got that backward. Thought it was up to Rank People and the Bonus was from Charisma.
Avenger Assembled Posted June 7, 2012 Posted June 7, 2012 DC 40 is still nothing to sneeze at! OK, Changeling, consider yourself Inspired. Go ahead and post IC, Sorus.
Avenger Assembled Posted June 8, 2012 Posted June 8, 2012 None of the Hounds can hit DC 40. Custos is up.
Aoiroo Posted June 8, 2012 Posted June 8, 2012 Custos uses a move action to get to Edge and tears at Edge's snare, shifting his attack by 2 damage, that's DC 27 for the snare.
Avenger Assembled Posted June 8, 2012 Posted June 8, 2012 I'll say it takes 10, and takes another bruise, dropping its TOU to 13. Go ahead and post IC for Custos.
Electra Posted June 9, 2012 Posted June 9, 2012 Wander is going to try to attack and disarm Razorwhip, while she is feeling Inspired enough to possibly do so. Move action will be an Acrobatic Bluff, skill mastered DC 32. Attack is a full Power Attack, 1d20+10 with Inspire. Result is 17. I will spend to reroll if that fails. Okay, since that hits, and with her Inspiration she beats the disarm check AA rolled automatically, I'm going to have her knock the whip away, then spend an HP for a surge attack. Surge action is another power attack, same modifiers, with the bat. Result is a 20, which should hit again. DC 30 Toughness Save.
Avenger Assembled Posted June 9, 2012 Posted June 9, 2012 29 So she is flat-footed, and that hits. 23 Wander cannot fail to beat that, so she can knock the whip away.
Avenger Assembled Posted June 9, 2012 Posted June 9, 2012 Disarmed, bruised, and dazed Electra has informed me Wander wants to inflict knockback. That'll knock her 1000 ft away and into the barrier around the combat arena. 25 That save, she passes, but she does damage the arena! 18 Ouch, so yeah, Razorwhip goes flying 1000 ft, breaks through the invisible dome over everyone, and hits the ground, dazed but still conscious.
KnightDisciple Posted June 9, 2012 Posted June 9, 2012 Right, so Inspire's giving a +5 to Attack. That's good. Let's be about it! Move Action: Fly over to Blood Diamond, melee Range. Free Action: Fires of Judgement are set on Strike Standard Action: Melee Attack 19. Per AA that hits (she's in tough-form right now). DC 27 Toughness Save. Oh, and it's got Penetrating 12, FYI.
Gizmo Posted June 9, 2012 Posted June 9, 2012 Midnight II Move Action: Remove Redbird's egg from the Night Cycle and stow her away. Free Action: Arrange Gadgets: Flight 1 (Extras: Affects Others, Flaws: Gliding) [2PP] Damage 10 (Extras: Linked, Power Feats: Improved Critical 2) [12PP] + Trip 10 (Extras: Linked, Flaws: Range [Touch], Power Feats: Improved Trip) [6PP]Standard Action: Falling With Style; Charge, Power Attack 5, Inspire 5. (1d20+16=25) Free Action: Midnight Mist. Extra Effort: Surge. Standard Action: Auto DC 35 Startle vs. Madrigal. That's a DC 30 Toughness Save and a check vs. an Opposed Trip Power Check. (1d20+10=23) plus the DC 35 save against Intimidation.
Avenger Assembled Posted June 9, 2012 Posted June 9, 2012 The Madrigal Martinet is Fearless, unfortunately. However! I'll say hitting her with the remains of the bike will work around her immunities, so: Bruised Dex vs. Trip 13 Prone while falling. Go ahead and post IC, Giz.
Gizmo Posted June 9, 2012 Posted June 9, 2012 :facepalm: Right, of course she is. That's what I get for trying to hedge my bets. She can't see through the midnight mist though, right?
Avenger Assembled Posted June 10, 2012 Posted June 10, 2012 Discordia: Takes a full-round action to coup de grace Edge with her proton stream. Now, I'm not gonna lie, I would rather Mark not be hit by that Blast 15 without his Defensive Roll, even with Ultimate Toughness. So instead, we're going to use a rarely-used section of the rules: Countering! Edge's powers are broad enough that he should be able to do this, IMO. Edge spends an HP for an instant counter (rather than a standard action which he doesn't currently have): I'll say they'll do this array vs. array: Discordia 41 Edge 42 Nice! All right, Edge is unhurt. Hellstorm: Hellstorm sees the midnight mist enveloping her boss and flies back down to be a good sport. (Normally she's not a very good team player, but Madrigal has ways of making her pay.) She goes ahead and takes her standard action trying to blow the mist away as a countering check (since she has Weather Control, I think this is believable). 15 Not a great roll, but. OK, Giz, give me an Obscure power check.
Aoiroo Posted June 10, 2012 Posted June 10, 2012 Okay, Etain drops concealment and lays the smack down on Discordia, 26, that's 31 with Inspire That's DC 22 Will save for the Will Drain, then DC 27 Will save for Damage.
Avenger Assembled Posted June 10, 2012 Posted June 10, 2012 All right, let's see. 19 Okay, her Will drops to +3 3 Okay, Discordia is unconscious for now.
Avenger Assembled Posted June 10, 2012 Posted June 10, 2012 Spiegel goes into action; he'll go at this point (right after Changeling) in the initiative in all subsequent rounds. Everyone, take an HP for the surprise! For the lack of a better idea, here are his stats. He will grab Changeling with his Move Object: 28 which beats her 26 He has Move Object 10, which gives him an effective STR of 50. Changeling weighs 120 lbs. He can throw her around two thousand feet, give or take. He throws her into the ocean out to sea, which is considerably closer (1000 ft). I need a DC 25 Tou save for Changeling hitting the water, and then a DC 10 Swim check. Nightmare Doom: spends the round retrieving a deeply-chagrined Razorwhip. Wraith is up when I post IC.
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