Gizmo Posted September 17, 2012 Author Share Posted September 17, 2012 Thunder!Grab Move Action: Intercept arriving paper plane. Standard Action: Area Damage 10, hitting Ghost Girl, Wraith, and Papercut. DC 20 Reflex, DC 25 Toughness. Ghost Girl Reflex Save vs. DC 20. (1d20+5=13) Toughness Save vs. DC 25. (1d20+9=29) Move Action: Land the paper plane. Standard Action: Thousand Crane Attack vs. Grab. (1d20+16=32) That's DC 27 with Autofire. Thunder!Grab Toughness Save vs. DC 27. (1d20+10=14) Staggered and Dazed. 50 - Smash - Unconscious 45 - Argo - Bruised x4, Dazed, Staggered 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 3HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Staggered, Dazed 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP 6 - Papercut - Uninjured, 5HP 6 - Get-Away - Uninjured Link to comment
Fox Posted September 18, 2012 Share Posted September 18, 2012 Reflex Save vs. AoE, DC20 (1d20 + 8=25) Woo! Toughness Save vs. Area Attack, DC20 (1d20 + 9=12) D'oh. Going to go ahead and reroll, which she can't possibly fail. For lack of a better target, Wraith's going to go mind-stab Argo. Melee Attack vs. Argo (Psionic Blade) (1d20 + 12=26) I...don't actually know whether or not that hits! DC23 Will, if it does. Link to comment
Gizmo Posted September 18, 2012 Author Share Posted September 18, 2012 It does indeed hit! Argo the Ultimate Android Will Save vs. DC 23. (1d20+5=12) Yikes! Have an HP, Wraith! Will Save vs. DC 23; GM Fiat. (1d20+5=18) 50 - Smash - Unconscious 45 - Argo - Bruised x5, Dazed, Staggered 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 3HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Staggered, Dazed 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP 6 - Papercut - Uninjured, 5HP 6 - Get-Away - Uninjured Link to comment
KnightDisciple Posted September 21, 2012 Share Posted September 21, 2012 Okay, so, tough situation! Can't just break it as-is, can't slip out with Escape Artist. Looking at my current sheet, I'm thinking a Stunt is the best way to go. Unfortunately, I lack books at the moment. :? That said, I'm thinking a Teleport Stunt, with the fluff of "shifting to the ethereal plane". Would that be kosher? Link to comment
KnightDisciple Posted September 23, 2012 Share Posted September 23, 2012 Sorry for delay. Corbin will use his Snare power, trying to aim it so that it only hits Get-Away, unless he can hit both Get-Away and another villain, but not hit a teammate. AP: Snare 12 (Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Power Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [24PP] (ice breath) That's his round! Link to comment
Gizmo Posted October 1, 2012 Author Share Posted October 1, 2012 It'll only be targeting Get-Away; everyone else is well away from them. Siren!Get-Away Reflex Save vs. DC 22. (1d20+9=29) ...well! 50 - Smash - Unconscious 45 - Argo - Bruised x5, Dazed, Staggered 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 3HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Staggered, Dazed 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP 6 - Papercut - Uninjured, 5HP 6 - Get-Away - Uninjured Link to comment
Electra Posted October 6, 2012 Share Posted October 6, 2012 Origami Thing Speed 3 (50mph / 500 feet per Move Action) [3pp] Strike 5 (Feats: Extended Reach 1 [+5 ft], Mighty) [7pp] [3 + 7 = 10/10pp] Koshiro is going to fold his body up into a giant paper frog, one of those rare simple origami pieces that have distance movement powers. He will leap across the distance between him and Get Away, and attempt to pummel her with his metal-paper-froggy-body! First roll, awful. Spending HP! Better, better. A 32. Link to comment
Gizmo Posted October 6, 2012 Author Share Posted October 6, 2012 Siren!Get-Away Toughness Save vs. DC 23. (1d20+9=13) Ouch! Staggered and Dazed! That means we skip over her turn, and Argo's as well! 50 - Smash - Unconscious 45 - Argo - Bruised x5, Staggered 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 3HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Staggered, Dazed 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP 6 - Papercut - Uninjured, 4HP 6 - Get-Away - Staggered Link to comment
April Posted October 11, 2012 Share Posted October 11, 2012 Nothing fancy. Eve will punch Argo: Punch Argo: (1d20+10=21) Link to comment
Gizmo Posted October 12, 2012 Author Share Posted October 12, 2012 Argo's Defense is actually 24. Did you want to spend an HP to reroll that? Link to comment
April Posted October 13, 2012 Share Posted October 13, 2012 HP Reroll: Punch Argo (1d20+10=18) Still misses. Link to comment
Gizmo Posted October 13, 2012 Author Share Posted October 13, 2012 With the HP bonus that hits! Agro the Ultimate Android Toughness Save vs. DC 31. (1d20+9=10) He's out! 50 - Smash - Unconscious 45 - Argo - Unconscious 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 2HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Staggered, Dazed 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, Bound/Helpless, 3HP 6 - Papercut - Uninjured, 4HP 6 - Get-Away - Staggered Link to comment
Avenger Assembled Posted October 13, 2012 Share Posted October 13, 2012 I've lost track of where we are, Giz: who's got the Bauble? Link to comment
Gizmo Posted October 13, 2012 Author Share Posted October 13, 2012 Sure, quick recap! Sage, Citizen and Wraith are around the now unconscious Argo in the middle of the docks. After landing the paper airplane, Ghost Girl is fighting a flying Thunder!Grab by herself a convenient Move Action away, while Papercut turned into a frog and went after Siren!Get-Away who's about 400' away from either of the other two melees. She flew there in pursuit of the Bauble, being carried by Cobalt Templar, who's currently trapped with the Bauble in her magic, Affects Insubstantial net. Both Grab and Get-Away are pretty beat up at this point and more inclined to flee when outnumbered and outmatched, but Get-Away's going to be loathe to let go of the dohicky that messed up all their powers to begin with. Trap Door and Smash are also out for the count, strewn about the dock. Link to comment
Avenger Assembled Posted October 14, 2012 Share Posted October 14, 2012 OK. Citizen flies over to the melee vis a vis Ghostbalt Templar and Siren-Get Away. He will attempt to disarm Get-Away. 12+2=+14 to the check. But first, to hit! All-Out Attacking for 2, Power Attacking for 2 = 24 Total of +16 to the check with the Power Attack. Disarm check: 32 If that succeeds, Citizen will spend an HP to cancel fatigue and surge for a standard action. He'll take an accelerated move and fly 20000 ft straight up. Link to comment
Gizmo Posted October 14, 2012 Author Share Posted October 14, 2012 Siren!Get-Away Opposed Strength Check. (1d20+7=14) The net is pulled right out of her hands! Link to comment
Gizmo Posted October 18, 2012 Author Share Posted October 18, 2012 I'm going to to toss Ghost Girl and HP and clear Grab's Daze condition. Thunder!Grab Standard Action: Area Damage 10 vs. Ghost Girl. DC 20 Reflex, DC 25 Toughness. Ghost Girl Reflex Save vs. DC 20. (1d20+5=22) Toughness Save vs. DC 20. (1d20+9=22) Standard Action: Thousand Crane Attack vs. Grab; Power Attack 5. (1d20+11=15) Hero Point: Thousand Crane Attack vs. Grab; Power Attack 5, HP Reroll. (1d20+11=26) Thunder!Grab Toughness Save vs. DC 28. (1d20+10=14) That's a second Staggered, so she's unconscious too. Almost there! 50 - Smash - Unconscious 45 - Argo - Unconscious 27 - Trap Door - Unconscious 26 - Sage - Uninjured, 2HP 24 - Citizen - Uninjured, 1HP 20 - Grab - Unconscious 17 - Ghost Girl - Uninjured, 4HP 9 - Wraith - Uninjured, 2HP 7 - Cobalt Templar - Uninjured, 3HP 6 - Papercut - Uninjured, 4HP 6 - Get-Away - Staggered Link to comment
Fox Posted October 18, 2012 Share Posted October 18, 2012 Wraith runs 100' closer to Get-Away ends as she began! Grapple Check vs. Get-Away (Move Object, rank 10) (1d20 + 20=31) Link to comment
Gizmo Posted October 18, 2012 Author Share Posted October 18, 2012 Siren!Get-Away Opposed Grapple Check vs. 31. (1d20+18=27) Link to comment
KnightDisciple Posted October 22, 2012 Share Posted October 22, 2012 Double move back toward the fight, trying to keep the Bauble safe. Link to comment
Gizmo Posted October 22, 2012 Author Share Posted October 22, 2012 Would you like him to maybe make some skill checks or examine the Bauble while he's on his way? Link to comment
KnightDisciple Posted October 22, 2012 Share Posted October 22, 2012 Would you like him to maybe make some skill checks or examine the Bauble while he's on his way? Sure. What check or checks might work here? Link to comment
Gizmo Posted October 22, 2012 Author Share Posted October 22, 2012 Tell you what, make whatever checks you think Corbin would make and I'll let you know what you get. And be nicer to Sharl, he just saved you from a magic fishing net! :) Link to comment
KnightDisciple Posted October 22, 2012 Share Posted October 22, 2012 Tell you what, make whatever checks you think Corbin would make and I'll let you know what you get. And be nicer to Sharl, he just saved you from a magic fishing net! He's trying to help him control the ring! That is being nice! Notice Check (to see what Timey-Whimey Wibbly-Wobbly Stuff is going on): 20 Knowledge: History (because it's always useful): 25 Let's see if something goes Ding because Stuff. Link to comment
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