Magic Posted May 16, 2012 Share Posted May 16, 2012 Butterfly, King of Hearts and Jubatus battle mad science! Link to comment
Ari Posted May 16, 2012 Share Posted May 16, 2012 Tagged, and he's called the King of Suits, not the King of Hearts, that's someone totally different! Link to comment
Cubist Posted May 16, 2012 Share Posted May 16, 2012 o/~ "Playin' with the king of Hearts..." o/~ Link to comment
Magic Posted May 17, 2012 Author Share Posted May 17, 2012 OK, here are the stats for the cats. This is the Leopard Totem from Instant Superheroes with a few changes. If you have any questions or objections let me know. If not roll some initiative. Abilities: Dropped intelligence to animal levels. Combat: No changes Saves: No changes Skills: Dropped four ranks of bluff added eight ranks of intimidate Feats: Took out Environmental Adaptation (woods), Due to our house rules, dropped 2 ranks of Defensive Roll Powers: Dropped Enhanced Dexterity and Strength, made them non-enhanced. Drawbacks: Added the animal drawbacks Abilities: 10 + 20 + 4 + (-8) + 4 + 4 = 34PP Strength: 20 (+5) Dexterity: 30 (+10) Constitution: 14 (+2) Intelligence: 2 (-4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 24 = 40PP Initiative: +14 Attack: +10 Melee, +8 Ranged Grapple: +20 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -4, -2 Flat-Footed Saving Throws: 4 + 4 + 4 = 12PP Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +14 (+10 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 64R = 16PP Acrobatics 12 (+22) Climb 12 (+17) Intimidate 8 (+10) Notice 8 (+10) Stealth 12 (+22) Survival 8 (+10) Swim 4 (+9) Feats: 18PP Acrobatic Bluff All-Out Attack Attack Focus (melee) 2 Defensive Roll 2 Elusive Target Evasion 2 Grappling Finesse Improved Initiative Instant Up Move-By Action Power Attack Sneak Attack Takedown Attack 2 Uncanny Dodge (auditory) Powers: 3 + 2 + 4 + 2 + 6 + 3 = 20PP Leaping 3 (x10) [3PP] Protection 2 [2PP] Speed 2 (25 MPH, 250 feet per round) [2PP] Strike 3 (Power Feats: Mighty) [4PP] Super-Movement 3 (Slow Fall, Sure-Footed, Trackless) [6PP] Super-Senses 3 (low-light vision, scent, tracking [scent]) [3PP] Drawbacks: (-4) + (-4) = -8PP No Hands (-4) No Speech (-4) DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Unarmed Sneak Attack Touch DC22 Toughness (Staged) Damage (Physical) Strike Touch DC23 Toughness (Staged) Damage (Physical) Strike Sneak Attack Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (34) + Combat (40) + Saving Throws (12) + Skills (16) + Feats (18) + Powers (20) - Drawbacks (8) = 132 Power Points Link to comment
Cubist Posted May 17, 2012 Share Posted May 17, 2012 Jube's Initiative bonus is +31, so I'll just Take 10 for an Initiative 'roll' of 41. On the presumption that Jube goes first, the cheetah will work on the kitty that's closest to the civilians. Specifically, he's gonna try to immobilize the beast by duct-taping its limbs together, with another loop or three of duct tape to keep its mouth firmly shut. I suspect that the Flat-Footed combat penalty doesn't apply here, so Jube's got to deal with a Defense bonus of +12, so he needs to match or exceed (10 + 12 =) 22. And… hmm. Jube's Melee combat bonus is +12. If he Takes 10 on this attack roll, that gives him exactly what he needs to hit the target. Okay, let's do that. The duct tape is statted out as Snare 5. Looking over the power description for Snare (pg. 99 in the 2nd-edition MnM rulebook), it looks like the beast's STR of 20 should be enough to let it snap the duct tape "automatically as a free action"… drat. Unless the beastie has a severe allergy to duct-tape adhesive, or some analogous stroke of outrageous good fortune, Jube's pretty much wasted this round. Ah, well. Link to comment
Magic Posted May 19, 2012 Author Share Posted May 19, 2012 You can't take 10 on initiative cecks, but it doesn't matter, no one here got 33 on our rolls. Feline Beasts 1d20+14=19 Butterfly 1d20+9=21 So round will go like this Jubatus King of Suits Butterfly Feline Beasts Bystanders vs Snare 1d20+14=18 failed by 2. As for now it's entangled, suffering a –2 penalty to attack rolls and Defense, and a –4 penalty to Dexterity. Link to comment
Ari Posted May 20, 2012 Share Posted May 20, 2012 Need to know a few things first, what with KoS not being capable of Jube's speed. How far away are the giant mutated cats from Marcy's current position? How many Move actions would it take to reach them? Specifically, how close to/far from the cat Jubatus Snared is he? Are any of the others close to it, or is that the nearest one? Link to comment
Ari Posted May 23, 2012 Share Posted May 23, 2012 Okay, apparently it's 60ft. to the pack of giant mutated felines. Going to move 30ft. closer to them, using the King of Suit's amazing power of SPEED to close the distance. Once there, he shall throw an almighty big Dazzle at the closest giant cat, Power Attacking with the Device Array for a +3 DC -3 Attack bonus. The roll: 18. Link to comment
Magic Posted May 27, 2012 Author Share Posted May 27, 2012 Reflex rolls for the cats 1d20+14=20, 1d20+14=18, 1d20+14=17, 1d20+14=23, 1d20+14=24, 1d20+14=27 Evasion 2 for them means 2 of them have to make DC15 Fotitude saves 1d20+6=22, 1d20+6=25 Attacks on Jubatus 1d20+10=22, 1d20+10=14 One hit, DC25 Toughness Attacks on King of Suits 1d20+10=27, 1d20+10=23 One hit, DC 25 Toughness Attacks on Butterfly 1d20+10=16, 1d20+10=19 No hits Link to comment
Ari Posted May 27, 2012 Share Posted May 27, 2012 DC25 TOU check: 19. Failed by 6, Dazed and Bruised. Link to comment
Cubist Posted May 27, 2012 Share Posted May 27, 2012 Okay... Jube's got +10 for his Toughness save, so his Toughness save vs DC 25 (1d20+10=16) is a big, fat FAIL. According to the table on pg 163 of the Core Rulebook, failing by 9 yields a result of "stunned + bruised". This is a horrible way to begin a battle, so I'm going to burn 1 (one) Hero Point for a re-roll. Since these re-rolls are effectively 1D10+10, rather than 1D20, the Re-roll on Toughness save (1d20+10+10=22)… is another FAIL, just a smaller and slimmer version. Well, FAIL by 3 just means Jube has picked up a Bruised condition, which is… well, it could be worse. I'll let the Bruised condition stand. Now the question is, how does a speedster like Jube, who operates 40* faster than normal, manage to get tagged by a big kitty? In this case, the answer is: His sensitive predator's nose (specifically, Jube's Olfactory Sense has Acute and Tracking on it). He was close enough to Butterfly's 'rain of dust' that he actually inhaled a small dose of the stuff, and therefore got mildly handicapped by it. So Jube is going to spend this round moving away from the battle and clearing his head. Link to comment
Magic Posted May 29, 2012 Author Share Posted May 29, 2012 Butterfly is going to Stunt Nauseate 10, Accurate 3 Fly down half way Accurate attack +2 to hit -2 save, then take 10 Cat needs to make a DC 18 fortitude save 1d20+6=16 so one of the cats is sickened, -2 to attack rolls before I continue, i need to know how far away Jubatus is from where he was. Link to comment
Cubist Posted May 29, 2012 Share Posted May 29, 2012 Jube had been maybe 20 feet away from the cat-things. Since this was clearly too close (thank you, Invisible Castle), he's backed off to 70-100 feet away whilst he's recovering himself. Link to comment
Magic Posted June 1, 2012 Author Share Posted June 1, 2012 Attacks on King of Suits 1d20+10=13, 1d20+10=13, 1d20+10=21 The three under Butterfly are delaying their actions until she comes down! Back to the top of the order. Link to comment
Cubist Posted June 24, 2012 Share Posted June 24, 2012 After Jube's head clears, he's going to replay the duct-tape maneuver on one of the remaining cat-things. Take 10 on the roll to hit, etc. Since it worked once, it should work a second time, right? Link to comment
Cubist Posted June 24, 2012 Share Posted June 24, 2012 That Reflex roll of 30 means the cat-thing didn't get entangled. Sigh. From what I can tell, at best maybe the cat-thing was momentarily delayed in its advance towards innocent civilians; at worst (and with that Reflex roll, more likely), it wasn't even delayed. Link to comment
Ari Posted June 27, 2012 Share Posted June 27, 2012 Alright, I'm thinking the Daze has worn off, time to show these jerk giant cats who's boss! Using the Dazzle power from the Device Array on the closest big cat. Attack roll: 27. DC19 Fort save for the big kitty. Move Action to move away from the cats, around 20ft. Link to comment
Magic Posted June 27, 2012 Author Share Posted June 27, 2012 Butterfly hitting with Nauseate: 1d20+10=22 Feline Beast saving: 1d20+6=8 Helpless Feline Beast but... Fealine Beasts delayed grapple: 1d20+10=28, 1d20+10=30 both hit! Opposed grapple check for them: 1d20+20=32, 1d20+20=25 Butterfly cant beat that with a 20. Link to comment
Magic Posted June 27, 2012 Author Share Posted June 27, 2012 Butterfly's Toughness saves: 1d20+2=12, 1d20+2=5 Failed by 13 Staggered and Stunned Failed by 20 Unconscious Attacking King of Suits: 1d20+10=21 Miss Attacking Jubatus: 1d20+10=11 Miss Link to comment
Ari Posted July 5, 2012 Share Posted July 5, 2012 Ouch! You sure you don't want to spend a HP to reroll that one knocking Butterfly unconscious, Magic? Link to comment
Cubist Posted July 5, 2012 Share Posted July 5, 2012 Jube will rescue the wounded Butterfly -- zip in, grab her unconscious body with care, zip out whilst carrying her to safety. If this takes Jube's full round, fine; if he's still got an action to burn this round, he'll then try to revive her, using the Jack of All Trades feat to make up for the Medicine skill he doesn't actually have on his character sheet. Specifically, Revive to remove the Studden and Unconscious conditions from Butterfly. Whether Jube can or can't do the Revive thing on this round: Since Medicine is an INT-based skill, Jube needs to beat the Revive DC of 15 with his 1d20+4 roll. The writeup of Medicine skill (pg 51 in the Core rulebook) says you can Take 20 on a Revive check, so that's what Jube will do. Taking 20 normally takes 20 times longer than a normal skill check; Revive takes 1 round; Jube's Timeshift lets him bring that back down to 1/2 as long as a normal skill check. Thus, Jube should be able to remove the Stunned and Unconscious conditions in one round. The only question is whether he does it now, or next round, or what. Link to comment
Magic Posted July 10, 2012 Author Share Posted July 10, 2012 Arichamus, there's no way she could pass that save. Even with a 20. Not wasting the HP! Cubist, move action to get to her, possibly another move action to grab her (not so sure on this) and a move action to get away? That's two or three move actions. Also, is Move-by Action not on Jubatus's sheet or am I missing something? Hm, we can do this semi-narrative, seeing as even if she is revived from unconscious, she'll still have to recover from staggered somehow. Any suggestions? Link to comment
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