Ari Posted September 13, 2012 Posted September 13, 2012 OOC thread for this thread. Tenebrous, Crow and the King of Suits team up to battle an incoming hate-crime spree.
Quinn Posted September 13, 2012 Posted September 13, 2012 Ranged Disarm (-4), All Out Attack (+4 Attack, -4 Defense), Power Attack (+2 Damage, -2 Attack). DC 25 Strength Check (1d20+10=27) No knife for joo! And Move Action to charge towards them.
Max Posted September 13, 2012 Posted September 13, 2012 Taking 10 to shoot the minion 18 to hit DC27 Toughness 27(+1 for every 2 over his AC up to 5) if it hits.
Ari Posted September 13, 2012 Author Posted September 13, 2012 He could not make that if he tried, he's down.
Ari Posted September 13, 2012 Author Posted September 13, 2012 Taking ten on his Attack roll against Crusader #2, King of Suits gets a 22, which hits for a DC20 TOU save. Their TOU save: 15! Failed, and as they're Minions(one-hit drop Minions), he's down. Everyone roll Initiative! King of Suits': 18! The Crusaders': 12!
Quinn Posted September 13, 2012 Posted September 13, 2012 Initiative! (1d20+8=12) Hopefully Crow's got a larger Dex bonus (+4), so he can go first. ^_^
Max Posted September 13, 2012 Posted September 13, 2012 (09:29:37) System: Max rolls 1d20 and gets (15)+3=18. (09:29:48) Arichamus: Alright!
Ari Posted September 13, 2012 Author Posted September 13, 2012 The order is King of Suits: Unharmed, 3HP Tenebrous: Unharmed, 3HP Crow: Unharmed, 2HP Crusaders(x10): Unharmed-GM King of Suits stops using the Strike power, attacks Crusader #10, takes ten on his Unarmed Attacke Rolle for a result of 26, which hits. DC19 TOU save for the Crusader #10: 14! Fails. Down to x9. Using Takedown Attack to strike at #9: 29 hits. DC19 TOU save: 17. Fails. Down to x8 Going to stop there. Go to Max!
Max Posted September 13, 2012 Posted September 13, 2012 Strafing 4 targets with autofire. 14 to hit DC27 Tuoughness.
Ari Posted September 13, 2012 Author Posted September 13, 2012 None of them can make that. All fall down.
Quinn Posted September 13, 2012 Posted September 13, 2012 (13:38:45) Quinn: Disarm's nice and simple. And some of them have guns to boot. (13:39:19) Quinn: Okay, so I'll keep Ricochet 1 and Indirect for showboating, and snap up Improved Ranged Disarm 2. (13:39:54) Quinn: Still take a -4 to my Attack courtesy of hitting four squares, but eh - taking 10 to hit them. (13:40:43) Quinn: 10 + 10 = 20 total, so if you need a 9 to beat them that's a +11 to the DC. (13:41:30) Quinn: ...though I think my math might be wrong, because that makes it a DC 32 Strength check to keep their weaponry. (13:41:43) Max: autofire only goes up to +5 (13:41:50) Quinn: Aah, that makes more sense. (13:41:58) Quinn: So DC 26 Strength check to keep their weapons. Okay, spending an HP to make an adjustment to the Talon Barrage, and firing off a strafing autofire disarm. See the details above - DC 26 Strength check from any remaining thugs. ;)
Ari Posted September 13, 2012 Author Posted September 13, 2012 None of them can make that(don't worry, this is the only time things will be so easy), so They lose their weapons. They surrender. Fight over!
Ari Posted September 17, 2012 Author Posted September 17, 2012 Notoriety of White Knight: Reputation block. Pop Culture: DC5: White Knight is a racist super and frequent antagonist of Lady Liberty. DC10: "" He uses fire-based attacks frequently, can fly and is stronger than humans can usually attain. Current Events: DC5: He has been making recent claims about a 'grand plan' in long screeds ending up in random mailboxes. DC10: Those who have actually read it(for whatever reason) say it mentions an organized attack on 'the brown scum' in 'the pens they have befuled most'. Streetwise" DC5: He's been sighted around the Fens more often as of late. DC10: "" Each time it has been while being driven off or captured by local heroes. Each time in greater and greater fury. History: DC5: He came onto the scene around the turn of the century. DC10: He has become more and more focused on Freedom City and its ethnic communities over the years after repeated defeats by Lady Liberty. Arcane: DC10: His powers are mystical in nature. DC20: His powers are Infernal in origin, and his flame blasts are Hellfire.
Quinn Posted September 17, 2012 Posted September 17, 2012 Knowledge (Arcane Lore!) (1d20+10=23) Knowledge (History!) (1d20+7=21)
Max Posted September 18, 2012 Posted September 18, 2012 (16:20:08) System: Max rolls 1d20 and gets (1)+5=6. (16:20:19) System: Max rolls 1d20 and gets (8)+5=13. (16:20:28) Max: echo (16:20:42) Arichamus: Alrighty. (16:20:52) Arichamus: Which is which Max? (16:21:09) Max: first is pop culture, second is streetwise.
Ari Posted September 18, 2012 Author Posted September 18, 2012 Knowledge(Streetwise): 24. Alright then.
Quinn Posted September 23, 2012 Posted September 23, 2012 Okay, Master Plan roll as Crow assembles a Cunning Scheme en route to the building! Master Plan Roll! (1d20+2=13) Not bad, not good, but not bad. +1 to attack rolls, skill checks, and saving throws for 3 turns once the Plan goes into effect.
Max Posted October 3, 2012 Posted October 3, 2012 Stunting Emotion Control 10 (Extras: Area [Perception (visual)], Flaws: Limited [Fear], Range [Touch]) That's only five points out of 36, if you have any suggestions, feel free.
Max Posted October 3, 2012 Posted October 3, 2012 (22:48:47) AvengerAssembled: And your cosmic energy controller was able to whip out an emotion controlling effect with what justification? (22:49:37) Max: entropy (22:49:46) Max: she controls entropy (22:50:12) AvengerAssembled: So none? (22:50:17) Gizmo: That doesn't actually answer the question. (22:50:31) Max: the end of all things isn't scary? (22:50:58) Gizmo: Not as an appreciable Emotion Control effect, no. (22:51:27) Gizmo: Threatening someone with the use of your powers is just an Intimidate check. (22:51:54) Max: i'll do something else then (22:52:00) AvengerAssembled: Good call. (22:56:04) Max: right. I'll still go with the display, but not the stunt (22:56:19) Max: be unimpressed (22:56:21) Quinn: Sorry, Max - going for the scary was a bad call on my part. (22:57:11) Max: both of you (22:57:35) Arichamus: Indeed. (22:58:45) Quinn: Aye-aye
Max Posted October 9, 2012 Posted October 9, 2012 Taking 10 on bluff to get super honkey to chase Tenebrous, that's 20
Quinn Posted October 9, 2012 Posted October 9, 2012 Crow's stunting off his coat's array to fill that gloriously small alleyway with thick pea-soup fog. London-style fog. Obscure 6 (Rune of Blindness) (250 ft., Visual, Extras: Selective, Independent; Flaws: Limited [Normal Vision]) [7 pp] He will then proceed to Turnabout Teleport up to safety atop the roof, activate the Selective for Tenebrous and King, and sit back to watch the show.
Ari Posted October 9, 2012 Author Posted October 9, 2012 Super-Bulk's Will save: 11. Failed. He makes chase, along with the others.
Ari Posted October 9, 2012 Author Posted October 9, 2012 Going by Crow and King of Suit's sheets, we have Snare tripwires, triggered Dazzle and area Blasts along with the Obscure. So that blinds all of the Super-MAX guys along with the regular Crusaders. So 28(minus the Super-MAXers, 1 Hero Point each) DC19 Reflex rolls, DC15 Fortitude and DC15 Toughness. Reflex All but 6 fail that. Their Fortitude rolls: All but 9 of them fail that. Toughness rolls: All but 2 of the ones who made that failed this one. So we have 2 remaining regular Crusaders and eight Super-MAX Crusaders. Roll Initiative! The other two regular Crusaders' roll: 12. the Super-MAX Crusaders' roll: 13. King of Suits' roll: 19.
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