Scuffles Posted January 31, 2013 Posted January 31, 2013 So are they going to surrender? Just once it'd be nice! Oh wait, El Sierpe surrendered and look how that turned out.. let's just punch'em! I know we're not in combat yet, but Kristin wants to interpose for Kat should either of team bad-guy look like they want to take a cheap shot!
Ari Posted February 1, 2013 Author Posted February 1, 2013 Good plan. Marduk(using a tweaked version of the Corrupt Sorcerer) decides that assault is the better part of valor and blasts Glow, dropping his Blast's rank down to 5 due to Villainous Overconfidence. Attack roll: 15. DC20 Toughness roll, please. Marduk Initiative, 15. Rapidsfire's(not a typo of mine) Initiative, 21.
Scuffles Posted February 1, 2013 Posted February 1, 2013 Glow has impervious 6 on her force field, so no toughness roll. Init: 22
Ari Posted February 1, 2013 Author Posted February 1, 2013 And this is why I should never GM anything, ever, as I actually knew that.
Ari Posted February 1, 2013 Author Posted February 1, 2013 Round 1 Glow: Unharmed, 2HP Rapidsfire: Unharmed-GM Marduk: Unharmed-GM Warp: Unharmed, 1HP Go to, Scuffles.
Scuffles Posted February 2, 2013 Posted February 2, 2013 Okay, so Glow is going to try to look completely unimpressed as she TK-blasts Marduk in the chest for daring to try to hit her: Attack roll: 26. This would be a DC24 toughness save. Edit: Oh yeah, still interposing for Warp.
Ari Posted February 2, 2013 Author Posted February 2, 2013 DC24 Toughness save: 19. Sure. Bruised and Dazed. Rapidsfire launches an attack on Glow, charging over and attacking 17. Miss. She races out of sight down the hallway. Marduk's Dazed, so no Action. Warp is up.
Curious Key Posted February 2, 2013 Posted February 2, 2013 To stay in range of Glow's potential Interpose, Warp is going to attack at ranged with an entropic bolt! Full Action: Entropic Bolt at Marduk Attack Roll: 1d20+13=20 That isn't too impressive. But if it does hit, that means he has to roll a DC17 Fortitude for a seven point toughness drain, then a DC22 toughness to avoid bruises.
Ari Posted February 2, 2013 Author Posted February 2, 2013 That hits. DC17 Fortitude save: 13. -4 Toughness. DC22 Toughness save: 22. Succeeded. Round 2 Glow: Unharmed, 2HP Rapidsfire: Unharmed-GM Marduk: Bruise(x2), Dazed-GM Warp: Unharmed, 1HP
Scuffles Posted February 3, 2013 Posted February 3, 2013 Okay, seeing as Marduk's being a smart-mouth he deserves a really solid punch in said mouth. So... Move action: Fast acrobatic bluff vs Marduk: 20 (doh) Standard action: If he doesn't beat the bluff add 2 power attack (and -2 attack roll to this attack), if he does beat it then it'll just be a normal attack! 13. Lame. Reroll: 11 + 10 = 21. So, if he doesn't beat the acrobatic bluff it's a DC 26, if he does, only a DC 24. .. Does any of that actually make sense? :?
Ari Posted February 3, 2013 Author Posted February 3, 2013 If it didn't, you'd have known it. Sense-Motive roll: 18. Failed. DC26 TOU save: 16. Dazed again, and Staggered. Rapidsfire makes another pass attack, still on Glow : 33, a Critical hit. DC28 TOU save. Then she speeds off the way she came with Move by Action. Your turn, Freewly.
Curious Key Posted February 3, 2013 Posted February 3, 2013 Warp is going to ready up and gather power so she can launch an entropic bolt into Rapids in the moment she reappears. Full Action: Ready for entropic bolt on Rapids.
Scuffles Posted February 4, 2013 Posted February 4, 2013 Ouch then! Toughness save: 30. Because if Rapids can roll 20s so can I! Pretty sure that means Glow is up again, so she's going to just hammer Marduk again! Attack roll: 27. So DC24. It's tough being Marduk today.
Ari Posted February 12, 2013 Author Posted February 12, 2013 Okay, Rapids moves in to attack Glow once more, Power Attacking (+3 Damage -3 Attack): 19. Hits. DC26 TOU. And Warp's Attack roll please.
Curious Key Posted February 12, 2013 Posted February 12, 2013 1d20+13 = 15 . . . I can't accept that. Spending a hero point to reroll. Attack Reroll: 1d20+13 = 22 Because that's a nine, I also get a +10. So it's gonna be 32. I'm thinking that'll be a hit.
Ari Posted February 13, 2013 Author Posted February 13, 2013 That hits! DC17 Fortitude save: 13. 4 ranks of Toughness lost. DC22 TOU save: 12. Failed by 10, so Staggered and Dazed.
Scuffles Posted February 13, 2013 Posted February 13, 2013 Toughness save: 12. Which is a bit bad. We better try that again: 12 again! Invisible Castle wants Glow to have a headache! 'Course that makes 22 on a reroll so a bruise it is! I think I'm up next, so it's revenge against Rapids (hopefully)! Attack roll (+2 attack, -2 DC): 16. I assume that misses a speedster?
Curious Key Posted February 13, 2013 Posted February 13, 2013 Is it? Did I give up my turn this round by readying on the last one?
Ari Posted February 13, 2013 Author Posted February 13, 2013 No, Readying is a Standard action that lets you take what would be a Move or Standard action and make it a Reaction. It's Warp's turn, apologies for not being clear.
Curious Key Posted February 13, 2013 Posted February 13, 2013 Let's do another entropic bolt! 1d20+13=29 That'll be a hit, I think.
Ari Posted February 13, 2013 Author Posted February 13, 2013 Feel free to roll again next round Glow, if Rapids withstands this. And that attack hits. DC17 Fortitude save: 18. No TOU drained. DC22 TOU save: 22. What. Okay, Round 4. Glow: Bruise(x1), 1HP Rapidsfire: Bruise(x1), Dazed, Staggered-GM Warp: Unharmed, 0HP Glow's up!
Scuffles Posted February 17, 2013 Posted February 17, 2013 Okay, apparently it's my go again! Standard action: Attack Rapids! 18. I predict that this misses. Move action: Acrobatic feint vs Rapids! 34. I predict this confuses Rapids! Set up for Warp. Fire away! Also, interposing for Warp again because y'know, friends getting punched is bad.
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