Supercape Posted March 25, 2013 Posted March 25, 2013 Mess is going to Pump up as a standard action As a move action, he will stand up!
Thevshi Posted March 25, 2013 Author Posted March 25, 2013 Okay, you can go ahead with posting that IC
Thevshi Posted March 25, 2013 Author Posted March 25, 2013 Okay, John's action will move us on to... Round Three: Grey Suit: 38 (unharmed) Myrmidon: 37 (Unharmed, 4 HP) Tsunami: 28 (Unharmed, 2 HP) FoS group 2 (swords): 25 (4 active) Bloody Mess: 24 (bruised, 4 HP) FoS group 6 (swords): 23 (3 active) FoS group 5 (staves): 22 (4 active) Fang Leader: 21 (Unharmed) Hound: 16 (Unharmed) FoS group 2 (staves): 10 (4 active) FoS group 1 (staves): 8 (4 active) FoS group 4 (swords): 7 (4 active) It is now back to Myr's action.
Semi-Autogyro Posted March 25, 2013 Posted March 25, 2013 Okay, John charging rushes the sorcerer, intending to introduce him to the laws of gravity by flinging him off the building. He can move up to double his move, so he can potentially throw the sorcerer up to 200 ft. Johns defense is at -2 due to the charge maneuver (+8 this round). Bonuses: +14 total +8 base from STR +2 from the charge maneuver, +3 from 3 ranks of Super-Stength +1 from Speed 1 Opposed roll: 1d20+14=19. Why have you forsaken me, IC!?! HP to re-roll. HP Re-roll: 1d20+14=31.
Thevshi Posted March 25, 2013 Author Posted March 25, 2013 Okay, with the reroll, you easily win (would have won without it, but just barely). He only gets a 18. So, he is going to be flying away. Any particular direction John want's to fling him? Into a building? Out over an a street intersection? Also, for the IC post, you can describe a forcefield of golden energy that John impacts, not that it will stop the results of the Rush.
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 (edited) Okay, for the throw/fall the sorcerer takes, he has to make a DC 25 toughness save, only gets a 21, so that is bruise. The transformer exploding I will call a DC 24 toughness save, he gets a 22, another bruise. He manages to avoid getting tangled up in the wires and such that he goes through with a 26 Edited March 26, 2013 by Thevshi
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 Tsunami will continue to use defensive attack -5 atk/+5 def, blasting one of the guys blocking her path, taking 10 to hit him. A 7 for his toughness save means the guy is out cold.
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 Two of the members of the FoS group 2 charge Myr (the only way they can get up to him to attack). They get a 10 and 20, so one hit. That is a DC 19 toughness save for Myr. Bloody Mess is up.
Supercape Posted March 26, 2013 Posted March 26, 2013 Ok is Lefty and Righty Time for the Mess I presume Mess, with Leaping 6 active, can jump up to his Golden Nemesis - which he will do as a move action. Then, a smash. I think this will be all out attack +4 Attack, -4 Defence. 1d20+14=32 now I'm pretty sure that hits! DC 25 Toughness save?
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 That is indeed a hit, he only gets a 17 for his toughness save, which is a bruise and dazed condition. A hero point to Mess as I negate the Daze, he flys back ten feet, but lands on his feet thanks to skill mastery: acrobatics.
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 (edited) FoS group 6 comes at Mess, one using the Aid Other action first: 15, so #2 gets a +3 on his attack roll. The other two attack Mess directly, #2 power attacking -2 atk/+2 dam (+7 attack total with aid). #2 gets a: 9, so he still misses. #3 goes for a straight attack on Mess, getting a 18, so that is a hit, DC 19 toughness save for Mess. FoS group 5 go after Tsuanmi, the first using the Aid Other action: 19, so +3 for #2. #2 and #3 both attack her, getting a: 28 and 19, so #2 hits. Her toughness save is a: 25, easily resisting the DC 19 check. The Fang leader comes back in at Mess, power attacking -5 atk/+5 dam. He gets a: 23, so another DC 21 toughness save for Mess. Edited March 26, 2013 by Thevshi
Supercape Posted March 26, 2013 Posted March 26, 2013 Lost the first result in IC, was 27 (as discussed in chat) Retrieved the second one... 1d20+9=18 1 (more) bruise
Thevshi Posted March 26, 2013 Author Posted March 26, 2013 And on to… Round Four: Grey Suit: 38 (2 bruised) Myrmidon: 37 (Unharmed, 3 HP) Tsunami: 28 (Unharmed, 2 HP) FoS group 2 (swords): 25 (4 active) Bloody Mess: 24 (2 bruised, 5 HP) FoS group 6 (swords): 23 (3 active) FoS group 5 (staves): 22 (3 active) Fang Leader: 21 (bruised) FoS group 3 (staves): 10 (4 active) FoS group 1 (staves): 8 (4 active) FoS group 4 (swords): 7 (4 active) The sorcerer has taken his actions, so Myr is up. So, just to be clear about things, Myr has Group 2 on him, two of them directly in melee with him (after charging), so he could takedown attack both if he chooses. The other two are too far away to get to with a takedown attack. The three members of Group 3 are engaging Bloody Mess, along with the Fang Leader over near where John had initially landed on the rooftop. The swordsmen have backed away from Mess, the Fang Leader is in melee with him. The three members of Group 5 are spaced around Giang on another part of the rooftops, with the eight members of Groups 1 and 3 spaced around them. The four members of Group 4 have tried to position themselves between the parts of the roof where John and Mess are and the part where Giang is, but clearly won’t be able to prevent either of them from getting over there if they choose to.
Semi-Autogyro Posted March 27, 2013 Posted March 27, 2013 (edited) Allrighty, John will use the lights going out as a distraction and for his move: Hide in Plain Sight, using his skill mastery on Stealth to take 10. That's a DC 31 Notice to spot him Free Action to summon his Armor, and he'll activate the Armor Subroutine: Enhanced Feat 1 (Ultimate Save [Toughness]) + Immunity 2 (Critical Hits) + Protection 0 (Extra: Impervious 10) + Super-Strength 0 (PF: Bracing) Standard Action to pop out of the shadows behind them and All-out power attack & Takedown attack those two sword guys. +20 To attack, -5 to defense (+5 total) and DC 28 TOU save if it hits. Edited March 27, 2013 by Semi-Autogyro
Thevshi Posted March 27, 2013 Author Posted March 27, 2013 Semi, if you are power attacking, then it would be +10 attack as you shift the 5 from All Out Attack to Power Attack. But, in any event, these guys are minions, so you only need +5 to hit them, so no need to All Out Attack if you don't want to. Either way, they both go down with a 10 and 14 on their toughness saves.
Semi-Autogyro Posted March 27, 2013 Posted March 27, 2013 (edited) I was adding in taking 10 on his attack roll in addition to the +10 attack for the +20 total since they are minions. Just trying to save you from some minor stat checking. Sorry I wasn't clear. Edited March 27, 2013 by Semi-Autogyro
Thevshi Posted March 27, 2013 Author Posted March 27, 2013 ahh, okay, no worries then. Go ahead with you IC post (and like I said, you don't need the All Out Attack for these guys if you want to change that).
Thevshi Posted March 27, 2013 Author Posted March 27, 2013 (edited) Tsunami is going to stunt: Blast 8 (Extra: Targeted Burst Area (50’ radius), Selective; Flaw: 0 Range; Feats: Accurate 2) {26/26PP} She will Power Attack: -2 atk/+2 dam and Defensive Attack: -3 atk/+3 def, taking 10 to hit the guys with staves gathered around her. DC 25 toughness saves. The 11 martial artists make toughness saves, and 2 actually make it and suffer no harm. The rest are out. Semi, did you want to use Myr’s move action this round to make your notice check to look for the sorcerer? Edited March 27, 2013 by Thevshi
Thevshi Posted March 27, 2013 Author Posted March 27, 2013 (edited) The remaining two members of FoS group 2 attack Myr. Well, I used the wrong attack bonus, to these rolls should be 1 higher than they are, so one hits (15) and the other misses. But, the hit slides harmlessly off Myr's Impervious toughness. Bloody Mess is up. Edited March 27, 2013 by Thevshi
Supercape Posted March 28, 2013 Posted March 28, 2013 Ok, Mess isn't going to worry about the small fry right now. Move Action: a Feint. 1d20+5=14 not spectacular. And then a straight up smash. 1d20+10=12 Let stick with that awesome fail!
Thevshi Posted March 28, 2013 Author Posted March 28, 2013 Yeah, with his skill mastery, he easily is able to avoid being fooled. Go ahead and make the IC post missing spectacularly!
Thevshi Posted March 28, 2013 Author Posted March 28, 2013 The last member of Group 5 tries to aid other action against Giang for the last guy in Group 3, getting a 26, succeeds (not the best use of a 20). The last guy in Group 3 attacks Giang, getting a: 21, which is not quite good enough thanks to her defensive attack. The Fang leader attacks Mess, getting a 21, which just hits, another DC 21 toughness save for Mess.
Supercape Posted March 28, 2013 Posted March 28, 2013 Damn, the Mess is getting beaten to a pulp! Hurrah! 1d20+8=14 Another bruise, and dazed!
Thevshi Posted March 28, 2013 Author Posted March 28, 2013 Well, you do have 5 HP at the moment if you wanted to reroll or shake off the daze.
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