Thevshi Posted January 14, 2014 Author Posted January 14, 2014 Okay, a new round, but things are close to done. I don't feel like posting for Giang finding the closest jewelry store on the directory and starting to run that way, so, Crimson is up!
Thunder King Posted January 14, 2014 Posted January 14, 2014 Mali is going to walk up to the girl and knock her out. Fully damage shifted attack, 19. Since Legion is prone, that's likely a hit at a DC27 TOU save
Thevshi Posted January 14, 2014 Author Posted January 14, 2014 Yep, she only gets a 14, so she is staggered again, which means she is out, and disappears.
Brown Dynamite Posted January 14, 2014 Posted January 14, 2014 Alrighty will toss in Glam's OOC before Mali's next IC Why ruin a good rhythm taking another Accurate (+2 Atk/-2 Dmg) (All-Out +2 Atk/-2 Defense) Unarmed Attack vs Legion 2 (DC 20): 1d20+11 31 Will take the +5 damage for the Critical so DC25
Thevshi Posted January 14, 2014 Author Posted January 14, 2014 Yeah, she only gets a 15, so is unconscious and disappears.
Thevshi Posted January 17, 2014 Author Posted January 17, 2014 Okay, we are out of combat now. Thunder, I'll say Mali saw the direction Giang headed off in, which generally was in the direction one of the mall cops had told her the robbery was taking place. She should be able to catch up with Giang in not too long. HGM, it should not be too hard for Thaelia to get to where she can see Mali and follow her.
Thevshi Posted January 27, 2014 Author Posted January 27, 2014 Okay, I am willing to keep the same initiatives if you like (as there were some pretty good ones). But you can each make a quick comment post if you like before we get to initiatives for the various Legions.
Thevshi Posted January 28, 2014 Author Posted January 28, 2014 Okay, here is the initiatives Round Thirteenish 32 Legion Dup 6 31 Legion 30 Legion Dup 1 27 Legion Dup 4 23 Tsunami (unharmed, fatigued, 2HP) 23 Crimson Tiger (bruised 3, 1HP) 21 Legion Dup 3 20 Legion Dup 5 20 Glamazon (bruised 2, 0 HP) 19 Legion Dup 2 Legion Dup initiative rolls So, again, each of you can make a reaction post to arriving on the scene before we get to the initiative. (no significant movement or combat actions)
Thevshi Posted January 30, 2014 Author Posted January 30, 2014 Okay, to set out the scene a bit more. The three heroines are about 60 feet from the group of Legions. The plaza is mostly clear, with a few people scatted about it (who will be clearing out this round). There are assorted benches, light fixtures, etc around the edges of the plaza, and I'll say that along the left hand side (as the heroines look out towards the street) has a fountain with a shallow pool at the bottom). As the Legion Dups cannot reach any of the good guys (least without a charge), Dups 6, 1 and 4 will all move to the middle of the plaza, spaced out, and take the Total Defense action (+4 to defense). Legion, will stomp her foot, creating another duplicate, and then also take the Total Defense action (+4 to defense).
Thevshi Posted January 30, 2014 Author Posted January 30, 2014 Also, I am giving each of the girls a hero point, as they are facing an opponent that has worn them down some with her disposable duplicates, and now has a bunch of fresh ones for them to face.
Thevshi Posted January 30, 2014 Author Posted January 30, 2014 Tsunami will spend a hero point to remove her fatigue, then stunt an area attack again: Blast 8 (Extra: Targeted Burst Area (40’ radius), Selective; Flaw: 0 Range; Feats: Accurate 3, Precise) {28/28} She will then take a move action to put herself between two of the Dups that moved forward and use the AOE, Power Attacking for -2 atk/+2 dam. And she gets a 31 on her attack roll, so a bad day for all the Legions with a critical hit. (DC 30 toughness save). So, toughness saves: Legion gets a 23, so bruised and dazed. When Legion is hit, an 8th duplicate is created, which is unhurt. The Dups get variable results. Dup 1 is bruised and dazed. Dup 2 is straight unconscious. Dup 3 is bruised and dazed. Dup 4 is straight unconscious. Dup 5 is bruised, staggered and dazed. Dup 6 is straight unconscious. Dup 7 is bruised, staggered and dazed. So, as the Legions only have -4 Knockback resistance, there is some significant knockback. The damage for the attack after the resistance is +11 (thanks to the critical) or 2,500 feet! Of course, they are all going to be hitting something well before that. I could make an Acrobatics check to reduce the distance...but that will hardly reduce it at all. So, some damage checks for hitting objects (benches, walls, parked cars). For ease, I make this a blanket DC 21 toughness save. Legion gets a 23, so she takes no damage from slamming into the side of a bus stopped to pick up passengers. And yet another duplicate pops into existence. Also unhurt. The Dups: all roll reasonably well. Only Dup 5 is not hurt by the knockback, the other three all pick up another bruise.
Thunder King Posted January 31, 2014 Posted January 31, 2014 Mali's gonna charge in and smack the original Legion. Using that +2 to attack to help fuel a damage shift by 4 for 28 DC26 TOU save
Thevshi Posted January 31, 2014 Author Posted January 31, 2014 Well, Legion gets a 11, so she is out! All the dups vanish.
Recommended Posts