Thevshi Posted March 3, 2014 Author Posted March 3, 2014 Tiff, the twins had moved up out of Miss Grue's reach the round before. (I know we had a long break while we were waiting for Ex to get back )
Tiffany Korta Posted March 3, 2014 Posted March 3, 2014 In that case free action to switch to flight / insub and a HP to gain affect normal people? I think that's right don't have the books with me.
Thevshi Posted March 3, 2014 Author Posted March 3, 2014 Tiff, Affects Corporeal is a +1 Extra, not a feat, it also needs to be applied to some power.
Tiffany Korta Posted March 3, 2014 Posted March 3, 2014 Okay I'm going to try a very different track, helping people . Miss Grue will try to put herself between Ulysses and the sister, and if necessary I'll spring the HP for Interpose when the need arises. Then she try to break him out of the rock holding him, I'm not sure what you'd like me to roll for this.
Thevshi Posted March 3, 2014 Author Posted March 3, 2014 No need to roll, I will just apply Miss G's Str to the snare, it gets a 24 on its toughness save, so picks up a second injury.
Thevshi Posted October 8, 2014 Author Posted October 8, 2014 Okay, we are going once more! The four security guards "trapped" in Tsunami's dome will try to blast their way out of the dome, four DC 20 toughness saves for the dome: 21, 12, 28, 24, so makes the first, misses the second (another -1 for its toughness) and still makes the second two, even with the additional -1. The free guard will fire on Tsunami, hitting with a 25 (as a minion, he cannot score a crit on her). Tsunami makes her toughness save.
Thevshi Posted October 8, 2014 Author Posted October 8, 2014 Round Six 18 Tsunami (unharmed, fatigued, 2 HP) 9 Clover (unharmed) 9 Crimson (bruised) 9 Tundra (bruised) 8 Ulysses (unharmed, bound and helpless 0HP) 7 Miss Grue (bruised, 2 HP) Last: Security guards (5: 4 trapped in water dome (-2 toughness to dome), 1 free) Tsunami is up, but as she is maintaining the water dome, there is not much else she can do, so she will use the Total Defense action to boost her defense to 14.
Thevshi Posted October 8, 2014 Author Posted October 8, 2014 Clover will smash at nearby truck with one of her energy constructs, while Crimson blasts another. Tundra sends a blast of rocks and dirt at Tsunami, but misses with a 16. So, Ulysses is up (and still trapped in the snare)!
Thevshi Posted October 8, 2014 Author Posted October 8, 2014 Wow, the snare almost makes its save vs Ulysses' strength with a 26, it still picks up another injury (-3 total now). Go ahead and post IC.
Tiffany Korta Posted October 18, 2014 Posted October 18, 2014 Sorry to be a pain Thev but can you give a rough idea of who where and what there doing? Also I assume we're using original Miss Grue so no handy right now elongation .
Thevshi Posted October 18, 2014 Author Posted October 18, 2014 No worries Tiff. Yeah we are using the older versions of Miss Grue and an older version of Tsunami as well. Right now the twins are up in the air, out of Miss Grue's reach at giant size. Tundra is on the ground, a little ways away, but still within a move action to get to. Miss Grue is still next to Ulysses, who is still trapped in a rock snare. Tsunami still has four of the security guards protected inside her solid water dome, and one security guard is still up outside the dome.
Tiffany Korta Posted October 19, 2014 Posted October 19, 2014 Miss Grue will stride over to Tundra and attempt to grapple her. Attack Roll: 1d20+8 26. If that hits her grapple roll will be Grapple: 1d20+22 39.
Thevshi Posted October 19, 2014 Author Posted October 19, 2014 Tundra almost avoids that with a 36, but almost isn’t good enough, so she is grappled. The four security guards in the dome will continue trying to blast their way out, so four more DC 20 toughness saves for the dome: 22, 12, 15 and 17[/ulr], so, makes the first one and ends up with -3 more to toughness do to damage (now at -5 toughness, but still up!). The last security guard will not act, as he is now uncertain what to do.
Thevshi Posted October 19, 2014 Author Posted October 19, 2014 Round Seven 18 Tsunami (unharmed, fatigued, 2 HP)14 Earth Monster (unharmed) 9 Clover (unharmed) 9 Crimson (bruised) 9 Tundra (bruised) 8 Ulysses (unharmed, bound and helpless 0HP) 7 Miss Grue (bruised, 2 HP) Last: Security guards (5: 4 trapped in water dome (-5 toughness to dome), 1 free)
Thevshi Posted October 20, 2014 Author Posted October 20, 2014 The earth monster rises up to full height, standing over 20 feet tall. It sends an area attack (rocks and chunks of earth) flying up at Clover and Crimson, DC 23 Reflex save to lower damage: Crimson gets a 27, Clover a 26 so DC 21 toughness saves, but their Impervious toughness allows them to take that with no roll. Clover tries to trap the large earth monster with a yellow energy construct, the earth monster misses its reflex save with a 9, so it trapped. Crimson fires an energy blast at Miss Grue, hitting with a 27, DC 27 toughness save for Miss Grue.
Thevshi Posted October 20, 2014 Author Posted October 20, 2014 While I am at it, dependent on what happens with Miss Grue's toughness save, Tundra is going to try to get free from the grapple with a 34. So that is a toughness save for Miss Grue and maybe a grapple check to maintain the grapple.
Tiffany Korta Posted October 20, 2014 Posted October 20, 2014 Toughness Save: 1d20+10 27 and Grapple Grapple Roll: 1d20+22 34
Thevshi Posted October 20, 2014 Author Posted October 20, 2014 Okay, due to already having a bruise, Miss Grue will pick up another, but still hold on to Tundra. Ulysses is up! (and still in the snare) (oh, and I am going to give all the PCs a Hero Point for the complication of the earth monster coming into the fight)
Thevshi Posted October 20, 2014 Author Posted October 20, 2014 Okay, last time I forgot to count Ulysses' superstrength, but the result would still have been the same. So DC 33 toughness save for the snare, it only gets a 16, so he breaks free! You still have a move action if you want to use it.
Tiffany Korta Posted October 28, 2014 Posted October 28, 2014 (edited) Okay I shall - a ) Try to maintain the Grapple Grapple Roll: 1d20+22 33 b ) Swap tundra to one hand, ie pay a HP for Improved Grapple c ) Step up to the earth creature d ) Try to hit said creature Attack Roll: 1d20+10 14, on the off chance it hit a DC 25 Toughness e ) Profit! Edited October 28, 2014 by TiffanyKorta
Thevshi Posted October 28, 2014 Author Posted October 28, 2014 Tundra only gets a 24 on her grapple check, so Miss Grue maintains her hold. Normally, that would miss the massive earth creature, but with it bound by the energy creation from Clover, that is good enough to hit. It actually manages to miss its toughness save with a 21, so picks up a bruise.
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