Ari Posted July 15, 2014 Author Share Posted July 15, 2014 DC24 TOU save: 16. Bruised and Dazed. Fiating that the Daze does not take effect, have a Hero Point Valcili.(BabyBrawler at 2HP). Red Salamander creates a field of fire around herself, the other Red Salamander and the Black Salamander. In practice that's a Sustained Duration Area Attack(General, Selective Attack) for the other two, and an Aura for her. DC22 Reflex saves for Thoughtspeed and BabyBrawler to avoid or halve the damage, which is base DC27. Cho Lee is up after I post IC. Link to comment
Valcili Posted July 15, 2014 Share Posted July 15, 2014 DC22 Reflex saves for Thoughtspeed and BabyBrawler to avoid or halve the damage, which is base DC27. I am not sure what this means....but here is my reflex save with the Evasion feat: result 24 does it mean reflex save DC22 to avoid damage and TOU save DC27 for 1/2 damage effect? Also I am not sure if this was factored in from my last attack (as I didn't note it) the roll was a roll of 19 which was a crit. Link to comment
KnightDisciple Posted July 15, 2014 Share Posted July 15, 2014 Reflex Save: 10. Welp. Toughness Save: 14. WELP. Let's just roll with that for now. Link to comment
Ari Posted July 16, 2014 Author Share Posted July 16, 2014 Yeah Valcili, I screwed up that explanation. Let me try again. So by 'DC22 Reflex saves for Thoughtspeed and BabyBrawler to avoid or halve the damage, which is base DC27.' I meant "If the Reflex save is failed, then the Toughness save is DC27". If successful, and if you didn't have the Evasion Feat, it would have been DC21 Toughness. Link to comment
horngeek Posted July 17, 2014 Share Posted July 17, 2014 Stronghold gets an Initiative roll of 22! Link to comment
Ari Posted July 17, 2014 Author Share Posted July 17, 2014 Okay, so the new order is Red Salamander #1: Bruise(x1)-GM Thoughtspeed: Staggered, Dazed, 1HP Yellow Salamander: Unharmed-GM Black Salamander: Bruise(x1)-GM BabyBrawler: Unharmed, 2HP Stronghold: Unharmed, Red Salamander #2: Unharmed-GM Cho Lee: Bruise(x1), 1HP So then! GM post will be up shortly. Link to comment
RobRX Posted July 22, 2014 Share Posted July 22, 2014 (edited) Cho is moving and punching the Black Salamander. Using accurate attack, taking -2 damage and getting +2 attack. http://orokos.com/roll/208913 1d20+7: 27 [1d20=20] ...crit, right? Next, Toughness save. http://orokos.com/roll/208914 1d20+9: 18 [1d20=9] And because we forgot concealment. http://orokos.com/roll/208917 1d20: 8 [1d20=8] Edited July 22, 2014 by RobRX Link to comment
Ari Posted July 22, 2014 Author Share Posted July 22, 2014 Miss-chance contest roll: 1. That is indeed a Critical Hit. A natural 20, and it would have hit regardless. DC 29 Toughness save: 18. A Staggered and Dazed condition. And that roll means Cho is Bruised again and Dazed. Which happens after the hit is landed, for the sake of smoothness. Round two! Red Salamander #1: Bruise(x1)-GM Thoughtspeed: Staggered, Dazed, 1HP Yellow Salamander: Unharmed-GM Black Salamander: Bruise(x1), Dazed, Staggered-GM BabyBrawler: Unharmed, 2HP Stronghold: Unharmed, Red Salamander #2: Unharmed-GM Cho Lee: Bruise(x2), Dazed, 1HP Red Salamander 1 takes a Standard Action to shoot the ceiling above Cho, attempting to trap her underneath a pile of rubble! That makes for a DC20 Reflex save to manage to evade the collapsing debris. And a DC15 TOU save if failed along with being Pinned and Prone thanks to the collapse. This takes action upon Cho's turn, rather than instantly. Then Red 1 Move Action to get next to Red Salamander 2. Also, any of Cho's active team-mates can intervene, at the expense of their Action for that turn, be it getting her out of the way or shielding her from the rubble. Yellow Salamander sustains his Concealment power, and takes a Full-Round Action to race over to the vault primary door, leaving full cover and taking up partial cover in the doorway. BabyBrawler is up! And must roll again to dodge/resist the fires, DCs unchanged from 22 Reflex and 27 Toughness. Link to comment
Valcili Posted July 22, 2014 Share Posted July 22, 2014 (edited) So I feel like I should try to help Cho from being hit by this collapsing ceiling, but ThoughtSpeed seems to be in a bit more dangerous situation being staggered and dazed. I am not sure of the distances each are from each other, since Cho just landed on the black salamander but here is a thought I am having that triggered this question. Could I use a hero point and perform power stunt performing a move-by-action grabbing Cho and using her as a thrown weapon at BlackSalamander, then move to ThoughtSpeed and guard him? Forgive me if this sounds like an impossible WTH action that we all should laugh at, I am still kina new to this whole game and I may not understand how some of the mechanics work correctly or if this is even a possible action. Similar to how colossus had thrown wolverine in X3 Or maybe I would throw her and make a reflex save in her place against the falling ceiling I thought it might be possible, as I have increased speed with move-by-action and super strength. If this is not possible to do, then I suppose I'll just have to try and beat down Black Salamander a little more as I feel if we can bring down one of them, it might be easier for us to finish off the other three. Edited July 22, 2014 by Valcili Link to comment
Ari Posted July 22, 2014 Author Share Posted July 22, 2014 Everyone there is around 15-20 ft. from each other, so around 5 1/2 meters, easily within one Move Action, to the point where I'd waive it as an issue and not worth using up and entire Action. As for picking up and throwing things and people, that's covered by page 36 of the Core Rules. It takes a Move Action to pick somebody up, and a Standard action to throw them. You'd need to clear it with Rob though, as Cho might not like being hoisted up and thrown around after being disoriented by heat and pain. You could also, if you wish, SURGE for a Move action, allowing you to shoulder-check Thoughtspeed out of the fiery sea. Link to comment
RobRX Posted July 26, 2014 Share Posted July 26, 2014 If people want to throw Cho that's fine, but the consequences are on that character! Link to comment
RobRX Posted August 2, 2014 Share Posted August 2, 2014 http://orokos.com/roll/211678 1d20+4: 21 [1d20=17] Right, so I just realized I've misread Arichamus' GM post and people were waiting on my reflex save roll. Link to comment
Ari Posted August 4, 2014 Author Share Posted August 4, 2014 Valcili, BabyBrawler is totally up next. Lay it on us. What's the plan? Link to comment
Ari Posted August 8, 2014 Author Share Posted August 8, 2014 Sorry Valcili, but it's only politic to wait so long. Skipping BabyBrawler's turn, and moving on to Stronghold. Stronghold! What is your considered view on how to stop 1) Cho from being buried under rubble, 2) Thoughtspeed from being burned again on Red 2's turn, and 3) the Yellow Salamander from seizing all of this bank's easily-moved cash or cash-equivalents? Link to comment
horngeek Posted August 10, 2014 Share Posted August 10, 2014 Haukea will go for option 2, and will try to Snare Red 2! Attack roll result of 15. Link to comment
Ari Posted August 10, 2014 Author Share Posted August 10, 2014 That misses. Would you like to reroll, or use a Move Action to bash one or other of the heroes in harm's way out of immediate peril? Do both? Surge for some new action? Link to comment
horngeek Posted August 10, 2014 Share Posted August 10, 2014 Hrmmmm... can she see Thoughtspeed, or is he still invisible? Link to comment
Ari Posted August 10, 2014 Author Share Posted August 10, 2014 Via discussion in Chat, Thoughtspeed's Concealment has dropped thanks to the Daze/drama potential. Link to comment
Ari Posted August 12, 2014 Author Share Posted August 12, 2014 Okay, Red Salamander goes again. Uses Area Attack. As before, DC22 Reflex to halve the DC27 Toughness save. RobRX and horngeek's characters are the only ones int he blast radius. She then moves towards the vault. Rob, just as a reminder, Cho is still Dazed. Next round should be the last. Link to comment
horngeek Posted August 12, 2014 Share Posted August 12, 2014 Reflex roll of 19 And Toughness roll of 9 ...Draaaama! Link to comment
RobRX Posted August 21, 2014 Share Posted August 21, 2014 http://orokos.com/roll/215690 1d20+4: 20 [1d20=16] Reflex save http://orokos.com/roll/215693 1d20+9: 19 [1d20=10] ...that's not good. Link to comment
Ari Posted August 21, 2014 Author Share Posted August 21, 2014 Bruised and Dazed again...Fiating you reroll that, Rob. Keep the higher roll. Link to comment
RobRX Posted August 21, 2014 Share Posted August 21, 2014 http://orokos.com/roll/215694 1d20+9: 28 [1d20=19] Toughness save Link to comment
Ari Posted August 22, 2014 Author Share Posted August 22, 2014 Excellent! Cho is only Pinned, not burned on smashed. Next round order. Red Salamander #1: Bruise(x1)-GM Thoughtspeed: Staggered, 1HP Yellow Salamander: Unharmed-GM Black Salamander: Bruise(x1), Staggered-GM BabyBrawler: Unharmed, 2HP Stronghold: Unconscious, 1HP Red Salamander #2: Unharmed-GM Cho Lee: Bruise(x2), Pinned(Rubble), 1HP And then the influx of new talent.http://invisiblecastle.com/roller/view/4614880/ 19. Saboteur, tie-breaker with Red 1: http://invisiblecastle.com/roller/view/4614910/ 13/18, Red 1 stays in the lead.http://invisiblecastle.com/roller/view/4614889/ Besta Diabo 27.http://invisiblecastle.com/roller/view/4614894/ Racer Khonchu 31http://invisiblecastle.com/roller/view/4614896/ Magmatic 11.http://invisiblecastle.com/roller/view/4614897/ Brainclay 11. Magmatic's bonus is higher, so she goes earlier. So Racer Khonchu: Unharmed-GM Besta Diabo: Unharmed-GM Red Salamander #1: Bruise(x1)-GM Saboteur: Unharmed-GM Thoughtspeed: Staggered, 1HP Yellow Salamander: Unharmed-GM Black Salamander: Bruise(x1), Staggered-GM BabyBrawler: Unharmed, 2HP Stronghold: Unconscious, 1HP Red Salamander #2: Unharmed-GM Magmatic: Unharmed-GM Brainclay: Unharmed-GM Cho Lee: Bruise(x2), Pinned(Rubble), 1HP Racer Khonchu swoops in first, grabbing Stronghold and zipping outside to deposit her on the lawn. Besta Diabo smashes in(in her Giant White Ape form, basically Hulk mode) through a formerly-pristine wall and tries to grab Red 1: 19, rerolling that: 14, with the +10 is 24. Hits. Grapple roll: 35. Red 1 tries for a DC35 Grapple save(he'll need a natural 20 to succeed): 27. And he got the same on the 'on your turn, try to escape' roll. Saboteur makes his shot, shooting at Black Salamander with a 20. That hits for a DC22 Toughness save: 17. Bruised and Dazed again. Thoughtspeed is up. Link to comment
KnightDisciple Posted August 25, 2014 Share Posted August 25, 2014 Sorry for the delay on this. I don't have books at work, and weekend ended up with me mostly away from computer. I needed to look up Staggered! *Low whistle* Geez. 1 action period, and any more damage and I go under. Okay. Going to spend my Hero Point to take a Full-Round Action to attempt Recovery. Except I guess technically it's this round and next round? Anyways. That's the thing I'm doing. That thing, it's my thing. Recovery Check: 7. So, uh, I guess he gets a +1 when he makes a check again. In an hour. That's Will for this round and next! I'm not going to bother with an in-character post. Just assume he's standing there shaking his head, hands on knees, or laying on the ground, or whatever. Link to comment
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