EternalPhoenix Posted May 2, 2015 Author Posted May 2, 2015 http://orokos.com/roll/c-Justice+Like+Lightning Samaritan: 22Voltivore: 29Lightning: 4Erased: 17Phoenix: 8Charger: 7 Post starting combat will be up tonight, after work.
The Sailor Posted May 2, 2015 Posted May 2, 2015 (edited) Where is Endeavor in that list? Wait... that was EP's characters... NM. Edited May 3, 2015 by Osprey
EternalPhoenix Posted May 3, 2015 Author Posted May 3, 2015 All hail the official turn order. In case of ties, the higher roll goes first. I have so decreed. Also, Erased and Phoenix are there in case they're needed for something. They will not be actively taking part. And the plan is not to use Charger unless things go terribly wrong. Miracle Girl-29Voltivore-29Samaritan-22Erased-17Phoenix-8Charger-7Endeavour-4Lightning-4
EternalPhoenix Posted May 3, 2015 Author Posted May 3, 2015 For the record, Lightning just used Electrical Control 10 and Power Attack 5 at the sky for a rank 15 effect. Wasn't terribly accurate, but that wasn't the point. Feel free to be suitably awed by the most strongest display of power you've ever seen. Or not. I dunno your histories as well as you.
Heritage Posted May 3, 2015 Posted May 3, 2015 Is it possible to just let the voltivore go first? Casey will basically be waiting for it to show up anyway.
EternalPhoenix Posted May 3, 2015 Author Posted May 3, 2015 Sure, I can switch it up. Though I think the official way to do is Delay.
Heritage Posted May 3, 2015 Posted May 3, 2015 Yeah, let's say Casey delays her action until lil' Voltie shows up.
EternalPhoenix Posted May 3, 2015 Author Posted May 3, 2015 Voltivore's actions:Move: Fly to the group.Standard: Nullify Electric Powers 12 on Lightning (simulates the eating of electricity)I'd roll...but Lightning's Immune to all attacks with the Electric descriptor. So, it just doesn't work. Next up is technically Samaritan, but Miracle Girl is Delaying. Heri? Wanna jump in?
TheAbsurdist Posted May 4, 2015 Posted May 4, 2015 Per what EP said, here is Errants Init. Initiative: 1d20+10 25 HE can show up next round.
Heritage Posted May 5, 2015 Posted May 5, 2015 Oh what the hell, YOLO as the kids say; MG is gonna take a swing at this thing! And hope she doesn't get too lightning-ded.Unarmed Attack Roll: 1d20+9=14 Oy! Okay, on the off-chance that gets through, that's a DC 22 Toughness save vs Damage
EternalPhoenix Posted May 5, 2015 Author Posted May 5, 2015 That's a whiff. WHIFF. Next up, Samaritan. Vonnie, not being type to swing at something that isn't physically there (Spatial Awareness helps with this, kiddos), will delay for a while, also. That brings up...Erased and then Phoenix, who are tending to the cage. Thus are their turns passed. Then there's Charger, who will trigger his Charging Up container. But that's all for now. Next up, Endeavour! Yes, Vonnie's still delaying. He knows the plan, darn it.
The Sailor Posted May 6, 2015 Posted May 6, 2015 (edited) I don't get why Lighting wants me to be with him, and not to man the device.I will be holding action until Lightning makes a move, so I can follow his lead. Edited May 6, 2015 by Osprey
EternalPhoenix Posted May 16, 2015 Author Posted May 16, 2015 .http://orokos.com/roll/289382 Lighting takes a whack as using his Magnetic Control (or Electrical, he has both) to...well, control the beast made of electricity. Grapple check's 19. http://orokos.com/roll/289386 And the Voltivore can only roll an 11. So...grappled. Bully for that. Grappling it in this fashion has a couple of cool side effects, but...spoilers! Post when I get back tonight
The Sailor Posted May 17, 2015 Posted May 17, 2015 I gotta check up on something, I'll tack on my actions to this post. Also Endeavor has one hero point, does she?
EternalPhoenix Posted May 17, 2015 Author Posted May 17, 2015 Yep, still has the starting one. I'll do a proper chart after you're done.
The Sailor Posted May 17, 2015 Posted May 17, 2015 (edited) Okay going to use Magnetic Control to pull that beastie to the trap.Magnetic Control To Pull Voltivore to Cage (STR 40): 1d20+16 22 - Using a Hero Point to rerollMagnetic Control To Pull Voltivore to Cage (STR 40): 1d20+16 17 - With the hero point that 1 is a 11 for a result of 27 Edited May 17, 2015 by Osprey
EternalPhoenix Posted May 29, 2015 Author Posted May 29, 2015 http://orokos.com/roll/295078 That'd be a 25. Side note. Didn't know about Magnetic Control's rank being doubled in grapples (since it's perception ranged) so I had removed Super STR 10 from the build so you guys would have a shot. But! Now I know. It doesn't change Lightning's successful grapple result, as he's rank 10. Meaning they'd both get 10 more on their rolls, rendering correcting the mistake meaningless.Voltivore's good and grabbed. It'll take about five rounds of successful pushing (from anyone, at this point) to get it close enough to be locked away. This does not mean it'll be that easy for you, nooooo. Also, because I liked that post, Endeavour gets a HP. It is the Voltivore's turn. It could try to break free, but where's the fun in that? Since Endeavour's being so flashy, let's give her a bolt of lightning. http://orokos.com/roll/295079 That's 24. Normally that'd be a DC of 27. But! Each magnetic grapple costs it a third of it's current rank. So. Lightning chopped it to 8, and Endeavour chopped it to 6. So. DC is actually only 21. While they're both hanging on, anyway. ...is there an evil smiley? Because I needs one. Errant would be next, but Miracle Girl is still Delaying. So there's that.
EternalPhoenix Posted May 30, 2015 Author Posted May 30, 2015 Ah, missed a trick. That's a Blast. Looked at the core book regarding grapples, and as for using powers while grappled it says the GM may require a Concentration check. I'm lazy, so I'm gonna hide wildly behind that wording. To actually answer the question, no, it's quite grappled by both of you. It cannot move or make melee attacks without breaking said grapple. But blasting lightning at it's antagonists? Sure, why not. Rule of cool, yes. It if was as easy as it seems, the four of them would have never met our heroes. Because they'd be done with this freakin' task already. At any rate, Miracle Girl has Interpose as does Charger. Direct quote from page 157. You can use powers while grappling, subject to the requirements of the grapple. If you use a power requiring a standard action, you forfeit your grapple check that round (meaning you automatically lose the opposed grapple check). This may be worth it if the power helps you get out of the grapple or otherwise deals with your opponent. The GM may require a Concentration check (see page 44) to use some powers while grappled, while other powers (those requiring freedom of movement or the ability to access a device, for example) may not be usable at all, at the GM’s discretion. Is there anything else that seems off? Or would you rather I just do the grapple check? I don't want this to be too hard, but I don't want it to be too easy, either. If you have input, give it to me.
The Sailor Posted May 30, 2015 Posted May 30, 2015 Well if it can zap someone while being grappled then that is what it'll do.
The Sailor Posted June 10, 2015 Posted June 10, 2015 (edited) Toughness Save: 1d20+8 18 Hero pointing this, not gonna lose this grapple.Toughness Save (Hero Pointed (0 left)): 1d20+8 14 I rolled a 6, so with the HP I got a 16 for a total save of 22.And I got 0 HP left. Someone get that thing's attention. I don't think I can handle it. Edited June 10, 2015 by Endeavor
Heritage Posted June 10, 2015 Posted June 10, 2015 Actually I forgot that MG stopped delaying and swung (and missed) here; is she back up in intitaive order again?
EternalPhoenix Posted June 10, 2015 Author Posted June 10, 2015 You are right. Boo on me. However, you are right on both counts. She goes right after Volty now, and guess whose turn it just was?
Heritage Posted June 12, 2015 Posted June 12, 2015 So would this be aiding on a Grapple check? Not sure what to roll here.
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