Nyrath Posted May 21, 2008 Posted May 21, 2008 Even if they're locked I doubt they'll hold up for more than a few moments if Ironhide starts pounding on them.
zero21 Posted May 21, 2008 Posted May 21, 2008 True..when it comes to moving things i've got 54 strength in that dept. And nice job with my picture..I look kinda like a viking..hehe. Do I need to make any rolls right now since my computer has been being stupid lately..vista sucks :evil: :(
MBCE Posted May 21, 2008 Author Posted May 21, 2008 Okay, Badb has started combat inside, exposing herself. For those outside of the building you need to make a DC 10 check to hear the commotion. Regardless if you do or not, Please roll initiative here. That way, it will save us time. If you hear the commtion, you can act on your initiative as normal. Badb, I need to know how high up you're flying. You have about 20ft from ground to Ceiling. Ther are rafters and beams there as well about five feet from the ceiling. So clear space is up to 15ft. The rafters would be hindered movement for fliers [Moderate obstruction x3/4]. Walking on the rafters and beams is possible, but will need a DC 10 acrobatics check which is trianed. All guards initiative (1d20+2=15) Notice check of roof guard (1d20+4=16) Notice check DC 15 (1d20+8=16) Initiative (1d20+6=8) COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 INITIATIVE
Warmonger Posted May 22, 2008 Posted May 22, 2008 Damn I'm back. Sorry for being gone much work on finals. Can I still get in or gotta pass on this one?
MBCE Posted May 22, 2008 Author Posted May 22, 2008 Damn I'm back. Sorry for being gone much work on finals. Can I still get in or gotta pass on this one? You're still welcome. Post your combat info here as well as your initiative roll. On your initiative you can arrive on scene.
zero21 Posted May 22, 2008 Posted May 22, 2008 Ok, question-how hard are the doors-im trying to beat them down.
MBCE Posted May 22, 2008 Author Posted May 22, 2008 Depends on which on you're trying ot break down. There is the man sized door to the left and the large double doors to the right. The double doors look to be of strong material than the man sized door.
Nyrath Posted May 23, 2008 Posted May 23, 2008 Crappiest Initiative in the thread At least I can't fail my Notice Roll against DC 10, but just for laughs I'll tempt gods of virtual dice. At least I didn't lose a high roll on this. Oh, and Exile's still hiding just how good he is; he doesn't need to speak or gesture to attack someone.
MBCE Posted May 24, 2008 Author Posted May 24, 2008 Crappiest Initiative in the thread At least I can't fail my Notice Roll against DC 10, but just for laughs I'll tempt gods of virtual dice. At least I didn't lose a high roll on this. Oh, and Exile's still hiding just how good he is; he doesn't need to speak or gesture to attack someone. Normally, with an intiative as low as that, I would recall your action against the guard as he would be inside before you could react. However, it was such a great post, I'm going to let it stand. Wonderful post! I enjoyed it. Now, if I don't hear from Ironhide by tomorrow which door he wants to pound in, I'll assume it is the nearest door to him, which will be the large double doors.
Nyrath Posted May 24, 2008 Posted May 24, 2008 Ah, good to know it occasionally pays of to put a little effort into ones posts.
MBCE Posted May 25, 2008 Author Posted May 25, 2008 Moving things ahead. Made the roll for Badb and Void's initiative. Void initiative;Badb initiative (1d20+3=10, 1d20+7=14) COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 Minion Guards Tough +5, Def +5, For +4, Reflex +1, Will +1 Damage +5 (rifle) Attack +5 Skills: Notice +4, Stealth +3 INITIATIVE Ironhide 14 Minion Guards 15 Badb 14 Void 10 Armored Guards 8 The Exile 1 ROUND ONE Exile drops the guard on the roof so he gets no further action this round. Round two no problem. Ironhide bangs on the double doors bashing them in easily. One guard fires at Ironhide, missing. The two remaining guards fire at Badb, only one hits. Babd, roll your Tough, DC 20, and include the result in your post. Ironhide def 16; Badb def 17 (1d20+5=8, 1d20+5=20, 1d20+5=11) First one was for Ironhide, the last two were for Badb. From the back entrance, two more guards enter with weapons raised, looking for the source of the commotion. The carpenters all move towards the now opened back door in an attempt to escape the super powered beings. We are at Badb's first round action.
MBCE Posted May 27, 2008 Author Posted May 27, 2008 Okay, a number of important points. Even though they are minions, you still need to roll to hit. Without a hit roll, your power isn't working on them. Unless it is an area effect, then you go against their saves. To save time, here are your attack rolls. Badb attack;Void attack DC 15 (1d20+9=19, 1d20+10=19) Both work. COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 Minion Guards Tough +5, Def +5, For +4, Reflex +1, Will +1 Damage +5 (rifle) Attack +5 Skills: Notice +4, Stealth +3 INITIATIVE Ironhide 14 Minion Guards 15 Badb 14 Void 10 Armored Guards 8 The Exile 1 ROUND TWO Ironhide up. Three of the guards are down. The doors is open.
MBCE Posted May 28, 2008 Author Posted May 28, 2008 Just a note. Posting out of order is fine. There's no need for us to wait around for people to post before you. Just try to limit your actions to one a round and things should be fine.
Cyrith Posted May 30, 2008 Posted May 30, 2008 Sorry it took me so long to answer the question, I didn't see it when it was first posted. I'm flying just below the rafters, so as not to obstruct myself. I'll post specifics if anything changes. Is it my turn or the guards?
Cyrith Posted June 1, 2008 Posted June 1, 2008 I need some clarification. CAn we not take ten against minions? That's why I didn't bother with an attack roll in my post.
MBCE Posted June 2, 2008 Author Posted June 2, 2008 You are correct. You can take ten. I had forgot about that simple point. If you want to take ten, you'll need to let me know that's what you'Re doing though. That's why I missed it. I'll update things in a moment.
MBCE Posted June 2, 2008 Author Posted June 2, 2008 In the shipyard section, the area is clear of people other than the unconcious and the villains. The door with the security lock is still closed restricting entry to the other side. COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 Minion Guards Tough +5, Def +5, For +4, Reflex +1, Will +1 Damage +5 (rifle) Attack +5 Skills: Notice +4, Stealth +3 INITIATIVE Ironhide 14 Minion Guards 15 Badb 14 Void 10 Armored Guards 8 The Exile 1 ROUND TWO Ironhide knocked out the guard. The guards ran from teh building. Badb is up.
MBCE Posted June 3, 2008 Author Posted June 3, 2008 The door is brusied. Toughness +10 A few more hits should take it out.
MBCE Posted June 4, 2008 Author Posted June 4, 2008 Void blasts teh door open and three robots step out firing into the room. Both Badb and Ironhide are hit. Badb needs to make a DC 25 toughness save. Ironhide can ignore the damage due to his imprevious. Right now the damage is simple bullets. Changing the initiative order slightly. From now own, the NPCS will react at the top of the round and the group will react after that. So everyone can post from this point on. First person posts, the first person reacts. This should help speed up play fairly quickly. I will update the map and follow with the badguys actions after it. These are not minions so I'll be make rolls. There is no taking ten on attacks against them. COMBAT INFO Name -- PL -- Attack -- Def -- Damage -- Tough -- Fort -- Reflex -- Will The Void PL: 11 Attk: +10 Def: +10 Dmg: +10 Tough: +4 Fort:+6 Ref: +12 Will: +13 Exile PL: 11 Attk: +8 Def: +8 (+2 Ff) Dmg: +12 (<+15 boosted) Tough: +12 Fort: +8 Ref: +3 Will: +9 Badb PL 11 Attk +9(w/ rad con) +7 Def +13 (FF +4) Dmg +13 Tough +8(+3 Ff) Fort: +7 Ref: +10 Will: +6 Ironhide Pl 10, Attk +4/6 melee, Def: +6 Dmg: +12 Tough: +14(12 invn) Fort:+10 Ref:+4 Will:+8 Robots Attk +10, Def +10, Dmg +10 INITIATIVE NPCs PCs ROUND THREE The robots are in view. The back way is open.
Cyrith Posted June 4, 2008 Posted June 4, 2008 where on the map am i supposed to be? toughness save vs 25 (1d20 9=20)
MBCE Posted June 4, 2008 Author Posted June 4, 2008 where on the map am i supposed to be? toughness save vs 25 (1d20 9=20) She ius in the air at I9. She's near the rafters so about 15ft up in the air I uploaded a new map with the key at the top. Each square is 5ft. The green things are the robots. You have about 20ft from ground to Ceiling. Ther are rafters and beams there as well about five feet from the ceiling. So clear space is up to 15ft. The rafters would be hindered movement for fliers [Moderate obstruction x3/4]. Walking on the rafters and beams is possible, but will need a DC 10 acrobatics check which is trianed.
Nyrath Posted June 7, 2008 Posted June 7, 2008 Sorry about the delay, currently working on my post. OOC summarization of it goes as follows: Move to M15 using Spatial Control, switching AP to The Black Blade as a Free Action Attacking the M14 robot, due to a desire to actually hit the damned thing spending one of three HP to reroll the attack. Which manages to hit just the number on the virtual dice to remove a certain hit. Unless I'm getting anything from possibly surprising the tin-can it's a miss. If I do hit it the bucket of bolts can suck on a DC 27 Drain Toughness [Affects Objects] and a follow up of a DC 27 Toughness. In case the metallic one gets to suffer any Knockback, ignore it since it wouldn't fit the descriptor of the attack. So for the moment I'm leaving my post open ended.
MBCE Posted June 9, 2008 Author Posted June 9, 2008 Sorry about the delay, currently working on my post. OOC summarization of it goes as follows: Move to M15 using Spatial Control, switching AP to The Black Blade as a Free Action Attacking the M14 robot, due to a desire to actually hit the damned thing spending one of three HP to reroll the attack. Which manages to hit just the number on the virtual dice to remove a certain hit. Unless I'm getting anything from possibly surprising the tin-can it's a miss. Unfortunately, it is a miss.
MBCE Posted June 9, 2008 Author Posted June 9, 2008 Sorry for the delay. I'm waiting to see if Void will do anything this round or not. REgardless if I recieve a post, I'll advanced tomorrow.
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