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Aquaria: 

 

Move Action: Leaps onto the giant monster as it passes overhead! 

Standard Action: Makes another leap to get up to its face! 

 

Singularity:

Move Action: Leaps onto the Kaiju - lacking Aquaria's Wall-Crawling and Leaping, she has to make a STR check to grab on. 

http://invisiblecastle.com/roller/view/4762498/= 26, +4 Super-Strength. 

She makes it. 

Standard Action: She All-Out Power-Attacks It! 

http://invisiblecastle.com/roller/view/4762499/= 25 

Well, that certainly hits! 

 

http://invisiblecastle.com/roller/view/4762502/= 38

 

The Kaiju makes its Tou save. 

 

Wander is holding her action - Cobalt Templar is up.

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Okey-dokey! 

 

Go ahead and get set up for that. 

 

Multiple attackers can attempt to combine their attacks to overwhelm an
opponent’s defenses. The attackers must all delay to the same point in
the initiative order (that of the slowest character). Each attacker makes a
normal attack roll against the target. Take the largest save DC modifier
of the attacks that hit, and for each other attack within 5 points of that
attack’s bonus that hits, add +2. The attacks must all require the same
type of saving throw in order to combine, for example attacks doing damage
(requiring a Toughness save) can combine, but not with a Mental
Blast or a Stun effect, which do not call for Toughness saves.
Although a combined attack is similar to aiding someone (see page
154) it is not the same, and bonuses applying to aid do not apply to combined
attacks.

 

So it looks like Cobalt Templar and Wander can do that on this round. 

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Right then! 

 

CT is gonna Charge! Thats -2 Defense, +2 Attack! He's in Giant Form still, but there's also Master Plan, which is another +2. So that's +11 to attack. Buuuuttt...

 

Free Action: Power Attack for 5 (-5 Attack, +5 Toughness Save DC)

Standard Action: Charge and Melee Attack: 16. Exactly enough. 

So, he's providing a DC 37 Toughness Save. He and Wander are doing a Combined Attack, so we'll see who hits it, fluff-wise, in a bit. 

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Wander will combine her attack with Cobalt Templar, or he will combine with her, whichever way it goes. She'll do an all-out power attack while charging and following Midnight's Master Plan, which will drop her defense to +5, raise her attack to +16, and her potential damage to 32 plus autofire. 

 

And of course the roll is just awful. Spending an HP.

 

She gets a 35

 

Since she is charging, she can use her move action for Fast Acrobatic Bluff, which using her skill mastery is DC 27 to overcome. If the monster is flat-footed, she will receive her full autofire bonus of +5, plus another +2 for Cobalt Templar, which makes a DC 39 toughness save. 

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Midnight
Free Action: Arrange Gadgets:

Immunity 2 (Disease, Poison) [2PP] (hermetically sealed suit)
Create Object 9 (broken decorations; Extras: Permanent [+0]; Power Feats: Innate) [18PP] (improvised barricade)
Move Action: Fly down toward street level.
Standard Action: Create barricade.
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I'd like to have Wander use Takedown Attack to stun as many of the possessed civilians and civilian animals as she can, using the Stunning Attack option on her bat. She's going to be careful not to hurt anyone, ideally just daze them so they stop attempting to commune. Unless the slime has made them much stronger than bystanders, she should be able to take 10 on each attack. 

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