Gizmo Posted April 7, 2015 Author Posted April 7, 2015 Feel free to hit me with whatever rolls seem appropriate, folks, and let me know about any Super-Senses your characters have.
Electra Posted April 7, 2015 Posted April 7, 2015 Wander is putting on her glasses and earrings, so that in addition to her regular stuff gives her Super Senses 3 (visual): Infravision, Counters Concealment (fog, mist) Super Senses 2 (auditory): Accurate Normal Hearing Immunity: Auditory Dazzle Survival: skill mastery 20 Notice: skill mastery 25
Raveled Posted April 7, 2015 Posted April 7, 2015 Notice Check: 1d20+11 15 Whelp. Corona has no S-Sense herself.
Fox Posted April 7, 2015 Posted April 7, 2015 Notice Check: 1d20+10 16 (booo, Eclipse!)Knowledge (Tactics) Check: 1d20+10 26She does, at least, boast some half-decent super-senses:Super-Senses 7 (Analytical Vision [all], Extended Audio [normal], Extended Vision [normal], Infravision, Ultra-Hearing, Ultravision) [7pp] (cyber-eyes, ear implants)
Gizmo Posted April 7, 2015 Author Posted April 7, 2015 Wander Erin doesn't see or hear anything coming from either end of the gorge or from up above but there are definitely tremors in the ground and it feels like whatever is causing them is getting closer. The survivalist in her is reminding her not to think in just two-dimensions, though... Corona Either something big or a lot of little somethings are getting closer but Aya can't tell much more than that. Roulette Stahnze doesn't see anything but he can feel the rumblings in his boots as easily as anyone else. Something's getting closer but he can't tell what direction it's coming from. Eclipse None of Talisyn's cybernetics are giving her anything to work with here that her normal senses wouldn't already: something big or lots of little somethings are getting closer but she can't spot anything on the horizon. Tactically, though, if an attack isn't coming from in front of you, isn't coming from behind you and isn't coming from above, that only leaves one more direction...
Gizmo Posted April 10, 2015 Author Posted April 10, 2015 Communion Antibodies Initiative: 1d20 16 > 21 - Corona - Uninjured, 1HP 19 - Eclipse - Uninjured, 2HP 17 - Wander - Uninjured, 3HP 16 - Antibody Group 1 - Unaffected 16 - Antibody Group 2 - Unaffected 16 - Antibody Group 3 - Unaffected 07 - Roulette - Uninjured, 4HP 05 - Squad C - Unaffected 05 - Squad E - Unaffected 05 - Squad W - Unaffected 05 - Squad R - Unaffected We're back in initiative! Corona is up but in the meantime everyone give me a Reflex Save!
Electra Posted April 10, 2015 Posted April 10, 2015 Reflex Save: 15 Ugh, so much for the value of being prepared. Thanks, Orokos! I will reserve the possibility of a reroll till I know how much this is gonna suck. What kind of DC and damage are we looking at?
Raveled Posted April 10, 2015 Posted April 10, 2015 Reflex save: 1d20+8 9 I think this is punishment for staying on the ground. Or possibly for being an ass.
Electra Posted April 11, 2015 Posted April 11, 2015 Okay, gonna spend an HP for the reroll to try and get a better save. Reroll is a 22, hopefully that keeps her upright!
Gizmo Posted April 11, 2015 Author Posted April 11, 2015 Alright, lemme get a DC 20 Toughness Save for Corona, Rav. Hey, they knew it was coming! (No, I won't count that as a spent HP, E.) TroopersToughness Save vs DC 20: 4#1d20+4 23 19 21 22 > 21 - Corona - Uninjured, 1HP, Pending Save 19 - Eclipse - Uninjured, 2HP 17 - Wander - Uninjured, 3HP 16 - Antibody Group 1 - Unaffected 16 - Antibody Group 2 - Unaffected 16 - Antibody Group 3 - Unaffected 07 - Roulette - Uninjured, 4HP 05 - Squad C - Unaffected 05 - Squad E - Disrupted x1 05 - Squad W - Unaffected 05 - Squad R - Unaffected
Raveled Posted April 12, 2015 Posted April 12, 2015 Okay, that attack will bounce off Corona's Impervious. For her round, she'll fly up into the sky ~20 ft and switch to the Cosmic Blast AP, and get to shooting. Range Attack Check: 1d20+10 23 That should be DC 25 Toughness against, oh, Antibody Group 1.
Gizmo Posted April 14, 2015 Author Posted April 14, 2015 Antibody Group 1Toughness Save vs DC 25: 1d20+3 11 21 - Corona - Uninjured, 1HP> 19 - Eclipse - Uninjured, 2HP 17 - Wander - Uninjured, 3HP 16 - Antibody Group 1 - Disabled, Staggered, Disrupted x1 16 - Antibody Group 2 - Unaffected 16 - Antibody Group 3 - Unaffected 07 - Roulette - Uninjured, 4HP 05 - Squad C - Unaffected 05 - Squad E - Disrupted x1 05 - Squad W - Unaffected 05 - Squad R - Unaffected
Fox Posted April 14, 2015 Posted April 14, 2015 Not certain I have an IC post in me tonight, but I can at least get the OOC rolling: Eclipse has an area attack and she's keen to use it.Attack Roll vs. Antibodies (blaster, Targeted Cone): 1d20+13 21Selective, Area, Cone. DC22 Toughness vs. damage base, and if my tired brain is reading Golden Age right, the Area extra gives it another +2 for DC24.She's also going to try to get them to fight defensively, assuming they'll listen.
Gizmo Posted April 14, 2015 Author Posted April 14, 2015 Antibody Group 2Toughness Save vs DC 24: 1d20+3 5 Uh. Wow. Okay. 21 - Corona - Uninjured, 1HP 19 - Eclipse - Uninjured, 2HP> 17 - Wander - Uninjured, 3HP 16 - Antibody Group 1 - Disabled, Staggered, Disrupted x116 - Antibody Group 2 - Destroyed 16 - Antibody Group 3 - Unaffected 07 - Roulette - Uninjured, 4HP 05 - Squad C - Unaffected 05 - Squad E - Disrupted x1 05 - Squad W - Unaffected 05 - Squad R - Unaffected
Electra Posted April 15, 2015 Posted April 15, 2015 Okay, Wander's not exactly built for mass combat when she can't actually hit each bad guy in person (at least, I don't think Takedown has any effect in mass combat?) but she's gonna dive right in on Antibody Group 3. I have been told that Acrobatic Bluff is also not a thing in Mass Combat, so it's definitely a good thing she took down that tower earlier. Standard Action: Charging Power Attack for an overall -2 Defense, +0 Attack, +2 Damage And I rolled a one. Spending an HP! Got a nine on the reroll, for a total of 31 DC 27 toughness plus applicable autofire. Oh, and I don't know if Interpose is a thing in mass combat, but if it is, she's going to try and interpose on her squad's behalf.
Gizmo Posted April 16, 2015 Author Posted April 16, 2015 Antibody Group 3Toughness Save vs DC 32: 1d20+3 4 Kablam! Antibody Group 1 Disabled means this group can't effectively attack but since they're drones that doesn't stop them from ineffectively throwing themselves at the Coalition troops. 21 - Corona - Uninjured, 1HP 19 - Eclipse - Uninjured, 2HP 17 - Wander - Uninjured, 2HP 16 - Antibody Group 1 - Disabled, Staggered, Disrupted x116 - Antibody Group 2 - Destroyed16 - Antibody Group 3 - Destroyed> 07 - Roulette - Uninjured, 4HP 05 - Squad C - Unaffected 05 - Squad E - Disrupted x1 05 - Squad W - Unaffected 05 - Squad R - Unaffected
Brown Dynamite Posted April 16, 2015 Posted April 16, 2015 Alright So Roulette is stunting off his Optic Blast Array. And spending an HP to burn pending fatigue Damage 8 ( Extras: Area [General, 40-1000' Burst], Range [Ranged], Selective Attack; Feat:Progression, Increase Area 4 ) {36/36] Which gets +2 from the Area extra. Now, he technically gets +1 from each rank of the Progression feat limited to up to the same amount as the force modifier. But, equally reasonable to limit that by the amount that applies to the actual size of the used which I somehow assume is less than Progression 3 or 4!
Gizmo Posted April 17, 2015 Author Posted April 17, 2015 The force multiplier in this case is +3, so his attack has a total DC of 15 + 8 + 2 + 3 = 28. Antibody Group 1Toughness Save vs DC 28: 1d20+2 3 That's the first wave of antibodies demolished. Once Roulette's IC post is up I'll follow up with a GM post.
Gizmo Posted April 20, 2015 Author Posted April 20, 2015 Alright, here's how this is going to work!Our heroes and their squads are three 'spaces' from the giant mole-slug, represented below as [ ] [ ] [ ], with a 'space' being an abstract measure of distance. They can move fast enough to maintain that distance but each time a squad is Disrupted they'll slow down and lose a 'space'. They can also choose to do nothing but run flat out, not attacking, to add a 'space' to their total. Run out of spaces and the mole-slug will catch up with them which... would be bad.Meanwhile, the antibodies are attacking from the opposite direction, which is where our heroes want to head anyway. These are more of the same 'green' troops they fought before but thanks to their overwhelming numbers they'll be represented by a 'battalion', meaning a +9 force modifier for those following along with the field battle rules.The Coalition forces are six rounds of normal movement away from the communication relay. They need to either last that long - without getting gobbled up or overrun - or just demolish the antibody battalion to punch through to their goal.Antibody BattalionInitiative: 1d20 14 > 21 - Corona - Uninjured, 1HP19 - Eclipse - Uninjured, 2HP17 - Wander - Uninjured, 2HP14 - Antibody Battalion - Unaffected07 - Roulette - Uninjured, 4HP05 - Squad C - Unaffected [ ] [ ] [ ]05 - Squad E - Disrupted x1 [ ] [ ] [ ]05 - Squad W - Unaffected [ ] [ ] [ ]05 - Squad R - Unaffected [ ] [ ] [ ]
Raveled Posted April 20, 2015 Posted April 20, 2015 Alright. I think the plan should be for the troops to rush forward, and the heroes run ahead of them to take care of the antibodies. Combined Attack time, anyone?
Raveled Posted April 20, 2015 Posted April 20, 2015 Okay, Corona is going to stunt off her Cosmic Empowerment Array. Blast 10 (Extra: Area/Burst [General], Feat: Progression/Area 2, Flaw: Distracting) That should end up as an effective Rank 12 Blast vs. the anitbody battalion.
Fox Posted April 21, 2015 Posted April 21, 2015 Welp. In the interests of not being a standing target for the big ol' Mr. Mole, Eclipse'll have to shoot on the move. And I'm too tired to do fancy math on Power Attack or such, so:Ranged Attack Roll vs. Antibody Battalion: 1d20+13 22Blast 7 - DC22 Toughness, nothing fancy, no frills or tricks..
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