Brown Dynamite Posted May 23, 2015 Posted May 23, 2015 OOC for this thread.Also, Jedi go ahead and roll initiative for Blue Stinger. Up to you whether you decide to costume change to beat up the gangsters or do it as Danny. But, either way Initiative!
The Sailor Posted May 23, 2015 Posted May 23, 2015 Tagging OOC, will a Initiative be required out of me?
Brown Dynamite Posted May 23, 2015 Author Posted May 23, 2015 I think you mixed up a thread here (or maybe I did in the labeling) TO, Initiation Night doesn't have Seahawk, you might be thinking of Float Like a Butterfly, Sting like a Beetle.
JediDalek Posted May 25, 2015 Posted May 25, 2015 Tagged. Made my roll with an end result of 31. And Danny is way too into the heroic entrance to jump in out of costume, so he'll henshin beforehand. (He has quick change, anyway.)
Brown Dynamite Posted June 1, 2015 Author Posted June 1, 2015 Round 1Initiative Character HP Damage Condition31 Blue Stinger 1 Unharmed21 Redcap Gangmembers (3) GM UnharmedAll three of them are minions.For ease, EP let's knock out Terrifica and Foreshadow's Initiatives as they'll become relevant soon.Foreshadow's Initiative: 1d20+15 19
EternalPhoenix Posted June 2, 2015 Posted June 2, 2015 http://orokos.com/roll/296675 18. The worm has well and truly turned.
JediDalek Posted June 2, 2015 Posted June 2, 2015 Alright, so if these guys are all mooks, I guess he should take advantage of that and take 10 to attack them, and bump the saving throw DC up to 22 with Power Attack since I see no reason not to. Finally, if these guys are standing around in an alley, I believe that puts them in range of Takedown Attack, if he can properly damage them.And that's my first attack action on this site. That all work?
Brown Dynamite Posted June 2, 2015 Author Posted June 2, 2015 That does mostly work, butTou Saves: 3#1d20+5 24 10 19The first one made his TOU save amazingly enough, so takedown attack doesn't come into play.Post away when ready.Letsse the First Gangmember draws his knife. Then as a Standard Action tries to Stab Blue Stinger (DC20): 1d20+5 20The second Gangmember Aids the last Gangmember: 1d20+5 12The Third Gangmember already had his knife drawn so he also tries to Stab Blue Stinger (DC20): 1d20+7 18 but even with the +2 aid bonus he missesThe woman runs out of the alleyway screaming. So pending one TOU Save before Round 2.------------Alright letsee over in the paved paradise, Redcap Gangmember Groups Initiative: 2#1d20+3 18 8 Each Group having 5 gangmembers. All Minions, I had them share initiatives for ease.Redcap Gang Lieutenants Initiative: 2#1d20+5 19 14 Round 1Initiative Character HP Damage Condition19 Foreshadow 1 Unharmed19 Redcap Gang Lieutenant 1 GM Unharmed18 Terrifica 1 Unharmed18 Redcap Gangmembers 1 (5) GM Unharmed14 Redcap Gang Lieutenant 2 GM Unharmed 8 Redcap Gangmembers 2 (5) GM UnharmedForeshadowMove Action: Move towards the first group of Redcap Gangmembers.Standard Action: Take 10 against the Redcap Gangmembers Takedown Attacking his way through Group 1. They're flat-footed so he gets his sneak attack bonusTou Save (DC22): 5#1d20+5 23 15 15 6 6 The first one makes his TOU saveRedcap Gang Lieutenant 1Move Action: Draw PistolStandard Action: Shoot Foreshadow (DC19): 1d20+10 14 missingTerrifica would be up
EternalPhoenix Posted June 2, 2015 Posted June 2, 2015 Move Action: Draw Terrifi-StaffStandard Action. Take 10 on Snare 7 on one of Red Caps Group 2 for 17 result. DC is the same, 17 Reflex.
Brown Dynamite Posted June 2, 2015 Author Posted June 2, 2015 Reflex (DC17): 1d20+4 12 One of the five Redcaps in Group 2 are Bound and Helpless!
JediDalek Posted June 3, 2015 Posted June 3, 2015 Toughness Save - 1d20+10 = 24 I don't believe I know what I'm rolling against, so I shall await your ruling.
Brown Dynamite Posted June 13, 2015 Author Posted June 13, 2015 Twas DC20 (I have the DC noted up there)So Stinger's Up! Note, he can hear the shots across the street in the parking lot Round 2Initiative Character HP Damage Condition31 Blue Stinger 1 Unharmed21 Redcap Gangmembers (3) GM Unharmed Alright over in the Parking Lot.Five Gangmembers from the first group All move in towards Terrifica. With the three of them taking a Standard Action: Taking an Aid Action for One of their members vs Terrifica: 3#1d20+5 18 18 10 They're all successful. Allowing the last to use his Standard Action: Punch Terrifica (DC18): 1d20+11 29 (Note the Link says Stab, but she was a Move Action in distance away). The One Who stayed behind takes a second Move Action: Draw Knife The Second Redcap Gang LiieutantMove Action: Draw PistolStandard Action: Shoot Foreshadow (DC19): 1d20+10 20 MissingGroup 2They can all reach Foreshadow with a 5' Step. And do so.Move Action (All Four that aren't Bound): Draw KnivesStandard Action (Three Gangmembers): (Aid vs Foreshadow (3 Members): 3#1d20+5 14 23 24Standard Action (Remaining Free Gangmember): Stab Foreshadow (DC20): 1d20+11 18 MissingStandard Action (Trapped Gangmember): Break Free from Snare, Punching away the cold! (DC18): 1d20+9 12So pending Terrifica's TOU Save, we're on Round 2 in the Parking Lot, Might as well get Foreshadow's actions pre-emptively out of the way. Taking a 5' step towards the bound & helpless gangmember. ForeshadowFree Action: Draw Escrima SticksFull-Round Action: Coup de Grace. With Autofire Escrima Sticks. Following up with Takedown attack against the rest of the lotTou Save (DC23 for first, DC20 for the rest): 5#1d20+5 25 21 18 16 25Technically he still gets full advantage of Takedown Attack (not that it matters since the second gangmember made her tou save) if the gangmember fails the Fort Save to avoid unconsciousness: 1d20+3 19 Welp someone should tell the dice gods these aren't even the genetically modified gang membersRedcap Gang Lt. 1Standard Action: Shoot Terrifica (DC19): 1d20+10 18 Missing!So after her TOU Save, Terrifica is up! Round 2Initiative Character HP Damage Condition19 Foreshadow 1 Unharmed19 Redcap Gang Lieutenant 1 GM Unharmed18 Terrifica 1 Unharmed18 Redcap Gangmembers 1 (5) GM Unharmed, 14 Redcap Gang Lieutenant 2 GM Unharmed 8 Redcap Gangmembers 2 (5) GM Unharmed (1 Bound &Helpless[Injuredx1 Snared], 4 Free) Also Notice (DC20 for Foreshadow and Terrifica, 25 for Blue Stinger [Sorry, he's further away])There is a loud banging noise hitting against metal. As if something was being smashed into behind the store
JediDalek Posted June 14, 2015 Posted June 14, 2015 Ah, right. Duh. Not sure how I missed that. Okay, my notice check (1d20+10) comes just short with an even 20. Not sure if his 1 rank of Extended Hearing helps or not. Before I attack, I should ask what the objects/terrain of this alley are like. (Is there a dumpster/large trash can/petrified hobo/whatever nearby, for example.)
EternalPhoenix Posted June 14, 2015 Posted June 14, 2015 http://orokos.com/roll/300844 18, you say? 19. No selling that shyte. http://orokos.com/roll/300850 15. Notice check is failed. Okay. The target for the thugs, as you said before is 15. Terrifica can Power Attack with her staff and can still hit that while Taking 10. for 19 result. And cranking the DC to 24. With Takedown Attack in play, of course.
Brown Dynamite Posted June 17, 2015 Author Posted June 17, 2015 (edited) Tou Save (DC24): 1d20+5 11Takedown'd Tou Save (DC24): 4#1d20+5 19 11 19 12Group 1 is completely knocked out.------------------------Alright, Jedi. There's a single fire escape nearby. But both of the buildings have closed doors for side entrances. No dumpster, one small trashcan and lid. Edited June 17, 2015 by HG Morrison
JediDalek Posted June 19, 2015 Posted June 19, 2015 Alrighty. Move Action: He grabs and arms himself the trashcan lid.Standard Action: Taking 10 to hit and using Takedown Attack to bean them all with the lid like Captain America someone would use a shield. This time we'll use Power Attack to bring the base damage all the way up to 25, plus whatever the lid/shield adds. (I would guess +2? *shrug*)
Brown Dynamite Posted July 5, 2015 Author Posted July 5, 2015 We'll say it's a +1 bonus, which might be generous depending on how tough one thinks trash can lids are. Still hits hey can't beat that and are all knocked out. Lid breaks.Blue Stinger's notice check hears the noise because I hadn't considered he had Extended hearing and therefore lacks the -5 penalty I expected.Foreshadow's Notice: 1d20+15 31Redcap Gang Lieutenant 2Free Action: 5' Step into VehicleMove Action: Drive Vehicle Standard Action: Slam Vehicle into Terrifica (DC22): 1d20+7 24Vehicle's TOU Save due to Slam : 1d20+10 28Group 2Standard Action (Bound Member): Break Free from Snare, Punching away the cold! (DC18): 1d20+8 19Standard Action (3 Gang Members): Aid vs Foreshadow (3 Members): 3#1d20+5 24 9 8Standard Action (Remaining Member): Stab Foreshadow (DC20): 1d20+7 26Foreshadow's Tou Save: Tou Save (DC20): 1d20+5 7, meh I'll take the Staggered Round 3Initiative Character HP Damage Condition19 Foreshadow 1 Staggered & Dazed19 Redcap Gang Lieutenant 1 GM Unharmed18 Terrifica 1 Unharmed18 Redcap Gangmembers 1 (5) GM Unconscious14 Redcap Gang Lieutenant 2 GM Unharmed (Inside Vehicle) 8 Redcap Gangmembers 2 (5) GM Unharmed (1 Bound &Helpless[Injuredx1 Snared], 4 Free) Feel Free to have Blue Stinger run across after talking to the lady Jedi. He'll be at the Top of the initiative if you want to do it immediately. If not I suppose the Gang Lieutenant not slamming a car into Terrifica is up.
JediDalek Posted July 5, 2015 Posted July 5, 2015 Ah, sweet. That makes sense winth the lid. I was thinking DnD logic where most things you nab off the ground count as a club. Anyway, yeah. He'll want to head over as quickly as he can. Since things are a little less organized here, he'll just try and jumping-slug the first redcap he can get to. Attack Roll: 1d20+10=26
Brown Dynamite Posted July 6, 2015 Author Posted July 6, 2015 Alright, we'll say he gets the group. Tou Save (DC25): 5#1d20+5 20 15 18 21 23 and they're all out
Brown Dynamite Posted July 7, 2015 Author Posted July 7, 2015 Redcap Gang LieutenantStandard Action: Shoot Blue Stinger (DC19): 1d20+10 29Terrifica will be up after. Also don't forget her TOU Save.
EternalPhoenix Posted July 10, 2015 Posted July 10, 2015 http://orokos.com/roll/307516 26 on that Toughness save. If I Snare the vehicle, does it trap the driver inside?
Brown Dynamite Posted July 11, 2015 Author Posted July 11, 2015 Vehicle rules tend to gloss over non TOU effects. So I of course shake my fist at you come save time (will probably just give it the worst effect of the snare).But, logically, I'm all for trapping him inside. Works for me.
EternalPhoenix Posted August 4, 2015 Posted August 4, 2015 Then let's do it. Does it matter what I roll? Defense for vehicles is negative, after all.
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