Blarghy Posted January 25, 2016 Posted January 25, 2016 Toughness: 1d20+15 20 Toughness2: 1d20+15 24 Success!
EternalPhoenix Posted January 25, 2016 Author Posted January 25, 2016 Did you forget that you were Bruised? Because that makes the first one give you our second Bruise. At any rate, let's have Terrifica smash them all down, shall we?
Blarghy Posted January 27, 2016 Posted January 27, 2016 The Bruised condition came from the end of the first round, yes, with the submachine gun thugs? And I assumed that Regeneration took place on Leviathan's turn in round two. Then the new attacks happened at the beginning of round three. Or do I have it wrong? Either way, all damage should heal within seconds after the fight's done.
EternalPhoenix Posted January 27, 2016 Author Posted January 27, 2016 You may be right. But either way it doesn't matter. Fight's over. With that Regen by the time the next one rolls around they'll be looooong gone.
EternalPhoenix Posted February 19, 2016 Author Posted February 19, 2016 Choice really is yours. I'm not about to run combat for Leviathan versus 50-ish of the type we just clobbered when I already know you'll hand then their collective asses on a plate. So when it comes to it, we'll just RP that stuff.
Blarghy Posted February 19, 2016 Posted February 19, 2016 Eh, might as well go ahead; this way, if you want, Leviathan can just chat one-on-one with the boss for a bit, until the shooting starts. Of Leviathan's two guesses about the possible outcomes, I assume you'll take the former; Terrifica seems like the type to swing in Batman-style midway through the fight, out of nowhere, especially if there's a suitably dramatic moment where her appearance could do the most good.
EternalPhoenix Posted February 20, 2016 Author Posted February 20, 2016 Leviathan's a dancin' to her tune, isn't he? Heh. She did it last time, why not go for two?
Blarghy Posted March 1, 2016 Posted March 1, 2016 Let's try another Intimidate check, for the whole group. I assume Leviathan suffers the standard -2 penalty for being so outnumbered and outgunned. Group Intimidate: 1d20+7 15
EternalPhoenix Posted March 1, 2016 Author Posted March 1, 2016 Unless you're going for the LTs and Kerri, put your mechanics away, my good man. Go forth and be awesome.
Blarghy Posted March 1, 2016 Posted March 1, 2016 Heh. Should I wait on a reply from you, then, or just roll Initiative and start swinging? It looks like the gangsters are on the fence between talking for a bit and just opening fire.
EternalPhoenix Posted March 1, 2016 Author Posted March 1, 2016 (edited) Sure, I can give you a post. But you won't need Init to flatten the regular gang members. They're a big bunch of minions of the same type we left KO'd outside. As I said before, we'll just RP that out. A post or two and you'll have mopped the floor with them. Partly because running that much combat would be a pain in the neck, and partly because Leviathan's first outing should be something to remember. After the gang's done, then I'll need some Init. As you'll be dealing with the non-Minion LTs and Kerri. Edited March 1, 2016 by EternalPhoenix
Blarghy Posted March 1, 2016 Posted March 1, 2016 Hmmmm, ok. Sounds good to me; I'll wait for your reply and try to think up a flashy combat sequence in the mean time.
Blarghy Posted March 3, 2016 Posted March 3, 2016 Hopefully that's alright. We can make it two posts, if you like, or you can bring out the main event, as you choose. But I figured I'd give space for a reply, either way.
EternalPhoenix Posted March 3, 2016 Author Posted March 3, 2016 Heh. That's how you make an impression on Kerri, yes it is. Give me some Init, if you would. http://orokos.com/roll/379460 http://orokos.com/roll/379461 http://orokos.com/roll/379462 Dragon Saints Init Billy Joe Trevor-18 Kerri McDougal-13 Abraham Pierce-13 Ties are settled with Dex scores, at least initially.
Blarghy Posted March 3, 2016 Posted March 3, 2016 Initiative: 1d20+0 2 I...guess they go first, then. =P This must be the balance for those rolls in Runs.
EternalPhoenix Posted March 4, 2016 Author Posted March 4, 2016 Trevor will be applying a Combined Attack with Kerri. Since their damage bonuses will be within 5 of each other, if he hits he'll at a +2 to whatever damage she does. Roll time. He's All Out Attacking, hence the high bonus http://orokos.com/roll/379823 That is indeed a hit, with a 27. Next, Kerri attacks. She is All Out Power Attacking, which is why the DC shall be kind of high. http://orokos.com/roll/379824 Barely hits with a 16, but a hit is a hit. The save DC would be 25, but with that +2 is 27. Did not go how I expected that to.
Blarghy Posted March 4, 2016 Posted March 4, 2016 Alright, so the overall Toughness is 27? Toughness: 1d20+15 34 ...Hehe. And an attack roll in turn, against the lieutenant! Unarmed Attack: 1d20+10 20
EternalPhoenix Posted March 9, 2016 Author Posted March 9, 2016 (edited) Trevor will use his Ultimate Save (Toughness) to get a 27 and completely shrug off Leviathan's punch for the low, low price of giving the big guy a HP. He'll delay, as Kerri is gonna use her Trip 12 power (Improved Trip Power Feat, Line Area and Knockback Extras, Range (touch) Flaw) That's a DC 22 Reflex save. Then we do an opposed check. Your Dexterity bonus plus a roll against her +12 power bonus plus a roll. Succeed on the Reflex save, and she'll just have a +6 bonus. Of course, you have enough Knockback Resistance that he'll barely move, but he'll still be flat on his back if you fail the opposed check. Important Info Edit: Trevor is taking his turn after Kerri, so don't decide what to do just yet. Edited March 9, 2016 by EternalPhoenix
Blarghy Posted March 10, 2016 Posted March 10, 2016 (edited) Reflex: 1d20+4 24 Oh wow. Ok then. Dexterity: 1d20 6 ...Never mind. Edited March 10, 2016 by Blarghy
EternalPhoenix Posted March 17, 2016 Author Posted March 17, 2016 Trevor's gonna trip his Rage power. It's a STR Boost 10. Not so useful for PCs, but NPCs? Sure, why not. Normally it'd be his standard, but whoops it's got a Action Extra. So let's punch Leviathan, then. Well, kick him while he's down, anyway. All Out Power Attack for 5, as before. Since he is prone, melee defense is -4 http://orokos.com/roll/383405 Well, then. Critical hit. Lesse, DC should be 31. Toughness, of course.
Blarghy Posted March 18, 2016 Posted March 18, 2016 (edited) Toughness: 1d20+15 25 Now is not a good time to be Dazed, so let's use a Hero Point (bringing me down to 2, I think) to try again. Toughness HP Reroll: 1d20+15 17 ...Well then. At least I think that turns into a natural 12, right? For a total of 27? So at least Leviathan can still act this round (and his Regeneration, on his turn, eats up the Bruised condition too). Gonna use a Move Action to get him back on his feet, then go wailing on Treavor. All-Out Attack, and Power Attack, for a regular Attack bonus and a Toughness DC of 27, but a -2 to Leviathan's already-bad Defense for the next round. Unarmed Attack: 1d20+10 19 Since the previous punch hit, at a roll of one point higher, hopefully this one will too (since Treavor's Defense should drop two points from Rage). Edited March 18, 2016 by Blarghy
Blarghy Posted March 19, 2016 Posted March 19, 2016 Oh! I keep forgetting about Improved Grab; if that attack hits, it also forces Trevor to roll versus establishing a Grapple. Should've done that last round too, but it's a bit late now.
EternalPhoenix Posted March 22, 2016 Author Posted March 22, 2016 (edited) http://orokos.com/roll/384802 Trevor will be Bruised. However Trevor, being insane, decides not to resist being grappled. I'll need a notice check from you. Next, we're gonna do that DC22 Reflex save again. Line Area Snare 12. So if you succeed on the initial Reflex save, it's only a DC16 Reflex save to avoid being snared. If you don't, the DC remains 22. Trevor will have to save as well. http://orokos.com/roll/384806 That's a double fail, so he's good and entangled. Edited March 22, 2016 by EternalPhoenix
Blarghy Posted March 24, 2016 Posted March 24, 2016 Notice: 1d20+4 12 Reflex: 1d20+4 16 Now, last time you said the second roll was plain Dexterity, but it's another Reflex save this time? Just checking; if it's not Reflex again, then Leviathan has no bonus (not that he has much of one either way). Reflex: 1d20+4 17 Pretty sure Leviathan is now bound and Helpless. Trevor goes next, right? Though if he's Entangled, then maybe he won't have many options; after he does whatever he does, Leviathan can make a Strength check to try to break free, yes?
EternalPhoenix Posted March 24, 2016 Author Posted March 24, 2016 (edited) Yes. Last time was a Trip. Trip is either Strength or Dexterity vs. the power's rank. Improved Trip makes it the worse of the two. Snare is resisted with a Reflex save. It does make General Area Snares a bit weird, with the two Reflex saves, but rules as written, so... Also, yes. You are bound and helpless, as is Trevor because I can't do math sometimes. Edited March 24, 2016 by EternalPhoenix
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