R. Bluefish Posted August 11, 2016 Posted August 11, 2016 Give me a poke if there's any problems with that post. I figured that those actions were reasonable with Quickness 9, but if not, let me know. Also, now that she no longer needs to keep Jack on her back, she's really opening 'er up and configuring her Reality Warping array to boost her Speed to Rank 9.
Supercape Posted August 11, 2016 Author Posted August 11, 2016 It works for me, and suitably heroic (both kindness and the minute delay!) so - Echo - 2 HP - Unharmed. The location of Freedom CIty is in post, but its a DC 10 (INT) roll to actually orientate yourself!
R. Bluefish Posted August 11, 2016 Posted August 11, 2016 Echo's Intelligence check: 1d20+2 5. Whoops. Looks like she got a little turned around in the sewers.
Supercape Posted August 11, 2016 Author Posted August 11, 2016 She can pretty soon orientate yourself, but there is a moment of whereamI? feel free to narrate however you feel best suits!
Supercape Posted August 11, 2016 Author Posted August 11, 2016 So, for reference: Deadbolt has Speed 7 (1000mph). Im going to keep this a bit dirty / easy, so rounding up to 10,000' per round. He is using overrun to charge through a crowd of people. This means a straight line, so I am ruling only 1000' through the Mall. He has improved overrun and fast overrun, so nobody has the opportunity of getting out of the way. Again, going a bit dirty here; essentially with +4 to the trip attack from Improved Overrun, very few if any will not get bowled over. So Im going with twenty bystanders getting knocked over. They also start acting bizzarre! So, Millenial mall is about 100' from you, and Deadbolt is 1000' into the Millenial Mall, ground floor. You have a bunch of confused and scared and insane bystanders between you and him!
R. Bluefish Posted August 12, 2016 Posted August 12, 2016 Boy, better and better, eh? Echo should probably have just stuck to the coffee shop this morning, her day would be going much more smoothly. Right. So, seeking more GM judgement: with Speed 9, can Echo weave her way through the crowd to reach Deadbolt, or are they packed too thick? And if the crowd is too thick to penetrate without bowling people over, could she use Leaping to just jump right over? (She has a long jump distance of 875 ft.) The idea is to reach Deadbolt and attempt a grapple (her answer to everything today, it would seem), in the hopes that she can make him stop whatever he did to the people. If there's any problems with any part of that, let me know.
Supercape Posted August 12, 2016 Author Posted August 12, 2016 Leaping would certainly work - or near enough for to make it waveable. Wall walking too, as the crowds aren't currently plastered over the ceiling or shop windows! So feel free to make an attack roll at Defence 15 (Ill go generous and say that Dead Bolt is Flat Footed by your action!) If you hit, an opposed grapple roll: Dead Bolts is: Grapple Roll vs Echo 2: 1d20+22 41 ooops! A sky high roll! ALso, touching Deadbolt is problematic! You are hit by an aura effect, a Confuse 10 (DC 20 Will Save) effect, with dimensional descriptor. (Of course, if you miss, that won't be necessary). Feel free to narrate your leap / wall walking + grapple (or failed grapple) + dimensional insanity (if you fail, or feel free to narrate some mind bending experience even if you pass) efforts!
R. Bluefish Posted August 13, 2016 Posted August 13, 2016 Weeell, let's give it a shot. What could possibly go wrong, eh? Echo's attack roll: 1d20+14 17 Echo's Grapple check: 1d20+24 28. Oof. A resounding failure. Annnd...Echo's Will save: 1d20+8 18. Oh, that's just brilliant. I'll just roll real quick to see what effects she suffers, if that's all right with you (purely for the sake of expedience, so I can work it into my IC post.) Confuse result: 1d20 16 Hm. "Attack the nearest creature." She just tried to grapple him, so would that be Deadbolt?
Supercape Posted August 13, 2016 Author Posted August 13, 2016 (edited) It would indeed, although it might be jack! (I will leave that to your discretion!) If its the latter, ill give an HP (rather arbitrary) for the bad luck. Although that would be next round! Post away, and Ill reply with Deadbolts actions. Edited August 13, 2016 by Supercape
R. Bluefish Posted August 14, 2016 Posted August 14, 2016 Hmm. So, now that Echo's action is up and Deadbolt is no longer the closest creature to her, does she pursue him...or does she turn her attention upon the unfortunate crowd?
Supercape Posted August 14, 2016 Author Posted August 14, 2016 Lets be generous; it activated when Deadbolt was nearest, so lets go with her perception still being on Deadbolt and attacking him.
R. Bluefish Posted August 14, 2016 Posted August 14, 2016 Phew. Right, Echo will chase the guy into the sporting goods store and attack him. Superfast Fists vs. Deadbolt: 1d20+14 22 Damage is +8 plus Autofire. Will save to shake Confuse: 1d20+8+1 11. Really, Orokos? Going to drop a HP on that save. Echo's re-rolled Will save: 1d20+8+1 22. Man, not sorry to be rid of that condition.
Supercape Posted August 14, 2016 Author Posted August 14, 2016 THats all good, but Deadbolt is hiding in the Sports Shop, so instead of an attack roll can you throw me a notice one?
Supercape Posted August 14, 2016 Author Posted August 14, 2016 Ok, go post your rush into the sports shop. Feel free to adorn with annoying lift music, customers in fear and confusion, and strewn bad quality t shirts, tennis rackets, and baseball bats etc etc. (or anything that springs to mind!)
Supercape Posted August 14, 2016 Author Posted August 14, 2016 Ok Deadbolt will...well...bolt....but lets throw some initiative rolls now to see what happens. Initiative: 1d20+4 13 for Deadbolt
R. Bluefish Posted August 15, 2016 Posted August 15, 2016 Okay - Echo will use her move action to open with an Acrobatic Bluff. She'll use Skill Mastery to take 10 on the check, so Deadbolt has to beat a 32 or lose his dodge bonus for this round. For her standard action, she will of course smack him with the bat, in the hopes that not actually touching him will protect her from his aura. She'll also throw in two points of Power Attack. Echo's attack roll: 1d20+10 25 That's +8 damage from her Strength, and I believe another +2 from the bat (her base melee attack bonus is only +12, so that should still be within caps). And another +2 from the Power Attack, so +12 damage, for a DC 27 Toughness save.
Supercape Posted August 15, 2016 Author Posted August 15, 2016 Well p137 has the relevant rules on mellee (equipment) weapons. I think we can assume a baseball bat is essentially a club (damage 2, mighty). Wooden weapons have a base toughness of 4, but I can certainly see a well made baseball bat with a point or two above that, namely 5. Rules actually seem a little vague on this - the weapon will certainly break, but what damage bonus is another matter. On balance, after a bit of chat on the matter, I think the inclination is to go full strength bonus plus 2 (damage of the weapon), although it could be argued. Toughness vs Baseball Bat: 1d20+10 20 So Deadbolt is Dazed and Bruised (I presume you are going non lethal!) Round 2 34 - Echo - Unharmed - 2 HP 13 - Deadbolt - Dazed, Bruised Dont worry, more complications around the corner! I don't do straight 1 on 1 fights any more!
R. Bluefish Posted August 17, 2016 Posted August 17, 2016 Echo will use her Quickness to grab another bat, then do another Acrobatic Bluff on Deadbolt (assuming that all works for you). She'll take 10 again, for another 32. Then she'll give him another whack of the bat, with 2 points of Power Attack once more. Echo's attack roll: 1d20+10 26. Should be the same damage as before.
Supercape Posted August 17, 2016 Author Posted August 17, 2016 Toughness: 1d20+9 24 just brused this time (burised 2) Post away, and feel free to use a tennis racket, ski, or mannequin (or anything else amusing), for variety if you wish!
Supercape Posted August 17, 2016 Author Posted August 17, 2016 Deadbolt: Standard Action: Punch Echo Punches Echo: 1d20+10 28 That hits, so a DC 25 Toughness save and a DC 25 Will Save (Confuse Effect) Move Action: Bolt out of the shop!
R. Bluefish Posted August 18, 2016 Posted August 18, 2016 (edited) Echo's Toughness save: 1d20+8 19. Ouch. That should be Bruised and Dazed, yes? Echo's Will save: 1d20+8 10. Wonderful. Agh, I'm finding my brain is pretty fried tonight. I'll get an IC post tomorrow - sorry for the delay. Edited August 18, 2016 by R. Bluefish
R. Bluefish Posted August 19, 2016 Posted August 19, 2016 There's a quick IC post for ya, let me know if anything needs editing there.
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