Shadowboxer Posted May 22, 2008 Share Posted May 22, 2008 This is a quick scene taking place inside an Eastern Seaboard bank, involving Twister and a Power Level 6 hero. Here is an interior map of the bank: Link to comment
Cotoloti Posted May 23, 2008 Share Posted May 23, 2008 Sneaking into the Bank - Stealth Check for sneaking into the E-Sea bank. Notice Check - Notice Check Link to comment
Shadowboxer Posted May 24, 2008 Author Share Posted May 24, 2008 Rusty's Stealth check beats Twister's Notice check, so you get a surprise attack and Twister is flat-footed. Twister is standing one square left from the reception desk, which is the one right in the middle of the lobby. :) Link to comment
Cotoloti Posted May 24, 2008 Share Posted May 24, 2008 Suprise round attack. (1d20 4=22) Actions: Move By Attack Power attack +4 / - 4 Attack = Damage +8 That'll be my one chance to get away with that. - If there is any knockback who figures it out?- Rusty is now around the corner of the wall by the vault door. And for the opening round... Initiative Roll (1d20 8=25) Link to comment
Shadowboxer Posted May 24, 2008 Author Share Posted May 24, 2008 Nice hit! The player who suffers knockback can calculate the results him / herself, that's how I've usually done it in the past. I should point out that characters cannot move and attack in a surprise round, they can only perform one. Twister is Stunned and Bruised, and is knocked back 250 feet! He's currently right in front of the washroom on the right hand side. The results are in the IC thread. Twister's initiative is 10. It's your turn. :) Link to comment
Cotoloti Posted May 24, 2008 Share Posted May 24, 2008 I should point out that characters cannot move and attack in a surprise round, they can only perform one. Ah! I'm sorry! I completely over looked that! I still fall back on DnD sometimes. Suprise round = full round. Would you be willing to say it was an Extra Effort / Hero point spent situation if that's okay? I'd also be okay if you wanted to hurl invectives and call a mulligan. - Twister lifts his foot to brush a piece of lint from his costume, unware that five inches of anger only narrowly missed sending him through a wall... Link to comment
Shadowboxer Posted May 24, 2008 Author Share Posted May 24, 2008 No problem. Don't worry about burning a Hero Point or using Extra Effort, Rusty can stay where he is and we can continue duking it out. And since that was a pretty spectacular hit, I'll leave Twister right where he is. I mean, getting thrown through a wall is all kinds of awesome. Just give him a chance to get up so he can retaliate. I'm going to use a Hero (in this case Villain) Point on my turn to recover some damage and throw him back into the ring. Link to comment
Cotoloti Posted May 24, 2008 Share Posted May 24, 2008 Why don't you keep your point as well then and we can call it even? Save it for the next wall you make friends with. Link to comment
Cotoloti Posted May 25, 2008 Share Posted May 25, 2008 Hit to Grapple & Opposed Grapple Roll (necessary against a stunned opponent?) for Damage (1d20 8, 1d20-9=[5, 8], [20, -9]) Standard Damage 4 Talk about nearly missing the broad side of a barn! Link to comment
Shadowboxer Posted May 25, 2008 Author Share Posted May 25, 2008 Sounds good to me. I failed miserably on the Toughness save so now I'm burning that VP to negate damage. I used a move action to get Twister back on his feet, a free action to activate his power and a standard action to use Air Control. Twister is trying to trip Rusty Nail. The power is Perception range so it automatically hits, and Rusty gets a STR or DEX save (whichever is higher) against DC 16, adding your bonus from Immovable. Link to comment
Cotoloti Posted May 25, 2008 Share Posted May 25, 2008 DC 16 for a trip? I thought it was the total of your moving STR PL 6 X 5 = 30 vs my total Strength & immovability bonus. Immovable 5 X4 = 20 + STR 4 + SStr 3 = 27 Alternately it would be Immovable 5 + Str 4 + SuperStrength 3 = 12 which is only a 1 point roll difference so no big deal. I didn't know which way it worked. I'll roll the second way for now because I just don't know. Trip Save w/ Strength & Immovable bonus (1d20 12=28) Attack: Another punch (1d20 8=21) Save DC 19 Link to comment
Shadowboxer Posted May 26, 2008 Author Share Posted May 26, 2008 The multipler (x5) only applies to lifting objects. To trip I'm supposed to make a power check (I rolled a 16, you win regardless) against your check. I knew he wouldn't win, but Twister doesn't know that. Twister is staggered and stunned. It's your turn again; be merciful. I'll be on the road until Friday so I can't post until then. Link to comment
Shadowboxer Posted May 29, 2008 Author Share Posted May 29, 2008 I'm back online. Feel free to post when you can; I can update quickly. :) Link to comment
Cotoloti Posted May 30, 2008 Share Posted May 30, 2008 Grapple & Throw! Hit for Grapple & Opposed Grapple Roll (1d20 8, 1d20-9=[8, 8], [15, -9]) Link to comment
Shadowboxer Posted May 30, 2008 Author Share Posted May 30, 2008 Poor Twister! Since he's staggered, he uses a move action to stand and two free actions to speak and activate his power. Link to comment
Cotoloti Posted May 31, 2008 Share Posted May 31, 2008 Oh... ow. Another swing at the whirligig. Hey that rhymed (1d20 8=28) Crit. Damage = 4+5 = 9 Save DC 24 Link to comment
Shadowboxer Posted June 1, 2008 Author Share Posted June 1, 2008 I'm using Twister's Confuse power; you need to beat a DC 16 Will save. If you the result is low, roll a d20 to find out Rusty's reaction. I can't seem to get a rhyme out of that sentence. :D Link to comment
Cotoloti Posted June 1, 2008 Share Posted June 1, 2008 ... and the tide turns... Will Save vs. Confusion (1d20 4=14) or does it? Confusion Check. (1d20=2) Dazed and Confused? Fall back on what you know. (1d20 6=21) Save DC 21 w/ a touch of Power Attack. *OOC: So long Hedley. We'll miss you. Link to comment
Shadowboxer Posted June 1, 2008 Author Share Posted June 1, 2008 I like how Twister's plan completely backfires. Luckily, he's still going strong. Rusty gets another save against the Confuse effect, with a +1 to his save roll. Link to comment
Cotoloti Posted June 1, 2008 Share Posted June 1, 2008 *cough*dc21*cough* np. Still Dazed and Confused. 1d20 5=7 Twister finally catches a break! Confusion Check. (1d20=14) Gone baby Gone! - Top possible speed... 200mph Link to comment
Shadowboxer Posted June 1, 2008 Author Share Posted June 1, 2008 Yeah, I rolled a 19 against DC 21, which only bruises Twister but doesn't knock him back. I guess I didn't make it clear in my IC post that Rusty actually hits and hurts him. Sorry about that! :oops: Twister's Toughness bonus is now at +4 and he's staggered. Once Rusty Nail leaves the bank the effect wears off; it's visually based. Link to comment
Shadowboxer Posted June 1, 2008 Author Share Posted June 1, 2008 Twister is moving at Burrow 4 rather than Burrow 6 because he's moving through solid ground, which amounts to 100 feet per round. He's now inside the vault and the tunnel he left is closed. This is going to be interesting. :) Link to comment
Cotoloti Posted June 1, 2008 Share Posted June 1, 2008 interesting indeed. Full round to get back to you I think. I would have moved away from you for the entire round = double movement at top speed. zooom Should we assume that you take the round to fill up your pic-a-nic basket? Actually you have all the time in the world at this point. It will take Rusty 3 or 4 rounds to bust into the vault either by pummeling the stone or busting the door. What does Twister want to do? Link to comment
Shadowboxer Posted June 1, 2008 Author Share Posted June 1, 2008 Twister is greedy, so he's going to fill two bags with as much money as possible. That will take four rounds at least: one to search for the cash and the other to stuff it in a bag, done twice. By the time Rusty returns to the bank, Twister will have just started collecting the money. Once he has what he came for he'll try to make a break for it. Link to comment
Cotoloti Posted June 1, 2008 Share Posted June 1, 2008 Hooray for greedy villains! 1 round to return - already covered. 1st Round of Bust Through the Wall - Wall Toughness 8+5 = 13 STR = +12 Wall Toughness -1 2nd Round of Bust Through the Wall - Toughness 12 vs STR 12 = Hole in the Wall. Link to comment
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