shazam Posted May 31, 2008 Share Posted May 31, 2008 This is the OOC thread for Gods of Tomorrow Link to comment
Geez3r Posted June 2, 2008 Share Posted June 2, 2008 Not sure what the heck the DC is exactly to open the door so I kind of winged it. One way or another I'm getting in that door... just might take my a whie. Should the lock not open, I'm just going to go into beat-stick mode and take a full-round action to break the lock, at which point the lock breaks. Link to comment
Geez3r Posted June 4, 2008 Share Posted June 4, 2008 Forgot to put it in the description of the roll, but the Fort Save against the attack is 22, should the guard resist. Link to comment
shazam Posted June 5, 2008 Author Share Posted June 5, 2008 Being a low-level minion, the guard's resistance goes poorly. And I've asked Heritage to occasionally peek in here, just to make sure I'm not up to any shenanigans. After all, our characters are actually squaring off. ;) Link to comment
Geez3r Posted June 6, 2008 Share Posted June 6, 2008 My knowledge of Scarab is minimal at best, but I just got the Freedom City book so I'm getting a bit of knowledge. However, its still not complete, and I'm not quite sure what is common knowledge and what isn't, so if I say anything that isn't in the domain of public knowledge, or just plain wrong, tell me. Thanks. And I thought that Scarab's identity was a secret, meaning you just let the cat out of the bag, or is it public knowledge? Link to comment
Heridfel Posted June 6, 2008 Share Posted June 6, 2008 I do not believe that it is public knowledge. Shazam, if you have a reference that says otherwise, please let me know; I have all the books, so I'll be able to see what you see. As a rule, heroes with secret identities retain those secret identities even after death. It's similar to the way that governments protect the identities of their intelligence agents. Even if a particular agent has passed away, his identity might give away another agent that he recruited and who is still active. Link to comment
shazam Posted June 7, 2008 Author Share Posted June 7, 2008 You know, I had thought the Scarab's secret identity had been exposed after his death. But I don't have any specific references for that, and I can think of a few good arguments against it. Beyond the good points you guys brought up, there's also the fact that if Malice knew who the Scarab was, he'd probably be over at Alexander Rhodes' place shaking down Sophia Cruz instead of Fred. So I will change it! Good eye on not having Malice respond to the name-dropping. Link to comment
Geez3r Posted June 7, 2008 Share Posted June 7, 2008 I was operating under the assumption that it was either public knowledge or a secret that Fawcett wouldn't blurt out in this sort of situation, so no real need for me to acknowledge it. In regards to my IC post, Malice is distracted probably for about a minute, which may or may not be long enough for Fawcett to get some help ;) Link to comment
shazam Posted June 8, 2008 Author Share Posted June 8, 2008 Ooh, Malice does the thing most designed to confound Fred. Though it would have been interesting if they'd gotten into an unpowered fight. ;) Link to comment
shazam Posted June 8, 2008 Author Share Posted June 8, 2008 Oh, and just to be on the safe side, here's my (not very good) initiative. http://invisiblecastle.com/roller/view/1619678/ Link to comment
Geez3r Posted June 8, 2008 Share Posted June 8, 2008 I was actually really considering Eric taking off the Arms of Malice (but still keeping his helmet on for obvious reasons) and just flat out duking it out. Link to comment
shazam Posted June 14, 2008 Author Share Posted June 14, 2008 As a precaution, you should make a Notice check against DC 20. Just...'cause. Link to comment
Geez3r Posted June 14, 2008 Share Posted June 14, 2008 Notice check (1d20+4=22) and just in case Initiative (1d20=15) I'm having trouble with Invisible castle, for some reason the name isn't showing up, even though I put it in, and I can't get the search function to work either. Just a heads up. Link to comment
Geez3r Posted June 15, 2008 Share Posted June 15, 2008 I'll stay stunned for this round. I'm assuming that was your standard unarmed attack so the DC was 25, so I failed by 9 meaning stunned and bruised, but I have regen so I heal the bruise. Link to comment
shazam Posted June 16, 2008 Author Share Posted June 16, 2008 Okay, so with a crit, the Toughness DC is actually 31. Link to comment
Geez3r Posted June 16, 2008 Share Posted June 16, 2008 Gonna burn my villain point to reroll that toughness save. Link to comment
shazam Posted June 16, 2008 Author Share Posted June 16, 2008 Wow, what terrible, terrible rolls I made! But I spent my regular hero point on Ultimate Toughness Save, and my one of my complication hero points on rerolling the subsequent unarmed attack. (Pretty sure all that balanced out.) That's a DC 30 toughness save. Link to comment
Geez3r Posted June 16, 2008 Share Posted June 16, 2008 You linked to your sense motive twice, but after a bit of fanagling, I found the attack roll result: http://invisiblecastle.com/roller/view/1629571/ Not that it really matters as you spent a hero point. So a DC 35 Toughness save back at you, i've only got 1 level of autofire. Link to comment
shazam Posted June 17, 2008 Author Share Posted June 17, 2008 Okay, I'm going to say that Captain Wonder's rivalry with the modern age is activated by fighting with a trash-talking young supervillian in power armor...but since I'd expect me to say that, I'll make sure it's okay with you first. 8-) Link to comment
Geez3r Posted June 17, 2008 Share Posted June 17, 2008 Oh by all means, go nuts. That's a yes by the way. Link to comment
shazam Posted June 18, 2008 Author Share Posted June 18, 2008 Yay! OK, used Ultimate Toughness save again (and still got a bruise! Autofire R powerful.) And then an All-Out Attack for a Toughness DC of 25, and a grapple check. Captain Wonder is easily strong enough to throw something Malice's size a few hundred feet straight down. Someone with Malice's Impervious Toughness shouldn't take any damage from hitting glass and tile, I think, but all the breaking glass and falling tiles as he hits the floor would look pretty boss. :) Link to comment
Geez3r Posted June 18, 2008 Share Posted June 18, 2008 Technically throwing is a move action, so ordinarily grappling someone and then throwing them is a full round action, but we'll let it slide this time via the rule of cool. And I wished I had saved that 20 :'( Also, isn't your grapple modifier +26 I'm counting +10 Str, +10 Atk bonus, +6 Super-Strength? You win either way, but I'm a little confused where you got 33 from. Just a standard unarmed attack DC 25. Link to comment
shazam Posted June 20, 2008 Author Share Posted June 20, 2008 Okay, that's an area attack, so make a Reflex save to avoid. I'm going to say the damage is just Fred's standard unarmed damage, since you can't really power attack on an area attack. (Hey, gotta try all kinds of fun tactics!) Link to comment
Geez3r Posted June 22, 2008 Share Posted June 22, 2008 Failed by 9 so I'm stunned and I'm staying as such for the round. Link to comment
shazam Posted June 27, 2008 Author Share Posted June 27, 2008 OK, readying an action here. (Man, what a good thread this is!) Link to comment
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