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Contending with the Contenders OOC


RocketLord

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TKO coming in! He is (obviously) invisible, and all up on you! Or rather, the floor under you!

 

Hits like an Area effect: DC20 Ref for half effect on a DC20 Ref Snare effect!

 

Whether that hits or not, Fly-Boy tries to go unstunned: 10

Still SO stunned!

 

And Bear-Knuckle is starting to look *pissed*!

 

26 - Fly-Boy - Bruise (x1), Stunned (3 rounds, DC22 fort next)

20 - Facsimile - 3HP - Bruise (x1)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

6 - The Kid - Unharmed

6 - Heavyweight - Bruise (x1), Staggered

Edited by RocketLord
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Mean!

 

That's a pair of hits! FORT saves coming up:

Fly-Boy: 20, fail by 5, so still stunned!

TKO: 27, he makes it

 

TKO repositions! The question is where!

 

Bear-Knuckle goes into action, leaping at Facs and swinging a bear-knuckle at him: 29 

That's a hit, and a crit! DC25+5 = DC30 TOU check for Facs.

 

Heavyweight approaches the ring, but doesn't enter just yet.

 

And Fly-Boy tries to recover from stunned: 27, he's back in action and flies up to make sure they're not all in your shot.

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 3HP - Bruise (x1)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

6 - Heavyweight - Bruise (x1), Staggered

Edited by RocketLord
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A daze and a bruise, then. Bear-Knuckle with the big hit.

 

TKO still does nothing

Bear-Knuckle leaps at you and swings his claws again! 13! A miss!

Heavyweight remains by the ringside.

And Fly-Boy is back in action! He attacks by spitting at you! 24! A hit! That's a TOU Drain effect, so do a Fortitude Save vs. DC18!

 

And then, you're up!

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 2HP - Bruise (x2)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

6 - Heavyweight - Bruise (x1), Staggered

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Ok!

 

1d20+10=19

 

Close but no cigar for you fly boy!

 

Time to hit the oh no button me thinks....

 

Put myself into exhausted to use extraordinary effort to boost object mimicry by 4 ranks (total 16) (spending one HP to lower it to fatigued now) 

 

Then a full round action to draw on the power of the atmosphere itself!

 

A mighty wind is about to blow.

 

Stats coming soon tm.

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  • 1 month later...

Ok let's see..let's make this a PL11 form as it's pulling out the stops?

 

Insubstantial 2 ("living atmosphere"; Air ; gaseous) [10pp]

 

Protection 8 ("Inorganic resiliance") [8pp]

 

Array 15 ("Heavy weather"; Weather; PFs: Alternate powers 4) [34pp]

BE: Blast 12 ("Master of the elements"; PFs: Indirect 3, Variable Descriptor (Weather effects) Precise, Incurable) [30/30pp]

AE: Move Object 18 ("atmokinesis"; Air ; Heavy load:  3.2k tons Extras: Damaging [12 Ranks only] Flaws: Distracting, Reduced duration (concentration)[30/30pp] 

AE: Snare 12 ("ice entombment"; Ice ; PFs: Precise)[25/30]

AE: Damage 11 ("Weather breath" Extras: Area: cone (general), Selective, Penetrating (5 ranks) Flaws: Action(full) PFs: Variable Descriptor (Weather), Precise, Incurable [30/30pp]

AE: Trip 10 ("Gale blast" Extras: Knockback, Area (Cone: General), Selective Flaws: Range (Close)) [30/30pp]

 

Immunity 10 ("Weatherman"; Common descriptor: Weather) [10pp]

 

Impervious Toughness 11 ("Primordial essence"; Weather) [11pp]

 

Flight 3 ("Wings of the wind"; Wind; 50mph 500ft a round) [6pp]

 

Feature 1 ("Dramatic weather effects") [1pp]

 

80/80pp

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TKO goes for a Snare, catching you with the floor: 11, missing by a mile

 

Bear-Knuckle goes for the kill. You've got him pissed now, and he activates Rage. Attacking with 28, that's a crit, meaning a DC34 TOU save, with Penetrating 6

 

Heavyweight follows up moving in for a touch attack: 10, and he still sucks!

 

Next round, a new initiative joins at 11

 

And Fly-Boy goes for you, flying in close: 12 , and utterfly failing to hit.

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 2HP - Bruise (x2)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

11 - ???

6 - Heavyweight - Bruise (x1), Staggered

 

And you're up

Edited by RocketLord
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Ok so for my turn.

 

I'm going to try and trip bearknuckle in such a way he falls into heavyweight and gets caught in his gravity aura.

 

It's a move action to do so!

 

1d20+10=23 if that hits here's me strength roll.

 

1d20+10=27

He can resist with Dex.

 

Then for my standard action gonna try and peg flyboy right between the eyes.

 

1d20+10=28

 

DC25 toughness save against damage if that hits.

 

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Fly-Boy uses his Interpose feat to get in the way of the Trip!

Opposed str vs Trip: 13

He falls over on Heavyweight and gets under his aura and falls prone to the ground while Heavyweight touches him.

 

Fly-Boy TOU: 26

 

TKO does a Fast Feint (got Challenge for that), can I get an opposed roll vs. his bluff of 25?

Will continue after that.

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 0HP - Bruise (x2)

-> 20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

11 - ???

6 - Heavyweight - Bruise (x1), Staggered

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Facs makes it again!

 

Bear-Knuckle, then!

 

29, another hit and another crit! DC34 TOU save with Penetrating 6! 

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 0HP - Bruise (x2)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed (Rage Count: 2)

->11 - ???

6 - Heavyweight - Bruise (x1), Staggered

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Mystery Initiative makes his entrance! Archer arrives to shout some words of encouragement and fire some rapid-fire Strobe Light Arrows at Fly-Boy, Bear-Knuckle and Heavyweight. Since they're within 2 5' squares of each other, that's a -1 to attack: 

Fly-Boy: 18, miss

Heavyweight: 23, hit

Bear-Knuckle: 20, hit

 

Heavyweight Will save vs. DC16: 8, Paralyzed and unable to move or take actions!

Bear-KnuckleWIll save vs. DC16: 11+4 from Rage = 15, Slowed!

 

That should give Facs a shot!

 

Heavyweight is paralyzed and skips his turn.

Fly-Boy struggles against Heavyweight's aura to fly up, opposed rolls:

Heavyweight: 25+8 Attack Bonus = 33

Fly-Boy: 33

 

Fly-Boy breaks free and flies up and get in melee with Archer with an attack: 21, that's a miss!

 

And for the heroic action of going up against 4 super villains on his own, holding the line and not doing things to endanger the school they threatened: 1HP for Facs.

 

26 - Fly-Boy - Bruise (x1)

->20 - Facsimile - 1HP - Bruise (x2), Staggered, Dazed

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed (Rage Count: 2), Slowed (-1 ATK/DEF/REF)

11 - Archer II - 2HP - Unharmed

6 - Heavyweight - Bruise (x1), Staggered, Paralyzed

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  • 2 weeks later...

TKO goes for another snare on Facs: 14

He should just give up!

 

Bear-Knuckle attacks in melee: 14-1 = 13

A miss!

 

Archer ignores Fly-Boy for now and fires a Hypodermic Arrow set to Drain TOU at Bear-Knuckle, with the Rapid Fire Arrows add-on: 27

That's a hit. Going above Bear-Knuckle's DEF by 10 because of his slowed status, so +5DC, meaning Fortitude DC21 vs Drain

Bear-Knuckle Fort save: 14

Loses 6 points of TOU save!

 

Heavyweight save vs. Paralyze: 4

Still paralyzed

 

Fly-Boy goes for Archer again: 22

That's a miss!

 

And you're up once I'm done with ICs.

 

26 - Fly-Boy - Bruise (x1)

20 - Facsimile - 1HP - Bruise (x2), Staggered, Dazed

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed (Rage Count: 3), Slowed (-1 ATK/DEF/REF), TOU Drain (-6)

11 - Archer II - 2HP - Unharmed

6 - Heavyweight - Bruise (x1), Staggered, Paralyzed

 

 

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  • 4 weeks later...

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