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RocketLord

Contending with the Contenders OOC

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Flyboy trying to get rid of Stun Effect vs. DC24: 23

So close! But still stunned!

 

Facs is up again.

 

26 - Fly-Boy - Bruise (x1), Stunned (2 rounds, DC23 fort next)

20 - Facsimile - 3HP - Bruise (x1)

20 - TKO - Unharmed

14 - Bear-Knuckle - Unharmed

6 - Heavyweight - Bruise (x1), Staggered

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Gonna drop to the ring floor and elbow drop the prone (?) Fly-boy! Or lariat him if he's standing up.

 

Either way it's time for my favorite song and dance.

 

All-Out Power Attack to swing for the fences.

 

1d20+10=16 maybe not!

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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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Reflex vs area!

1d20+10=24

 

Reflex save vs Snare (DC15)

1d20+10=18

 

Facs is nimble, Facs is quick

Far to smart for TKO's tricks.

 

Gonna fly up and cone Stun down onto the entire Area. Poor flyboy.

 

1d20+10=24

Edited by Exaccus

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Posted (edited)

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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Let's rock!

 

1d20+10=16

 

My good luck runs out it seems

But fortunately I make my own luck!

 

HP Reroll! 

1d20+10=15 +10 for 25!

 

It may be time to play defensively however.

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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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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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See IC. No actual fighting actions from the Contenders in this go around.

 

Bluff from TKO: 28, but how you react is of course up to you. That's just to see if he's really gonna do it or not. Read spoiler below if you can beat that.

 

He's gonna do it

Edited by RocketLord

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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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Gonna as a reaction spend a hero point to instant counter bear knuckles power by slapping his hands down before they hit.

 

Opposed  power ranks checks.  His claws vs facs strength I believe.

 

1d20+10=15

 

Hmm think I'll reroll it.

 

1d20+10=30 

Nat 20! Prolly doesn't matter for this but still.

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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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Right then, he's just try to trap you again!

 

Snare: 27

 

That's a hit, so give me a DC20 Reflex save to avoid being snared.

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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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1d20+10=16

 

GM granted reroll!

 

1d20+10=21

 

Failure by 13! Unlucky for some but not in this circumstance.

Edited by Exaccus

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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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