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Avenger Assembled

Vibora Bay - Storm of the Century (OOC)

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Reflex save: 1d20+6 = 16

Y'know, I'll just take him not being bound and helpless as a victory here!

Edited by RocketLord

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Quick combat mechanics refresher, assuming Croczilla doesn't have any traits I don't know about that would change any of this:

 

While Croczilla is Helpless, attacking it is like attacking an immobile inanimate object. It loses its Defense bonus, except for its size modifier, and the base DC to hit drops from 10 to 5. Since it's Size Awesome, that's -12, so the base DC to hit it is 5 - 12 = -7.

 

While Croczilla is Helpless, it suffers an additional -4 Defense from melee attacks on top of that.

 

While Croczilla is Prone, it has +4 Defense against ranged attacks, but -4 Defense against melee attacks.

 

While the Snare is active, Croczilla has Cover. That gives it +4 Defense against all attacks. (And if you miss by 4 or under, the GM might decide you hit the Snare instead...)

 

So if you attack Croczilla in its current state, your DC to hit is -11 with a melee attack or 1 with a ranged attack. Either way, you succeed on anything but a natural "1". So Power Attack with impunity!

 

Since Croczilla is Helpless, if you want to take a full action instead of a standard action, then instead of a normal attack, you can coup-de-grace. Instead of rolling to hit, you automatically hit and it's automatically a critical. You have to be adjacent to the target for a coup-de-grace, but you can do it with a melee or ranged attack.

 

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I believe AA said it had prone fighting due to being a croc.  So no -4 for melee due to prone (+4 for range remains)

 

But I think that still leaves it as an auto hit on anything but a nat 1 and of course still able to be coup de graced

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RIGHT, he did say that he was giving it Prone Fighting!

 

Edited accordingly:

Quote

 

While Croczilla is Helpless, attacking it is like attacking an immobile inanimate object. It loses its Defense bonus, except for its size modifier, and the base DC to hit drops from 10 to 5. Since it's Size Awesome, that's -12, so the base DC to hit it is 5 - 12 = -7.

 

While Croczilla is Helpless, it suffers an additional -4 Defense from melee attacks on top of that.

 

While Croczilla is Prone, it has +4 Defense against ranged attacks.

 

While the Snare is active, Croczilla has Cover. That gives it +4 Defense against all attacks. (And if you miss by 4 or under, the GM might decide you hit the Snare instead...)

 

So if you attack Croczilla in its current state, your DC to hit is -7 with a melee attack or 1 with a ranged attack. Either way, you succeed on anything but a natural "1". So Power Attack with impunity!

 

Since Croczilla is Helpless, if you want to take a full action instead of a standard action, then instead of a normal attack, you can coup-de-grace. Instead of rolling to hit, you automatically hit and it's automatically a critical. You have to be adjacent to the target for a coup-de-grace, but you can do it with a melee or ranged attack.

 

 

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Move action to close distance

 

25 Critical threat

First, I'm gonna hit it with a full power attacked corrosion effect at DC26 Fort and 31 TOU  

 

IF it is still functioning after that, I'll use extra effort to get a second standard action

 

25

 

Full power attack, that's DC35 TOU save with autofire 

 

Move-by action to get back out of it's reach after that. 

 

 

 

Edited by Thunder King

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Down in the cave, Persephone is going to use her Comprehend Plants power to talk to any plants that might be nearby, and then, if she gets any replies, she's going to switch to her plant-based Postcognition AP and try to see what happened in their presence, if anything, related to Croczilla or the zombie horde.

 

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Persephone's gonna be a busy little bee for a few rounds.

 

She has 3HPs, and she's Fatigued.

 

First, Persephone spends a Hero Point to get rid of her current Fatigued condition.

 

Then she acquires another Fatigued condition by using Extra Effort for a power stunt, gaining the following temporary AP on her Plant Control array:

 

Immunity 12 (Disease; Nauseate effects of any descriptor; Effects with the "Nausea" descriptor; Poison; Extras: Affects Others, Independent, Total Fade; Flaws: Limited [Others]; Feats: Feature [Tastes good], Slow Fade 3 [20 minutes per PP = 8 hours]) [28PP]

 

Then she uses that power on Sagrado Corazon.

 

Then she spends another HP to get rid of that new Fatigued condition, so she can use Extra Effort again and gain an even newer Fatigued condition.

 

She uses that Extra Effort for another power stunted AP on the Plant Control array, a Precise Permanent version of her Create Object power. Going from Sustained to Permanent is a net zero cost change, and she can lose a Progression feat to cover Precise.

 

She will use this power to create an object to support and protect what's left of the corpse. With Toughness 10, Lifting Strength 50, Precise, and Stationary, it should be able to withstand the elements.

 

This is her best attempt to preserve any evidence that miraculously hasn't already been washed away by the storm.

 

Since it's Permanent Create Object, the object should stick around even after she switches the array over to a different AP.

 

Then she'll use her Leadership feat and spend 1HP to get rid of Torque's Fatigued condition.

 

That should leave her Fatigued with 0HP left.

 

Then she offers to heal Woodsman, and if he accepts, she does, and with +9 from her power rank, he should automatically make the recovery check to get rid of that Bruised condition of his.

 

Then she's going to use her Postcognition again to see if there are any nearby plants who saw what happened to the dead guy.

 

Finally, she starts making the rounds with the bystanders, using Healing on any wounded people, and Move Object and Create Object as necessary to move any obstructions, anything limiting the movement of any people or vehicles.

 

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So are we jumping to the next morning, and are we going to do the meeting with the mayor?

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Thanks, @Grumblefloof and @RocketLord - didn't mean to skip you there! 

 

Cheval: His spirit is present and it is _dead_, possibly one of the more ominous things you have ever seen. It appeared someone killed this man and then killed his spirit, which would certainly require some powerful magic. 

 

Persephone: The plants are still shaken by the arrival of the anti-living thing - but they did indeed witness the taking of another life nearby and recently. "But we do not want it! It has the same bad taste as the anti-living thing!" 

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I split the difference with my most recent IC post, so that the thread can either move forward or not, as everyone else prefers.

 

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