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OOC thread for this thread. Cruisin' for a high-tech bruisin'.

 

@Tiffany Korta @angrydurf @Dr Archeville @Cubismo @Grumblefloof 

 

Everyone gets 1HP to start for beginning in the midst of combat without immediate cover. 

 

Captain Imamba and the crew of the Viper Star will use the Soldier stat block from the Core Rules, with the addition of the Teamwork, Improved Aim and Prone Fighting Feats. Their weapons are blasters set to the Stun Alternate Effect.

 

Initiative rolls for the crew: 16. Block of 10 NPCs.

 

After Initiative rolls, the crew will take a surprise round.

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Octoman's Initiative: 28.

 

Couple of things:

 

Octoman has Uncanny Dodge, so he's not flat-footed if someone attacks him before his first action.

 

Octoman has Olfactory Danger Sense, and his +15 Notice is enough to make the DC15 Notice check automatically, so unless the people attacking him have concealment against Olfactory-type senses, he gets to act during the surprise round, unless you wanna Fiat, give him another Hero Point, and say "Nuh-uh".

 

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@Grumblefloof Thanks for that reminder about the Danger Sense, this time it's perfectly good for him to be Octomanning it up and acting during the surprise round.

 

Sun Dragon initiative roll: 4

Dio initiative: 7.

 

Initiative order:

 

Octoman: Unharmed, 5HP

Red Lynx: Unharmed, 2HP

Ms. Thursday: Unharmed, Flat-footed, 2HP

Viper Star Crew: Unharmed(10)-GM

White Lioness: Unharmed, Flat-footed, 2HP

Artificer: Unharmed, Flat-footed, 2HP

Dio: Unharmed, Flat-footed, 2HP

Sun Dragon: Unharmed, Flat-footed, 2HP

 

Ocotman, take us away.

 

To set the scene, the 10 crewmembers are scattered across the cargo freigher's deck, roughly circling the group of teens, with partial cover behind various containers and the like. Only Captain Imamba is out in the open, preparing to move to cover on his action.

 

 

 

 

 

Edited by Ari
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Cover gives +4 defense against all attacks. Ouch.

Ben takes the easy way out, and goes after the one guy who doesn't have it yet.

 

Octoman

Free Action: If the kids aren't already in costume, then use Morph to get into costume.

Free Action: Activate his Additional Limbs. Deploy all 10 tentacles.

Move Action: Use Elongation to extend the tentacles.

Standard Action: Attempt to grapple the captain.

He will concentrate his Additional Limbs on the captain.

Attack roll: 28.

If that hits, Grapple check: 42.

 

Fun fact, at lifting Strength 50, Octoman's light load is 4 tons. Unless the captain has some Density ranks we don't know about yet, he'll make a great improvised weapon next round.

 

Edited by Grumblefloof
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Oh hey, I messed up. It's a surprise round, so you get either a standard or a move action, not both.

Easiest fix is to just have had Octoman also take a free action to Surge for an additional action.

He'll be Fatigued at the start of his next turn unless he pops a Hero Point.

 

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Good catch Grumble, Durf. I'll review the Core and Ultimate Power so I don't need quite so much reminding how this game works. 

 

-Base assumption is everyone is costumed up at the end of an investigation line.

-That hits by a mile and there is no way he can beat that, so Imamba is Bound, just saying he is to get that out of the way.

-Yeah, SURGE is applicable here, and let's bring in a Complication to mix it up.

-Invoking Ocotman's Accident Complication, so at 6HP. Which would be terrible news in D&D but is awesome in M&M.

-Ocotman has understandable trouble swinging all those arms around a crowded cargo freighter deck, and accidentally sends an unsecured empty container spinning towards some of the crew. If he lets it, it'll take out two of the crew, but they'll be (narratively) badly injured by getting hit with over a ton of metal to the entire body. He can stop it, but only at the cost of getting an Injured condition from the sudden shock and strain. On the plus side, stopping it will also net a Hero Point.

Edited by Ari
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Quote

-Base assumption is everyone is costumed up at the end of an investigation line.

 

So I should edit out the part about him getting into costume, then, and the part about them being "just a bunch of school kids". Done and done.

 

Of course Octoman will stop the runaway container and take the damage.

 

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OKAY, sorry people, moving right along. 

 

The crew does not appreciate their comrades being saved from certain steely doom as much as they might under other circumstances, and they press their attack. 

 

9 ranged Stun effect attacks, 2 targeting Dio and Ms. Thursday, 1 targeting all the rest. If it hits, DC15 Fortitude save to not be Stunned.

 

VS Octoman: 10

VS Red Lynx: 18.

VS Ms. Thursday: 20, 5.

VS White Lioness: 11.

VS Artificer: 6.

VS Dio: 16, 16.

VS Sun Dragon: 7.

 

Dio and Sun Dragon's Fortitude saves: 2619. No effect.

 

GM post with Octoman's gallant save and the attack forthcoming.

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@Ari: Minor detail, but Octoman's blood is under really high pressure. He's basically an anime character. It doesn't "dribble", at least at first, so much as "shoot out like a squirtgun".

Also, if it matters, it's purple, and it's really thick, like syrup.

 

 

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26 minutes ago, Grumblefloof said:

@Ari: Minor detail, but Octoman's blood is under really high pressure. He's basically an anime character. It doesn't "dribble", at least at first, so much as "shoot out like a squirtgun".

Also, if it matters, it's purple, and it's really thick, like syrup.

Ah right. Whoops. Will edit that bit. 

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  • 4 weeks later...

Okay

 

First round proper.

 

 

Octoman: Injured(x1), 5HP

Red Lynx: Unharmed, 2HP

Ms. Thursday: Unharmed, Flat-footed, 2HP

Viper Star Crew: Unharmed(10), Grappled/Bound(x1)-GM

White Lioness: Unharmed, Flat-footed, 2HP

Artificer: Unharmed, Flat-footed, 2HP

Dio: Unharmed, Flat-footed, 2HP

Sun Dragon: Unharmed, Flat-footed, 2HP

Edited by Ari
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Free Action: Octoman maintains his grapple on Captain Imamba.

 

Move Action: Octoman uses his Leaping power to get some air. From a standing start, he can get up to 125ft high. His elongated tentacle range is double that, so he should still be within "touch range" of at least one bad guy. He's shooting for high enough that he can look down and see one or more of the bad guys well enough to negate their cover. He won't go higher than that. The range increment on his elongated limbs is 60ft, so, ideally, he won't have to go higher than that.

 

Standard Action: Octoman uses Captain Imamba as an improvised weapon to hit one of the crew members who's shooting at the PCs.

I assume Imamba weighs less than 4 tons, so he's a Light Load.

 

Attack roll: 11. Natural "1".

 

No.

 

Reaction: Octoman burns a Hero Point for a re-roll.

 

Attack roll (HP re-roll): 27. The "7" becomes a "17".

 

Depending on how high he had to go to negate the cover, there might be a penalty there (-2 for every 60ft increment past the first).

 

If he hits, then that's a DC25 Toughness save (nonlethal) for both Imamba and the crew member Octoman hit with Imamba.

Knockback is fine. Octoman is perfectly happy to knock these jerks overboard.

 

That leaves Octoman at 4HP.

 

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  • 3 weeks later...
  • 3 weeks later...

And by that I apparently meant 17 days later. 

 

Considering how high 60ft is and assuming a fairly orderly cargo setup, 120ft does it, and that means it still hits dead-on(vs DC15 Defence). 

 

Crewman DC25 Toughness save: 14, incapacitated, and with a -2 to Knockback, that's a rank 8, so 250ft away from the ship and into the water.

Capt. Imamba DC 25 Toughness: 15, incapacitated, force transferred to Crewman, so rebounds onto deck in a dazed heap.

 

Viper Star Crew: Unharmed(8)-GM

 

Artificer could get a HP or two collecting the Viper Star's crew, as an aside @Dr Archeville

 

Next up is @angrydurf, take it away Red Lynx!

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