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I did actually have Kanunu step inside his water dome lat round but I'm happy to take the HP for the setback.

 

Toughness 1d20+15=23  Welp look like I'm a need those HP, Don't wanna end up staggered in the first volley so HP for reroll 1d20+15=26 and the absolute worst I can do on that reroll nice orokos, nice ....  That's a fail by 9 so bruised and dazed.

Grapple check 1d20+33=36 Fail by six is bound and helpless.  

 

My round.  Still dazed.

You know what I'm not gonna give Orokos more opportunity to disappoint me today.  Kanunu will have his bell rung.

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Posted (edited)

I'd missed that, so have a HP. And probably a good call on not letting Orokos have more fun!

 

Rolling notice for Justice: 19

 

Both fail the DC26 Notice!

 

Switching to Jump Jets on the M.O.V.E. System and jumping down to help Kanunu! Attacking the big guy with a Justice Strike: 20

That's hit, rolling TOU vs. DC25: 25, no damage

 

@Tiffany Korta is up

 

23 - Kanunu - 4HP - Bruise (x1), Dazed, Bound and Helpless

22 - Justice - 4HP - Unharmed - DEF+5/TOU+15

20 - Emerald Spider - 1HP - Unharmed

16 - Super Villain? - Unharmed

9 - Mafiya Soldiers x20 - 3 Snared, 17x KO

3x Transports: Protected by Water Dome, TOU 18

Edited by RocketLord

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Posted (edited)

Ref vs. DC20 Snare: 10

Bound and helpless!

 

The big guy tries to get free! @Tiffany Korta give me a DC 31 TOU save for the snare!

 

And there's 3 Ultio Suit Users incoming at Initiative 12! The flier and the tanker just moves, but the Blaster shoots at the super villain: 15

That's a hit, but since the webbing is in the way... @Tiffany Korta give me a DC19 TOU save for the snare!

 

@angrydurf You're up, still grappled

 

23 - Kanunu - 4HP - Bruise (x1), Bound and Helpless

22 - Justice - 4HP - Unharmed - DEF+5/TOU+15

20 - Emerald Spider - 0HP - Unharmed

16 - Super Villain? - Unharmed, Bound and Helpless

- Snare: Unharmed?

12 - Ultio Suit Users Flight - Unharmed

12 - Ultio Suit Users Tank - Unharmed

12 - Ultio Suit Users Blaster - Unharmed

9 - Mafiya Soldiers x20 - 3 Snared, 17x KO

3x Transports: Protected by Water Dome, TOU 18

Edited by RocketLord

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So while bound and helpless the guys defense would be 5 + size mod (0 if medium -1 if large) +4 for cover.  RAW cover is only hit if the attack would have hit but the cover bonus made the difference.  Since his Defense is 8-9 a 15 just hits him.  Unless RL wants to toss ES an HP for the extra toughness save from the snare.

 

House Rules on grapple say bound and helpless characters can't take any actions requiring physical activity other than attempting an escape.  Bound/Helpless from UP snare says "Unable to move" which seems like it might be the same but could be considered to only apply to move action movement.  I leave it to RL whether bound and helpless characters can take non-escape actions.  But if we can't then the big guy can't maintain the grapple if he doesn't break free.  I'll wait on that call and if he's still bound or not before my actions.

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Let's toss ES a HP for the extra TOU save.

 

I generally think just what you can and can't do depends on the IC description. With Tiff's description of the snare connecting the bad guy to the roof with her quantum lines, I'd say that he'll still be able to maintain the grapple in this case, as long as his arms aren't disabled. On the other hand, Kanunu is embraced in a bear hug here. Kanunu should be able to take non-escape actions that doesn't require that he move his arms, unless he can break them free, of course.

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Move Action:  Attempt Escape  1d20+33=34  uuuuhhhhg  HP I guess for a reroll  1d20+33=38  Rolling under 10 pops that up to a 48 due to reroll.

 

Lemme know if that gets him free and I'll figure out his standard if he has one.

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Alright that burns my move action.  So standard will be the good ol fistpunching.

 

Attack Roll is 1d20+9=17  If that's enough to hit it'l be a DC 30 Toughness Check.

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