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A true horror, the co-ed Halloween Dance (OOC)


MBCE

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You have both. The normal every thread gets plus the one for the complication. If you have the luck feat, you have those HPs as well. :)

I'm going to need it.

"Aaargh... no melee weapons!" *Hero point* "Hey, guess I had power knuckles in my belt all along. Lucky, that."

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Right, I just realised something. Most of Geckoman's toughness comes from his costume, and I see his Raven one providing at least some protection (he seems the type who'd enjoy having a Raven costume). Thing is, it probably shouldn't provide as much. So should I treat it as Protection 1 or 2 instead of Protection 3?

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  • 2 weeks later...

Initiative for baddies (1d20+3=18)

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs

Quark 4

Geckoman 3

High Note 2

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.

Gorilla 2 : Remains by the leader.

Rhino 1 : Goes after Darian

Rhino 2: Heads for Gordy

Tiger 1: Heads for Chris

Tiger 2: Remains by leader

The creatures are all within a small movment to attack next round. Both Chris and Gordy could attack now if they wished. The Rhinos have cleared a path to the smoke machine, but the Tiger has not.

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Move towards the tiger 15', drop a smokebomb, continue on 15' using move-by action. The singing and hopping is just for... well, being Geckoman.

EDIT:

He doesn't even notice that Chris is singing, something he'd normally make a snarky comment about.

But... but... it's Eye of the Tiger. And I'm fighting a tiger. It's too awesome to snark.

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Before I post, I need to know, since The Quark Lair is not being used in this adventure, can I requisition the two equipment points into something useful?

Like what? I dislike changing HQs as they are such a major part of a character even if they are not in scene. If you had other equipment, that would be okay though.

So tell me what you would turn those eps into first.

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But... but... it's Eye of the Tiger. And I'm fighting a tiger. It's too awesome to snark.

:shock:

You're actually singing Eye of The Tiger while you fight an actual tiger?

That's pretty much the most awesome thing ever. Congratulations, Sir, you have my attention.

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Like what? I dislike changing HQs as they are such a major part of a character even if they are not in scene. If you had other equipment, that would be okay though.

So tell me what you would turn those eps into first.

You know, I really don't know. Chronologically, this is before the Morphic Device was turned into a portable object. Also, Darian doesn't even have on the Protection Undersuit. He's up crap creek without a paddle if I don't think of something :|
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Cirth, was that force filed that High Note put up? I'll assume it was unless you correct me.

Also, if every one could include their combat stats here, that would help. Please list your Toughness, Def, Saves, Attack, and Damage. I'll edit them into the Combat stats of the baddies.

Attack on Gordy

Rhino attack Gordy DC16. Toough Dc24 (1d20+5=13)

Attack on Chris

Attack on Chris DEF 17; Tough Dc 20 (1d20+9=25)

Sense motive for Quark's bluff

Sense Motive DC 18 (1d20-2=1)

COMBAT STATS

Character--Attk---Def---Tough---Saves(F/R/W)---Damage

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20

Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs

Quark 4

Geckoman 3

High Note 2

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight

Gorilla 2 : Remains by the leader.;watches fight

Rhino 1 : Goes after Darian; Stops in indecision

Rhino 2: Heads for Gordy; Swings at Gordy

Tiger 1: Heads for Chris; Swings at Chris

Tiger 2: Remains by leader;Watches fight

The Rhinos have cleared a path to the smoke machine, but the Tiger has not.

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It was the power, yes. Does a tie in an attack go to the defender or the attacker? EDIT: NM, that questioned was answered by reading the IC posts.

Combat: 12pp

Attack: +2, +2 ranged, +6 w/ Blast, Fatigue, and Sonic Control

Grapple: +2

Defense: +6 (+2 flat-footed)

Knockback: -3 (-2 flat-footed), -1 without Force Field (+0 flat-footed)

Initiative: +2

Saves: 14pp

Toughness: +7 (+5 flat-footed), +1 without Force Field (-1 flat-footed)

Fortitude +3 (-1 Con, +4)

Reflex +8 (+2 Dex, +6)

Will +5 (+1 Wis, +4)

My damage is a DC 22.

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Character--Attk---Def---Tough---Saves(F/R/W)---Damage

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

My original toughness roll... DC 20 Toughness (1d20+5=9) would have left me disabled, which isn't nice. So I spend one of my 3 shiny hero points to... DC 20 save (1d20+5=20) Waltz away unharmed by the skin of my teeth.

Thus, I'll extra effort up some power knuckles. 1 Equipment rank for Strike 4 [Mighty]. I could afford plain Strike 5, but the book has them in a utility belt as Strike 4, so fair play and all that... So move action to draw, standard action to slug.

At this juncture I'd like to add how glad I am that my costume choice let me justify my, admittedly basic, utility belt.

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COMBAT STATS

Character--Attk---Def---Tough---Saves(F/R/W)---Damage

High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22

Gekoman

Quark

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20

Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25

CONDITION

HIgh Note

Gekoman Fatigued(extra effort)

Quark

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs

Quark 4

Geckoman 2 [Hero for reroll]

High Note 2

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight

Gorilla 2 : Remains by the leader.;watches fight

Rhino 1 : Goes after Darian; Stops in indecision

Rhino 2: Heads for Gordy; Swings at Gordy

Tiger 1: Heads for Chris; Swings at Chris

Tiger 2: Remains by leader;Watches fight

The Rhinos have cleared a path to the smoke machine, but the Tiger has not.

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  • 4 weeks later...

COMBAT STATS

Character--Attk---Def---Tough---Saves(F/R/W)---Damage

High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22

Geckoman +5/+7---+7--+5--(2,5,2)---Strike DC 19, Zappers DC 20

Quark +0----+0----(-1)-----------(0/0/0)---Unarmed DC 13

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20

Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25

CONDITION

HIgh Note

Gekoman Fatigued(extra effort)

Quark

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs

Quark 4

Geckoman 2 [Hero for reroll]

High Note 2

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight

Gorilla 2 : Remains by the leader.;watches fight

Rhino 1 : Goes after Darian; Stops in indecision

Rhino 2: Heads for Gordy; Swings at Gordy

Tiger 1: Heads for Chris; Swings at Chris

Tiger 2: Remains by leader;Watches fight

The Rhinos have cleared a path to the smoke machine, but the Tiger has not.

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