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Angel

Move Action: Keeps driving towards Cueball.

 

The Born Loser

Move Action: Keeps driving towards Cueball.

Standard Action: Activates an area effect that hits everyone. DC20 Reflex Save for Area, followed by DC20/15 Fatigue effect. Give

Ghost's Reflex Save: 30, no need for Fort.

 

Cueball

Starts smashing through the cars that Merlin and Sparkler are hiding near.

 

Ghost

Born Loser gets to do asecondary effect Reflex Save vs. DC20 Snare: 21

Move ActionKeep up with the Born Loser. 

Standard Action: Attack The Born Loser with Snare effect: 22, hit.

DC20 Reflex Save for the Born Loser: 24, makes it, but being hit by secondary effect on Ghost's next turn.

 

You're up!

 

26 - Cueball - Bruise (x2)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 2HP - Unharmed

12 - Sparkler - 1HP - Unharmed

10 - Angel - Unharmed

7 - The Born Loser - Unharmed, DC20 Snare effect on Ghost's turn

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Angel

Picks up an unconscious girl and talks.

 

The Born Loser

Standard Action: Activates an area effect that hits just Ghost. DC20 Reflex Save for Area, followed by DC20/15 Fatigue effect. 

Ghost's Reflex Save: 15

Ghost's Fort Save vs DC15: 18

 

Cueball

Moves near Angel.

 

Ghost

Born Loser gets to do a secondary effect Reflex Save vs. DC20 Snare: 14! Finally got him! Fail by more than 5, which means he's bound and helpless.

Full ActionCoup de grace on the Born Loser with his damage effect, making it an automatic hit and crit.

DC30 TOU for the Born Loser: 12

Fail by more than 15, Unconscious

 

You're up!

 

26 - Cueball - Bruise (x2)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 2HP - Unharmed

12 - Sparkler - 1HP - Unharmed

10 - Angel - Unharmed

7 - The Born Loser - Unconscious, Bound and Helpless

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Raina will switch from Concealment to Morph in her array, which gives her a +20 to Disguise. She will be disguising herself as a massive, hulking superhero, and attempting to Taunt and demoralize Angel.  Her skill mastery in Bluff will give her a 34 on the roll against Angel. She will also attempt Mass Taunt (Mass Demoralize but with Bluff as the base skill instead of intimidate) against Born Loser, with a -2 to the check, so that's a 32.

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I think there's some confusion about who's who:

 

Angel is the man in the skeleton getup.

Cueball is the guy with a full beard, an axe and a German WWI helmet.

Buddy was the pale guy with a bandana and thinning black hair.

The Born Loser was the thin guy with a bandana and orange hair.

The last two are out.

 

With that said: Neither can make those rolls, so they're demoralized.

 

Angel

Angel uses his Death Stare, a perception range Paralyze. Give me a DC21 Will Save vs. Paralyze.

 

Cueball

Move Action: Leaps at Raina.

Standard Action: Attacks Raina with the axe: 22, that's a hit. Give me a DC26 TOU save.

 

Ghost

Move ActionStealth towards Angel: 24

Angel's Notice: 9. Surprise attack coming, then: 

Standard ActionPower Attack (+2DC/-2ATK) Damage effect vs. Angel: 25, that's a hit.

DC27 TOU save from Angel: 27just makes the save, but need to roll again on his next turn, but Angel is at least distracted!

 

ICs coming later, then you're up.

 

26 - Cueball - Bruise (x2), Demoralized (-2ATK/Checks, 1 turn)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 2HP - Unharmed

12 - Sparkler - 1HP - Unharmed

10 - Angel - Unharmed, Demoralized (-2ATK/Checks, 1 turn), DC27 TOU save vs. Damage on Init 19

7 - The Born Loser - Unconscious, Bound and Helpless

 

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No, I think I've got it, Baldy was Buddy, even if he wasn't, like, entirely bald. Even a guy who got knocked unconscious early on is a better fighter than a guy who uses a kid, was the taunt she was going for.  

 

Raina fails the toughness save by 2, so she takes a bruise. 

 

She will use Fast Taunt to make taunting the guys a second time a move action, and then use her move action to taunt them a second time!

 

She will use her standard action to Fireball at Cueball  and gets an 18. I don't know if that hits given his proximity and state of demoralization, all I know is that it is impossible for Orokos to have a good day. 

 

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Normally wouldn't hit, but he's in mid-jump and can't really evade, so I rule that he can't use his dodge bonus. That gives you a +2 to DC with Autofire.

TOU: 23, he takes another bruise.

 

Give me an IC and I'll follow up.

 

26 - Cueball - Bruise (x3), Demoralized (-2ATK/Checks, 1 turn)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 2HP - Unharmed

12 - Sparkler - 1HP - Bruise (x1)

10 - Angel - Unharmed, Demoralized (-2ATK/Checks, 1 turn), DC27 TOU save vs. Damage on Init 19

7 - The Born Loser - Unconscious, Bound and Helpless

Edited by RocketLord
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Angel

Angel uses his Death Stare, a perception range Paralyze on Ghost.

DC21 Will Save: 15. I'm gonna spend a HP to reroll that: 20. Well, at least he's just slowed for now

 

Cueball

Falls into the water, then leaps at Sparkler and attacks again.

Move Action: Leaps at Sparkler.

Standard Action: Attacks Sparkler with the axe: 12, that's a miss.

 

Ghost

DC27 TOU save hits Angel: 14, fail by 13, staggered and dazed!

Free Action: Stunt off the Ghost with the Most array for this power:

Insubstantial 4 (Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP]

Standard Action: Grab the kid with the stunted Insubstantial active, phasing her out of Angel's grip.

Free Action: Switch Friendly Neighborhood Ghost array to Teleport.

Move Action: Teleport Ghost and the kid away from Angel.

 

You're up!

 

26 - Cueball - Bruise (x3), Demoralized (-2ATK/Checks, 1 turn)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed, Slowed (-1ATK/DEF/REF, DC21 Will to overcome on Init 10)

12 - Sparkler - 1HP - Bruise (x1)

10 - Angel - Staggered, Dazed, Demoralized (-2ATK/Checks, 1 turn)

7 - The Born Loser - Unconscious, Bound and Helpless

Edited Tuesday at 08:03 AM by RocketLord

Edited by RocketLord
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Angel

Recovers from Daze.

 

Cueball

Throws his axe at Sparkler.

Standard Action: Attacks Sparkler with the axe: 8, that's a miss. 

The axe flies in an arc and will return to Cueball at the start of his turn.

 

Ghost

Will save to overcome Slowed: 18, nope.

Free Action: Let go of the kid, now safely away from Angel.

Move Action: Teleport back into melee with Angel.

Free Action: Switch Friendly Neighborhood Ghost array to Insubstantial.

Free Acton: Switch Ghost With the Most Array to Damage.

Standard ActionAttack Angel: 22, that's a hit. 

DC25 TOU save for Angel: 22, he's down!

 

You're up!

 

26 - Cueball - Bruise (x3), Demoralized (-2ATK/Checks, 1 turn, Taunted 3 times)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed, Slowed (-1ATK/DEF/REF, DC20 Will to overcome on Init 10)

12 - Sparkler - 1HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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Feinted.

 

Full +5 bonus from autofire for DC30 TOU save: 25, fail by 5, another bruise and dazed.

 

Its kind of amazing the abuse this guy has taken so far.

 

Give me an IC and I'll follow up.

 

26 - Cueball - Bruise (x4), Dazed

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed, Slowed (-1ATK/DEF/REF, DC20 Will to overcome on Init 10)

12 - Sparkler - 0HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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Cueball clears his daze, doesn't catch his axe that embeds in the ground.

 

Ghost

Will save to overcome Slowed: 16, nope.

Free Action: Switch Ghost With the Most Array to Stun.

Move Action: Move to Cueball.

Standard ActionAttack Cueball: 11, miss!

 

You're up!

 

26 - Cueball - Bruise (x4)

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed, Slowed (-1ATK/DEF/REF, DC19 Will to overcome on Init 10)

12 - Sparkler - 0HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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DC28, gets a -1 for every Feint made by you against him before. But, he can't reach that, so feinted.

 

That's a hit, DC+1 for DC26 TOU: 21, another bruise and daze ?

 

26 - Cueball - Bruise (x5), Dazed

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed, Slowed (-1ATK/DEF/REF, DC19 Will to overcome on Init 10)

12 - Sparkler - 0HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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Continuing per your request

 

Cueball clears his daze.

 

Ghost

Will save to overcome Slowed: 24, got rid of Slowed!

Free Action: Switch Ghost With the Most Array to Attack again.

Move Action: Fast Feint at -5: 10

Cueball's resist: 20

Standard ActionAttack Cueball: 30, crit!

DC30 TOU save for Cueball: 26, a bruise...

DC30 TOU save for Cueball on Ghost's turn

 

You're up!

 

26 - Cueball - Bruise (x6), DC30 TOU Save on Init 19

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed

12 - Sparkler - 0HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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Can't beat that feint.

That's a hit, TOU save vs. DC25: 17, another bruise and dazed ?

Give me an IC and we'll see if the secondary effect from Ghost's attack does more than give him just another bruise!

 

26 - Cueball - Bruise (x7), Dazed, DC30 TOU Save on Init 19

21 - Devil's Advocates - 10x Bound and Helpless

19 - Buddy - Unconscious

19 - Ghost - 0HP - Unharmed

12 - Sparkler - 0HP - Bruise (x1)

10 - Angel - Unconscious

7 - The Born Loser - Unconscious, Bound and Helpless

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