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Heavy Mettle (OOC)


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Apocalypsette

Standard Action: Power Chord vs Angelic

That's a Damage 12 + Dazzle 12 (Auditory) cone AoE, @Avenger Assembled so give me a DC 22 Reflex Save for half damage/deafened, followed by a DC 27 or 21 Toughness Save.

Move Action: Flying 30 feet straight up to get a better view of the battlefield.

 

Crab Ragin Melod-Oni

Standard Action: Claw Attack vs Chitin: 1d20+10 24

Improved Grab: Initiate Grapple: 1d20+20 39

 

Chitin

Toughness Save vs DC 25: 1d20+5 6

Toughness Save vs DC 25; HP Reroll: 1d20+5 25

The roller coaster of emotion!

Opposed Grapple Check: 1d20+11 16

Chitin is Bound!

 

Centipede Melod-Oni

Standard Action: Pincer Attack vs Nocturne: 1d20+12 20

That's a DC 18 Fortitude Save vs Drain Toughness then a DC 23 Toughness Save vs Damage, @Fox.

 

Bat Meold-Oni

Standard Action: Charge Forever Boy: 1d20+14 32

Improved Grab: Initiate Grapple: 1d20+22 38

That's a DC 23 Toughness Save vs Damage, @RocketLord, then an opposed Grapple Check.

Move Action: Assuming the Grapple is successful it's going to carry Forever Boy back into the air.

 

After which Forever Boy is up any maybe pinned!

 

22 - Forever Boy - Uninjured, 6HP

21 - Angelic - Uninjured, 2HP

17 - Nocturne - Uninjured, 2HP

16 - Chitin - Uninjured, Bound, 2HP

10 - Apocalypsette - Bruised x1

- Crab - Uninjured

- Centipede - Uninjured

- Bat - Uninjured

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Oof, right in Nat's bad save, eh?

Fortitude Save: 6. That's...ouch. That seems Very Dangerous, so let's reroll that.

Reroll: 11, but the reroll rules bump that up to a 21. Whew!

 

Toughness Save: 21

Nat takes a bruise, and is down to 1 hero point.

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Bat Meold-Oni

Can't beat that Feint and 16 is exactly its flat-footed Defense!

Toughness Save vs DC 27: 1d20+12 30

 

It's a tough one, @RocketLord! After the IC post is up for Pan, it's Eira's turn, @Avenger Assembled.

 

22 - Forever Boy - Uninjured, 5HP

21 - Angelic - Uninjured, Deafened, 2HP

17 - Nocturne - Bruised x1, 1HP

16 - Chitin - Uninjured, Bound, 2HP

10 - Apocalypsette - Bruised x1

- Crab - Uninjured

- Centipede - Uninjured

- Bat - Uninjured

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I'd like to Surge for another Standard Action, and spend a Free Action to set the Trickster Array to the Obscure power, then use said Obscure power, but making sure it only affect Apocalypsette and her monsters. I'll aim it as much in the middle of the fights as possible, should hopefully catch everyone in it.

 

APObscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)

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Apocalypsette

She can't beat that Disarm check so Eira is able to rip it out of her hands! That takes her Flight with it so Eira is now the only thing holding her in the air!

 

I will need a DC 21 Toughness Save from Eira however, since she touched the guitar.

 

After that Nocturne is up, @Fox!

 

22 - Forever Boy - Uninjured, Pending Fatigue, 5HP

21 - Angelic - Uninjured, Deafened, 1HP

17 - Nocturne - Bruised x1, 1HP

16 - Chitin - Uninjured, Bound, 2HP

10 - Apocalypsette - Bruised x1, Bound, Disarmed

- Crab - Uninjured

- Centipede - Uninjured

- Bat - Uninjured

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Well, the optimal choice would be to go for the summoner or the guitar but the centipede managed to hurt Nat so clearly optimal choices aren't the order of the day.

 

Nocturne's going to take the safeties off and extra effort to stunt a deeply obnoxious damage power:

Drain Toughness 8 (Extras: Autofire 1, Secondary Effect; Flaws: Action [Full]; Feats: Linked [Damage]) + Damage 8 (Extras: Autofire 1, Secondary Effect; Flaws: Action [Full]; Feats: Linked [Drain], All-Out Attack, Power Attack) [16+18 = 34pp]

If it hits, dramatic! If it doesn't, at least she'll pay the price for her temper and not pure random chance.

 

Melee Attack Roll on the Centipede: 16!

I don't know if that hits or not; if it does miss, she'll re-roll it, because why make one bad decision when you can make two:

Reroll, only if needed: 25

 

If that hits, then it's a DC23 Fort save vs. Toughness Drain, and then a DC(28+autofire) save vs. Damage. Same thing next round.

 

Nocturne is possibly down an HP, pending fatigue next turn, and at at -5 defense penalty.

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That does hit! Centipede Rat King Thing is bad at dodging but lots of toughness on account of redundant body parts. Science?

 

Centipede Melod-Oni

Fortitude Save vs DC 23: 1d20+8 20

Toughness Save vs DC 29: 1d20+12 18

 

Tossing an HP to Nocturne to clear the Daze on the Centipede but it is Staggered!

 

22 - Forever Boy - Uninjured, Pending Fatigue, 5HP

21 - Angelic - Uninjured, Deafened, 1HP

17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 2HP

16 - Chitin - Uninjured, Bound, 2HP

10 - Apocalypsette - Bruised x1, Bound, Disarmed

- Crab - Uninjured

- Centipede - -3 Toughness, Staggered

- Bat - Uninjured

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Chitin

Move Action: Switch to Kabuto Beetle Instar!

Move Action: Opposed Grapple Check: 1d20+20 29

 

Crab Melod-Oni

Opposed Grapple Check: 1d20+20 29

 

Going to spend an HP for Chitin to break the tie.

 

22 - Forever Boy - Uninjured, Pending Fatigue, 5HP

21 - Angelic - Uninjured, Deafened, 1HP

17 - Nocturne - Bruised x1, -5 Defense, Pending Fatigue, 2HP

16 - Chitin - Uninjured, 1HP

10 - Apocalypsette - Bruised x1, Bound, Disarmed

- Crab - Uninjured

- Centipede - -3 Toughness, Staggered

- Bat - Uninjured

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