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trollthumper

Run Away and Join the Circus [OOC]

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And that's a 21 on the Toughness save, so the Ring Master is now Stunned and Bruised.

It's Cannonade's turn, and he's going to try and make short work of the Performers. He manages to hit on a 24, so the Performer needs to make a DC23 Toughness save... and does not. Now comes the fun that is Takedown Attack I. Cannonade does it again... and misses. Oh, well.

And now comes the enemy clusterbomb of doom. The Rope Dancer blows her winds towards Silhouette, trying to Trip her... and fails miserably.

The Trapeze Artist reaches out for Cannonade, trying to wrestle him to the ground. She certainly succeeds, and really succeeds on the Grapple check. Cannonade... not so much, and thus he's on the ground.

The Tightrope Walker decides to take advantage of this to attack Fusion and try to break her hold on the Ring Master. And he misses. So, here's where we are:

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Stunned, Bruised x1, 0 HP

Cannonade: 18, Grappled, Pinned, 2 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Unharmed, 0 HP

We're at the top of the round, and Silhouette is up next.

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Btw, Sil's not in costume, also did Joe ever actually put on his helmet, not that it matters to her she does know who it is under the mask. Anyway, Carrie's going to comment about the surprise of fusion jumping out of nowhere to attack her target, and go cut some ropes this round. So who's dangling in the air like the trapeze, the walker and the rope dancer? Would I need to spend any PP, because her move action will be climbing up to wherever they are.

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The Rope Dancer is still in mid-air, whereas the Trapeze Artist has wrapped most of its body around Cannonade and the Rope Dancer is probably standing right next to Silhouette.

And Joe never really did get around to putting on his mask.

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Right, than since one is already so close, acrobatic bluff to feint, taking ten which is an auto 25, making it a move action bumps it down to DC 20 Bluff or Sense Motive. Than if it succeeds her standard attack should be a surprise round which means tightrope walker is flatfooted for this attack roll, 27, pretty good. DC 24 toughness if that all works out and it hits.

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Yeah, that works. And the Tightrope Walker gets a 10 on his Toughness save, meaning he is now Bruised, Stunned, and Staggered.

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Stunned, Bruised x1, 0 HP

Cannonade: 18, Grappled, Pinned, 2 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

The Juggler is still Stunned, though he comes off his Stun on Rene's action. So the Performers go next, two attacking Silhouette and two attacking Fusion.

Performer 1 totally misses Silhouette.

Performer 2 likewise misses Silhouette.

Performer 3 absolutely misses Fusion.

And Performer 4 misses Fusion. Good help is really hard to find, ain't it?

Rene is up next.

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Ok The Juggler is still Rene's biggest concern, as he was blasted to the floor by him.

So, this round, he will use a full action for a Stun 8 Power.

1d20+8=10 thats almost certainly going to be a miss, but I will let it Lie... it will hopefully home in next round.

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That does indeed miss. So here's where we are:

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Stunned, Bruised x1, 0 HP

Cannonade: 18, Grappled, Pinned, 2 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Fusion is up next.

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Fusion is going to attempt to maintain her grapple. 32 Not good, on his turn, the bad guy may be able to escape if he manages to beat that roll. She's going to choose to inflict damage again: DC 25 Tou save. (I misread our grappling rules earlier, so she's doing DC 25 damage) Let me know if he passes the save, and I'll post accordingly.

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All right. That's a big no right there; he's Stunned again, and Staggered as well. So we skip him and go right to Cannonade, who's trying to break the grapple. He rolls a 34 versus the Trapeze Artist's 21, and gets right the hell out. But that takes his action, so we're on to the other attackers.

The Rope Dancer aims for Silhouette again. She manages to beat Silhouette's Defense and rolls a 16 on a Trip check.

The Trapeze Artist attempts to reestablish a grapple on Cannonade... and crits on the attack roll. And then gets a 43 on the Opposed Grapple. WHY? Cannonade of course gets a measly 29. The Trapeze Artist elects to use this opportunity to damage the prone Cannonade... and he rolls a 1 on the Toughness save. Screw that. HERO POINT!

That's much better, as he beats the DC23 Toughness save. We're at the top of the round, and here's where we are:

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Staggered, Stunned, Bruised x2, 0 HP

Cannonade: 18, Grappled, Prone, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Silhouette is up next, once we figure out whether she's tripped or not.

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Yeah, that hits. And sadly, does nothing.

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Staggered, Stunned, Bruised x2, 0 HP

Cannonade: 18, Grappled, Prone, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

The Juggler's un-Stunned, so it realizes Rene is more of a threat when he's still. On that note, he'll attempt to lessen the effect of gravity on him. And so he does. He shoots up 40 feet and hangs there, not hitting the ceiling but poised in mid-air. And now come the Performers, some more.

Performer 1 utterly fails to hit Fusion.

Performer 2 does hit Fusion, as she's in a Grapple and at an effective +7 Defense without her Dodge Focus. She must make a DC19 Toughness save.

Performer 3 does not hit Silhouette.

Nor does Performer 4. So here's where we are now:

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x1, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, In Mid-Air, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Staggered, Stunned, Bruised x2, 0 HP

Cannonade: 18, Grappled, Prone, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Rene is up next.

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Oi! Rene in Mid-Air! Never!

Well, at least he has a Gliding Power.

Anyway, the homing stun should now circle back and strike:

1d20+8=21 is more like it (unless he has some damn high defence) so its a DC 18 Fort Stun.

The rules don't say (As far as I can tell) which would hit first, the homing or Rene's attack this round - obviously it makes more tactical sense to let the Stun hit first and potentially take advantage of the Stun / Flat footedness, but I will let you call that one TT.

Rene will use another blast of fire from above as his standard action.

1d20+8=19 which may or may not hit, depending on his defence and whether he was stunned. If it does, a DC 23 Toughness save.

As a free (or if necessary move) action, he will activate Gliding power.

EDIT: I'll wait for the results of above before posting - presumably I should also include my "uplifting"?

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I'll allow the Homing to combine with the attack FOR GREAT JUSTICE.

Juggler makes the Fort save, sadly, but the attack still hits. Juggler makes a 16 on the Toughness save, so he's Bruised and Stunned once more.

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x2, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, In Mid-Air, 5 HP

Fusion: 21, Unharmed, 1 HP

Ring Leader: 18, Grappled, Staggered, Stunned, Bruised x2, 0 HP

Cannonade: 18, Grappled, Prone, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Fusion is up next.

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I dont know how the Juggler's Gravity control works - is it sustained (most move objects are)? in which case Rene has a chance of falling - although I guess due to his Gliding ability, it will be floating.

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Maintain the Grapple: 47

She's going to do damage. DC 25 Tou save.

She's then going to surge. She'll throw him straight up into the ceiling (with her Super-Strength, she can lift 13 tons as a Heavy Load, so she can easily throw a normal-sized man that far.) He'll take DC 25 damage (because that's her unarmed damage) hitting the ceiling, then another DC 25 (from falling 100 ft) falling damage from hitting the floor.

Go ahead and roll, and then I will post IC.

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EDITED

Since TT has indicated the Ringleader is knocked out by Fusion's first hit, she will instead surge to use him as a missile weapon. She will throw him at the juggler. 25 DC 25 Tou save for the unconscious Ringleader and the Juggler both. Go ahead and roll.

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Ringleader's knocked out on the first go. As for the Juggler, he gets hurt.

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x3, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, In Mid-Air, 5 HP

Fusion: 21, Unharmed, 1 HP

Cannonade: 18, Grappled, Prone, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Unharmed, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Now comes the gigantic stuff. Cannonade decides, "Screw it" and attacks the Trapeze Artist. That most certainly hits, which means she must make a DC23 Toughness check. And oh thank God, she's Stunned. That means Cannonade can break free of the grapple easily, taking a move action to stand back up.

The Rope Dancer aims her airy Trip attack at Fusion. She gets a 23 on that Trip check, for Fusion to oppose.

The Trapeze Artist... is still Stunned.

The Tightrope Walker... is also still Stunned.

Silhouette: 23, Unharmed, 2 HP

Juggler: 23, Bruised x3, Stunned, 0 HP

Performers (4, Minions): 23, Unharmed, 0 HP

Rene: 22, Bruised x1, In Mid-Air, 5 HP

Fusion: 21, Unharmed, 1 HP

Cannonade: 18, Unharmed, 1 HP

Rope Dancer: 14, Unharmed, 0 HP

Trapeze Artist: 11, Bruised x1, Stunned, 0 HP

Tightrope Walker: 7, Bruised x1, Stunned, Staggered, 0 HP

Silhouette is up next.

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