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The Jade Arenas of Heaven: Shock the Monkey [OOC]


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Okay, we're on to the first major fight scene! We can say that Crow and Myrmidon got together before the big fight, conferred about their various Master Plans, and handed out the bennies to their assembled friends (as, after all, Master Plan applies to you and your allies). Here's how it's going to be. Technically, each of these fights is happening at a different time, but they're all being run at once. So, Cannonade could easily be in the stands for Myrmidon's match, Wisp could easily see Crow's, and so on.

Now, then, let's get into the foes! Cannonade's foe, Genardine, is based on AA's Psi-Knight build, with her caps lowered to PL9 - so, Attack +8 (+11 Psi-Saber), Defense +11 (+4 Flat-Footed), Toughness +7, Fort +6, Ref +5, Will +7.

Ironclad's foe, Sentinel, is based on AA's Costumed Adventurer build as is.

Myrmidon's foe, Windtracer, is based on Ecal's Speedster build, with caps lowered to PL7 - so, Attack +1/+5 (+9 Super-Speed Attacks), Defense +4/+11 (+2 Flat-Footed), Toughness +1/+3 w/ Defensive Roll, Fortitude +4, Reflex +5/+9, Will +4.

Wisp's foe, Silent Vigil, is based on AA's Robotic Policeman build, as is.

Crow's foe, Bres the Beautiful, is based on... well, Bres the Beautiful, from Freedom's Most Wanted (pg. 20). I'd just like to say ahead of time, this was at Quinn's request. He knows what he's getting into.

So. Initiative!

Windtracer goes on 36.

Genardine goes on 26.

Sentinel goes on 19.

Silent Vigil goes on 6.

Bres the Beautiful goes on 25.

Cannonade goes on 18.

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All right, then. We'll treat Crow's plan as "Plan A," with three rounds of +2 and one round of +1. After that, Myrmidon's "Plan B" kicks in, providing three more rounds of +1. Remember, Master Plan applies only to skill checks and attack rolls. Quinn will also be taking a Hero Point, as he's facing down a foe who has enmity towards both his father and his mother... and the latter of the two may be in the audience.

Here are our matchups:

Genardine: 26, Unharmed, 0 HP

Cannonade: 18, Unharmed, Master Plan (+2, 3 rounds), 3 HP

Sentinel: 19, Unharmed, 0 HP

Ironclad: 5, Unharmed, Master Plan (+2, 3 rounds), 3 HP

Windtracer: 36, Unharmed, 0 HP

Myrmidon: 13, Unharmed, Master Plan (+2, 3 rounds) 3 HP

Wisp: 12, Unharmed, Master Plan (+2, 3 rounds), 2 HP

Silent Vigil: 6, Unharmed, 0 HP

Crow: 27, Unharmed, Master Plan (+2, 3 rounds), 3 HP

Bres the Beautiful: 25, Unharmed, 0 HP

Okay, let's break this down. Genardine goes against Cannonade, dashing forward and telling him to kneel via Mind Control. That's a DC19 Reflex and Will save, given the auditory component; Cannonade fails the Reflex save but makes the Will save like a champ. How does he respond? He moves forward and attacks, using All-Out Attack to -2 from Defense and +2 to Attack, giving him a total +13 to Attack. And it just barely hits, necessitating a DC24 Toughness save from Genardine.

...well, that's fairly weak. Fiat! She takes a Bruise, and Cannonade gets a Hero Point.

Next up is Sentinel. He moves forward and attempts to hit Ironclad head-on. He rolls a 14, but as Ironclad has not acted and apparently does not have Uncanny Dodge of any variety, it hits as she is Flat-Footed. So, that's a DC25 Toughness save on Ironclad's part.

Windtracer goes against Myrmidon. She attempts to open up with a Stun, and crosses back to her side of the arena as she does. DC15 Fortitude save from Myrmidon.

Wisp apparently has an attack prepared -- I'll let Az get off a post before I do Silent Vigil's response. But as it is, he totes sees her. Not that that matters, as Wisp's attack hits him anyway, and goes up to DC25 Toughness from the Autofire. He gets Bruised and Stunned... but throws off the Stunned, netting Wisp a Hero Point. He responds with his own Autofire Blast, but totally beefs it.

So. Here's where we stand thus far.

Genardine: 26, Bruised x1, 0 HP

Cannonade: 18, Unharmed, Master Plan (+2, 3 rounds), 4 HP

Sentinel: 19, Unharmed, 0 HP

Ironclad: 5, Unharmed, Master Plan (+2, 3 rounds), 3 HP

Windtracer: 36, Unharmed, 0 HP

Myrmidon: 13, Unharmed, Master Plan (+2, 3 rounds) 3 HP

Wisp: 12, Unharmed, Master Plan (+2, 3 rounds), 2 HP

Silent Vigil: 6, Bruised x1, 0 HP

Crow: 27, Unharmed, Master Plan (+2, 3 rounds), 3 HP

Bres the Beautiful: 25, Unharmed, 0 HP

For this round, Ironclad, Myrmidon and Crow are up next.

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Crow takes a shot at getting that Eye of Balor out of Bres's hands! First, surprise with a quick feint! Startle check! (1d20+10=21) Second, Disarm that weapon! All Out Attack (+5 Attack, -5 Defense) Disarm roll! (1d20+12=26) Opposed check (STR vs. Damage) (1d20+7=13)...*murders an HP* Opposed check HP reroll (STR vs. DMG) (1d20+7=10) +10 from the reroll, that's a 20. Finally, huck that damn rock to his friends for safekeeping, and EE a Defensive Attack Earth Strike to counteract the previous All Out Attack. Defensive Attack (+5 Defense, -5 Attack) Earth Strike! (1d20+2=12) And epic fail on that, but Crow's back at full defense.

End of the day, Crow has 2 HP left, and is Fatigued.

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Myrmidon save vs. Stun DC 15. 1d20+5=22 Saved.

For his free action Myr activates a weapon. He bolsters his body armor (+4 protection) with the following extras,flaws, & power:

+1 Protection (Extras: Impervious 7, Flaw: Limited (melee damage only) & Immovable 1 (+4 push/rush/trip/throw/knockback) = 5 pp

He also goes fully into defensive attack (-5 attack, +5 Defense) and accurate attack (+5 attack, -5 DC) - Total (+5 Defense, -5 DC)

So Right now his Defense is at +11, Toughness +7(Impervious vs. Melee), Knockback Modifier is +3

For his standard, he readies an action to grapple her as she tries to hit him, and then will attempt a pin.

Attack Roll to Hit Windtracer to Start Grapple-1d20+6=23 Hit!

Grapple Check - 1d20+7=14 Ehhh..blow a HP for a Re-Roll.

HP Reroll Grapple Check - 1d20+7=17 10 or under add +10 = 27 total

Note: Edited due to stupid tactical decision. Thanks TT!

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Toughness vs DC 25 (1d20+10=11) Oh dear Finagle, that's getting a reroll.

Toughness reroll vs DC 25 (1d20+10=20) Just barely under, makes it a 30. Woot for HPs!

Ironclad flies up out of range and makes her standard attack.

Full All-Out Attack, full Power Attack vs Sentinel (1d20+15=18) If that hits, it's a DC 30 Toughness save. Clad's Def is now 14.

... And now that I think of it, the Master Plan means that the attack roll is 21, not 18. My bad.

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So Myrmidon's waiting. As for Sentinel, the attack hits against him, but he makes the Toughness save. So, at the end of Round 1, here's where we stand:

Genardine: 26, Bruised x1, 0 HP

Cannonade: 18, Unharmed, Fatigued, Master Plan (+2, 2 rounds), 4 HP

Sentinel: 19, Unharmed, 0 HP

Ironclad: 5, Unharmed, Master Plan (+2, 2 rounds), 2 HP

Windtracer: 36, Unharmed, 0 HP

Myrmidon: 13, Unharmed, Master Plan (+2, 2 rounds) 2 HP

Wisp: 12, Unharmed, Master Plan (+2, 2 rounds), 2 HP

Silent Vigil: 6, Bruised x1, 0 HP

Crow: 27, Unharmed, Master Plan (+2, 2 rounds), Fatigued, 2 HP

Bres the Beautiful: 25, Unharmed, 0 HP

We're now onto Round 2. However, I'd like to hold off on further posts until Az gets an IC post in on Wisp, in the interest of fairness.

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And with that, it's Round Two! Genardine uses the closed distance with Cannonade to attack with her saber. She hits -- the perils of being Toughness-shifted -- and as it apparently has Penetrating 7, Cannonade needs to make a DC22 Toughness save. He takes a Bruise, and as Genardine has not used her Move Action, she attempts to Startle Cannonade with a -5 penalty. And she gets an 11. Thanks to Master Plan, Cannonade effectively has a +12 to Sense Motive, so there was no damn way that was gonna work. First off, Cannonade spends a HP to negate Fatigued. Then he responds with another All-Out Attack (-2 Def, -2 Att) and hits her, using Improved Grab to try to start a Grapple while he's at it. He hits her, necessitating a DC24 Toughness save.

Goddamnit, this woman just keeps beefing her Toughness saves. Another fiat! She's Bruised again. This'll probably be my last fiat for Cannonade, and if she gets pasted next round, she gets pasted.

Next is Sentinel. Sentinel flies to catch up with Ironclad and delivers another blow. And he hits, necessitating a DC25 Toughness save.

Windtracer goes against Myrmidon. She attempts to hit with her Autofire attack, but misses. This also leaves her open to Myrmidon's attempt to establish a Grapple. And she's Bound and Helpless, and since she's already used her Move action for the round, she can't attempt to break or escape.

Ironclad, Crow, Wisp and Myrmidon may now act.

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Once I get an IC post off. Can't believe I forgot that.

EDIT: And let's see how Sentinel weathers that. Stunned and Staggered. And he's flying, so... I believe I said this arena was as tall as the Colosseum, which means it's about 160 ft. tall. Which means our friend has to make a DC31 Toughness save against falling damage, and he's Staggered. This is gonna sting.

He's somewhat lucky, as he takes a Bruise and his Stun refreshes, but he's not knocked out.

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Okay, Activating Master Plan A. +2 on attack & skill checks for 3 rounds.

Myr uses an HP and modifies his Duplicates to have the Horde Extra. That's a Standard Action, so 5 duplicates pop into existence around him. They act on his initiative, which is now.

He uses his move action to command his duplicates to combine attack using gauntlets on the bound Windtracer. (Why do I feel like a villain when I write that?)

Finally he uses his fee action to maintain the grapple he has on her. Grapple Check - 1d20+7=18

Duplicate Actions: They each create a metal gauntlet: Damage 4 (Power Feats: Mighty) [5PP] as free action. With their move they Gang up on Windtracer.

Their standard action is a combined attack action. They act on the same initiative, so no delay needed. Combined Attack vs. DC 12 to hit 4 succeed, so +8 to Save DC

That's a DC 28 Toughness Save she has to make.

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Time for Phase 2! Vanish!

Standard Action: Stunt Obscure 6 (Rune of Blindness) (250 ft., Visual, Extras: Selective, Independent; Flaws: Limited [Normal Vision]) [7 pp]. So it'll start at 250 feet (although likely restricted by whatever mojo's at the edges of the arena, so…I guess it goes straight up?). He'll permit himself, his friends, the judges, and the crowd to see the fight, but, strangely enough, not his opponent. Yay for Selective! To conclude, for now Bres is effectively fighting blind.

Free Action: Activate Visual Partial Concealment inside the Obscure, Skill Mastery Take 10 Stealth + Master Plan +2 + 12 Stealth = Stealth 24.

Move Action: Disappear to the edge of the arena, around 50-60 feet away if they're both in the centre, and holds position. Bres basically needs to beat a DC 40 Notice check to find him now.

And that's Phase 2. :D Question, are we allowed to add little pieces to our posts of our characters watching the other fights and cheering, or making comments or the like? Or should we stick to our own fights.

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Feel free to add in, as long as it doesn't clutter.

Okay, so... Bres would attempt to break that, but he really does not have crap in the way of Notice -- at least, not enough to beat a DC 40. So for now, he's taking a Move Action to launch a Taunt-based Demoralize (soaking the -5) and using a Standard Action to ready his Deflect 7 against Crow's next attack.

That's a 22 on the Bluff check. Crow opposes it with either Bluff, Sense Motive, or Will, whichever is highest.

That leaves Wisp this round.

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