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trollthumper

The Straw Death [OOC]

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So how do you want me to play this? Should I have Thrude see or hear the hit squad or their vehicle from a distance while she's on patrol and move in to investigate? Did you want me to wait for a certain "cue?"

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All right, as Thrude has a Vulnerability to magic effects, is locked in with a magical ward, and being stared down by two street sorcerers of the Yellow Kings, I'm going to allow Shaen to take a Hero Point. Before we begin, for reference: the Yellow Kings we're facing are based on AA's Mythos Hero, with power caps adjusted for PL8 -- Attack +2 (+8 Ranged), Defense +11 (+3 Flat-Footed), Toughness +5 (all Impervious), Fort +4, Ref +4, Will +4. The Soldiers will be based on the Soldier template from the M&M corebook, pg. 229, and are operating at their standard PL5 level.

Now that that's out of the way, time for Initiative!

The Yellow Kings go on 22, 17, 10, and 5.

The Soldiers go on 18, 13, and 6.

Cannonade goes on 18.

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Normally, if you get power points for a Drawback/Flaw, you don't then get Hero Points when the source of that Drawback/Flaw comes up during play. Complications vs Drawbacks/Flaws are an either/or proposition. However, it's your thread, so if you want to waive that provision for some reason, by all means, feel free.

Thrude's Iniative: 23.

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Thrude's reactionary Knowledge (Arcane) check: 13. What does she know about the cultists?

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She knows that "Yellow King" is very much like "the King in Yellow," one of the servants/incarnations/whatever the hell it is...es of the Unspeakable One. And Initiative! For reference: Yellow King 1 and 2 are in with Cannonade, while Yellow Kings 3 and 4 are in with Thrude. That may change as combat wears on, as these guys all have Teleport.

Thrude: 23, Unharmed, 2 HP

Yellow King 1: 22, Unharmed, 0 HP

Soldier 1: 18, Unharmed, 0 HP

Cannonade: 18, Unharmed, 3 HP

Yellow King 2: 17, Unharmed, 0 HP

Soldier 2: 13, Unharmed, 0 HP

Yellow King 3: 10, Unharmed, 0 HP

Soldier 3: 6, Unharmed, 0 HP

Yellow King 4: 5, Unharmed, 0 HP

Thrude is up first.

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Note: Thrude does not currently have Rage active.

Free Action: Thrude reconfigures her Divine Power array, setting "Strike" as the active power.

Free Action: Thrude uses the Variable Descriptor power feat to select "Bludgeoning," "Cold," and "Electricity" as the Strike's descriptors.

Free Action: Thrude uses her weapon's "Quick Draw" power feat to draw it as a free action instead of a move action.

Standard Action: Thrude Charges one of the soldiers (+2 Attack on her first roll, -2 Defense for the round) and attacks with her Strike for nonlethal damage.

She uses the All-Out Attack maneuver for +2 Attack / -2 Defense. That leaves her totals at +10 Attack, +12 Damage, +4 Defense.

Thrude's Attack roll (DC15): 30. Natural "20." Which she didn't need to hit, so it's a Crit.

That's a DC32 Toughness save for the first soldier. She's not pulling her punch as far as damage conditions are concerned (so he could wind up Unconscious), but she is as far as Knockback is concerned. If there is any, she doesn't want to knock him farther than through a wall into an adjacent room/hallway.

If she knocks him Unconscious, then her Takedown Attack feat gives her an attack against one of his friends as well. Her weapon has a 10ft reach if she needs it. She does not gain the Charge bonus for this one.

Thrude's Attack roll (DC15): 24.

That's a DC27 Toughness save for the second soldier.

I literally can't think of anything to use Thrude's Move Action for, so it just kinda disappears.

Thrude has the Interpose feat. If either of the cultists attacks one of the soldiers instead of her, she will take the Reaction to take the bullet.

For the rest of the round, her Defense is +4 (DC14).

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Soldier 1 is down, so Takedown Attack goes on to the second one. He gets Stunned and Staggered.

Thrude: 23, Unharmed, 2 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Unharmed, 3 HP

Yellow King 2: 17, Unharmed, 0 HP

Soldier 2: 13, Stunned (Thrude's Action), Staggered, 0 HP

Yellow King 3: 10, Unharmed, 0 HP

Soldier 3: 6, Unharmed, 0 HP

Yellow King 4: 5, Unharmed, 0 HP

Now comes the big run-down. Yellow King 1 goes first, and attempts to hit Cannonade with a Telekinesis 8 (Damaging) attack. It doesn't quite work, so the guy Teleports behind him. Cannonade responds by trying to attack him and just barely missing. Tarnation.

Yellow King 2 responds by hitting Cannonade with a Blast 8 with a Will save. That requires a DC23 Will save... and he gets an 8. Hero Point! He just takes a Bruise.

Thrude: 23, Unharmed, 2 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Bruise x1, 2 HP

Yellow King 2: 17, Unharmed, 0 HP

Soldier 2: 13, Stunned (Thrude's Action), Staggered, 0 HP

Yellow King 3: 10, Unharmed, 0 HP

Soldier 3: 6, Unharmed, 0 HP

Yellow King 4: 5, Unharmed, 0 HP

On to the next room! Soldier 2's still Stunned, so he's not involved. Yellow King 3 attempts to hit Thrude with Damaging Telekinesis, and hits with a 25. He's not attempting to establish a Grapple, just trying to hit Thrude in the face with the universe. So that's a DC24 Toughness save, once Vulnerability comes into play.

Soldier 3 responds by opening fire on Yellow King 3. He misses. Yellow King 4 responds by hitting Soldier 3 with a Telekinetic Blast as well. He hits, and the soldier is bleeding from the mouth.

Thrude: 23, Unharmed, 2 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Bruised x1, 2 HP

Yellow King 2: 17, Unharmed, 0 HP

Soldier 2: 13, Stunned (Thrude's Action), Staggered, 0 HP

Yellow King 3: 10, Unharmed, 0 HP

Soldier 3: 6, Bruised x1, Stunned (Yellow King 4's Action), 0 HP

Yellow King 4: 5, Unharmed, 0 HP

Thrude is up next.

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Thrude has Unreliable (50% chance) Impervious Toughness 10. Even with her Vulnerability, if it comes into play, that should screen the cultist's blast.

Thrude's Unreliable Impervious (DC11): 19. Against that attack, she has Impervious 10, so she doesn't need to roll a save.

If possible, Thrude uses her Interpose feat as a reaction to take the TK blast in the soldier's place.

Thrude's Unreliable Impervious (DC11): 7. That one gets through.

Thrude's Toughness save (DC24): 25.

Alternately, you could just claim that it was "intentional GM Fiat" that prevented her from using her feat, and toss her a Hero Point, if you want to avoid a retcon. It's a minor retcon, though. Up to you, Boss-Man.

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Thanks for clearing up the matter, Shaen, and I can't believe I forgot about the Interpose. We'll say that this one got through, and Thrude can take another Hero Point.

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OK, that puts Thrude at 3HPs.

Thrude will Interpose the next attack on the soldier if possible.

Free Action: Thrude activates her Rage feat. For the next 5 rounds, she gets +4 Strength, +2 Fortitude, +2 Will, and she suffers -2 Defense.

Move Action: Thrude will attempt to Demoralize Yellow King #4 with an unskilled Intimidate check, using her raw Charisma bonus of +8. She uses the Fast Task skill challenge to accelerate the maneuver from a Standard to a Move Action, at the cost of a -5 penalty.

Thrude's Intimidate check: 15.

However, since the template for the Yellow King is Fearless, her attempt at Intimidation automatically fails. Even if he wasn't Fearless, he could resist with his +15 Intimidate bonus, Take 1, and win.

Standard Action: Since he's "at least 10 feet away," Thrude Charges Yellow King #4 the one who blasted the soldier. Nonlethal damage. Charge gives her +2 to this Attack and -2 to her Defense for the round. She uses the All-Out Attack maneuver for -2 Defense / +2 Attack, and the Accurate Attack maneuver for -2 Damage / +2 Attack. This leaves her totals at +12 Attack, +12 Damage, +2 Defense (DC12).

Thrude's Attack roll (DC21): 28.

That's a DC27 Toughness save for Yellow King #4. If he fails by 5+ and suffers Knockback, Thrude's happy with knocking him through the apartment wall and all the way out into the street (assuming those wards they put up didn't render such an action impossible, in which case she's happy just slamming him into the wall).

After that attack, her totals drop to +10 Attack, +12 Damage, +2 Defense (DC12).

If he goes down, and Yellow King #3 is close enough, let me know and I'll roll a Takedown attack for him as well. He'd need to be within 5ft of his fallen friend, and within 10ft of Thrude.

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All right. Yellow King 4 is now Stunned and Staggered, as well as flying ass-over-teakettle through the wall. When he hits the wall, he needs to make a DC20 Toughness save against the stone -- and succeeds. But then he hits the wards, which are effectively a Damage 8 Triggered effect set up by a ritual beforehand. And that goes over less well.

Thrude gets her Takedown Attack.

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Takedown Attack against Yellow King #3 (DC11): 21. Blackjack! Right on the nose.

That's also a DC27 Toughness save, nonlethal damage, with the same conditions as before.

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And that guy takes a Bruise.

Thrude: 23, Unharmed, 3 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Bruised x1, 2 HP

Yellow King 2: 17, Unharmed, 0 HP

Soldier 2: 13, Unharmed, Staggered, 0 HP

Yellow King 3: 10, Bruised x1, 0 HP

Soldier 3: 6, Bruised x1, Stunned (Yellow King 4's Action), 0 HP

So Yellow King 1 recognizes the fact that the wards got triggered and orders Yellow King 2 to check it out while he deals with Cannonade. He unleashes the Gaze of Hastur (here lowered to Blast 8 w/ Autofire) on Cannonade, but is obviously so rattled that he can't hit for crap. Cannonade decides to help him out by using All-Out Attack to boost his Attack roll by +2, lowering his Defense to 15. And he can't hit for crap either.

Yellow King 2 ports in with Yellow King 3, goes "WTF," and tries to hit Thrude with the Gaze of Hastur as well. Wow, everyone is really rattled today for some reason. Might have something to do with the discordant show of raw insane magic. It's around this time Soldier 2 wakes up, so he decides to open fire on the new bogey. He's using All-Out Attack and Power Attack maneuvers (not Feats, as he doesn't have those) to lower his Defense by 2 and raise his Damage save by 2.

...well, that was successful. And since he's not a Minion, that attack actually crits, and in addition to the +2 from Power Attack and +5 from the crit, gets a +2 from the Autofire topping out. Meaning Yellow King 2 needs to make a DC29 Toughness save.

Yeah, he's down. Yellow King 3 isn't happy, and decides to blast him with the Star-Vampire's Flame. Thrude Interposes I'm guessing, and... this guy crits as well. Ew. So that's a DC28 Will save for Thrude, which should be helped by the fact that she's Raging. Soldier 3 is still Stunned, but shakes it off at the end of his turn. So here's where we are now:

Thrude: 23, Unharmed, 3 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Bruised x1, 2 HP

Soldier 2: 13, Unharmed, Staggered, 0 HP

Yellow King 3: 10, Bruised x1, 0 HP

Soldier 3: 6, Bruised x1, 0 HP

Thrude is up next.

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Heh. Wow. She needs to roll a 22 on a D20 to avoid any effect from that. But hell yes, she's Interposing!

Thrude's Will save (DC28): 24. Well, that was lucky.

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Thrude: 3HP, Bruised

Yellow King 3: NPC, Bruised

Move Action: Thrude will attempt an unskilled Bluff check to Feint YK3, with the Fast Task skill challenge for -5 as a Move Action.

Thrude's Bluff check: 16.

If Thrude wins, then YK3 is flat-footed against her next attack.

Standard Action: Thrude tries to Trip YK3. All-Out Attack for +2/-2. Her Defense is +2 (DC12).

Thrude's Attack roll: 26.

Thrude's STR check: 24.

The YK gets to resist with the best of his own STR+SuperSTR or DEX+AcrobatRanks. If he wins, he remains standing, and gets to try to Trip her back as a Reaction. If he loses, he's Prone.

Let me know if either the attack roll or the opposed check don't go my way, and I'll burn a HP to reroll. Which I can only do once per round, so here's hoping at least one of them works!

If YK3 winds up on his back, then Thrude will use Extra Effort to Surge for an attack against him, since Prone characters suffer -4 DEF against melee attackers.

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Goddamn right I'm EEing. :D

Free Action: Thrude uses Extra Effort for another Standard Action. If she doesn't burn a HP at the top of her next turn, she'll be Fatigued.

Standard Action: Thrude is gonna knock this jerk through the floor.

  • Reaction: Thrude spends a HP to acquire the Power Attack feat (I really need to just break down and buy it already).

Since melee attacking a Prone foe gives her +4 Attack, Thrude will Power Attack for -4/+4.

Thrude's Attack roll (DC21): 28. :shock: Natural "20."

That's a...DC38 Toughness save (nonlethal) for Yellow King #3.

Although the rules don't say one way or the other, Kenson recommends that critical hits and Power Attacks (and Autofire bonus damage) don't count towards Knockback, and I agree. So her effective Damage for the purposes of Knockback right now is "only" 25.

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And he's a damp stain who goes right into the basement. It's not warded, it seems - at least, not unless someone pounds their way straight through the foundation. Which Thrude could easily do.

Thrude: 23, Bruised x1, 2 HP

Yellow King 1: 22, Unharmed, 0 HP

Cannonade: 18, Bruised x1, 2 HP

Soldier 2: 13, Unharmed, Staggered, 0 HP

Soldier 3: 6, Bruised x1, 0 HP

So, that just leaves Cannonade's Yellow King, who attempts to hit with the Gaze of Hastur again. And it doesn't hit. Cannonade decides to take a +4 from All-Out Attack this time, reducing his Defense to 13.

And that was very, very unnecessary. That will be a DC29 Toughness save for the Yellow King. And he's paste as well. Cannonade's Move action will be to see just what the hell was happening a few rooms over.

Meanwhile, back with Thrude... say, weren't those soldiers desperate for a fight? They challenge Thrude to a fight to the death! Let's see how she takes it. If she passes, then combat's over.

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Thrude: 2HP, Bruised

Reaction: Thrude burns 1HP at the top of her turn to avoid becoming Fatigued from her use of Extra Effort on the previous round.

Standard Action: Thrude Charges Abel as part of a Disarm attempt. Charge + All-Out Attack for +2/-2 + Rage = Attack +10, Defense +0.

Thrude's Attack roll (DC15): 13. Of f**king course.

She'll burn a HP for a re-roll, because that's just embarrassing. Besides, if she misses completely, then Abel might think she was aiming for him rather than his weapon.

Thrude's Attack roll (DC15, HP reroll): 27. That's more like it.

Thrude's Disarm check (Attacker's DMG vs Defender's STR): 23. Unless Abel can roll a 22 on a D20, I think Thrude wins.

Thrude's still got a few rounds of Rage left, after which point she'll be Fatigued. She has 0HP left.

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And that's when Cannonade stumbles in, and finds a guy in fatigues holding a Viking at gunpoint. He decides to tackle the soldier and grapple him to the ground. And he misses. This looks like a Hero Point situation.

Much better. Cannonade makes contact and gets a 27, whereas Guerrera gets a 22. That's still 5+ - if barely - so he's Bound.

Abel dives for his gun as a Move action. Guerrera, meanwhile, attempts to break the grapple with Cannonade... but kinda fails.

Thrude: 23, Bruised x1, 0 HP

Cannonade: 18, Bruised x1, 1 HP

Soldier 2: 13, Unharmed, Staggered, 0 HP

Soldier 3: 6, Bruised x1, Bound, 0 HP

Thrude is up next.

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Move Action: Thrude moves back to within touch-range of Abel.

Free Action: Thrude reconfigures her Divine Power array, selecting Super-Strength as the active power.

Standard Action: Thrude attempts to grapple Abel. All-Out Attack for +2/-2 as usual. Rage is still up. If he's lying Prone on the ground, she gets +4 to hit.

Thrude's Attack roll (DC15): 14. Wow. OK, whiff, and no more Hero Points.

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Cannonade takes a free action to maintain the grapple. His 25 versus Guerrera's 10.

Abel grabs his gun... but that's pretty much all he can do, as he's still Staggered. Guerrera attempts once more to break the Grapple, but nothing doing.

Thrude is up next.

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Standard Action: Thrude goes for another grapple on Abel. Usual +2/-2 All-Out Attack, and she'll also do a +2/-2 Accurate Attack.

Thrude's Attack roll (DC15): 19. That's more like it.

Thrude's Grapple check: 42. The Answer. I don't think Abel has a hope in hell of beating that.

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