Supercape Posted January 19, 2012 Author Share Posted January 19, 2012 Well I am not sure if they would fall for that, but I will give an HP as a GM Fiat and say they are immune to Intimidate. King of Suits - 4 Hero Points - Uninjured And an Initiative Roll please! Animated Statues 1d20+0=12 They are about 20 feet away. My on the Cuff Build for Demonically Infused Statues Demonically Animated Statues! PL 8 STR 30 DEX 10 CON - INT - WIS - CHA - Toughness +10 (+5 Impervious) Fort - Reflex 0 Will - Attack +4 Defence +4 Skills None Feats None Powers: Superstrength 2 Immovability 4 (Extras: Unstoppable) Immunity: Fort Saves Immunity: Physical and Energy Damage (All, Limited to halving DC) The Statues also carry various weapons, WHich are Strike 2 Mighty Link to comment
Ari Posted January 20, 2012 Share Posted January 20, 2012 Initiative roll: 23, huzzah. Link to comment
Supercape Posted January 20, 2012 Author Share Posted January 20, 2012 Take it away! Round 1 23 King of Suits- 4 HP - Unharmed 12 Statue/Sword - Unharmed 12 Statue/Spear - Unharmed Link to comment
Ari Posted January 20, 2012 Share Posted January 20, 2012 Very well. First thing to do is to get the Bound J-U D out of(immediate) danger. Shooting the Grapple Gun(Free Action?) at him to get a hold, then pushing him off(Move Action?) the edge and using its Slow Fall power to get him safely to the ground(Standard Action?). Does that scan? Link to comment
Supercape Posted January 20, 2012 Author Share Posted January 20, 2012 It does, and a hero point for heroicism! I will rule that will flat foot you for this round as you lower him down is that ok? Link to comment
Ari Posted January 21, 2012 Share Posted January 21, 2012 Quite well, in which case I'll put up a post as soon as I am able. Link to comment
Supercape Posted January 21, 2012 Author Share Posted January 21, 2012 Statues: Move Action: CLose In Standard Action: Stab! Slash! 1d20+4=14, 1d20+4=19 Both just hit you...so its DC 27 Toughness rolls x2. Yoikes! Link to comment
Ari Posted January 21, 2012 Share Posted January 21, 2012 Yikes indeed... Rolls: 15, 22. I'll re-roll the first one, if that's alright. Burning HP: 22. So by my estimate that's two Bruises and a Dazed condition, right? Link to comment
Ari Posted January 24, 2012 Share Posted January 24, 2012 Okay, Dazed means Marcy can't take any actions, so I suppose I'll use a HP to remove the condition, and then try out a Snare(from the Equipment list) on the Spear Statue. Attack roll: 16 REF save is DC14, should that hit. Move Action to get to one of the sides that is Statue-free. Free Action to toss a Razor Card down to Frederick, and to tell him to call the address of Marcel's house. Link to comment
Supercape Posted January 25, 2012 Author Share Posted January 25, 2012 For reference Round 3 23 King of Suits 3 Hero Points Bruised x2 12 Sword Statue Unharmed 12 Spear Statue Unharmed Link to comment
Supercape Posted January 25, 2012 Author Share Posted January 25, 2012 And on your action the bolos do indeed hit. 1d20+0=14 and just made! The two statues will thrust again, although this time you are not flat footed! 1d20+4=5, 1d20+4=22 Both miss (effectively at this point they need criticals to hit, but I think they may start using accurate attacks!) Link to comment
Ari Posted January 26, 2012 Share Posted January 26, 2012 Semi-obligatory attack attempt with a Razor Card: 26. DC21 TOU. Not much point fighting those guys, so KoS will use his grapple gun to descend to the ground level. Link to comment
Supercape Posted January 27, 2012 Author Share Posted January 27, 2012 Well they are tough, but that might just chip away at them. Limited immunity to that damage means DC 18 toughness. But not with 1d20+10=29. Of course, that means not there to be physically defeated... Link to comment
Ari Posted January 28, 2012 Share Posted January 28, 2012 Odds are low, yeah. So going to throw another Razor Card at one of them as a Standard and move northwards to meet Rene and/or Marcel. Attack roll: 13. Link to comment
Supercape Posted January 28, 2012 Author Share Posted January 28, 2012 Is a miss The two statues are going to jump (fall) to the ground. Its 164 feet. Thats a DC 31 Toughness save normally, but as they are limited immune to Physical damage, its DC 23. 1d20+10=28, 1d20+10=29 and both are fine! Link to comment
Supercape Posted January 28, 2012 Author Share Posted January 28, 2012 Ill give Marceau a 100 foot head start. He runs (10mph) at the same speed as the Statues are moving all out (5mph base) - but they can keep this up indefinately as they are immune to fort saves. Marcaue move action: 60 feet (240 feet for accelerated) Statue move action: 30 feet (120 feet for accelerated) Link to comment
Ari Posted January 30, 2012 Share Posted January 30, 2012 Okay then, no fancy stuff I could really do that would help, Move All-Out(for 40MPH)down the road. I find it hilarious that in almost every thread KoS has been in he's run from something. Link to comment
Supercape Posted January 30, 2012 Author Share Posted January 30, 2012 Ok, well every round you are at full pelt you get another 120 feet distance. Lets say Marcels house is a, for the sake of argument, 12,000 feet away. So thats 50 rounds at full pace. Now obviously I dont want to do 50 rounds of running, but it would be helpful to know what distance Marceaux makes and how much time he has? Statues cannot catch you up at this point, unless you exhaust yourself completely. Would you mind making the rolls for how long you can keep up accelerated pace? Each round you do, is 120 feet extra distance. Link to comment
Ari Posted January 31, 2012 Share Posted January 31, 2012 Going for 14 rounds of Moving All-Out. 4 are 'free' due to his CON bonus. Failed the 9th check. Moved All-Out for 12 turns(or 1440ft.) Exhausted! Link to comment
Supercape Posted February 1, 2012 Author Share Posted February 1, 2012 I think that makes it 26 turns - 18 round fro your CON, and then you made 8 fort saves. Thats works out to 3840 feet. Statues have moved half of that, or 1920 feet. So, adding in the 100 foot base advantage, lets say that KoS has a 2000 foot lead on the statues. As they move 120/round accelerated pace, that would be just under 20 rounds to catch up when you reach the final destination (about 2 minutes). Can you confirm this - and is KoS still running at an accelerated (but not all out) pace? (which is the same speed at statues at All Out) or is he stopping to face the statues? Link to comment
Ari Posted February 4, 2012 Share Posted February 4, 2012 Confirmed. Going to(if I may) climb up onto one of the nearby roofs and wait in hiding for the possessed statues, then throw a boomerang at the one with the Spear to get its attention. After which I will swing with the Grapple Gun over to the other side of the street. Link to comment
Supercape Posted February 5, 2012 Author Share Posted February 5, 2012 That is all fine. Consider yourself awarded with one surprise round. Also, you can use Master Plan feat. Link to comment
Ari Posted February 6, 2012 Share Posted February 6, 2012 Thanks. Master Plan roll: 18. +2 bonus to Attack rolls and skill checks. So..Move action up onto a roof with the Grapple Gun, readying an Attack with the Boomerangs, trigger: one of the statues getting in range. Link to comment
Supercape Posted February 6, 2012 Author Share Posted February 6, 2012 Cool, post away IC. Would be good if you could describe what rooftop you chose (and what building!). May as well make an initiative roll at this point. 1d20=15 for Statues. Link to comment
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