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Two's Company, Four's a Party(OOC)


Ari

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Alright, Heraldo's turn. He will set a Reaction with Interpose to get between Expiostinot's next attack on Net Fly. Also he will All-Out Attack along with Accurate Attack (+3 to ATK, -3 to DC) to assault the hologram.

Attack roll: 24, a hit.

DC21 TOU check: 26, no effect.

End of Round Three, Beginning Round four.

1.Glow: Unharmed. 0HP

2. Arcturus: Bruised, 0HP

3. Net Fly: Dazed, Bruised, 0HP

4. Prof. Expiostinot: Bruise 4,

5. El Heraldo: Unharmed, 0HP

You're up again Glow.

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Okay! So Arc's going to something... semi-complicated.

He's going use extra effort to stunt a different rune into his Enhanced Strength 10 power--one that will actually speed up time and rust Expiostinot's armor, lowering his Toughness in the process. The mechanics I'm going for here is a simple Drain Toughness 10.

Attack Roll (Time Rune, Drain TOU, Extra Effort): (1d20+11+2=33)

(Forgot Inspire wore off, so that's 31, not 33. D'oh)

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Okay, that hits, now for the FORT save: 22.

So! That's..-10 to his Toughness. Along with the Bruises, he has a +0 to his TOU rolls from here on out.

EDIT: And according to Vahn that is totally bogus. The actual amount it failed by was 3(22 Fort roll vs. DC25, so that's a +7 to his TOU bonus rather than a +0. Sorry for the error.

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Ummm.... Two points, Granspear.

One, your sheet lists you have the Improved Grab feat, which, unless I'm mistaken, makes the grapple work automatically on succesful unarmed attack rolls, which means you would get to initiate a grapple AND force Professor Expiostinot to roll a TOU DC vs your Unarmed damage[20DC vs a 7 Toughness].

Two, Expiostinot has somewhere around 14 attack, 12-13 strength, and maybe 5 super strength, meaning that his grapple check should be around 26-32... meaning that unless he critically fails, he escapes the grapple :(

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