Jump to content

Vault Construction 101 (OOC)


KnightDisciple

Recommended Posts

OOC thread spawned from this thread

I'll go ahead and re-post my villain stat blocks now, so the two of you can review.

Main Villain:

1.)Base Attack raised to 11, so that his attack with his Builder Array (for lack of a better term) is 15

2.)Base Defense raised to 10, for 15 total (with Dodge Focus) and 5 Flat-footed

3.)Toughness goes to up to 15, thanks to Protection upgrade (more in a moment)

4.)Fort, Reflex, and Will all go up to 10 (3pp boost to each base save)

5.)Add 1 rank of Dodge Focus

5.)Power changes:

a.)Damage goes up to 15, DC is 30

b.)Drop Emotion Control

c.)Move Object goes up to 15, DC is 30

d.)Add the following to the Array: Blast 15 (Extra: Targeted Area [shapeable], Flaw: Full-Round Action), DC 30

e.)Protection goes up to 12

DCs:

Damage: Toughness DC 30

Move Object: Toughness DC 30

Area Blast: Toughness DC 30

**Done**

Now, for the 3 minions.

Using: Paragon with a Power Ring. I'm not making them full-on constructs mechanically. I'm now thinking they might be small-time thugs utterly infused with the Builder's powers. Anyways.

Changes:

1.)Attack up to 8, 12 total for Energy/Unarmed

2.)Base Defense up to 8, Total up to 12, Flat-Footed 4

3.)Overall Con goes to 34 w/base powers, gives him +12 mod.

4.)Overall Str goes to 34 w/base powers, gives him +12 mod.

5.)Toughness goes up to 12 with Con

6.)Fort save up to 12 thanks to Con

7.)Ref is 6, Will is 8, both due to base save boost

8.)Powers

a.)Device gets...eh, it has more points. I'm more concerned about combat caps and such really. These are one-shot NPC mods.

b.)Blast is 12, DC is 27

c.)Enhanced Str and Con raised to 18 (to change above total stats)

DCs:

Blast: 27 Toughness

Unarmed: 27 Toughness

**DONE**

IC thread soon!

EDIT: IC Thread up!

Link to comment
  • 3 weeks later...

First, a Hero Point to everyone! For them sneaking up on us (and for Corbin getting auto-hit)!

Initiative Time!

Cobalt Templar: 9. Of course.

Orange Goon 1: 20

Orange Goon 2: 18

Orange Goon 3: 29

(00:11:11) KnightDisciple: Unless Midnight aces his, we're all last

(00:11:17) KnightDisciple: just, uh, fyi :ninja:

(00:12:06) Gizmo: Initiative. (1d20+5=23)

(00:12:46) KnightDisciple: only 1 of them beats midnight! hooray!

Cobalt Templar is now officially my Green Lantern: The Cowboy Archeologist Paladin Edition. Because he rolls init like my Paladin, my first RPG character, did.

Initiative Roster:

1.)Orange Goon 3 (29): Unhurt, 0 HP

2.)Midnight (23): Unhurt, 5 HP

3.)Orange Goon 1 (20): Unhurt, 0 HP

4.)Redbird (19): Unhurt, 0 HP

5.)Orange Goon 2 (18): Unhurt, 0 HP

6.)Nick Cimitiere (14): Unhurt, 4 HP

7.)Cobalt Templar (9): Unhurt, 4 HP

And...hm. Orange Goon 3 first.

I suppose he'll fly to a point above Corbin and blast at him again.

Attack vs Defense 17: 23 Hits

I'll go ahead and roll Corbin's save.

Toughness vs DC 27: 23.

He'll eat the bruise!

Initiative Roster:

1.)Orange Goon 3 (29): Unhurt, 0 HP

2.)Midnight (23): Unhurt, 5 HP

3.)Orange Goon 1 (20): Unhurt, 0 HP

4.)Redbird (19): Unhurt, 0 HP

5.)Orange Goon 2 (18): Unhurt, 0 HP

6.)Nick Cimitiere (14): Unhurt, 4 HP

7.)Cobalt Templar (9): 1 Bruise, 4 HP

Midnight is up!

Link to comment

Sorry for the delay, I've been doing y best to figure out how to actually implement Redbird's possession of the Night Cycle in practice; it's been largely academic until now! Still, that's not until her turn, really, so in the meantime:

Midnight II

Free Action: Arrange Gadgets:

Snare 10 [20PP] (weighted bolas)
Move Action: Auto-DC 30 Startle vs. Orange Goon (whichever mentioned the Night Cycle)

Standard Action: Ranged Attack. (1d20+10=26)

That should be either DC 20 or 22 Reflex, depending on whether or not Sneak Attack applies after the Startle. Let me know how that goes!

Link to comment

Right then, moving on like my lazy butt should have a couple days ago!

Initiative Roster:

1.)Orange Goon 3 (29): Unhurt, 0 HP

2.)Midnight (23): Unhurt, 5 HP

3.)Orange Goon 1 (20): Unhurt, 0 HP <-

4.)Redbird (19): Unhurt, 0 HP

5.)Orange Goon 2 (18): Unhurt, 0 HP

6.)Nick Cimitiere (14): Unhurt, 4 HP

7.)Cobalt Templar (9): 1 Bruise, 4 HP

Goon 1 is up. I had him blast CT originally, but I'll play him as the smarter one and send him after Nick. Divide and conquer!

I'll be nice and go with Nick not having his Flat-footed defense.

24 is just enough!

That'll be a Toughness Save DC 27 from Nick.

Redbird is up!

Initiative Roster:

1.)Orange Goon 3 (29): Unhurt, 0 HP

2.)Midnight (23): Unhurt, 5 HP

3.)Orange Goon 1 (20): Unhurt, 0 HP

4.)Redbird (19): Unhurt, 0 HP <-

5.)Orange Goon 2 (18): Unhurt, 0 HP

6.)Nick Cimitiere (14): Unhurt, 4 HP

7.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment

Redbird

Full Action: Enhance Vehicle.

Damage 12 (Extras: Ranged, Flaws: Action [Full], Power Feats: Accurate) (cosmic weaponry) [13PP]

Enhanced Dodge 4 [4PP]

Speed 3 [3PP]

She'll also make a 25 Notice check with Skill Mastery, using her Analytical Visual senses on the bad guys.

Super-Senses (Terminus Awareness [Visual], Detect Terminus 2 [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Detect Terminus]) [14PP]
Link to comment

First thing to note: No Terminus energies! At all! :iiam:

But there is a lot of energy in general. If she takes a second she might realize it's a lot like what Corbin uses. In fact, they aren't wearing battlesuits or technology; they're clad in precisely formed energy.

I'll say she can pick up that there's some sort of faint trail leading off somewhere, as if they're not the true source of the energy, but it's faint enough she can't trace it (don't worry, you'll see the source soon :twisted: ).

After her is Orange Goon 2.

He's gonna dive at Midnight directly and try to hit him.

Move Action: Get next to Midnight

Standard Action: Melee Attack Midnight, punching time!

I believe a 28 hits Midnight. If it does, Toughness Save DC 27. If I'm mistaken, then it misses!

Initiative goes to Nick, who I believe I still need a Toughness Save from for that Blast.

Initiative Roster:

1.)Orange Goon 3 (29): Unhurt, 0 HP

2.)Midnight (23): Unhurt, 5 HP

3.)Orange Goon 1 (20): Unhurt, 0 HP

4.)Redbird (19): Unhurt, 0 HP

5.)Orange Goon 2 (18): Unhurt, 0 HP

6.)Nick Cimitiere (14): Unhurt, 4 HP <-

7.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment

Hm.

Goon 1 and Goon 3 make the reflex, Good 2 does not.

Goon 1 is still totally grappled. 26 is 9 less, so Bound.

Goon 2 is also grappled. 29 is 9 less, so Bound.

And Goon 3 is grappled. 22 is 13 less, so Bound.

So all 3 now have a Defense of 5. And can't do jack Squat. And we all get +4 to attack. :o

Next, it's CT's action! He's kinda mad, that last blast hurt.

Move Action: Get next to Goon 3.

Free Action: Move his Array to his Strike.

Free Action:

All-Out Attack 5: Defense is 2, Attack is 17

Power Attack 5: Attack is 12, Strike DC is 32 Toughness

Standard Action: Melee Attack!

Eek, talk about skin of your teeth, auto-miss would be no fun.

So, DC 32 Toughness Save from OG 3.

16 is 16 less than the DC. 15 less is the "Unconscious" mark.

These guys are the appetizer, so....Orange Goon 3 goes down!

That means it's Midnight's turn!

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 5 HP <-

2.)Orange Goon 1 (20): Unhurt, Bound/Helpless, 0 HP

3.)Redbird (19): Unhurt, 0 HP

4.)Orange Goon 2 (18): Unhurt, Bound/Helpless, 0 HP

5.)Nick Cimitiere (14): 1 Bruise, 4 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment

15 hits! Bound and helpless, remember?

So!

Toughness DC 27

That's 4 under, so 1 Bruise

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): Unhurt, Bound/Helpless, 0 HP

3.)Redbird (19): Unhurt, 0 HP

4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP

5.)Nick Cimitiere (14): 1 Bruise, 4 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Next up is Goon 1.

Move Action33 is much less bad.

Nick didn't roll better than that, so he's free! Free to conquer Ear-wait, wrong show. ;)

Standard Action: Blast at Nick.

30 hits, I believe. DC 27 Toughness Save.

Redbird's turn!

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): Unhurt, 0 HP

3.)Redbird (19): Unhurt, 0 HP , <-

4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP

5.)Nick Cimitiere (14): 1 Bruise, 4 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment
  • 2 weeks later...

Current status of things:

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): Unhurt, 0 HP

3.)Redbird (19): Unhurt, 0 HP ,

4.)Orange Goon 2 (18): 1 Bruise, Bound/Helpless, 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Redbird has gone, so we're to Orange Goon 2.

Move Action: 34 Grapple Check, goal is freedom.

23 is Nick's check. So OG2 is free.

Hm.

OG1 is still going after Nick. We'll say OG2 keeps going after Midnight.

Standard Action: Blast at Midnight!

20 won't hit.

Nick is up! I'll post IC once Gizmo tosses up a quick something for Redbird's action.

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): Unhurt, 0 HP

3.)Redbird (19): Unhurt, 0 HP ,

4.)Orange Goon 2 (18): 1 Bruise, 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP <-

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): Unhurt, 0 HP

3.)Redbird (19): Unhurt, 0 HP ,

4.)Orange Goon 2 (18): 1 Bruise, 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

I'm going to assume Gizmo's just going to roll his description for Redbird's action into his Midnight post.

Anyways, with Nick having gone, it's time for CT to go. He's gonna keep his strike going, and go after....Orange Goon 1.

Move Action: Get up in OG1's bus-nax.

Free Action: Because, again, this is just Round 1 of 2...

All-Out Attack 5: Attack is 17, Defense is 2

Standard Action: Melee Attack!

That's a hit. So, DC 27 Toughness.

19 is...8 less. So, OG1 is Dazed and Bruised.

Midnight is up once I get my GM and IC posts up.

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP <-

2.)Orange Goon 1 (20): 1 Bruise, Dazed, 0 HP

3.)Redbird (19): Unhurt, 0 HP ,

4.)Orange Goon 2 (18): 1 Bruise, 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): 1 Bruise, Dazed, 0 HP

3.)Redbird (19): Unhurt, 0 HP ,

4.)Orange Goon 2 (18): 1 Bruise, Demoralized (1round), 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

So, OG2's got a -2 on attacks and checks this round. Awesomesauce.

Anyways, we're up to OG1.

But he's Dazed from Corbin hitting him. So he does nothing!

Redbird's up!

Initiative Roster:

-.)Orange Goon 3 (29): Unconscious, 0 HP

1.)Midnight (23): Unhurt, 3 HP

2.)Orange Goon 1 (20): 1 Bruise, Dazed (1 round), 0 HP

3.)Redbird (19): Unhurt, 0 HP <--

4.)Orange Goon 2 (18): 1 Bruise, Demoralized (1round), 0 HP

5.)Nick Cimitiere (14): 2 Bruise, 3 HP

6.)Cobalt Templar (9): 1 Bruise, 4 HP

Link to comment
  • 3 weeks later...
×
×
  • Create New...