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Crikey! (OOC)

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Butterfly, King of Hearts and Jubatus battle mad science!

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Tagged, and he's called the King of Suits, not the King of Hearts, that's someone totally different!

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OK, here are the stats for the cats. This is the Leopard Totem from Instant Superheroes with a few changes. If you have any questions or objections let me know. If not roll some initiative.

Abilities: Dropped intelligence to animal levels.

Combat: No changes

Saves: No changes

Skills: Dropped four ranks of bluff added eight ranks of intimidate

Feats: Took out Environmental Adaptation (woods), Due to our house rules, dropped 2 ranks of Defensive Roll

Powers: Dropped Enhanced Dexterity and Strength, made them non-enhanced.

Drawbacks: Added the animal drawbacks

Abilities: 10 + 20 + 4 + (-8) + 4 + 4 = 34PP

Strength: 20 (+5)

Dexterity: 30 (+10)

Constitution: 14 (+2)

Intelligence: 2 (-4)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 16 + 24 = 40PP

Initiative: +14

Attack: +10 Melee, +8 Ranged

Grapple: +20

Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed

Knockback: -4, -2 Flat-Footed

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll)

Fortitude: +6 (+2 Con, +4)

Reflex: +14 (+10 Dex, +4)

Will: +6 (+2 Wis, +4)

Skills: 64R = 16PP

Acrobatics 12 (+22)

Climb 12 (+17)

Intimidate 8 (+10)

Notice 8 (+10)

Stealth 12 (+22)

Survival 8 (+10)

Swim 4 (+9)

Feats: 18PP

Acrobatic Bluff

All-Out Attack

Attack Focus (melee) 2

Defensive Roll 2

Elusive Target

Evasion 2

Grappling Finesse

Improved Initiative

Instant Up

Move-By Action

Power Attack

Sneak Attack

Takedown Attack 2

Uncanny Dodge (auditory)

Powers: 3 + 2 + 4 + 2 + 6 + 3 = 20PP

Leaping 3 (x10) [3PP]

Protection 2 [2PP]

Speed 2 (25 MPH, 250 feet per round) [2PP]

Strike 3 (Power Feats: Mighty) [4PP]

Super-Movement 3 (Slow Fall, Sure-Footed, Trackless) [6PP]

Super-Senses 3 (low-light vision, scent, tracking [scent]) [3PP]

Drawbacks: (-4) + (-4) = -8PP

No Hands (-4)

No Speech (-4)

DC Block

ATTACK                   RANGE     SAVE                        EFFECT

Unarmed                  Touch     DC20 Toughness (Staged)     Damage (Physical)

Unarmed Sneak Attack     Touch     DC22 Toughness (Staged)     Damage (Physical)

Strike                   Touch     DC23 Toughness (Staged)     Damage (Physical)

Strike Sneak Attack      Touch     DC25 Toughness (Staged)     Damage (Physical)

Totals: Abilities (34) + Combat (40) + Saving Throws (12) + Skills (16) + Feats (18) + Powers (20) - Drawbacks (8) = 132 Power Points

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Jube's Initiative bonus is +31, so I'll just Take 10 for an Initiative 'roll' of 41.

On the presumption that Jube goes first, the cheetah will work on the kitty that's closest to the civilians. Specifically, he's gonna try to immobilize the beast by duct-taping its limbs together, with another loop or three of duct tape to keep its mouth firmly shut.

I suspect that the Flat-Footed combat penalty doesn't apply here, so Jube's got to deal with a Defense bonus of +12, so he needs to match or exceed (10 + 12 =) 22. And… hmm. Jube's Melee combat bonus is +12. If he Takes 10 on this attack roll, that gives him exactly what he needs to hit the target.

Okay, let's do that.

The duct tape is statted out as Snare 5. Looking over the power description for Snare (pg. 99 in the 2nd-edition MnM rulebook), it looks like the beast's STR of 20 should be enough to let it snap the duct tape "automatically as a free action"… drat. Unless the beastie has a severe allergy to duct-tape adhesive, or some analogous stroke of outrageous good fortune, Jube's pretty much wasted this round. Ah, well.

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You can't take 10 on initiative cecks, but it doesn't matter, no one here got 33 on our rolls.

Feline Beasts 1d20+14=19

Butterfly 1d20+9=21

So round will go like this

Jubatus

King of Suits

Butterfly

Feline Beasts

Bystanders

vs Snare 1d20+14=18 failed by 2. As for now it's entangled, suffering a –2 penalty to attack rolls and Defense, and a –4 penalty to Dexterity.

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Need to know a few things first, what with KoS not being capable of Jube's speed.

How far away are the giant mutated cats from Marcy's current position?

How many Move actions would it take to reach them?

Specifically, how close to/far from the cat Jubatus Snared is he?

Are any of the others close to it, or is that the nearest one?

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Okay, apparently it's 60ft. to the pack of giant mutated felines.

Going to move 30ft. closer to them, using the King of Suit's amazing power of SPEED to close the distance. Once there, he shall throw an almighty big Dazzle at the closest giant cat, Power Attacking with the Device Array for a +3 DC -3 Attack bonus. The roll: 18.

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Okay... Jube's got +10 for his Toughness save, so his Toughness save vs DC 25 (1d20+10=16) is a big, fat FAIL. According to the table on pg 163 of the Core Rulebook, failing by 9 yields a result of "stunned + bruised". This is a horrible way to begin a battle, so I'm going to burn 1 (one) Hero Point for a re-roll. Since these re-rolls are effectively 1D10+10, rather than 1D20, the Re-roll on Toughness save (1d20+10+10=22)… is another FAIL, just a smaller and slimmer version. Well, FAIL by 3 just means Jube has picked up a Bruised condition, which is… well, it could be worse.

I'll let the Bruised condition stand. Now the question is, how does a speedster like Jube, who operates 40* faster than normal, manage to get tagged by a big kitty? In this case, the answer is: His sensitive predator's nose (specifically, Jube's Olfactory Sense has Acute and Tracking on it). He was close enough to Butterfly's 'rain of dust' that he actually inhaled a small dose of the stuff, and therefore got mildly handicapped by it.

So Jube is going to spend this round moving away from the battle and clearing his head.

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Butterfly is going to Stunt Nauseate 10, Accurate 3

Fly down half way

Accurate attack +2 to hit -2 save, then take 10

Cat needs to make a DC 18 fortitude save

1d20+6=16

so one of the cats is sickened, -2 to attack rolls

before I continue, i need to know how far away Jubatus is from where he was.

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Jube had been maybe 20 feet away from the cat-things. Since this was clearly too close (thank you, Invisible Castle), he's backed off to 70-100 feet away whilst he's recovering himself.

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After Jube's head clears, he's going to replay the duct-tape maneuver on one of the remaining cat-things. Take 10 on the roll to hit, etc. Since it worked once, it should work a second time, right?

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That Reflex roll of 30 means the cat-thing didn't get entangled. Sigh. From what I can tell, at best maybe the cat-thing was momentarily delayed in its advance towards innocent civilians; at worst (and with that Reflex roll, more likely), it wasn't even delayed.

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Alright, I'm thinking the Daze has worn off, time to show these jerk giant cats who's boss!

Using the Dazzle power from the Device Array on the closest big cat.

Attack roll: 27.

DC19 Fort save for the big kitty.

Move Action to move away from the cats, around 20ft.

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Ouch! You sure you don't want to spend a HP to reroll that one knocking Butterfly unconscious, Magic?

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Jube will rescue the wounded Butterfly -- zip in, grab her unconscious body with care, zip out whilst carrying her to safety. If this takes Jube's full round, fine; if he's still got an action to burn this round, he'll then try to revive her, using the Jack of All Trades feat to make up for the Medicine skill he doesn't actually have on his character sheet. Specifically, Revive to remove the Studden and Unconscious conditions from Butterfly.

Whether Jube can or can't do the Revive thing on this round: Since Medicine is an INT-based skill, Jube needs to beat the Revive DC of 15 with his 1d20+4 roll. The writeup of Medicine skill (pg 51 in the Core rulebook) says you can Take 20 on a Revive check, so that's what Jube will do. Taking 20 normally takes 20 times longer than a normal skill check; Revive takes 1 round; Jube's Timeshift lets him bring that back down to 1/2 as long as a normal skill check. Thus, Jube should be able to remove the Stunned and Unconscious conditions in one round. The only question is whether he does it now, or next round, or what.

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Arichamus, there's no way she could pass that save. Even with a 20. Not wasting the HP!

Cubist, move action to get to her, possibly another move action to grab her (not so sure on this) and a move action to get away? That's two or three move actions. Also, is Move-by Action not on Jubatus's sheet or am I missing something?

Hm, we can do this semi-narrative, seeing as even if she is revived from unconscious, she'll still have to recover from staggered somehow. Any suggestions?

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