Jump to content
Sign in to follow this  
N/A

March Badness

Recommended Posts

Triggering Foreshadow's -Uncontrolled Precognition.

Share this post


Link to post

Newt doesn't have the advance warning that Foreshadow does, so I'll wait to bring him in until after Foreshadow and the villains are already on the scene.

Share this post


Link to post

I assume the White Knight needs no introduction.

The other full-fledged villain is the Thug template with the Muscle-Max Package from the Powerhouse, and some Growth thrown in for fun, driving him up from PL2 to PL7.

Str 34/14 (+12/+2, Lifting 59/14), Dex 12 (+1), Con 35/15 (+12/+2), Int 10, Wis 10, Cha 8 (-1)
Skills: Craft (Mechanical) 4 (+4), Drive 4 (+5), Intimidate 4 (+3), Knowledge
(Pop Culture) 2 (+2), Knowledge (Streetwise) 4 (+4), Swim 2 (+4)
Combat: Attack +2, Damage +12/+2 Unarmed, Defense +2, Initiative +1, KB 10/1
Saving Throws: Toughness +12/+2, Fortitude +4, Reflex +1, Will +0
Powers: Enhanced Strength 12, Enhanced Constitution 12, Growth 4 (Large), Impervious Toughness 3, Super-Strength 4

The other 10 guys are just the Thug template, with submachineguns (+4 Damage, Autofire).

 

Share this post


Link to post

Safe to assume Foreshadow's near enough to notice/reach the vans and truck?  And thereby close enough to interfere.

Share this post


Link to post

Definitely.  I'm letting his precognition basically give him a surprise round before everyone else gets involved in earnest.  He's got time to intercept the armored car or the thieves, but not both.  Figure a move action to get within range of either one, then one standard actions worth of stuff to do with/to it before Init gets rolled.

Share this post


Link to post

Alright then, Intercepting the thieves it is.

Seeing as he probably can't jump off and let the Gravbike finish a Slam action on his behalf into the muscled out guy.  I suppose I could take 10 on Stealth and have Foreshadow position himself above them for a sneak attack at the start of things.

Share this post


Link to post

I have no problem with him jumping off the grav-bike at full speed and letting it Slam into Muscles if you'd rather he make an entrance instead of being sneaky.

Share this post


Link to post

To clarify: I also have no problem with him jumping off right before it hits so he's within melee range of at least one guy, if that's what you're aiming for.

Share this post


Link to post

Toughness save for Muscles (DC25): 21.  He takes a Bruise.  The bike also takes an Injury.

Foreshadow gets a Hero Point for the awesome.

Initiative time for Foreshadow and the bad guys.

Initiative:
Foreshadow: ? (3HP)
Newt: 11 (3HP, not here yet)
Muscles: 8
White Knight: 7
Thugs (10): 2

 

EDIT: I changed my mind.  Foreshadow gets 2 Hero Points.  One for being awesome, and another for the setback, because since the crash didn't do more than bruise Muscles, now he has an improvised weapon in-hand.

Edited by ShaenTheBrain

Share this post


Link to post

Toughness save (DC24): 20.  Muscles takes another Bruise.

Initiative:
Foreshadow: 26 (3HP)
Newt: 11 (3HP, not here yet)
Muscles: 8 (Bruised x2)
White Knight: 7
Thugs (10): 2

Edited by ShaenTheBrain

Share this post


Link to post

Newt is delaying because he doesn't know anything's happening yet.

Muscles uses the grav-bike as an improvised weapon and tries to beat Foreshadow to death with it.

It's Medium-size, so it doesn't count as an +Area attack.  Foreshadow is DC27 to hit right now, so Muscles needs a natural 20 to hit him, even if he were to Accurate Attack (so he won't bother).

Attack check (DC): 17.  *WHIFF*

White Knight hurls a fire bolt at the armored car.  It's Defense Class 8.  I'll give him his Sneak Attack bonus, and he'll Power Attack for -3 Attack / +3 Damage.  He hits on anything but a natural 1.

Attack check (DC8): 16.

The truck is Toughness 12.  It takes 10 on the DC32 Toughness save and gets 22, failing by 10.  It is Disabled.

All 10 thugs open fire with their submachineguns at Foreshadow.  9 of them will try to Aid the 10th.

Aid checks (DC10): 5 hit, 4 miss.

That gives #10 +10 Attack (and a snowball's chance in Hell of actually connecting).

Attack check (DC27): 30.  He beats Foreshadow's Defense by 3, so he gets +1 damage from Autofire.

Foreshadow needs to make a DC20 Toughness save (Lethal damage).

The gunfire finally clues in The Newt, whose Initiative is now Delayed down to match the Thugs.

Share this post


Link to post

Based on the previous flavor text, I'll say that Newt is already mid-bounce and elongated

Move Action: Change the direction of his bounce with a tug from an elongated limb on the surrounding terrain, aiming himself toward the fray.

Free Action: Activate the "Pinball Attack" alternate power in his Elasticity array.

Standard Action: Make a selective targeted attack against the bad guys in the area.  I'll give Newt a Hero Point and limit him to being able to hit no more than 5 of the thugs, even though technically his area of effect would include EVERYONE.

Attack check (DC12): 9.  Screw that.

Attack check (DC12, HP re-roll): 24.  (That 7 becomes a 17.)

5 Thugs need to make DC20 Toughness saves.  Unlike Muscles, they're wearing their standard-issue leather jackets from the templates in the book, so they have Toughness +3.

Toughness saves (DC20): All 5 fail.  They're minions, so they all get knocked Prone and Unconscious, and suffer 10 feet of knockback (Damage 5 - [3 / 2 = 1] = 4 = 1/2/5/10 feet).

 

Share this post


Link to post

Initiative:
Foreshadow: 26 (3HP)
Muscles: 8 (Bruised x2)
White Knight: 7
Newt: 2 (3HP)
Thugs (5): 2

 

Edited by ShaenTheBrain

Share this post


Link to post

Foreshadow gets a Hero Point for the Accident complication that just hit, with the out-of-control armored car sliding down the sidewalk and bearing down on an elderly couple who don't have a chance of getting out of the way in time.

Initiative:
Foreshadow: 26 (4HP)
Muscles: 8 (Bruised x2)
White Knight: 7
Newt: 2 (3HP)
Thugs (5): 2

Share this post


Link to post

Tou Save (DC27): 1d20+6 19 Not Bad, will use that fancy fresh HP to shake off the daze

Free Action:  Draw Escrima Sticks, Switch to Swingline configuration.

Move Action:  He's going to make a run for the Elderly couple to try and get them out of the way.  I assume it'll take two move actions try and do so, but correct me if I'm wrong.

Share this post


Link to post
Sign in to follow this  

×
×
  • Create New...