WhtKnt |
Yes, the roof is an option. Teleportation is an action, but has no cost in movement.
Ice Storm |
Ice will arrive at the warehouse at 8:30 PM. He will examine all the rooms and their purpose to make sure the plans are not missing anything. He will be on the roof with Dash at 9:15 PM.
At 9:40 PM on the roof with his bike, he turns to Dash and while smiling he says. You know, If I wanted to be on TV. I would call our favorite reporter, and tell her that a super battle was about to take place. And if they hurry they won't miss anything.
Flurry |
Flurry moves inside the building, placing himself where he can view both the front and back doors and access to both staircases, just in case of an attempt of the villains to sneak into the building first.
Edit: Dialkar is placed down the hallway from Flurry, where he can see both stairwells, the entrance to the warehouse, the south door, and the alternate path of the north entrance, as well as being within view of Flurry so they can coordinate.
WhtKnt |
I have positioned Tver and Zane beside Dialkar and near Firelash, as requested.
At 9:58 PM, power and communications are mysteriously cut inside the building. Emergency lights flicker on, illuminating the corridors slightly, but room lights remain off. Dash and Ice Storm, on the roof, spot a small group of figures moving stealthily towards the south entrance of the building.
Ice Storm |
Assuming I was able to get some comm equipment from the police
Quietly Ice taps the Comms. Heads up everyone. Egress is at South entrance.
Ice moves closer to Dash. I'll teleport down behind them to get a better vantage point. When the group gets halfway in. I'll block the entrance with Ice. Hopefully trapping one or two in it. You come in over the ones still outside and hit them hard.
Ice taps the comm again When the ice wall blocks the entrance and cuts their team in two, Go to work. Good Hunting.
Ice teleports with bike behind the villains, as soon as they start entering the building
Init: 1d10 + 37 ⇒ (3) + 37 = 40
Phase 40
Phase 25
Phase 10
WhtKnt |
Yes, let's do make initiative rolls, please. No surprise, as the villains are expecting opposition from the police.
ROLLING INITIATIVE
To roll initiative in V&V, roll a d10 and add your Agility score. The character with the highest initiative score goes first. Turns are comprised of phases, and the number received for initiative is the number of the first phase during which the character may act. Initiative ties are always won by the character with the highest innate Agility score, or by the winner of a toss of the dice.
It is possible to act more than once per turn. All characters are allowed to act again in the same turn fifteen phases after their last action was allowed. Thus a character whose total initiative score was 36 could act first on phase 36, again on phase 21, and a third time on phase 6. Each action performed after the first costs 2 points of Power.
Actions needn’t be performed on the phase indicated: in fact they needn’t be taken at all. A Character may delay any action allotted to him. If a character has an action waiting to be performed, he may take it at any later point in the turn, even if interrupting another character’ s action, by simply informing the GM of his intent. There are two restrictions: actions may not be saved for use in a later turn nor may a character perform more than one action in any given phase.
So, to sum up, roll a d10, add your Agility score. This is the first phase in which you can act. Subtract 15 from that number. This is the next phase in which you may act. Continue until you can no longer subtract 15 without a score of 0 or less.
MULTIPLE ATTACKS
It is possible to attack more than one target in a single phase, so long as the attacker can see them all and doesn’t move between attacks. Roll to hit on each target: if the roll to hit for any of the targets is a miss then the attacker’ s timing is off and all the attacks miss. Resolve all the attacks as a single action but spend Power for every shot (up to and including the first miss rolled) if the attack used has a Power cost. The attacker must declare beforehand how many attacks he is going to make, on which targets, and what attack is being used.
There is also a power cost of 2 per additional attack, up until, and including, the first miss. Extremely accurate or powerful characters utilizing multiple attacks can get out of hand... the GM is free to limit the maximum number of attacks to keep things under control, i.e., a character could make one blast attack from each hand, or use two fists, or a martial arts character could punch and kick a maximum of four times total, and so on. Generally, at least two attacks can be made at once with any attack mode.
WhtKnt |
You have your full Power score, minus whatever you have used up to that point. Power is recovered at the rate of 1 point per minute of rest (no activity more strenuous than talking).
Tver, I forgot that I hadn't posted your character sheet. Let me correct that oversight. Watch the discussion thread.
WhtKnt |
Mercury Mercenary will act on phases 49, 34, 19, and 4.
Ice Storm will act on phases 40, 25, and 10.
Dialkar will act on phases 37, 22, and 7.
Headhunter will act on phases 36, 21, and 6.
Hauntress will act on phases 28 and 13.
Harpy will act on phases 27 and 12.
Cardinal will act on phases 23 and 8.
Flurry will act on phases 22 and 7.
Firelash will act on phases 21 and 6.
Zane will act on phases 20 and 5.
Dash will act on phases 17 and 2.
Timelord will act on phases 17 and 2.
Temper will act on phases 16 and 1.
Bull will act on phase 12.
So, the initiative spread (not including Orion and Tver, who both need to reroll with a d10) is:
49 - Mercury Mercenary
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper
VILLAIN INITIATIVES
Mercury Mercenary: 1d10 + 40 ⇒ (9) + 40 = 49
Temper: 1d10 + 15 ⇒ (1) + 15 = 16
Bull: 1d10 + 6 ⇒ (6) + 6 = 12
Hauntress: 1d10 + 27 ⇒ (1) + 27 = 28
Harpy: 1d10 + 17 ⇒ (10) + 17 = 27
Headhunter: 1d10 + 27 ⇒ (9) + 27 = 36
WhtKnt |
There is a blur of motion and the rear doors are smashed open. Something moves past Dialkar and Tver, going too fast to be clearly seen, though you catch a glimpse of yellow and brown heading toward the west stairwell. You haven't time to ponder this development, however, as an explosion goes off at your feet! Both of you spot it in time to shield yourselves from the brunt of the blast, however.
Barely a second later, on the second floor, Cardinal catches a glimpse of the same brown and yellow flash going past him into room EE.
Ice Storm, then Dialkar are up!
Grenade attack vs. Tver: 1d20 + 2 ⇒ (14) + 2 = 16 (7 or lower hits)
Grenade attack vs. Dialkar: 1d20 + 2 ⇒ (6) + 2 = 8 (7 or lower hits)
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm, Tver
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
14 - Orion
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm, Tver
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper
WhtKnt |
All of the bad guys except for Merc are outside the building to the south. No one is in a position to see Merc at the moment. I haven't put them on the map yet for lack of room.
Let's say that there are two groups:
Group A one consists of Bull, Temper, Headhunter, and Hauntress. They are spread out enough that there is 2" (10 feet) between them.
Group B is Harpy, flying overhead at an altitude of 7" (45 feet).
Ice Storm |
Welcome to the world of the unexpected. Adapt and overcome
I have an accuracy of +6, Ice power is a 14, Since a 20 is a natural miss, I need to roll a 19 or less to hit. Correct me if I'm wrong. I will manifest a block of ice on group A. 5 PP per attack = 100 cubic feet. +6 PP for additional attack = 26 PP
Attack Bull: 1d20 ⇒ 10
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
Attack Temper: 1d20 ⇒ 14
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
Attack Headhunter: 1d20 ⇒ 13
Damage: 1d12 + 1 ⇒ (8) + 1 = 9
Attack Hauntress: 1d20 ⇒ 17
Damage: 1d12 + 1 ⇒ (11) + 1 = 12
PP=47/73
Edit: A U-shaped wall 5 feet thick and 10 feet tall, would meet 100' sq criteria and cover group spread
WhtKnt |
Your math is correct, Ice, assuming they don't have a defense of which you are not aware... I am under the assumption that you intend to freeze them in place?
WhtKnt |
Time Lord:
No, it is not selective.
Slowing time reduces movement by half and imparts a -15 penalty on initiative. If a target has an initiative of 0 or lower, they are frozen in place. Speeding targets up doubles movement and grants a +15 bonus on initiative. Freezing time, obviously, freezes everyone. You remain unaffected, however. The field moves with you.
You can also apply these effects to yourself or a single individual.
That said, you can train to achieve a degree of selectivity, at one target per level of training invested. So, at the first level of training, you could designate one target that was unaffected. However, this only applies to whether or not they are affected. It cannot apply a different effect altogether.
WhtKnt |
In V&V, level makes a big difference in whether an attack hits or misses. If you are a higher level than your target, it is easier to hit them. If you are a lower level than your target, it is harder to hit them. If your attack should have hit and I declare it a miss, then either the villain has a defense that reduces the hit chances (such as Hauntress did) or else the level modifier got you.
Also, when you are attacked, I take into account any defense that you have where applicable (i.e., if it has been activated or functions automatically, or if you have stated that you are using it for defense).
Ice Storm coats the four villains outside in a layer of ice, coating all but Hauntress (who simply passes right through the ice) with clinging ice.
Headhunter smashes through the ice holding him in place with his axe and enters the building. Dialkar and Tver spot a dark-skinned, shirtless figure carrying a huge axe and wearing four heads on his belt enter and cut down the west corridor at the south intersection.
Mercury Mercenary is not in a position to be seen by anyone.
Hauntress gives a quick glance at Ice Storm, then flies closer to the hero. She grins maniacally as her hand enters his chest and squeezes his heart...
Ice Storm, you need to make two saves on d20; one versus Agility and the other versus Endurance. If only one fails, you are reduced to 0 hit points. If both fail, you are dead.
Harpy dives at Ice Storm, claws extended, but fails to connect.
Headhunter vs. ice: 1d20 ⇒ 17 (19 or less hits)
Damage: 3d8 ⇒ (7, 8, 5) = 20
Hauntress vs. Ice Storm: 1d20 ⇒ 8 (10 or less hits)
Harpy (Detect Hidden): 1d100 ⇒ 64
Harpy vs. Ice Storm: 1d20 ⇒ 14 (6 or less hits)
Ice Storm and Tver are up!
40 - Ice Storm
37 - Dialkar
36 - Headhunter
34 - Mercury Mercenary
28 - Hauntress
27 - Harpy
25 - Ice Storm, Tver
23 - Cardinal
22 - Dialkar, Flurry
21 - Headhunter, Firelash
20 - Zane
19 - Mercury Mercenary
17 - Dash, Timelord
16 - Temper
14 - Orion
13 - Hauntress
12 - Harpy, Bull
10 - Ice Storm, Tver
8 - Cardinal
7 - Dialkar, Flurry
6 - Headhunter, Firelash
5 - Zane
4 - Mercury Mercenary
2 - Dash, Timelord
1 - Temper
Ice Storm |
Agi: 1d20 ⇒ 10Pass
End: 1d20 ⇒ 5Pass
Twisting at impossible angles, Ice is able to avoid the vile hand. What are you smiling at, you nasty skank? Catch me if you can. With that Ice teleports close to Firelash.
Hey Caliente He says to Firelash You need to lock down Hauntress with your force powers before she kills someone.
PP=44/73
Dialkar |
Deciding quickly that the ugliness that calls himself Headhunter needs to be stopped, Dialkar scratches the plan of waiting for the blur to return and makes a sudden, quiet lope to the intersection, sending a bio-blast into the back of Headhunter as he cartwheels through to the other side, using the corner as cover from any possible ranged attacks.
Bio-blast: 1d20 ⇒ 11 (hitting on a 28 or less from behind, modified by level and/or any defensive powers)
For: 1d20 + 5 ⇒ (8) + 5 = 13 damage.
Cost 1 power, Power 71.
I'm on a regular computer, for now, so I got to make my move. Yay. :)