mdt |
Turn 1 : Phase 4
Gridlock turns and glares at Pixie... and then sucker punches Jack!
Acting, 14-: 3d6 ⇒ (3, 1, 3) = 7 Made by 7, made by half, crit
Jack, Int Check 12-: 3d6 ⇒ (2, 6, 4) = 12 Made by 0
Danger Sense, Jack, 13-, +4 penalty from crit: 3d6 + 4 ⇒ (2, 2, 1) + 4 = 9
Jack is fooled, but then the force warns him something is not right, and instead of being caught flat footed, he's only marginally surprised when the big fist heads in his direction! -1 DCV instead of 1/2 DCV
Jack instinctively blocks the punch, but loses his next action to do so!
mdt |
Turn 1 : Phase 5
Arachnid swings out and away from the building and fires more web blobs at Chess!
Attack: 21 - 3d6 - 2 ⇒ 21 - (2, 5, 4) - 2 = 8
Damage: 6d6 ⇒ (5, 6, 6, 6, 2, 1) = 26 8 body
Location: 3d6 ⇒ (4, 3, 5) = 12 Stomach
KB Red: 8 - 1d6 ⇒ 8 - (2) = 6
Again Chess goes ass over teakettle!
CHess takes 8 stun through defenses, increased to 12 due to being hit in the stomach! Jack saves himself by sacrificing a teammate! Yay!
mdt |
Turn 1 : Phase 6
Per: 3d6 ⇒ (1, 2, 6) = 9
Bolt, seeing where Pixie was when she hit Grid, zooms over to near her and throws a punch!
Punch!: 21 - 3d6 - 1 ⇒ 21 - (1, 4, 6) - 1 = 9 Miss!
Drider |
Drider planted her spider limbs into the ground and lifted herself back to her feet before turning to Arachnid as the other spider mutant draws close. She looked him over, envy welling up at the thought that he could suppress his monstrous appearance and gave a hiss as her mandibles fired another net of webbing at him, to keep him from joining the Bolt and Gridlock in the fray.
Attack Roll: 21 - 3d6 ⇒ 21 - (2, 5, 4) = 10
Entangle Body: 4d6 ⇒ (3, 4, 4, 1) = 12
Pixie! |
Turn 1, Phase 6
Clearly, just being invisible isn't enough to stop . Luckily for Pixie, she happens to know one place Bolt won't be able to follow her... straight up! She zips up, then, confident that she's safe, fires at Gridlock again.
Attack: 19 - 3d6 ⇒ 19 - (2, 6, 4) = 7
Damage: 3d6 ⇒ (4, 2, 6) = 12
Pixie! |
"Not from up here, you won't!"
The Chess |
Turn 1, Phase 6
Very well... Let's try it differently, then!
He laughs as the young kid he in part is, having fun. The entire experience - hurting or not - had been a bless so far, and he likes trying his powers.
Let's set the board properly...
He tries to use his Setting the Board AoE power against almost everybody. To him and his teammates, he will limit himself to teleport them in place, but standing up again.
People on the group: If you need repositioning, yell and I'll do my best to put you where you prefer to be.
To the other team, he tries to teleport them exactly on the same XY they are, but 4 squares above the ground.
Not sure if I'm missing someone - for my teammates, I don't exactly know who's standing and who needs help, but I'm under the impression I'm the only one knocked down, besides Janice, who's recovering. If I need to roll for anyone on my team, please let me know
Bolt: 3d6 ⇒ (5, 6, 3) = 14
Frag: 3d6 ⇒ (2, 4, 4) = 10
Arachnid: 3d6 ⇒ (1, 2, 2) = 5
Gridlock: 3d6 ⇒ (4, 1, 5) = 10
Can we make the map a little bigger? I can't see who is who! I'd like to try some extra repositioning, but my lack of knowing where's each person kind of throws me off a little bit.
The entire power is very obvious and a multitude of red lights take a good part of the yard, almost like a wave. It's a little disconcerting for whoever isn't used to the effect, and somehow beautiful.
Janice "Snapdragon" Li |
Snapdragon is still knocked down, but conscious—not recovering—and could use either a literal pick-me-up, a teleport out of melee range, or both.
mdt |
You can't change their positions, that requires 'Position Shift' on the teleport power (and as expensive as it is, that would have dropped the teleport to 2 " instead of 4, but you can work on a version of that as an other slot if you like) You control how big the map is, zoom in on it using the magnifying glass icon on the map screen. You have to roll anyway, but she's at 0DCV, so you basically need an 18 to miss.
The wave washes over Bolt, as if she were not there. miss
Gridlock winks in 4" up and falls. Fall: 4d6 ⇒ (1, 1, 5, 2) = 9 Breakfall avoid damage: 3d6 + 2 ⇒ (5, 3, 4) + 2 = 14 Breakfall roll to feet: 3d6 ⇒ (4, 4, 2) = 10
Frag winks in 4" up and falls. Fall: 4d6 ⇒ (1, 6, 5, 1) = 13 Breakfall avoid damage: 3d6 + 2 ⇒ (3, 6, 5) + 2 = 16 Breakfall roll to feet: 3d6 ⇒ (1, 1, 6) = 8
Arachnid winks in 4" up and falls. Fall: 4d6 ⇒ (5, 2, 2, 3) = 12 Breakfall avoid damage: 3d6 + 2 ⇒ (4, 1, 4) + 2 = 11 Breakfall roll to feet: 3d6 ⇒ (2, 1, 2) = 5
Grid and Frag slam hard into the ground, grunting, but manage to land on their feet, although Frag is a bit wobbly on his landing.
Arachnid lands on his feet, despite being entangled.
mdt |
You likely won't do any damage with that, unless you can teleport someone over a drop off. However, you can potentially knock them flat on the butt. Frag only had an 8- with his breakfall, so he barely landed on his feet. Normal humans you could likely do some stun to and have only a minor chance of doing more than an ankle sprain.
Janice "Snapdragon" Li |
It'll be a lot more awesome when we train in teamwork, and you can coordinate it with our punches to do some teleport baseball.
mdt |
Actually, afraid I made a mistake above. Chess is only in range to move Snapdragon, Jack, and Gridlock. He's been knocked back twice now by Arachnid, so that's all he could affect.
mdt |
Attack: 17 - 3d6 ⇒ 17 - (2, 1, 3) = 11 Critical hit! If you could crit inanimate objects! :)
Damage: 9d6 + 1d3 ⇒ (1, 6, 3, 3, 6, 5, 3, 6, 1) + (3) = 37 11 body!
Frag moves a hand, and stone rips itself off the stone walls nearby, and flings through the air and rips into the web attached to Arachnid!
The bits of web all but explode and fill the air with bits of webbing that waft on the wind.
Way over blown on blowing it away!
mdt |
TURN 1 : SEGMENT 7
Bolt zooms around and does a move-by on Drider!
Attack: 21 - 3d6 - 2 ⇒ 21 - (5, 1, 2) - 2 = 11
Location: 3d6 ⇒ (2, 3, 5) = 10 Chest!
Damage: 12d6 ⇒ (5, 6, 3, 1, 2, 2, 4, 5, 4, 3, 6, 5) = 46 13 body!
KB Reduce: 3d6 ⇒ (1, 1, 4) = 6 7 inches
Attempt to knock into wall: 21 - 2 - 2 - 3d6 ⇒ 21 - 2 - 2 - (2, 1, 6) = 8 Success
KB Damage: 7d6 ⇒ (5, 5, 1, 3, 5, 5, 1) = 25
Drider takes 26 from first hit and is con-stunned, and 5 from hitting the wall, no body. Drider may abort to dodge or block, if she chooses, which may or may not work.
Pixie! |
The blasting seems to be working; if anything, it's getting Gridlock distracted. She figures she'll keep doing that.
Attack: 19 - 3d6 ⇒ 19 - (2, 1, 2) = 14
Damage: 3d6 ⇒ (5, 1, 5) = 11
mdt |
"One time too many kid..."
17 - 3d6 ⇒ 17 - (1, 1, 2) = 13
Gridlock leaps over to the stone wall section, and grabs it...
CRITICAL SUCCESS, no hoist check
He rips the section of wall out of the ground, and throws it at Pixie's general area!!
16 - 2 - 3d6 ⇒ 16 - 2 - (1, 5, 4) = 4 HIT!
Pixie cannot abort to dive for cover, because she has already had an action this segment! Area of effect attack covers two hexes wide!
Damage: 12d6 ⇒ (1, 5, 1, 2, 2, 1, 3, 4, 1, 1, 6, 6) = 33 9 body
KB Reduce: 9 + 6 - 1d6 ⇒ 9 + 6 - (1) = 14 14" knockback, Pixie takes 6" extra KB thanks to being so small and light!
KB Damage: 7d6 ⇒ (5, 1, 6, 1, 4, 3, 2) = 22
Pixie takes 33-14 = 19 Stun from the initial hit, and another 8 stun from bouncing over the ground, for a total of 27 stun. Pixie is stunned by 1 point, and her invisibility will drop at the end of the segment.
Pixie! |
Hold on, why does a 4 hit? Isn't the way we're doing the rolling set up so that a high result is good?
mdt |
TURN 1 : SEGMENT 9
Arachnid clicks and clacks. "Warned you!" He says in a hissing and sibilant voice.
"Sorry girl, you had a good run..." Bolt says, as she races towards Pixie...
Arachnid, web: 21 - 3d6 ⇒ 21 - (2, 4, 3) = 12
Bolt, Move-By: 21 - 3d6 ⇒ 21 - (5, 1, 1) = 14
Arachnid Locatino: 3d6 ⇒ (6, 5, 6) = 17
Bolt Location: 3d6 ⇒ (4, 2, 4) = 10
Arachnid Damage: 6d6 ⇒ (6, 5, 6, 3, 5, 2) = 27 8 body
Bolt Damage: 10d6 ⇒ (6, 6, 2, 5, 1, 6, 6, 1, 1, 5) = 39 10 body
KB Reduce, Arachnid: 8 + 6 - 2d6 ⇒ 8 + 6 - (3, 2) = 9
KB Reduce, Bolt: 10 + 6 - 2d6 ⇒ 10 + 6 - (5, 6) = 5
KB Damage, Arachnid: 5d6 ⇒ (1, 5, 3, 4, 4) = 17
KB Damage, Bolt: 3d6 ⇒ (3, 1, 6) = 10
Arachnid hit's her with a solid ball of webbing nearly as big as she is, and the pixie goes bouncing over the ground again like a limp rag-doll. As she bounces to a stop, Bolt drop kicks her as she runs past!
Pixie takes 27-14 = 13 more stun from Arachnid, then 39-14 = 25 more stun from Bolt. The bouncing around on the ground does another 3 for Arachnid, and nothing for Bolt
Janice "Snapdragon" Li |
Hmm... didn't realize Arachnid was faster than me. Uh oh! Time to attack... Gridlock, I guess? Nope, don't really want to run that far.
Now on her feet, Snapdragon shouts and jerks her arms backwards. Vines retract, arms and shoulders widen and keep widening, and in a few seconds she is wearing the thickest wooden armor she can manifest, ringed with small thorns. Carefully, she shifts her weight to prepare for the next volley of attacks, causing loud thuds as she does so.
1/2 action to shift to stance of thorns, then activating density increase and taking a dodge action.
Time to go defensive. DCV is now 12, RPD/PD||RED/ED is now 19/30||11/22, KB -3"
Janice "Snapdragon" Li |
I thought he specifically could put people on their feet? "To him and his teammates, he will limit himself to teleport them in place, but standing up again." If that's not how it works, I'd use the second half of the phase to stand up instead of dodge.
Drider |
It was hard to see what happened to Pixie, since the poor girl was invisible for most of it, but Drider could tell the instructors had pummeled her rather hard, including the other spider mutant in front of her. She roared in anger, "Stop PICKING on her!" and made to swing at her better trained counterpart, her moment of rage sending far more than a meager fist as all four of her spider limbs lashed out in a frenzy of claws.
Attack Roll: 21 - 3d6 ⇒ 21 - (2, 2, 1) = 16
Damage Roll: 2d6 ⇒ (1, 6) = 7
Damage Roll: 2d6 ⇒ (1, 2) = 3 if hit by 2 or better
Damage Roll: 2d6 ⇒ (1, 2) = 3 if hit by 4 or better
Damage Roll: 2d6 ⇒ (3, 6) = 9 if hit by 6 or better
Note to self, I've now spent 22 END this Turn
mdt |
Copying rolls from discussion thread over to make my life easier.
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (6, 3, 4) = 13
In the wise words of Uncle, "One more thing!" I intended on a presence attack, so this as well:
6d6 ⇒ (4, 4, 4, 3, 1, 6) = 22 Plus what
Head, Shoulder, Hand, Vitals
Drider, enraged by the attack on her new friend, goes a bit berserk and pounces on Arachnid, driving her sharp claws at the fellow arachnid's carapace!
Head : 7 Body x5 = 35 Stun, 3 Body x3 = 9 Stun, 3 Body x1 = 3 Stun, 9 Body x4 = 36 Stun
KB Reduce: 7 - 4d6 ⇒ 7 - (3, 5, 2, 1) = -4
KB REduce: 9 - 4d6 ⇒ 9 - (5, 4, 2, 2) = -4
Arachnid is rocked back on his heels by the combined punch to his head and crotch! Stunned
The Chess |
Well... Divide and conquer, I guess? - Chess says. The voice came out a lot less childish as his usual, as if someone else was speaking.
He tries again his Setting the Board, but slightly different than before.
He tries to position Jedi and Drider by the ground in front of where Gridlock is now, tries to position Gridlock 7 squares from the ground, and the stunned Arachnid 1 square above Gridlock.
I'm using 7 and 8 squares because of the AoE... I think it's the maximum I can go, if the AoE in this system are a spread. Please assume I'm doing maximum height for Arachnid, and maximum - 1 to Gridlock (so Arachnid falls in top of Gridlock if I hit)
I don't think I can reach anyone else, nor even me or Janice
Rolling for my companions (if they don't "accept" the teleport)
Jedi: 3d6 ⇒ (3, 5, 4) = 12
Drider: 3d6 ⇒ (1, 6, 6) = 13
For the enemies
Arachnid: 3d6 ⇒ (1, 4, 3) = 8
Gridlock: 3d6 ⇒ (3, 1, 5) = 9
Chess feels dizzy, tired of being using his powers in every opportunity. He will have to rest a lot after that!
How do I calculate how much END I'm using? Am I about to drop dead tired? Lol!
mdt |
Next to your power description is a column labeled END. Yours use 6 per use
You can only move each target 4" from their starting position, so 4" up, or 4" diagonal, or 4" laterally. 7 & 8 are too far. The 8" is how much of a radius you can affect. Before I do your moves, I'm going to put a template down and walk you through it in Discussion
mdt |
Chess can't get a grip on Jedi or Drider, as both are too wired up.
Gridlock and Arachnid however he manages to snag and move.
Drider: all the way down and right (SE), to the corner of the yellow Hex
Jack: all the way down and left (SW), to the corner of the blue Hex
Gridlock: 2'' out of the ground, then 2'' to NW
Arachnid: simply 4'' out of the ground
Breakfall, Arachnid: 3d6 + 4 ⇒ (6, 1, 2) + 4 = 13 Success, rolls to feet
Breakfall, Grid: 3d6 + 2 ⇒ (5, 6, 5) + 2 = 18 Failed, prone
"Jedi" Jack Straw |
Sorry for the delay. Couldn't post from work.
Turn 1, Phase 9
Jack could not believe the punishment Pixie just took. Drider looked like she dished out some pain to Arachnid, and Chess did something that put Gridlock on his rear.
Jedi rushes toward Gridlock and leaps foot first at Gridlock. He puts all of his adrenaline into his strike.
Move 5". Combat levels stay in DCV 7-2 kick +2 levels = 7. Push 10 Strength = 11 END
Flying side kick 7+1=8 OCV: 19 - 3d6 ⇒ 19 - (4, 6, 5) = 4 Maybe, he's prone.
hit location: 3d6 ⇒ (2, 2, 1) = 5 head x2 Stun Woot!
if hit, damage: 12d6 ⇒ (6, 1, 3, 4, 4, 4, 2, 1, 4, 2, 3, 2) = 36 Bleh. down from average.
mdt |
Man Jack, the dice roller hates you, it giveth and taketh away in the same post! Anyone else you hit in the head, even with that roll, would have been in a world of hurt.
Kicking Gridlock in the jaw makes Jack's shin feel like someone slammed a sledgehammer into as hard as they could. The stone man's head jerks an inch or two, and he grins up at Jack. "Not bad kid, right spot, need to work on your follow through."
mdt |
TURN 1 : SEGMENT 11
Attck: 21 - 2 - 3d6 ⇒ 21 - 2 - (6, 4, 2) = 7
Bolt races back, slamming into Jack from behind!
Location: 2d6 + 1 ⇒ (6, 5) + 1 = 12 Stomach
Damage: 10d6 ⇒ (4, 3, 5, 4, 5, 2, 5, 6, 6, 1) = 41 Body 11
KB Reduc: 2d6 ⇒ (6, 3) = 9
Attempt to hit Grid with Jack: 21 - 4 - 3d6 ⇒ 21 - 4 - (1, 4, 3) = 9
Damage: 3d6 ⇒ (4, 1, 1) = 6