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Post by Silentking Alpha on Aug 3, 2012 11:37:20 GMT -5
Luke simply takes the blast. His muscles will keep him from getting injured. No way is he gonna go down yet! ------------------------- Rolling Buddy (D10) since Iron Fist has my back; Hero For Hire (D8) since last time I check this is HFH business; Superhuman Durability (D10) since I am absorbing the damage; Combat Expert (D8) since I am in combat.
Buddy: [dice=10] Hero For Hire [dice=8] Superhuman Durability: [dice=10] Combat Expert: [dice=8]
DRAT! And even if I did have a plot point, it wouldn't be of much use.
Total: 12 Effect: D10[rand=3174750965707889331545955842616935909203152311514337673756612437437]
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Post by andyman on Aug 12, 2012 20:47:50 GMT -5
Note: This isn't Hero for Hire business. No one is paying Luke and Danny to fight Shades and Comanche. This is personal!BRAK!Power Man takes D6 Physical Stress! Comanche fires an explosive arrow at Power Man! Buddy [dice=10] Marksman [dice=8] Weapon [dice=8] Combat Expert [dice=8] Power Man's Physical Stress [dice=6] I'm spending one D6 from the Doom Pool to add the D6 as an Extra Die to the Total. Total of 17 (7+6+4) with a D8 Effect Die. PHOOM!After Power Man defends, the turn passes to Iron Fist who is the only one who has not gone yet. Power Man's Stress: D6 Physical Power Man's Assets: None
Iron Fist's Stress: None Iron Fist's Assets: Stealth D12
Shades's Stress: D10 Physical
Comanche's Stress: None
Doom Pool: D6[rand=67266287119127819692860378418118677195061463862790316271642223]
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Post by WildKnight on Aug 14, 2012 15:32:28 GMT -5
Danny didn't waste any time with words, instead stepping forward, his fist glowing, and attempting to shatter Commanche's bow and remove the man's primary weapon.
==OOC== Targeting the "Gear" Limit of Commanche's bow. Buddy [dice=10] Living Weapon [dice=8] Reflexes [dice=8] Combat Master (breaking down into 2d8) [dice=8] [dice=8]
Total of 11, d10 Effect Die. Once Commanche reacts, I'll pass the action to Iron Fist again. [rand=43646281469069714818075423027520695499283768223645809611614899505]
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Post by Silentking Alpha on Aug 19, 2012 15:29:35 GMT -5
OOC: Back from vacation for a single day then going to Las Vegas for three days.
Sweet Christmas! They managed to hurt Power Man again! Looks like Luke is gonna have to step past than just his A-game for this. But before Power Man could lay down a beat down, Shade's no good frakin jive turkey friend Comache strikes. "Christmas!" Luke could only take the brunt of this attack just as Danny tries to swipe Comache's gear. ------------------------- Rolling Buddy (D10) since Iron Fist is helping me; Christmas! (D8) because Luke is getting rightly pissed off now; Superhuman Durability (D10) since I am taking the arrow attack; Combat Expert (D8) since I am in combat.
Buddy: [dice=10] Christmas!: [dice=8] Superhuman Durability: [dice=10] Combat Expert: [dice=8]
OOC: %!#%$#^#$!^$ WITH A %@$#ING SIDE OF #%!# ... $!%#
Total: 4 (If you take the opportunity, I will use a plot point to make it 7) Effect Die: D10 (If you take the opprotunity, then this is actually a D4)[rand=0121038244789320463226858563636829649783015498517426867519613094204]
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Post by andyman on Sept 3, 2012 20:44:19 GMT -5
I'll take that opportunity to raise the Doom Pool from D6 to 2D6.
Comanche's 17 is a double extraordinary success against Power Man's 7, raising the Effect Die past D12. Power Man is stressed out!
"HA HA HA HA HA!" Shades laughs, unaware that Iron Fist has stepped forward, in an attempt to shatter Comanche's bow.
Note 1: Danny's fist doesn't glow unless he uses his Iron Fist SFX.
Note 2: Players may activate a villain's Limit by spending 1 PP. The Watcher may activate a villain's Limit and gain a D6 doom die or step up an existing doom die. (see OM94 & OM95)
Comanche's Resistance Roll versus having a SHATTERED BOW complication.
Buddy [dice=10] Street Smart [dice=8] Weapon [dice=8] Combat Expert [dice=8]
YOINK! With a 13 Total vs. Iron Fist's 11 Total, Danny's powerful punch doesn't make contact!
"Hey, the honky's here too!" Comanche calls out to his partner in crime.
Fortunately, it's the end of the first action order, so Iron Fist gets to start the next Action order now.
Power Man's Stress: Physically Stressed Out Power Man's Assets: None Power Man's Plot Points: None
Iron Fist's Stress: None Iron Fist's Assets: Stealth D12 Iron Fist's Plot Points: None
Shades's Stress: D10 Physical
Comanche's Stress: None
Doom Pool: 2D6[rand=5804002773948014207923229085281571859155106358239308412726968527]
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Post by WildKnight on Sept 10, 2012 6:36:06 GMT -5
Without losing focus, Iron Fist continued attempting to take away Commanche's weapon, it was the best way he could think of to protect Luke.
==OOC== Attempting to activate the Gear Limit again Buddy [dice=10] Living Weapon [dice=8] Reflexes [dice=8] Combat Master [dice=10]
Total: 14, Effect Die: d10
And I'll pass to Commanche himself[rand=687220225288036354497043815199292824470478453466536973983409307]
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Post by andyman on Sept 26, 2012 20:02:34 GMT -5
Commanche tries to prevent Iron Fist's second attempt to separate him from his bow. Buddy [dice=10] Street Smart [dice=8] Weapon [dice=8] Combat Expert [dice=8] I don't have a doom pool die large enough to add a third die into the total, so it's a total of 10 with a d10 effect die and Iron Fist shuts down Commanche's BOW AND ARROWS Power Set. Another D6 is added to the doom pool though. "Shoot!" Commanche curses. "Shades! Whatta we do now?!""Head for the bridge," Shades calls back, "it's higher ground!"Both Shades and Commanche are going to try to create assets called higher ground, this can be opposed by Iron Fist. Unfortunately, after the reaction rolls, Shades is going to get to decide who goes next. So please roll Iron Fist's reactions to both attempts to create assets and then it'll be my turn again. CommancheBuddy [dice=10] Street Smart [dice=8] Combat Expert [dice=8] Total 10 with a D4 effect die. ShadesBuddy [dice=10] Competent Tactician [dice=8] Combat Expert [dice=8] Total 13 with a D8 effect die. Power Man's Stress: Physically Stressed Out Power Man's Assets: None Power Man's Plot Points: None
Iron Fist's Stress: None Iron Fist's Assets: Stealth D12 Iron Fist's Plot Points: None
Shades's Stress: D10 Physical
Comanche's Stress: None
Doom Pool: 3D6[rand=46250465908087797696532313711941278234539786353713254126231186092]
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Post by WildKnight on Oct 6, 2012 9:55:01 GMT -5
==OOC== Attempting to block both of those (rolling twice obviously, I think?) Solo [dice=8] Young Dragon [dice=8] Reflexes [dice=8] Combat Master [dice=10] Total: 11, Effect Die: d8 (and I rolled an Opportunity)
Solo [dice=8] Young Dragon [dice=8] Reflexes [dice=8] Combat Master [dice=10] Total: 18, Effect Die: d8[rand=08034939879201186694978334325459126776465594398067798377567270686]
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Post by andyman on Oct 11, 2012 21:15:02 GMT -5
OOC: I'm taking advantage of the opportunity to raise a D6 in the Doom Pool to a D8 for 1 PP.
Iron Fist catches up to the two jerks on the George Washington Bridge.
"Okay, Iron Fist," Shades says, turning back to look at the young dragon, "Eat this!"
BRAK!
Shades Buddy [dice=10] Competent Tactician [dice=8] Force Blast [dice=8] Combat Expert [dice=8]
Total = 9, Effect Die = D8
Shades is passing to Comanche, but I need Iron Fist's reaction roll first.
Power Man's Stress: Physically Stressed Out Power Man's Assets: None Power Man's Plot Points: None
Iron Fist's Stress: None Iron Fist's Assets: None Iron Fist's Plot Points: 1
Shades's Stress: D10 Physical
Comanche's Stress: None
Doom Pool: 2D6, D8[rand=3634133054874837458808045857585974967567073181271611829963210038841]
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Post by WildKnight on Oct 22, 2012 6:53:27 GMT -5
Realizing just how dangerous this man was, since he'd taken Luke down, Danny wasn't taking any chances. He did his best to stay out of the way of Shades' attack.
==ooc== Reaction Roll Solo [dice=8] Living Weapon [dice=8] Reflexes [dice=8] Combat Master [dice=8] [dice=8] Total: 14, Effect Die: d8[rand=73669749764621257251777577746076200634329907066308884663012672467]
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Post by andyman on Nov 9, 2012 23:26:38 GMT -5
Danny Rand was fast enough to dodge Shades, but now Comanche tries to bull rush Iron Fist into the street toward an oncoming car! Buddy [dice=10] Street Smarts [dice=8] Combat Expert [dice=8] Added D6 Doom Pool Die [dice=6] I really want Comanche to push Iron Fist into the street, so I'm spending my other D6 to add that first D6 to the the total for 15 Total with a D8 effect die. The DOOM DICE use translates to Comanche successfully pushing Iron Fist into the street, but our hero won't suffer Physical Stress unless he fails to get out of this car's way. After rolling to defend from the 15 Total with 8 Effect die, Comanche passes to Iron Fist. Scene Distinction: GEORGE WASHINGTON BRIDGE
Power Man's Stress: Physically Stressed Out Power Man's Assets: None Power Man's Plot Points: None
Iron Fist's Stress: None Iron Fist's Assets: None Iron Fist's Plot Points: 1
Shades's Stress: D10 Physical
Comanche's Stress: None
Doom Pool: D8 [rand=392432337161153556352481585927308116152711911126976084455945529044]
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Post by andyman on Jan 21, 2013 21:14:31 GMT -5
OOC: This game will now use BASH! Ultimate Edition rules.Iron Fist doesn't have time to think about what he's doing... OOC: Therefore, I will tell you what he is doing, as a way to help explain BASH! Ultimate Edition game mechanics.To avoid getting run over by the car, Iron Fist will use his Athletics skill with the Acrobatics specialty to leap out of the way. I rate this skill check as Tough (difficult for a professional), so Iron Fist has to beat a 20. Iron Fist's Skill Multiplier is equal to his Agility of 2. Since Acrobatics is a Specialty, Iron Fist's player may roll twice and take the better result. Also, as with any roll, if doubles are rolled another d6 is rolled and added to the result before multiplying. If this die matches the other two, roll and add again, until we get something that does not match. For purposes of this BASH! lesson, I'll roll. Roll 1 for Athletics / Acrobatics (X2): [dice=6][dice=6] Doubles! so we roll again! [dice=6] The total roll is 12 (5+5+2) which we multiply by 2 to get a total of 24. 24 beats 20 and Iron fist succeeds! But just to see if he may do better, let's try that second roll. If it's lower, we can still use the 24. Roll 2 for Athletics / Acrobatics (X2): [dice=6][dice=6] Again? 2 fives? wow. Let's roll another die. [dice=6] Holy toledo!!! We can roll a fourth die! [dice=6] 17 total, times 2 is a 34!!! (By beating 30 Iron Fist's Acrobatics result is Superhuman!) Now, to switch to Power Man. The way Power Man was taken out by two attacks is one of the reasons why I want to switch to a different game mechanic. So, with my GM powers, I am restoring Power Man to consciousness. Power Man now has 50 Hits out of his maximum total of 100. After getting up he catches up to the others on the George Washington Bridge. OK Power Man and Iron Fist can now both post. If you are unfamilar with the game rules, I'll help translate your actions into rules on my reply. Iron Fist's Hits: 100 Power Man's Hits: 50[rand=8828871743753552621007154230028490113002690486615990144540555775]
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Post by Silentking Alpha on Jan 21, 2013 23:29:34 GMT -5
Power Man wakes up wondering what in the world hit him. Then he remembered. Comanche and Shades beat him down. For the third time! It will also be their final time. "You are dead wrong, Comanche. It is you two jive turkeys that are in it deep now!" With that, Luke Cage went to bowl over Comanche as hard as he could.
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Post by WildKnight on Jan 31, 2013 12:55:56 GMT -5
Seeing that Luke was going after Comanche, and knowing that his partner hated being interrupted in the middle of a beat down, Danny instead decided to find Shades and shut him down. If Shades was nearby, he was going to catch a flying kick to remind him that surrender really was the preferable option here!
(rolling to either get close to Shades, or to kick him if he's near enough.)
[dice=6]
[dice=6][rand=2663635997758339720641097871852233476606622277871715829996571051]
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Post by andyman on Feb 10, 2013 11:13:55 GMT -5
OOC: I lost my internet connection mid post, but was able to record the die rolling results. Rolling for Priority: Power Man (4+2)x1 = 6 Iron Fist (4+3)x3 = 21 Shades (5+5+5+3)x1 = 18 Comanche (5+6)x2 = 22 Comanche fires a shock arrow at Power Man (6+3)x3=27 Power Man tries to prevent being hit with a Defense roll. (2+3)x1=5 As the arrow hits Luke, a massive jolt of electricity courses through his steel-hard frame... Commanche rolls Damage. (2+5)x3=21 Power Man Rolls Soak (6+1)x4=28
Shades is more that 6 squares, 30 feet away from Iron Fist, but less than 12 squares, 60 feet away. So, Iron Fist performs a Slam attack on Shades, using his entire body as a weapon with a flying kick. (The 2+4=6 rolled by WildKnight)x(2 Brawn+1 Momentum)=6x3=18 Shades is going to try to dodge. (2+1)x2 Agility=6 Shades takes the difference in damage (18-6=12). Every point of damage rolled on an attack knocks the opponent back 1 foot- reduced by their Brawn x10. Shades have a Brawn of 10, so he's knocked back 2 feet. A character who is knocked back is also knocked down. Getting up uses half a character's movement squares (round down). "Ohhh...you nearly busted my leg! You're gonna hurt for that!"([dice=6]+[dice=6])x3=21 Iron Fist's Defense roll. ([dice=6]+[dice=6]+[dice=6]+[dice=6])x2=42 Shades misses by a long shot!
Across the G.W. Bridge, Power Man tries to bowl over Comanche as hard as he can. (Slam attack) ([dice=6]+[dice=6])x(4+0 momentum)=44 Comanche tries to dodge. ([dice=6]+[dice=6])x2=12 Comanche takes 32 Hits in damage and is Knocked Back 12 feet! Comanche falls down on the solid walkway pavement taking additional knockback damage. ([dice=6]+[dice=6])x1=11 Comanche tries to Soak the knockback damage. ([dice=6]+[dice=6])x2=12 Comanche Soaks the Knockback damage so he only lost the 32 Hits from the Slam. Villains start with 100 hits just like heroes, so Comanche now has 68 Hits. OOC: This post ended up being more involved than I was expecting from BASH. I may not want to stick with this system for very long.Iron Fist's Hits: 100 Power Man's Hits: 50[rand=09887997619807721366059300489723791932942415587617051204340532422]
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