Project Daedalus OOC Thread II

Yeah, I plan on not getting in melee range :p

He did suffer a -2 to hit when entangled. That didn't help though.

I have a good idea how this guy is built. He's got 13 super strength, 20 in at least strength and con. That results in a DC33 damage save if you get hit.

If he has protection equal to his super strength, none of us can hope to really hurt him with ranged damage attacks, and you'd have to go all out just to hope to hurt him with any physical melee attack.

I'm guessing he also has +13 in amazing saves for will, fort and reflex. If he doesn't have protection, he'll have that in damage saves too. The 31 will save leads to this and the 40 fort save would result from +13 AS-Fort, +5 Con and greater fortitude, and a natural 20. So basically, he's impervious to most of us, unless he rolls 5 or lower, assuming he has no will/reflex bonus for high stats. We can't beat his fort save no matter what, since 21 would be his minimum roll, and 20 would be the best we could achieve. 18 has been the lowest save he's gotten so far; that would probably be a 3 on the dice.

Basically, he's pretty much impervious to anything we can do.
 

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Calinon said:
Basically, he's pretty much impervious to anything we can do.
That was my read on it too. The fact that I went straight from fine and dandy to dying skipping disabled is pretty nasty, even if I still was able to use a heropoint, I most likely would have only gotten an 18 instead of a 17. With the lethality rules as they seem to be, anone else would be dead.

Can Ty order up a cruise missile? I am being entirely serious on the missiles.
 

Interesting. A fair assessment, though I wouldn't go as far as to say he's impervious (though I can say that, knowing the actual numbers). 18 is the lowest save you've seen, I haven't shown any of the numbers from NPC actions, and Neutron's got him in a Snare twice. I really tried to convey the fact that this guy is major league leading up to the fight so you wouldn't be caught unawares.

I feel your frustration, though, having 'fought' guys like Strength and Mole, myself... ;)
 

Shalimar said:
That was my read on it too. The fact that I went straight from fine and dandy to dying skipping disabled is pretty nasty, even if I still was able to use a heropoint, I most likely would have only gotten an 18 instead of a 17. With the lethality rules as they seem to be, anone else would be dead.

Can Ty order up a cruise missile? I am being entirely serious on the missiles.
Heh, I considered super speeding to the harbor and seeing if there were any naval vessels there and ordering a bomb to go :)
 

Couple things, Toki. Total defense can only be used in combination with movement, nothing else. I'll allow fighting defensively, but instead of the -4 to hit, it'll be off the Taunt check.

Also, Rachel has already fallen back (and she can't get up).
 



Liberty server, though my play time is all buggered up with night shift. Emp/Rad defender named Sabrar is my main, just nearly level 21.
 

I have two that I play, Karate: scrapper 15th (just a shade away from 16) and Omagus: controller 12th
 
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Shalimar said:
Regen gives a free recovery check to remove disabled the turn after its inflicted, not sure on what happens when you skip the disabled to go right to Dying though. Also the 1L should be healed on the turn after it was inflicted (turn I used hp to stabilize) If I don't get the regen check to recover, I'll spend the hero point to get one, in either case, +9 to it, and no lethal hit, so only DC 20 I believe.

I missed that she has Regen in her Hybrid form, giving her +7 overall. That changes things. Her Fort save is high enough to automatically stabilize last round. I'll modify that.

However, for fututre reference, I think Dying and Dead are distinct from Disabled, and Regen doesn't give you an automatic check to recover from Dying (or Dead, of course).
 

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