-
Posts
4,352 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Geez3r
-
28 - Bastion - HP x3 - Bruise x2 17 - Kingsnake - HP x1 - Unharmed, Fatigued 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (2+) - Unharmed Obelisk 2 - Undamaged Obelisk 4 & 5 - Damaged x1 Obelisk 1, 3, 6 - Disabled Toughness save vs Kingsnake DC 24: 2#1d20+6 22 23 So close and yet so far. Both are downed, leaving just the two outside the door, plus any other wanderers somewhere in the complex. Heritage, you're up.
-
They are indeed. There are only two in the room with you, two more on the opposite side of the barrier Grim put up. You can get one group or the other.
-
Brandish is able to quickly dispatch the luckiest guard once the latter's luck runs out. At the same time the battle in the library reaches a fevered pitch and the guards believe that now would be the opportune time for a tactical retreat. Bastion shakes out the cobwebs and promptly gives chance to the retreating guards, landing on the balcony they just left. Meanwhile in the library, the guards attempt to enter the fray, sending bolts of lightning into the smoke where Grim and Kingsnake were hiding out. One of them was actually lucky enough to almost hit Kingsnake. That being said, apparently this magic circle had a particular... reaction to magical lightning being thrown about; likely why this was one of the meta-humans that came to the manor with the suit, and why the guard's wills were bound with enchantments binding them to that particular element. The lightning forked to the different obelisks, seemingly unerringly drawn to them. Without being done in concert with the precise ritual that had been interrupted, three of the obelisks were overloaded and cracked open violently followed by an agonized wail of thunder echoing off the library walls. "No lightning you idiots!" cried Mirth too late as the ritual area quickly became wrecked.
-
Toughness save vs Brandish DC 25: 1d20+6 12 And the unkillable guard finally goes down. Mirth stays dazed. The guards in the area with Kingsnake and Grim will fire blindly into the smoke. Smoke has a 10ft radius so 16 5ft squares are covered, so 1/16 chance to target correctly. So we'll say Grim is in square 15 and Kingsnake is in square 16. Blind-fire into smoke: 2#1d16 7 16 One correctly aims at Kingsnake. Miss Chance due to smoke: 1d20 15 And succeeds on the miss chance. Attack roll vs Kingsnake DC 23 Tough: 1d20+8 15 And misses. But we're not done yet, the obelisks don't seem to appreciate magical lightning being thrown about all willy-nilly. Toughness save DC 23: 5#1d20+7 24 11 15 22 13 So obelisk 2 is fine, 3 and 6 are disabled, and 4 and 5 are damaged. Toughness save DC 23: 1d20+6 13 And Obelisk 1 blows up as well. The goons outside finally hear what's going on inside and retreat into the interior of the building to lend their aid. Bastion uses his first move action to stand up from prone and the second to follow the guards inside from the balcony area. 28 - Bastion - HP x3 - Bruise x2 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (4+) - Unharmed Obelisk 2 - Undamaged Obelisk 4 & 5 - Damaged x1 Obelisk 1, 3, 6 - Disabled Shaen you're up.
-
No rolls required. Hatred is no longer dazed, but still on the ground and in pain. 28 - Bastion - HP x3 - Bruise x2, Prone 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Chris you're up.
-
Toughness save vs KS Whip DC 25: 1d20+12 17 That's a bruise and a daze, but she's got enough Impervious Toughness to not be knocked back. 28 - Bastion - HP x3 - Bruise x2, Prone 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Dazed, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Heritage, you're up.
-
That's a swing and a miss. The two goons on the balcony take pot shots at Bastion as he flies overhead, while the guard that Brandish just tried to bean retaliates against him. Attack roll vs Bastion; PA +/- 2 DC 25 Tough: 2#1d20+6 23 19 That's two hits on Bastion. Attack rolls vs Brandish; DC 23 Tough: 1d20+8 19 And a wiff. Toughness Save DC 25 #1: 1d20+14 19 That's a bruise and a daze. That'll knock him out of the sky, but his Impervious is high enough to tank the falling damage. Toughness Save DC 25 #2: 1d20+13 33 And a pass. Where Kingsnake and Grimalkin are fighting the cultists, two more goons join into the fray, attracted by the noise, with the sounds of more on the way. I'll let Bastion stew on getting shot out of the sky for the round. 28 - Bastion - HP x3 - Bruise x2, Prone 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Dazed, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Unharmed 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Shaen you're up.
-
Whoever that guard is, he deserves a raise, as he continues to dance just out of range of Brandish's attacks. His own retaliation against Brandish fairs just as well however as the swordsman is able to nimbly sidestep the attack. Trusting in their apparently skilled compatriot to finish the job, the guards on the balcony turn their attention towards Bastion. While the armored hero is faster in a straight line than Brandish, he is far more predictable and the twin bolts of lightning strike true. Bastion lets out a strangled "GAH!" in surprise as his suit momentarily locks up and he careens into the ground rather gracelessly. He seems slow to get up, but otherwise not too worse for the wear. Elsewhere in the compound the sounds of Grimalkin and Kingsnake kicking the snot out of the cult leaders has drawn the ire and attention of their guards, who come storming into the room, with more on the way.
-
Toughness save vs Grim's Claws DC 22: 1d20+12 31 No damage, and Grim her body is most definitely super-humanly tough. 28 - Bastion - HP x3 - Bruise x1 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Dazed, Prone, Staggered, Surprised 11 - Brandish - HP x3 - Bruise x1, DC 23 Toughness save pending 10 - Mirth - Unharmed, Surprised 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Chris, you're up.
-
The masked duo had no idea Kingsnake was in the door, but the masked man in particular got a very rude awakening. He stood defiantly in the smoke, shouting at Kingsnake (or where he thought the latter might be), pointing his finger "You dare come into our sacred circle and--PLEGH!" The rest of Hatred's likely very "important" and "memorable" speech was cut short by the distinctive sound of a full grown man in a kabuki mask getting bitchslapped with a bullwhip. Thankfully Kingsnake was something of a connoisseur of these types of noises and he was able to appreciate the subtle intricacies as Hatred was flung bodily through the air until he impacted rather painfully with one of their ritual obelisks before crumpling to the ground in a heap. "Hatred!" called out the woman concerned, throwing back her hood as Kingsnake could hear the hum of electricity begin to build. Technically he was still moving, but the experience was likely painful for him. The obelisk failed better, being knocked out of place somewhat, and getting a small crack in its exterior. Kingsnake did seem to note that there was a distortion in the air of unknown origin and direction at the time of impact.
-
Yeah, looks like you're right. http://www.roninarmy.com/att-forum-archive/viewtopic.php?f=18&t=12601 Toughness Save - Knockback Impace DC 21: 1d20+3 8 And that's a bruise, daze, prone and stagger. Toughness Save - Knockback Impact DC 21: 1d20+7 20 And the obelisk gets a little crack in it. 28 - Bastion - HP x3 - Bruise x1 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Dazed, Prone, Staggered, Surprised 11 - Brandish - HP x3 - Bruise x1, Toughness save pending 10 - Mirth - Unharmed, Surprised 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Heritage you're up.
-
The meta-human is immune to demoralization. That may be the only thing working for him however. Toughness save vs Kingsnake DC 25: 1d20+4 19 That's a bruise and daze. Do you wish to deal Knockback to Hatred? With a rank 10 effect that would throw him up to 250ft or until he collided with something solid (less if you desire). Since you exceeded his Defense by so much, if you decide to inflict Knockback you've got the choice of what to send them crashing into: 1 - out of a window, lowest damage, furthest distance 2 - into one of the interior walls, about 50ft away, good damage 3 - into one of the obelisks, only 10ft away, but high damage, plus whatever happens should one of the obelisks break or get knocked out of position. Also since we'll need them: Intiative Roll: 1d20+2 12 Intiative Roll: 1d20+9 10 They won't take actions this round, we'll treat this current round as a surprise round.
-
Brandish's attack prevents one of the guards from entering the premises as he quickly dives behind a nearby statue, flames licking his feet. He didn't stay that way for long though as a moment later, he stuck his head back out from behind the safety of the stone statue to launch another bolt of lightning at the sword wielding hero. His compatriots on the second floor quickly joined in, raining lightning down from their vantage point. Above them, the battle between Bastion and the guards on the roof continues. The guard slings more lightning at the armored hero, but misses his mark as Bastion rockets forward. The latter tags the last guard with another shot from his repulsar blasts, knocking the guard out. Bastion circles around to the front where Brandish is combating the remaining guards, floating nearly even with the guards on the second floor. "Roof is clear." he informs Brandish as the sound of his repulsars recharging is heard over the din of battle.
-
Unfortunately the guards are heading to opposing entrances, so you're only able to snag one in the blast. Reflex Save vs Hellfireblast DC 20: 1d20+6 20 That's a pass, which cuts the DC mod down to +5, so DC 20 Toughness save Toughness Save vs Hellfireblast DC 20: 1d20+6 21 And another pass, that guard wants to liiiive~ The goons are up. The guard opposite Brandish makes his way inside of the manor and is out of combat for the moment. A notice check from either King or Grim if they wish to track and intercept them. The two guards overlooking the courtyard, plus the one Brandish just tried to blast retaliate in kind, laying down fire on Brandish. Attack rolls vs Brandish; DC 23 Tough: 3#1d20+8 26 10 12 So that looks like just one hit The last guard on the roof will take another pot shot at Bastion. Attack roll vs Bastion; PA +/- 2 DC 25 Tough: 1d20+6 10 that's a whiff On his action Bastion will repeat last turn's action of Accurate attacking for 2, taking a 10 on his attack roll, which provokes an impossible Toughness save, and the goon goes down. Kingsnake is up. 28 - Bastion - HP x3 - Bruise x1 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 11 - Brandish - HP x3 - Bruise x1, Toughness save pending 4 - Goons (3+) - Unharmed
-
The guard seems to come out of some sort of haze before nodding his head as enthusiastically as he can without Grim's claws tearing into his face. "Y-you gotta help us! They're totally crazy! They came here two months ago, I don't know what happened to the real owners, I was just working in the kitchen. They did... things to us. One by one they dragged us into this room they had done up with a bunch of that magic mumbo jumbo. Giant pentagram with rings carved in the center of the room. That creepy guy- think he's in charge- crushed some red crystal and rose petals and put the dust on our foreheads and then I could start hearing and seeing stuff that wasn't there. I wanted - I wanted to help them. I just had to." Grim knows that this is a fairly common ritual, it shoves a spirit into the person making them suggestible, also gives them a bit of magical ju-ju which is probably how these guys are throwing lightning. The connection is easily severed, pretty much any injury (or a good scare) ought to do it. "I didn't know what they were stealing. They called it 'hatred's vessel' and said its offering would please 'The Hollow One' whatever that means." Grim knows that The Hollow One is an extra-dimensional entity that was once a normal man. It gave up its soul for power, but was brought low in eons past. It can only escape its prison should it fill the void that was left where its soul once was. They would likely need The Hollow One's original soul to release it completely, but it can offer boons to those that offer it pieces of other souls as the doors to its prison loosen the more it is fed. Grim also knows that the phrase "pouring one's heart and soul" into their work takes on a far more literal meaning when magic is involved. In all likelihood, the cultists aren't interested in Malice's suit per se, but because it was created out of raw hatred when Eric is at his worst, it can act as a tether to his soul, which they will likely offer to The Hollow One. They've probably done something similar before, which is probably the source of their powers.
-
The situation outside certainly caused the distraction that was planned for, in mere moments, bolts, blasts and explosions of everything from lasers to hellfire were raining down across the lawn of the stately manor. With the first part of the plan, Bastion's set up and Brandish's knockdown, working quite well, and the guards realizing that they are quite outmatched, begin to think more tactically. The guards at the far ends of the courtyard beat feet towards their respective closest entrances, namely the east and west entrances, attempting to get out of the line of fire. Meanwhile, their compatriots laid down some suppressing fire, the two on the roof used their height advantage to send bolts of lightning at the airborne Bastion, both hitting their mark, though stopping short of putting him down. The guards in the interior of the building on the second floor opened up the windows nearest them and began taking shots at Brandish from their position of cover. Elsewhere in the manor, Kingsnake was hot on the trail of the stolen power armor, as he was able to dodge around the guard patrols unnoticed. Following the trail, he finds himself in the east wing of the manor, which seems to be a single, multiple-story library that would be the envy of most the academic world. That however is not the center attraction of this room; that would be Malice's power armor floating unassisted 10 feet off the ground in what Kingsnake's substantial super-senses tell him is the exact dead center of the room. At geometrically significant regions of the room, six to be precise, strange obelisks positively hum with power. On the second floor are the only two other people in the room, at opposing north and south sides of the armor. They are garbed in heavy black robes, bathed in incense and wearing ceremonial masks. Kingsnake recognizes them as the thieves they have been tracking; the one on the south side closest to Kingsnake is the woman and the other the man. They are chanting in a language that is unknown to Kingsnake, but at a volume that is scarcely audible, even to Kingsnake's ears.
-
He'll be able to catch three people in the blast radius with his movement speed and their relative positions, which will be most of the guards remaining in the courtyard. Reflex Saves vs Hellfireblast: 3#1d20+6 9 9 17 All fails Toughness Saves vs Hellfireblast: 3#1d20+6 14 14 8 and the Toughness saves all also fail. So that's 6 guards left standing, 2 on the roof, two in transit, and two more in the courtyard at opposite east and west ends (they were the furthest away and therefore had yet to arrive in the immediate area). The ones in transit pop open windows and start taking pot shots, conjuring lighting from their fingers. The guards are the roof do the same, while the two remaining guards seek more defensible positions inside the building, but are as of this moment too far to make all the way inside. Two take aim at Brandish and two take aim at Bastion Attack rolls vs Bastion - PA +/-2; DC 25 Tough: 2#1d20+6 18 21 Both hits on Bastion Toughness Save vs DC 25: 1d20+15 21 A Bruise on the first one Toughness Save vs DC 25: 1d20+14 27 And no damage on the second. Attack rolls vs Brandish; DC 23 Tough: 2#1d20+8 24 9 And one hit on Branish On his turn Bastion will retaliate against one of the goons on the roof with his lasers, Accurate attacking for 2, taking a 10 on his attack roll because I remember you can do that now, which provokes an impossible Toughness save, and the goon goes down. I probably won't get a post up tonight, but I'll get one up tomorrow. Kingsnake is up. 28 - Bastion - HP x3 - Bruise x1 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 11 - Brandish - HP x3 - Unharmed, Toughness save pending 4 - Goons (5+) - Unharmed
-
28 - Bastion - HP x3 - Unharmed 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 11 - Brandish - HP x3 - Unharmed 4 - Goons (9+) - Unharmed Chris you're up.
-
Once inside, you begin to spot certain insignias on the walls, over doorways and occasionally on the guards themselves. You're not sure what exactly they're for, but they definitely serve a larger purpose, and if you're going with your gut, probably focusing some sort of energy, likely for a ritual of some kind.