Thevshi Posted January 12, 2018 Posted January 12, 2018 OOC for This thread. Cape, can I get a Stealth check for Mess, HGM can I get a Notice check for foreshadow
Supercape Posted January 12, 2018 Posted January 12, 2018 Stealth: 1d20+19 26 If you feel the complication: Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Comes up, feel free to use!
Thevshi Posted January 12, 2018 Author Posted January 12, 2018 Shaking the Branches OOC Okay, Foreshadow will not be able to spot Mess, but I will go with the suggestion and have him spot part of the trial mess has left behind. Guess that is HP to Mess!
Thevshi Posted January 15, 2018 Author Posted January 15, 2018 Okay, I think we are on to initiatives Cape, we will say that the Caddy is a move action away from Freddy with the speed of his current form. For Foreshadow and Synapse, it (and the battle brothers) is actually closer to them.
Supercape Posted January 16, 2018 Posted January 16, 2018 Initiatives: 2#1d20 8 20 with bonuses that is 17 for Bloody Mess and 26 for the Hound.
Thevshi Posted January 16, 2018 Author Posted January 16, 2018 Round One 32 Foreshadow (unharmed, 1 HP) 29 Synapse (unharmed 3 HP) 26 Hound (unharmed) 21 Malcom (unharmed) 17 Bloody Mess (unharmed, 2 HP) 14 Jack (unharmed) Okay, Foreshadow is up!
Brown Dynamite Posted January 16, 2018 Posted January 16, 2018 Alright Move Action: Move towards the Battle Brutes and Hound Standard Action: Foreshadow's not going to just start swinging, so he's going to take a read of the situation Notice: 1d20+14 26 Actually, Sense Motive may be more appropriate in which case a 22 would be it
Thevshi Posted January 16, 2018 Author Posted January 16, 2018 Well, we will say that Foreshadow is able to spot Harry in the car that the battle brothers tossed up on to the parked car. As for the battle brothers...they seem to be looking for a fight and appear almost as if they were expecting Harry.
Supercape Posted January 17, 2018 Posted January 17, 2018 (edited) Harry will take the improved defence action, increasing his dodge by +8, as a standard action Release smoke screen as a move action. Morph as a free action Edited January 17, 2018 by Supercape
Supercape Posted January 17, 2018 Posted January 17, 2018 Harry will boost as a standard action, giving him full strength bonuses, and then leap to the Chevvy as a move action. I'm guessing thats near enough to reach?
Thevshi Posted January 17, 2018 Author Posted January 17, 2018 So, made a notice check to see if Jack spotted Foreshadow (yeah right) and/or Synapse (much more likely) as they came up, but no, he gets a natural 1 So, on to Round Two 32 Foreshadow (unharmed, 1 HP) 29 Synapse (unharmed 3 HP) 26 Hound (unharmed) 21 Malcom (unharmed) 17 Bloody Mess (unharmed, 2 HP) [2d round of Boost] 14 Jack (unharmed) Foreshadow is up!
Brown Dynamite Posted January 17, 2018 Posted January 17, 2018 Alright. Alright. Alright. Move Action: Taking another one to get closer to them Standard Action: Kick Jack (DC19): 1d20+20 35
Thevshi Posted January 17, 2018 Author Posted January 17, 2018 That will totally hit, just won't hurt him any.
Thevshi Posted January 18, 2018 Author Posted January 18, 2018 Synapse will configure her power reserve to boost mind blast (and configure her array the same) and then mind blast Jack! Jack gets a 29 for his will save! So, he is fine. Hound is up Cape!
Supercape Posted January 18, 2018 Posted January 18, 2018 (edited) Standard Action: Total Defence Move Action: Move! Edited January 18, 2018 by Supercape
Thevshi Posted January 18, 2018 Author Posted January 18, 2018 Okay, Malcom will move back out of the smoke cloud and then use shockwave to catch Foreshadow and Synapse in the cone. DC 21 reflex save for Foreshadow to completely avoid, otherwise a DC 20 toughness save if he fails. Synapse gets a 13 on her reflex save, so takes the full brunt of the shockwave. She gets a 21, so I think I will use a HP to reroll for a 34 so she is just fine.
Brown Dynamite Posted January 18, 2018 Posted January 18, 2018 Reflex: 1d20+13 17 TOU Save: 1d20+7 16
Supercape Posted January 19, 2018 Posted January 19, 2018 Move action, move towards Malcolm (I presume he is fast enough fully boosted). Standard action: Straightforward Punch! Punches Malcolm: 1d20+14 24 In this form, thats a DC 21 Tough Save
Thevshi Posted January 20, 2018 Author Posted January 20, 2018 Unfortunately, that will bounce right off of his Impervious toughness.
Thevshi Posted January 20, 2018 Author Posted January 20, 2018 Okay, Jack will move over and try to step on Mess, but misses with a 21. So, Round Three 32 Foreshadow (bruised 1 HP) 29 Synapse (unharmed 2 HP) 26 Hound (unharmed) 21 Malcom (unharmed) 17 Bloody Mess (unharmed, 2 HP) [3d round of Boost] 14 Jack (unharmed) Foreshadow is up HGM!
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