Removed. Posted January 24, 2018 Posted January 24, 2018 (edited) Hey guys! Finally have things ready to go for this adventure and hoping you guys are ready as well. Do forgive me for making error here and there. I mainly play 3E and this is the 1st 2E I've run so bare with me. The 1st bit of story is going to be just Facsimile until you get into the thick of it. Shouldn't take too long to get there so don't worry about having to wait to play Blue. I look forward to running this for you guys. @Zeitgeist Blue and @Exaccus Edited January 24, 2018 by Vorik
Exaccus Posted January 27, 2018 Posted January 27, 2018 Here we go a stealth check! 1d20+10=26 I have hide in plain sight Feat (which allows stealth checks without cover)
Exaccus Posted January 28, 2018 Posted January 28, 2018 Will save! 1d20+8=10 huh. well that cant be good! though ill stick with it in the intrest of seeing what it means.
Removed. Posted January 28, 2018 Author Posted January 28, 2018 (edited) Unfortunately you seemed to have failed the save! As you make a move out to the Windmill you feel your Teeth become more straight, Your posture becomes straight aswell, Your shoulders broaden out and if you look closely your skin has a healthy glow to it. 1 Failure....*Ominous Music* Edited January 28, 2018 by Vorik
Exaccus Posted January 28, 2018 Posted January 28, 2018 Taking on my steel form and running at Speed 4 (100mph/1000ft a round) towards the granary.
Removed. Posted January 28, 2018 Author Posted January 28, 2018 Thats fast enough to get there before something bad happens!
Exaccus Posted January 28, 2018 Posted January 28, 2018 Spoiler Generator allocation! Charge Electronic Devices (Feature 1) 1pp Dynamo (Array 15; 30pp Pool, PF: Alternate powers 3) [33pp[ BE: Blast 14("Lightning Strike!" PFs: Incurable, Precise)[30/30] AE: Damage 10 ("Discharge" Extras: Area (Burst), Selective Attack)[30/30] AE: Stun 10 ("Electro-muscle Stimulation"; Extras: Area (Cone)[30/30] AE: Snare 14 ("electromagnetic Shell" PF: affects insubstantial 2)[30/30] Protection 6 ("Inorganic Resiliance)[6pp] Immunity 10 ("super-conductor!"; Common Descriptor: Electricity) [10pp] Changes Toughness: +10 Lighting strike +6 140ft range, DC29 toughness save Discharge DC20 Reflex save (for half), 50ft burst (selective) DC25 Toughness save Electro muscle Stim DC20 Reflex save (for half) 100ft Cone DC20 Fort save Electromagnetic Shell +6 DC24 Reflex save 140ft range How does this look?
Removed. Posted January 28, 2018 Author Posted January 28, 2018 That write up was lightning quick. You left me in shock and awe. I can say I am ecSTATIC from the results! But really though it looks good.
Removed. Posted January 30, 2018 Author Posted January 30, 2018 COMBAT!!!!! Please roll initiative for me Ex, Blue since Ex is buying you time you can attempt a ritual depending on how well your checks go and how long he holds out. Here is some combat music to get you guys in the fighting mood. https://www.youtube.com/watch?v=jRvJkCfnAaY
Exaccus Posted January 30, 2018 Posted January 30, 2018 (edited) Initiative! 1d20+2=16 Edited January 30, 2018 by Exaccus
Zeitgeist Blue Posted January 30, 2018 Posted January 30, 2018 (edited) Initiative: 13 - 1 = 12 Gonna have to brew up a power. Probably a snare of some sort. Edited January 30, 2018 by Zeitgeist Blue
Zeitgeist Blue Posted January 30, 2018 Posted January 30, 2018 (edited) Spending a Fate point to Jury-Rig a Ritual. Device 2 (10DP; Extra Effort [Device]) [6PP] Snare 10 (Extras: Area [Targeted, Attached], Range [Perception]; Flaws: Action [Full Action], Distracting, Medium [Steel]] [10DP] Edited January 30, 2018 by Zeitgeist Blue
Zeitgeist Blue Posted January 30, 2018 Posted January 30, 2018 (edited) DC: 21Knowledge (Arcane Lore): 14 + 15 = 29 Rounds to finish: 6 Uh, if I can suggest something, we should just roll the battle to keep this going until the significant bits, then IC. Though IC when you feel like it is cool too. Edited January 30, 2018 by Zeitgeist Blue
Removed. Posted January 31, 2018 Author Posted January 31, 2018 I'd like to try my hand at using IC to describe the attacks if you'd like, If you want to go faster through combat then we can just do rolls and just see results. I dont mind either way. Also sorry for taking a while to get combat started...Had a surprise interview for potential promotion so had to come first. ANYWAYS here is the turn order... Knight 1- 19 Knight 2- 17 Ex- 16 Knight 3- 16 Knight 4- 16 Knight 5- 14 Blue- 12 Knight 6- 13 Knight 7- 6 Knight 8- 5 Knight 1 is going to attack with a mace... Well, Uh... https://orokos.com/roll/590046 Thats a crit. Im sure a 32 hits Toughness DC is 25. Knight 2 is going to follow up with a sword https://orokos.com/roll/590049 27 to hit DC 20 if it lands.
Exaccus Posted January 31, 2018 Posted January 31, 2018 (edited) If they're minions they can't crit, i hope they are! First save 1d20+10=23 Second save 1d20+10=18 Edited January 31, 2018 by Exaccus
Removed. Posted January 31, 2018 Author Posted January 31, 2018 They are minions! so both were dc 20s passed the 1st failed the 2nd so 1 wound good sir! You are up
Exaccus Posted February 1, 2018 Posted February 1, 2018 Facs is gonna manuver to catch as many of the knights as haven't acted yet (as well as the two that did) to catch them in his Area of affect stun (100ft cone!) DC20 reflex and DC20 fort save Please!
Removed. Posted February 1, 2018 Author Posted February 1, 2018 Alright so trying to get the 8 knights? Here are the Reflex saves for the Knights 1- 12 https://orokos.com/roll/590414 2- 27 https://orokos.com/roll/590413 3- 14 https://orokos.com/roll/590399 4-16 https://orokos.com/roll/590398 5- 28 https://orokos.com/roll/590400 6- 14 https://orokos.com/roll/590401 7- 25 https://orokos.com/roll/590402 8- 11 https://orokos.com/roll/590403 So knights 1,3,4,6,8 failed their reflex Here is Fort 1- 20 https://orokos.com/roll/590412 2- 16 https://orokos.com/roll/590411 3- 16 https://orokos.com/roll/590405 4- 12 https://orokos.com/roll/590406 5- 22 https://orokos.com/roll/590407 6- 28 https://orokos.com/roll/590408 7- 22 https://orokos.com/roll/590409 8- 24 https://orokos.com/roll/590410 So knights 2, 3, and 4 failed.
Exaccus Posted February 1, 2018 Posted February 1, 2018 oh wow dude you can just do a hashtag in orokos to repreat the roll like 8#1d20+whatever
Removed. Posted February 1, 2018 Author Posted February 1, 2018 (edited) Oh Didnt know that! Forgot to half fort dc for saves so Knight 2 passed aswell so only knights 3 and 4 are down for the count! Edited February 1, 2018 by Vorik
Exaccus Posted February 1, 2018 Posted February 1, 2018 Ill repeat that same attack then if thats legal and cool.
Removed. Posted February 1, 2018 Author Posted February 1, 2018 Alright so Chrome closed for some reason as I was putting down the rolls...For the Reflex roll everyone of them failed so DC 20's all around https://orokos.com/roll/590416 Annnd they all go down. Nuffle the God of Dice is a spiteful god.
Removed. Posted February 1, 2018 Author Posted February 1, 2018 Since all the guards insta lost it will be Blue's turn before the capt enters the fight.
Zeitgeist Blue Posted February 2, 2018 Posted February 2, 2018 (edited) So the ritual's finished? How many turns has it been? Nicole continues making her device/ritual. Edited February 2, 2018 by Zeitgeist Blue
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