EternalPhoenix Posted January 23, 2022 Posted January 23, 2022 OOC for this. Ask me whatever questions you want about that thread in this space. Also gonna be needed for dice rolls, naturally.
EternalPhoenix Posted May 11, 2022 Author Posted May 11, 2022 All righty, so let me know how you wanna do this. Roll init and charge into the thick of it, or let the quartet work and cover the civilians they can't.
Heritage Posted May 11, 2022 Posted May 11, 2022 Rolling Initiative just to have it here: 1d20+19 If Casey gets a good read off of the cowboy team, she will prioritize getting civilians clear.
RocketLord Posted June 17, 2022 Posted June 17, 2022 Sorry for the long wait. Alright, Initiative: 19, and Casey should go first with her higher bonus. Charlie is gonna jump into the thick of it, either going for the big bear or for the civilians, depending on who Casey goes for... but first, barking orders!
EternalPhoenix Posted June 19, 2022 Author Posted June 19, 2022 What to know something funny? Terrifica also has gotten a 19. Either of you remember the tiebreaker? Also I've decided how we're going to do this. Go for the monsters or protect the civilians, we'll be in initiative the whole way. But we're gonna do it differently than normal. We're gonna run the whole encounter OOC here first, before any IC posting. The one turn, one post method is a momentum killer, especially when you're me and have ADHD and thus variable interest in and ability to take my turn. Million Lucky: 26 Zero: 10 Gadget Queen: 5 Jarl: 17 Scourge Bear: 3 Hazard Wolf Alphas (2): 10 Nuisance Wolves (8): 13
EternalPhoenix Posted June 19, 2022 Author Posted June 19, 2022 Initiative Order (start of combat) Million Lucky Terrifica Miracle Girl Nevermore Jarl Nuisance Wolves (8) Zero Hazard Wolf Alphas (2) Gadget Queen Scourge Bear Super cool, okay. Million Lucky will blow one of the Nuisance Wolves away with a barrage of bullets from her revolvers. Terrifica will Delay for now. This brings up @Heritage. Do you need the scene described further, or are you good to go?
Heritage Posted June 23, 2022 Posted June 23, 2022 Okay, having reassessed the scene described, Miracle Girl wants to take on the Nightmare Bear and keep it occupied. Unarmed Attack Roll: 1d20+10=12 Unacceptable! Burning Extra Effort and an HP for a reroll. Rerolled Unarmed Attack: 1d20+10=12+10 for the reroll = 22 (I think I did that right) Grapple roll: 1d20+20=37
EternalPhoenix Posted June 24, 2022 Author Posted June 24, 2022 Your grapple attempt is a hit. Let's give that grapple check a roll. The Scourge Bear is, uh, pretty large and very strong. Good luck? 1d20+26=44 Unfortunate. No grappling done. Next up, @RocketLord!
Heritage Posted June 24, 2022 Posted June 24, 2022 Holy crap, that's a nasty bear! Does that mean it's grappled me?
EternalPhoenix Posted June 24, 2022 Author Posted June 24, 2022 Nah. It's just avoided being grappled.
RocketLord Posted June 26, 2022 Posted June 26, 2022 Nevermore will lay down some cover to give everyone else a chance of getting out of there. Let's say a Darkness descriptor Obscure, and move in to protect the crowds, looking for anyone in danger of being grabbed by the wolves. His suit allows him to see in darkness.
EternalPhoenix Posted June 30, 2022 Author Posted June 30, 2022 Terrifica will pull a Darkvision Visor out of her utilty belt and put it on, and spend the other eight points on a Shapeable Area Extra for her Stun effect. For her standard action, she'll use it on just about any foes she can reach that way, and be quite surprised when the effect scatters without harming any of them. The only thing it does is strip away any veneer of them being normal animals. Like, literally. Their fur is a distinctly wrong color, and they have glowing tattoos/veins in places. Jarl used his Create Object to throw a wall between the angry Scourge Bear and Miracle Girl, while complimenting her on her courage. The wall of ice stretches halfway around the entire field of combat, effectively cutting the monsters off from the civilians in that area. Notably, this is the area on the opposite side from our trio. Which directs the 7 remaining Nuisance Wolves towards them, naturally. Their eyes glow oddly, as if the darkness doesn't matter. 3 bracket Miracle Girl, but can't get through her Impervious so it's up to Heri whether or not they hit her as rolling is pointless. 2 each, however, go for Nevermore and Terrifica. This prompts some swearing from Jarl, who didn't intend this. Dice rolls go! 4#1d20+4: 4 # 12 [1d20=8] 9 [1d20=5] 18 [1d20=14] 23 [1d20=19] First two for Nevermore, second two for Terrifica. Obvious misses are obvious, except that last one. Back to the dice. 1d20+10: 27 [1d20=17] I'd call that a success, yeah. Zero is up next, and she will use her big machine gun and Autofire's Multiple Targets option to annihilate the four attacking Nevermore and Terrifica. Minions means she can take 10, and it's an impossible save for them. The Hazard Wolf Alphas will break in the opposite direction, blurring past Million Lucky (who is the one on that side) and showing excellent agility in attempting to climb over the ice wall. They don't manage it this round, however, as Gadget Queen declines to let them by using one of her devices to jack up the height of the wall with perfectly smooth hard light. This leaves the Scourge Bear to smash it's way out from behind the ice wall between it and Miracle Girl, bringing up Round 2.
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