RocketLord Posted January 10 Author Posted January 10 @Spacefurry Spoiler You heard rumors that the original Raven used to fight a nutcase that called himself the Conqueror Worm, who believed that he was a hero. He was a sort of cult leader who easily attracted others to him, as his "Night Crawlers", that he sent out to deal with anyone that didn't follow his ever changing moral code. He either died fighting or was killed by the original Raven in 1968, but his name is still whispered with fear in the poorer areas of Freedom City. Judging from you have heard of his appearance, this seems to be him, returned from the grave.
Kaede Kimura Posted January 10 Posted January 10 Muirne has no knowledge skills and doesn't have any Feats that would let her make one untrained
Lone_Star Posted January 12 Posted January 12 (edited) @RocketLord Ghule rolled a 16 on her Toughness save, and is Dazed and Bruised for a second time. Oh no! I need to buy Luck ASAP. I'll make an IC to reflect this. Edited January 12 by Lone_Star
RocketLord Posted January 12 Author Posted January 12 27 - Bluebird - KO 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed - Master Plan 3 (not yet active) 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - KO - Grappled by Nightscale (Bound & Helpless), Caught in Muirne's rank 10 Snare (Bound & Helpless) 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 5HP - Injury (x1), Bruise (x1), Dazed 10 - Shadowborne - 4HP - Unharmed 5 - Minions - x10 - KO
Heritage Posted January 14 Posted January 14 I think Shift has the HP for this (she has Luck 2): using Beginners Luck to get +11 on an otherwise untrained Knowledge: Occult roll. 1d20+11=19
RocketLord Posted January 14 Author Posted January 14 @Heritage Spoiler You have heard rumors that the Conqueror Worm was brought back from the other side into a state of undead years ago.
RocketLord Posted January 14 Author Posted January 14 @Nerdzul Spoiler The Conqueror Worm is not someone that had traditionally been involved with magic or the supernatural in any way. It does not appear that the ritual that brought him here is what brought him back to life, but rather that it summoned him, though from what you can see, it would have required some sort of pre-existing connection between him and someone there.
Nerdzul Posted January 15 Posted January 15 Thanks Nightscale will use the moment of respite to shape-change (assuming there is enough space, otherwise I'll edit the move). I am not sure if he has to spend an HP to clear the daze or not, in case he has, he will do so.
RocketLord Posted January 16 Author Posted January 16 (edited) That will be a HP, yes, but then Dazed is done. The Conqueor Worm gets 2 Initiative slots: 14 and 20 (rerolled from an 11, so he doesn't act almost one turn after another. Fighting the Conqueror Worm is not simply a question of attacking him: There's also all of his Puppets, who will attack on his turn, with a variety of effects. Attacking the Puppets or otherwise trying to stop them will limit what he can do, and will potentially weaken him, but be aware that these are normal people that he is controlling, and what kind of actions you might want to take to stop them. He is high PL and not something easily stopped. New Young Freedom Status: - Both Chump and Toxin seem to very much oppose the Conqueror Worm, though who knows how long that will last? - Casanova is awake but staggered, and currently seems to be immune to damage, sitting right next to the Conqueror Worm. - Both Ms. Scorpion and Casanova might know more about what is going on, in case anyone want to try to interrogate them. - Bluebird is part of the Puppets. The Conqueror Worm Status: Unharmed The Conqueror Worm Puppets: Unharmed MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. And @Spacefurry is up! 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed Edited January 16 by RocketLord
Spacefurry Posted January 16 Posted January 16 (edited) Snare attack on Ms Scorpion ranged: 11 rerolling that -.- : 30 lol from nat 1 to nat 20 Ref save DC 25 (with crit bonus) Edited January 16 by Spacefurry
RocketLord Posted January 16 Author Posted January 16 Total 33 to hit, actually. Which is very much a hit. Reflex Save: 19 That means she's bound and helpless. Give me an IC @Spacefurry, then I'll go next. 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
RocketLord Posted January 16 Author Posted January 16 (edited) Stormcrow activates Inspire 5 by using a HP and a full found action. Ms. Scorpion struggles against the snare but won't break it, so she talks. Chump struggles against Shift, asking to be let go. And the Conqueror Worm sends his puppets swarming. Everyone except for Paper, Ms. Scorpion, Stormcrow, Shift, Casanova and Chump make a DC 20 Reflex Save vs. Area, followed by DC25 TOU save (or DC20 if you pass the first one). Remember that Inspire 5 boosts saves. Toxin saves 17 and 29, no damage @Heritage is up next MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. INSPIRE 5 ACTIVE FOR Shift, Ghule, Multi-Girl, Nightscale and Shadowborne: +5 bonus to attack rolls, saves and checks until Stormcrow's next turn. 24 - Paper - 3HP - Unharmed 22 - Stormcrow - 5HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed Edited January 16 by RocketLord
Thevshi Posted January 16 Posted January 16 Okay, Multi-Girl just makes the Reflex check with a 20. And just makes the lower toughness save, also with a 20, despite a REALLY high Toughness save thanks to the Inspire, lol. Her duplicate makes the Reflex check with a 23 and easily passes the toughness save with a 26
Lone_Star Posted January 18 Posted January 18 @RocketLord Ghule succeeds on her Reflex save with a whopping 35! And succeeds on the following Toughness save of 20 and gets a 28!
Heritage Posted January 19 Posted January 19 (edited) Attempting to initiate Grapple with Wormie. 1d20+13=15 Grr! Let me see if I missed any other bonuses. Edit: forgot Inspire! Is 18 enough to hit? Edited January 19 by Heritage
RocketLord Posted January 19 Author Posted January 19 That's 20 with Inspire, actually, which is a hit. Give me a grapple roll @Heritage
Heritage Posted January 19 Posted January 19 1d20+24=37 Higher, if any of the bonuses apply. Also I don't think that includes the Additional Limbs bonus.
RocketLord Posted January 19 Author Posted January 19 If you got 4 extra limbs, then that's +4, and +5 Inspire... total 46. Conqueror Worm: 46 Since you're the aggressor, you got him pinned. @Lone_Star is up! MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. INSPIRE 5 ACTIVE FOR Shift, Ghule, Multi-Girl, Nightscale and Shadowborne: +5 bonus to attack rolls, saves and checks until Stormcrow's next turn. The Conqueror Worm status: Unharmed, Pinned by Shift (Immobile, No Dodge bonus to defense, Defense -4) 24 - Paper - 3HP - Unharmed 22 - Stormcrow - 5HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump -> 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
Kaede Kimura Posted January 19 Posted January 19 Sorry for the delay, Muirne's Reflex comes to a measly 1d20+10+5 = 33 So then onto DC20 Toughness, 1d20+8+5 = 22 is also a, pass!
Lone_Star Posted January 19 Posted January 19 Ghule will swing for the fences with a -5/+5 Power Attack! That's a total of 23! DC 28 Toughness with Autofire if it hits.
RocketLord Posted January 24 Author Posted January 24 DC30 TOU save: 30 That's just enough to get weaken them, which lowers the DC of the attacks that they make as a horde. Toxin goes for the Conqueror Worm: 13, which actually hits because of Shift's grapple! Unfortunately, she tried to use her Stun attack, and the Conqueror Worm is immune to Fort effects. Casanova does nothing. The Conqueror Worm tries to break the grapple: 34 Well, that was a bad roll, but let's see if @Heritage can't roll higher than that to maintain the grapple, given all the available bonuses. The Puppets are kept away from the Conqueror Worm so far, but everyone that are currently fighting them (that would be everyone but Paper, Ms. Scorpion, Stormcrow, Shift, Casanova, Toxin and Chump) give me a DC19 Reflex Save, followed by a DC24 or DC19 TOU save, depending on whether you make it or not. And then @Thevshi is up! MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. INSPIRE 5 ACTIVE FOR Shift, Ghule, Multi-Girl, Nightscale and Shadowborne: +5 bonus to attack rolls, saves and checks until Stormcrow's next turn. The Conqueror Worm status: Unharmed, Pinned by Shift (Immobile, No Dodge bonus to defense, Defense -4) Puppets Status: Weakened by 1. 24 - Paper - 3HP - Unharmed 22 - Stormcrow - 5HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling the Conqueror Worm 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - -> 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
Thevshi Posted January 24 Posted January 24 Okay, Multi-Girl easily makes the reflex check this time with a 31, same with the toughness save with a 28. Her duplicate misses the reflex check with a 14 but makes the toughness save with a 25. So, Multi-Girl will again unleash her horde of duplicates area attack, she will shift -2 from atk to add +2 damage. She only gets a 19 on the attack roll If that is a miss, she will use her HP to reroll getting a 28 (due to the +10 for rereoll). That is a DC 29 toughness save to a large number of the horde. The duplicate will also make an attack, totally missing with a 10.
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