Cyroa Posted October 28, 2009 Posted October 28, 2009 here's the ooc Some ground rules/info - Barring the ability for dimensional travel, you cannot leave FC. Likewise, communication to the outside is not working. - Jumping to different threads: not going to generally allow it. However, that said, if you feel it makes perfect sense and somehow know about the other thread, then I’ll reconsider on case by case. (Mainly it’s because I don’t want a massive thread with 10+ people duking it out unless I have to. Already going to have one of those…) Basically: just ask before you do it. - The entire FC is being corrupted and changed by the infernal presence. There is a general ‘fear/depression/hopelessness’ aura going on all the time. It’s minor/background and I’m having anyone roll for it. You’re the heroes; you fight past it. Just remember that it is there in the RP. - There is going to be some weird time-dilation affect going on; strength depending on where you are. It won’t matter to most chars as they can’t tell anyway. But just wanted to be upfront about it. - I’m going to try and keep this going fast (and putting most of my personal threads on the back burner so hopefully I won’t slow us down ). Please check regularly. I don’t want to get hung out for days waiting…
quotemyname Posted October 28, 2009 Posted October 28, 2009 Sorry I'm late to the party! I'll be posting shortly. EDIT: Good idea A_D Initiative! (1d20+10=24)
angrydurf Posted October 28, 2009 Posted October 28, 2009 Gettin it out the way early Initiative (1d20=17)
Avenger Assembled Posted October 28, 2009 Posted October 28, 2009 22 is Init. Oh, and I'm blowing the HP for Inspire now, so that it'll be in place during our first round of combat? (If you think I can do that, Cy.)
Cyroa Posted October 29, 2009 Author Posted October 29, 2009 that's fine w/ fine. especially if you can think/find a way to arrive all sudden-like
Cyroa Posted October 29, 2009 Author Posted October 29, 2009 unfortunately. it doesn't go anywhere! just to and from the base.... I did mention something about fixing that a while back ;)
quotemyname Posted October 29, 2009 Posted October 29, 2009 isn't that what we need, though. FROM the base? :P
angrydurf Posted October 29, 2009 Posted October 29, 2009 Yea the base teleporter can get us where we need to go if its not jammed by the demonic nastyness.
Cyroa Posted October 30, 2009 Author Posted October 30, 2009 As stated: players who don't post with 48 hours of their 'turn' will be NPCed to not hold up players who can/do post. When you return, on your turn you can post again obviously. So, shall I start the combat going or would you guys like another day or two to RP?
quotemyname Posted October 30, 2009 Posted October 30, 2009 As everyone is putting their hands in the circle, I think we're about ready to get going here, Cy. The only one missing would be Shaen/Zephyr
angrydurf Posted October 30, 2009 Posted October 30, 2009 I know Mike and Alex tell her to stay at the manor where she'll be "safe" while they go off to save the world. Surely nothing could go wrong with that plan
quotemyname Posted October 30, 2009 Posted October 30, 2009 In fact, the way the plan is set up, we can pretty easily just hand-wave her holding off the demons on the left flank or whatever. We probably don't even need to roll if we say she's "holding her own," etc.
Cyroa Posted November 1, 2009 Author Posted November 1, 2009 feel free to do an RP post. Or start with "the plan" ;)
Electra Posted November 2, 2009 Posted November 2, 2009 Well, that was a really terrible initiative roll. 1d20+13=16
Cyroa Posted November 2, 2009 Author Posted November 2, 2009 the demons (1d20+8=20) and for when he gets involved eventually "James" (1d20+10=23)
alderwitch Posted November 2, 2009 Posted November 2, 2009 Here, to be helpful Init Order Breakdown - 24 "James" - 23 Edge - 22 Demons - 20 Psyche - 19 Phalanx - 17 Wander - 16
quotemyname Posted November 2, 2009 Posted November 2, 2009 Guess I'm up. Cyroa, can you give me a more accurate description of what I'm up against on my side of the battlefield? How many demons, what sizes they are, etc?
Cyroa Posted November 3, 2009 Author Posted November 3, 2009 There are 8 large (10' tall) demons of various descriptions. For simplicity, Breakdown is on the 'left'. On/near/approaching Breakdown's side are 2. 1 has 4 arms (2 hold weapons) and the other is coated in spines, claws and ridges. One hte right, there are also 2. One is wreathed in flames. Another looks like is has a thing coating of slime or something on it. There are 4 'roughly' in front/in between you guys and the gate. One has dozens of mouths. One has a giant mouth in its torso. Two look like succubi. Two others are the more traditional big red demons with wings. That help? ;)
quotemyname Posted November 3, 2009 Posted November 3, 2009 Very much so! I will attempt to hold off the ones on the left here. Let's just see what kind of stuff they're made of, hey? Free Action: Enter Dance Form Full-Round Action: Sound Wave 11 (Damage 11; Extras: Area/Burst, Selective; Flaws: Full Round Action) [22pp] IC post incomming :)
Cyroa Posted November 3, 2009 Author Posted November 3, 2009 4 arm guy reflex (1d20+8=18) nuts...so toughness toughness (1d20+14=29) it shrugs that one off... Spiney reflex (1d20+11=30) "What? Oh, was that supposed to actually hit?" James does nothing (that you can see) this turn Though everyone can give me a will. DC 24. (I'll be nice though: It's not mind control or anything; so if you fail, don't feel compelled to blow the HP.) Edge is up (right after I make an IC response to Breakdown)
quotemyname Posted November 3, 2009 Posted November 3, 2009 Well, nuts. Note to self. Don't try that again. And as requested: Will DC 24 (1d20+6=18) a failed save >_>
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