Cyroa Posted October 28, 2009 Share 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… Now to save time: everyone roll inits now as it’s going to come up as soon as someone starts swinging. Feel free to do some RP posts though (unless you start blasting right away ) Link to comment
Ecalsneerg Posted October 28, 2009 Share Posted October 28, 2009 GECKOMAAAAAAAN (1d20+4=9) 2 HP Link to comment
Eviscerus Posted October 28, 2009 Share Posted October 28, 2009 River Rat's Initiative: 17 HP: 3 Link to comment
Angel Posted October 29, 2009 Share Posted October 29, 2009 Do I need to roll to hit or can I take 10? Link to comment
Cyroa Posted October 29, 2009 Author Share Posted October 29, 2009 you'll need to roll to hit. But regardless, you need to wait for the attack. Some people might act before you. if not, it'll get started tonight/tomorrow Link to comment
Angel Posted October 30, 2009 Share Posted October 30, 2009 Attacking a robed figure DC 23 Toughness if hit (1d20:9+12=21) Well I use the same action when everyone gets going :P Link to comment
Cyroa Posted October 30, 2009 Author Share 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? Link to comment
Ecalsneerg Posted October 30, 2009 Share Posted October 30, 2009 We've all kinda threatened to shoot people already :P Link to comment
Cyroa Posted November 2, 2009 Author Share Posted November 2, 2009 so close! toughness (1d20+8=22) 1 bruised for that guy ok, top of init order. baddies go on a 9. so basically everyone else goes first and their tied with last Hero I believe. Link to comment
Ecalsneerg Posted November 2, 2009 Share Posted November 2, 2009 Well, hopefully their initative bonus is less than +4, then :P Link to comment
Eviscerus Posted November 2, 2009 Share Posted November 2, 2009 Sorry if I caused any delay of game! but I'm here now! Link to comment
Eviscerus Posted November 2, 2009 Share Posted November 2, 2009 Okay, since it seems like I'm at the top of the initiative order, I guess I'll go first. Gonna go with a perception range penetrating damage effect. which is a measley DC 21 toughness save, but let's hope it sticks. Edit: Using move action to move for cover of some sort, if there is any. Link to comment
Cyroa Posted November 3, 2009 Author Share Posted November 3, 2009 toughness (1d20+7=15) bugger. 1 wound (bringing him to 2) plus he's stunned! Link to comment
Angel Posted November 3, 2009 Share Posted November 3, 2009 Hit, if successful then grapple, if successful then pin (1d20:10+12=22; 1d20:8+16=24) Link to comment
Cyroa Posted November 3, 2009 Author Share Posted November 3, 2009 yeah...no problem there. Link to comment
Ecalsneerg Posted November 4, 2009 Share Posted November 4, 2009 I'll just go ahead and post Let's fire me some Autofire cannon at another robed dude! DC 22, but it's Autofire 1 (1d20+7=8) Crud. I'll save the HP for later... Link to comment
Cyroa Posted November 5, 2009 Author Share Posted November 5, 2009 Robes: first 3 on Angel, 2nd 3 on River Rat (1d20+5=6, 1d20+5=18, 1d20+5=12, 1d20+5=12, 1d20+5=18, 1d20+5=6) Damage: DC 23 Flying monkey demons (just for Gecks) on Gecks! (1d20+6=26, 1d20+6=12, 1d20+6=13, 1d20+6=13, 1d20+6=16, 1d20+6=13) Damage: DC 22 Link to comment
Eviscerus Posted November 5, 2009 Share Posted November 5, 2009 River Rat's staying behind cover and unleashing another accidental blast at the stunned sorcerer. Link to comment
Cyroa Posted November 5, 2009 Author Share Posted November 5, 2009 do me a favor and report the attacks/dc and rolls each time so I don't have to go look. I have a crappy memory anyway and I loose stuff easy when I'm juggling all this. Thanks Link to comment
Eviscerus Posted November 5, 2009 Share Posted November 5, 2009 no problem. It's a penetrating perception range damage effect, DC 21 toughness save. Link to comment
Cyroa Posted November 5, 2009 Author Share Posted November 5, 2009 *sigh* toughness (1d20+7=15) (though I forgot to include the minus from wounds so he actually only rolls a 13). Fail by 8. Stunned again. *grumble* and another wound ;) Link to comment
Angel Posted November 5, 2009 Share Posted November 5, 2009 Can they see invisible or are they just guessing? Either way they all miss! Link to comment
Cyroa Posted November 5, 2009 Author Share Posted November 5, 2009 you're wearing _Magic_ bracers... They don't need their eyes too much to shoot you. :) Link to comment
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