quotemyname Posted July 11, 2010 Author Posted July 11, 2010 You know what? I changed my mind. Y'all get a hero point for the hostage situation. The above post has been edited to reflect this.
quotemyname Posted July 11, 2010 Author Posted July 11, 2010 (01:42:16) Synius: oh no. Quote, you have to stop me. I was just tempted to make the Halle Barry shocking things joke toward the lizard folk. What am I going to do? (01:42:49) quotemyname: Do it! (01:42:54) quotemyname: You must (01:43:18) Synius: but it's evil! It cannot be used without crushing a little piece of my soul (01:43:23) quotemyname: Things that make me really really really laugh, or cry, or are just plain damn good posts are worth HP, by the way.
Gizmo Posted July 11, 2010 Posted July 11, 2010 Presumably Grim and Jack have to reveal themselves Team Rocket style, with a shot of the tour guide uniforms flying through the air.
Heritage Posted July 12, 2010 Posted July 12, 2010 Presumably Grim and Jack have to reveal themselves Team Rocket style, with a shot of the tour guide uniforms flying through the air. Grim was thoughtful enough to make Jack's outfit a tearaway :D
Heritage Posted July 12, 2010 Posted July 12, 2010 As fun as the Team Rocket reveal would be, Grim's gonna go for her specialty; a cheap shot while invisible. She switches her Glamour from Morph to Concealment (should be a free action), moves behind the lizzie holding up the hostage and pulls a "Sneak Attack!" Her Stealth is Auto 33, so let's see her to hit. Grim Sneak Attack: 1d20+12=28. Damage Save is DC 27 Toughness for Sneak Attack with Claws
quotemyname Posted July 12, 2010 Author Posted July 12, 2010 That save is impossible for him, and since he is a minion, he's down. He drops the dude while he's at it. You can go ahead and edit that into your post if you want. Jack's turn.
Gizmo Posted July 12, 2010 Posted July 12, 2010 Jack runs up and makes with the stabpunch on the BLOC (big lizard on campus). Energy Blade Power Attack 5. (1d20+13=22) Ew. Let me know if he needs to reroll that. It's the Corrosion power, so DC 21 Fort followed by DC 28 Toughness.
quotemyname Posted July 12, 2010 Author Posted July 12, 2010 That hits. Fort DC 21 (1d20+5=24) No. TOU DC 28 (1d20+12=27) He takes a bruised. Down boy! IC post incoming. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 4HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 3HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Dark Magician 1 - 19 - NPC - Unharmed Valkyrie - 13 - 6HP - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 2 - 5 - NPC - Unharmed Bombshell is up. EDIT: I know we've talked about this, but just to make this official, anyone with senses able to detect magic, roll a Notice check.
Gizmo Posted July 12, 2010 Posted July 12, 2010 Jack Auto-20s his Notice check. Need to buy that up a bit...
alderwitch Posted July 13, 2010 Posted July 13, 2010 Bombshell will be making with the punchy to the nearest magician after sneaking up on them. Her stealth is a auto 30. 1d20+9=27 That's a surprise attack making it a DC24 TOU save if memory serves.
quotemyname Posted July 13, 2010 Author Posted July 13, 2010 Okay, I'll have the saves up in a bit. But for now, I want to revise my earlier post. I know we've talked about this, but just to make this official, anyone with senses able to detect magic, roll a Notice check. I'm going to call for a notice check from All characters, actually. Those with the appropriate magical senses will be able to pass at a lower DC and get more specific information out of it, but I'm going to make this effect noticeable to all characters. If you make the DC you will receive a PM after your roll. As you didn't specify which magician you're attacking, (and it really is arbitrary) we'll say the one on the left (Dark Magician 1) I see now that bombshell has quickchange 2. Very nice! The sorcerer himself can't make that Notice check, so he's FF against this attack. The High Sorcerer cannot pass. The minions cannot pass. Her Secret ID is safe! 27 hits his FF Def provoking a DC 25 save with sneak attack, correct? TOU DC 25 (1d20+9=15) I won't stand for one of my non-minion bad guys to be staggered on round one. FIAT: He'll re-roll. TOU DC 25 (re-roll) (1d20.minroll(11)+9=20) God, that still fails by 5! He is Bruised and Stunned. The sorcerer will roll to maintain his Force Field as a Reaction: Rank 9 FF = DC 19 Concentration DC 19 (1d20+11=25) he passes with ease. This attack produces KB. Rank 10 -4 (KB mod) = rank 6 KB = 50ft. As you "snuck up behind him" I'll say that you Knocked him back towards the side of the room with the mirror on it. He hits the stone wall of the museum. Stone has a Toughness of 5 which is lower than the KB he just suffered, meaning he owes another DC 20 save. TOU DC 20 vs Wall (1d20+8=11) Bruised and Stunned. Reaction: Maintain FF: Maintian FF DC 19 (1d20+11=26) passes again FIAT: Remove the Stun The wall takes a 10 on its TOU save VS KB. on a DC 21 save, it gets a 15. It is disabled. Results: Sorcerer now has Bruisedx2, Bombshell earns 2HP, Museum wall disabled. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 4HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Dark Magician 1 - 19 - NPC - Bruisedx2 Valkyrie - 13 - 6HP - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 2 - 5 - NPC - Unharmed IC post incoming. I'll do the High Sorcerer in a separate post.
quotemyname Posted July 13, 2010 Author Posted July 13, 2010 High Sorcerer After doing another look over the stat block I've been using for this guy, I realize that it is RETARTED. KENSON!!! Every single one of his powers except for his force field is arrayed together including all of his movement and utility powers, and NONE of them are dynamic (and even the force field has an array!) I'm going to just pull a couple powers out of the array and have them just be outside the array so that he can actually do things. Trust me, this is nothing big, it's just going to make the encounter a little better. I'm also replacing his teleport power with Flight. Because having this guy be able to teleport anywhere on earth would be just stupid. He could just grab the mirror and go and this thread would be over. After all this has been fixed: Free Action: Take multiple free actions to maintain all powers that require it. Standard Action: Grapple attack on Jack with Telekinesis: Attack Vs. Jack for Grapple Attempt (1d20+8=21) That's a miss. GM Fiat: Surge for another standard action Standard Action: Same attack, this time on Grim: Attack vs. Grim for Telekinesis (1d20+8=20) Another Miss! Hero Point: Awarded to Grimalkin Move Action: Fly backwards to float inside the room just above and in front of the doorway. Free Action: Switch Force Field array to Insubstantial 4. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Dark Magician 1 - 19 - NPC - Bruisedx2 Valkyrie - 13 - 6HP - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 2 - 5 - NPC - Unharmed Gigawatt is up after I post this IC update.
Synius Posted July 13, 2010 Posted July 13, 2010 Gigawatt flys to the door, takes a quick look around, finishes his move, and then zaps the High Sorcerer with a bolt of lightning. let's see if Gigawatt can hit the lizard. 1d20+5 =23
quotemyname Posted July 13, 2010 Author Posted July 13, 2010 Unfortunately, he is not affected by Electricity. The attack passes right through him. Please make your notice check. The wall behind him makes a TOU save vs your attack. It has +5 and takes a 10 for a 15. If fails your DC 21 save by 6, and is disabled. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx2 Dark Magician 2 - 5 - NPC - Unharmed Dark Magician 1 will delay until Dark Magician 2's initiative. Valkyrie Vivian is still in her Civvies. That means she is going to follow the rest of the sightseers out into the hallway as they run, and duck into a broom closet to summon her artifacts as she must take a Full Round Action to become Valkyrie. She's finished for the round. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx2 Dark Magician 2 - 5 - NPC - Unharmed On Initiative 11, I need everyone to make a Notice Check as a reaction. If you will notice the time stamp on the initiative roll, it was made when the rest of the initiative rolls for the other NPCs were being. The plot thickens! Once you all make your notice checks (for both this and the one I've previously asked for), we can continue. I'll have Vivian auto fail this check since I've placed her in a broom closet for the turn.
Galatine Posted July 14, 2010 Posted July 14, 2010 Pharos rolls a 27 to Notice the first thing. 2nd roll is a 17.
Synius Posted July 14, 2010 Posted July 14, 2010 Gigawatt gets a 17 for the first notice, and a whole 13 on the second
alderwitch Posted July 14, 2010 Posted July 14, 2010 Bombshell has skill mastery for a 20 on notice checks.
quotemyname Posted July 14, 2010 Author Posted July 14, 2010 A_W, without magical senses, your skill mastery's not quite going to cut it here. You may want to make a roll for those ;)
quotemyname Posted July 14, 2010 Author Posted July 14, 2010 Still waiting on Jack to roll the second notice check, and A_W to actually roll hers if she wants to.
quotemyname Posted July 14, 2010 Author Posted July 14, 2010 alderwitch, do you want to roll those? or should we move on?
angrydurf Posted July 14, 2010 Posted July 14, 2010 Notice check (1d20+10=17) Notice (1d20+10=11) AWs rolls as her phone won't let her
quotemyname Posted July 14, 2010 Author Posted July 14, 2010 OK, gang. All the rolls are in. If you've passed, you'll have received a PM telling you what you've seen. If you have not yet received a PM assume you did not pass either of the notice checks. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx2 Dark Magician 2 - 5 - NPC - Unharmed That puts Pharos up!
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