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Justice, Like Lightning... [OOC]


trollthumper

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  • 3 weeks later...

Okay, then. The hunters notice the car, draw their bows, and fire.

One of them hits for a DC23; the car succeeds.

Another hunter hits for a DC23, and the Pale Horse fails again.

The third hunter just plain misses.

And now it's Nick's turn. He's going to be using Nilfheim's Pall to create an area of cold that will hopefully trip up the hunters -- or, failing that, their horses. As the cold takes hold, Fortitude saves at DC10 must be made...

Hunter 1 succeeds, Hunter 2 succeeds, and Hunter 3 succeeds.

Horse 1 succeeds, Horse 2 succeeds, and Horse 3 succeeds.

Well... that was kind of pointless, then. So, yeah, Initiative order:

Hunters (3): 28, Unharmed, 0 HP

Horses (3): 28, Unharmed, 0 HP

Car: 24, Bruised x1, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 1 HP

Justice is up next. Given their Saves, I wouldn't be surprised if the riders were starting to pull even with the car.

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Sadly, the Hunter makes it. And draws his own sword, as he attempts to spar with Justice. However, the sword's deflected.

Meanwhile, his buddies at the rear fire off more elf-shot. The first shot hits, and the car just misses its Toughness save.

The third hunter manages to hit his target... which happens to be Nick. Nick's Impervious Protection, however, manages to deflect the +8 arrow. And how does he respond? He decides to pin down some ponies!

He relinquishes control of Nilfhelm's Pall to activate Poltergeist's Rage... and manages to crit on his Grapple Roll. While it's not an attack roll and thus won't apply special benefits, it's still damn high.

Hunter 2 fails his saving throw to lessen the effect, and gets pinned to the ground.

Hunter 3 does make his saving throw, but still gets pinned to the ground.

So, here's the order:

Hunter 1: 28, Unharmed, 0 HP

Hunter 2: 28, Unharmed, Pinned Horse, 0 HP

Hunter 3: 28, Unharmed, Pinned Horse, 0 HP

Car: 24, Bruised x2, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 0 HP

Justice is up next.

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All right, then. We're in Round 3. Hunter 1 brings his sword against Justice, and misses once more. Hunter 2 aims for the car, and misses again. Hunter 3 aims for Nick, and while he hits, his +8 arrow doesn't break Nick's Impervious Protection 10.

So, Nick's going to take a look, survey the surroundings... oh, hey, look, there are wrought-iron fences in the area! Time to go faerie tossing!

Nick scores a 26 on his Opposed Grapple roll. Hunter 2 makes his Reflex save, so that reduces it to DC24... and he manages to break that. Hunter 3 likewise manages to make his save, and manages to break the grapple. I really need better Ranged attacks.

Justice is up next.

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And the hunter is Stunned. His buddies open fire once more.

Hunter 2 misses the car, while Hunter 3 hits Nick, but to no avail.

And here's where things get tricky. Nick decides to get in on the action, makes a bootlegger's U-turn, and bears down on the Stunned hunter while activating Ereshkigal's Talons. He'll also be taking a -2 to Attack to use a +2 to Damage via Power Attack.

And it hits, especially against the Stunned guy, meaning he needs to make a DC30 Toughness save. And he does not, which means the Hunter is now Staggered in addition to being Stunned. So, here's where we stand:

Hunter 1: 28, Bruised x2, Stunned, Staggered, 0 HP

Hunter 2: 28, Unharmed, 0 HP

Hunter 3: 28, Unharmed, 0 HP

Car: 24, Bruised x2, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 0 HP

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And the hunter fails the DC25 Toughness save by 10, and seeing as he's already Staggered, he falls on his buttocks. That's one down.

So that leaves two more hunters, who take a chance and aim at the windshield. Hunter 2 goes wild, whereas Hunter 3... also goes wild. Given the car's acceleration and the fact that the other two Hunters aren't slowing down, Nick and Justice should be within striking range this turn. So Nick will be using Ereshkigal's Talons again, this time on Hunter 2.

Well, would you look at that. That ups the Toughness save to DC33. And Jesus Christ, two 20s in a row. However, you can't crit on Toughness, so he's still Stunned. That leaves us at:

Hunter 2: 28, Bruised x1, Stunned, 0 HP

Hunter 3: 28, Unharmed, 0 HP

Car: 24, Bruised x2, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 0 HP

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Okay, so Hunter 3 fails his Sense Motive roll, and then gets Stunned by the blow. So Nick will make an instant reverse and strike at Hunter 2 again.

And that one hits as well, if just barely. So the Hunter must make a DC28 Toughness save... which he does not, to say the least. So that's another Hunter on the ground.

Hunter 3: 28, Bruised x1, Stunned, 0 HP

Car: 24, Bruised x2, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 0 HP

Justice is up next.

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Yeah, I'd say that hits. It scratches him enough to keep the Stun up,

And Nick pulls into drive, turns towards the hunter and... misses. Oh, well. Let's see if Justice can hit him.

Hunter 3: 28, Bruised x3, Stunned, 0 HP

Car: 24, Bruised x2, 0 HP

Nick Cimitiere: 24, Unharmed, 2 HP

Justice: 15, Unharmed, 0 HP

EDIT: Okay, Moira pointed out where I screwed up, applying her attack roll rather than her damage. So the guy is still Stunned, but Nick's attack still misses.

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Both of those will hit, so let's see how he fares for Toughness...

Attack 1: He fails the save by 14, leaving him Staggered, but not yet out of commission.

Attack 2: He fails the save by 9, leaving him still Stunned but not carrying over into another Staggered.

So Hunter 3 does not act next turn, giving Nick a chance to back the car up and try to reach out and claw someone. As he's probably reaching past Justice to do this, I'm applying a conditional -2 modifier.

All right, I forgot the conditional modifier, but either way, it doesn't hit. However, Justice is now lined up for another shot.

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