Quinn Posted December 11, 2010 Author Posted December 11, 2010 I'm not having any of my new edits "come into effect" until I do my Moving In thread, so no. Besides, I already had an epic moment planned to use that, so ;)
Raveled Posted December 11, 2010 Posted December 11, 2010 Spending the HP I just gained to stunt off my Flight. Superspeed Array 5.5 (11 PP array) [11 PP] Speed 3 (100 MPH) [3PP] + Concealment 2 (Visual; Flaw: While moving all-out) [2PP]Enhanced Feat 2 (Improved Initiative 2) [2 PP]Quickness 2 (x5) [2 PP]Super-Movement (Permeate) [2 PP] ... What? It's based off Zephyr's sheet, okay?
Fox Posted December 11, 2010 Posted December 11, 2010 Ranged Attack Roll vs. Horned One (Blast) (1d20 + 8=9) Dang you, invisible castle. New enemy, new fight, and there was at least a short break after the last one; I'm assuming Master Plan has completely run its course by now, and no longer offers anyone a bonus to anything.
Quinn Posted December 12, 2010 Author Posted December 12, 2010 Right. I go a little crazee here. First, lots of dialogue. Got that. Second, All-Out-Attack Kinetic Bolt! 1d20+13=15 . . . Third, HP Reroll All-Out-Attack Kinetic Bolt! Hero Point reroll - Kinetic Bolt (1d20+13=23) Much better! If that hits, it's a DC 27 Toughness check. Finally, move action to get within range for a Charge action next turn. And Push is at a -5 to his Defense for the rest of the round.
Dr Archeville Posted December 12, 2010 Posted December 12, 2010 Push's attack seems to have no effect. Cobalt Templar is up!
KnightDisciple Posted December 12, 2010 Posted December 12, 2010 He's Shaken and powerless. He's double-moving behind cover, watching and hating himself for being, well, afraid and powerless. :(
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 Dead Head Standard Action: Attack, attack, and attack some more! Attack vs. Horned One; DC 23 Toughness if he hits (1d20+12=28) That's a solid hit... but appears to have no effect! Reaction: Use an HP to gain Interpose, to protect others. Move Action: Holding Mutt Standard Action: Attacks! Attack vs. Horned One; DC 19 Toughness if he hits (1d20+6=18) Misses! Move Action: Holding
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 The Horned One (who is really Blozan) Free Action: Rearrange Array Standard Action: Use Perception-Range Drain Wisdom & Fearless Feat on Push & Dead Head. And the Drain Fearless has No Save. Will save, DC 16, vs. Drain Wisdom 6 (1d20+6=23) makes it! But he still loses his Fearless, for one minute. Quinn, I need a Will saves from you. DC 16. Also, your Fearless feat is gone, for one minute. Move Action: Teleport to where Cobalt Templar is, and look menacing! Free Action: Become corporeal Free Action: GM Fiat to surge. Cobalt Templar gains an HP. Standard Action: Attack the Shaken Cobalt Templar with his terrible claws... but Push interposes! (Yes, he PMed me that's what he's been planning to do) Attack vs. Push (Defense 18); DC 21 Toughness save if it hits (1d20+8=11) misses!
Quinn Posted December 13, 2010 Author Posted December 13, 2010 Will save (1d20+8=14) NOOOOO. Will save, HP reroll. (1d20+8=24) Much better.
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 I forgot The Horned One/Blozan has Acute Analytical Ranged Detect Person's Fears. Push and Dragonfly each get 1 HP for having uncomfortable aspects of their past blurted out by the Terror-Spirit. Rav, Ironclad is up. She's still frightened, still certain Blake is facing horrible doom. You can spend an HP to try another save to shake off the effect. (Normally, you'd need to wait one minute before you get another chance to save.)
Raveled Posted December 13, 2010 Posted December 13, 2010 Nah, Ironclad's still running straight to Blake's apartment. Or rather, the dorms at Claremont. Hm. What would happen if an armor, heavily-armed figure rushed at the school traveling ~ 400 MPH?
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 Doom? Lots of Claremont students popping up into the air to see what was coming/prepare to fend it off.
Raveled Posted December 13, 2010 Posted December 13, 2010 Don't forget it's the middle of the night! This should be fun. How do you want to handle it?
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 As I have zero interest in running two conflicts at once, and since Ironclad is recognizable as a heroine, easy enough to say the Claremonter's realize who it is, don't open fire on her, and she gets to Blake's dorm with no problem. And she finds the dorm room's empty.
Quinn Posted December 13, 2010 Author Posted December 13, 2010 Ooh, just logged on, I like that poke Blozan is making at Push's past. Well-written, Dok, I applaud you. ^_^
Fox Posted December 13, 2010 Posted December 13, 2010 Oh, snap (as I believe the young people say). Very nice.
Dr Archeville Posted December 14, 2010 Posted December 14, 2010 Made a slight edit to the IC post to include what Blozan got off Dead Head with his Detect Fears power. And once Rav posts IC for Ironclad, it'll be Dragonfly's turn.
Fox Posted December 14, 2010 Posted December 14, 2010 Move Action: Dragonfly teleports to regain line of sight on Blozan (though she's still going to try to keep some distance - distressed at his revelations as she might be, she still remembers Ironclad taking off for the hills for no apparent reason). Standard Action: Ranged Attack Roll vs. Blozan (Blast) (1d20 + 8=24) Now that's more like it. DC24 Toughness Save, assuming he's still substantial.
Dr Archeville Posted December 15, 2010 Posted December 15, 2010 24 hits! Toughness save, DC 24 (1d20=7) He explodes! Yeah, he's a glass cannon, but he already fired his shot (00:17:38) Dr_Archeville: Blozan got off his big shot (Free Action to talk about all the things he saw in the heroes with his Acute Analytical Detect Person's Fear sense). And he made the Bearer of the Ring of Hope shaken, thus shutting off the Ring, a bonus (and made Ironclad frightened by making her think people were beating his b/f to death... which actually happens the day after TMQ!). He's done plenty already. And being one-shot critted by the physically weakest but intellectually strongest hero there (whose fears he exposed, but who was still immune to his fear powers and half immune to his mental powers) seemed perfectly appropriate. Rav, KD, give me Will saves to see how long your conditions last. DC's still 21, you get a cumulative +1 bonus with each one; roll until you meet or beat 21, then tell me how many rolls it took (preferably with links to all rolls).
Raveled Posted December 15, 2010 Posted December 15, 2010 Five Will Saves, inbound. 1d20+5=15, 1d20+5=16, 1d20+5=13, 1d20+5=20, 1d20+5=11 Looks to be about the fourth one lets her shake it off.
Dr Archeville Posted December 15, 2010 Posted December 15, 2010 After one minute, the first save (with a +1 bonus) improves her to Shaken. She's no longer under the sure belief that Blake's in horrible danger, but she is, well, shaken by it all. The shaken condition fades... one hour 25 minutes later.
KnightDisciple Posted December 16, 2010 Posted December 16, 2010 Just a nitpick, Dok, in that CT's ring is the Ring of Courage/Determination, not Hope. Hope is Green with my Artifact Set. Anyways! Will Saves. I'm going to assume the -2 from Shaken applies. If it does not, add 2 to every roll down below. Roll 1: Will Save 1: 18+3=21 ...Well, damn. Took me 1 roll to hit 21, even with a -2 gimping my save. o.0
Dr Archeville Posted December 16, 2010 Posted December 16, 2010 Courage! Yes... that's what I said... >_> <_> And CT shakes off the Shaken after one minute. Which, coincidentally, is when Push's and Dead Head's Fearless-ness returns.
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