trollthumper Posted August 16, 2011 Share Posted August 16, 2011 Cannonade, Crow, and Wisp relax in Boston, and soon find out the truth behind why Boston has such weird streets, why the Big Dig took so damn long, and why that little fishing town in Essex Bay vanished off the map. Link to comment
trollthumper Posted September 8, 2011 Author Share Posted September 8, 2011 So, yes, might be a good idea to do Initiative here. Hexbinder is represented by AA's Infernalist, with caps adjusted for PL12 and Flight 3 added. Silversmith is represented by AA's... well, Silversmith, and is as presented at PL10. Silversmith goes on 27. Hexbinder goes on 19. Cannonade goes on 9. Link to comment
Azuth65 Posted September 8, 2011 Share Posted September 8, 2011 1d20+7=8 Some speedster... Link to comment
Quinn Posted September 13, 2011 Share Posted September 13, 2011 (19:08:12) System: Quinn rolls 1d20 and gets 1. And with Crow's +8, that's a 9. I think Ecal puts it best. (19:08:33) Ecalsneerg: Invisible Castle is merely fickle (19:08:39) Ecalsneerg: ChatBot? It just f***ing hates you Link to comment
trollthumper Posted September 14, 2011 Author Share Posted September 14, 2011 Okay, so we have order: Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Unharmed, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 3 HP Wisp: 8, Unharmed, 2 HP Silversmith is somewhat without movement or ranged options, so she picks up a slagged piece of stand and hurls it at the witch. (11:40:31) System: trollthumper rolls 1d20 and gets 3. Given she's got a +6 to non-Melee attacks, she misses. Hexbinder responds with a torrent of flame... but not one aimed at her. No, this blast hits Faneuil Hall. (11:42:38) System: trollthumper rolls 1d20 and gets 15. That will most likely hit the unmoving building. Faneuil Hall's stone walls need to make a DC25 Toughness save. (11:43:13) System: trollthumper rolls 1d20 and gets 14. They take a Bruised. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Unharmed, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 3 HP Wisp: 8, Unharmed, 2 HP Faneuil Hall: N/A, Bruised x1 Crow is up next. EDIT: Oh, and everyone take a Hero Point for civilians in danger. Link to comment
Quinn Posted September 21, 2011 Share Posted September 21, 2011 Okay, Crow's going to take care of said civvies in danger first. Move action to teleport into the hall, then Standard Action to stunt Teleport 1 (100ft per Move Action, Extras: Portal, Progression (Portal Size, 10x10)) [4PP] (Wind Portal Rune) off of his Rune of Wind Walk. There is now a 10x10 sized door made of wind beside him. All aboard the Getting The Heck Out Of Here Express! Link to comment
trollthumper Posted September 21, 2011 Author Share Posted September 21, 2011 That'll work. The civilians will get out at the end of this round. So it's Cannonade's turn, which will be spent leaping into the air and trying to punch Hexbinder in the face. And failing. Wisp is up next. Link to comment
Azuth65 Posted September 22, 2011 Share Posted September 22, 2011 Move action: Acrobatic bluff, 1d20+15=34. Standard: Cosmic energy blast, 1d20+10=27. DC 27 toughness save from the crazy lady por favor. Link to comment
trollthumper Posted September 22, 2011 Author Share Posted September 22, 2011 Hexbinder makes a 36 on the opposed check, so she's not fooled. The attack does hit, however, and she takes a Bruise. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x1, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Bruised x1 And we're back at top of the round. Silversmith is still somewhat bound to the ground, so she's instead going to use Shape Matter to take those conveniently-slagged stands and create a walkway that she can use to get up close and personal with Hexbinder next turn. You'd think Hexbinder would be a bit worried about the giant metal apparatus designed entirely to punch her in the face, but Hexbinder don't care. Hexbinder don't give a s**t. Instead, she's going to try to burn down Faneuil Hall again. The attack does not miss, and Faneuil Hall rolls an 11 against a DC27. The walls are busted to crap, and now Hexbinder's actually noticing people are trying to hurt her. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x1, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Destroyed Crow is up next. Link to comment
Quinn Posted September 26, 2011 Share Posted September 26, 2011 Uh, Crow's still inside the collapsing building. Assuming there's a TOU save involved, or is there anything on his sheet (Uncanny Dodge, a Reflex save, etc.) that'll let him teleport out or hop through the portal before the roof falls on his head? Link to comment
trollthumper Posted September 26, 2011 Author Share Posted September 26, 2011 He can take a move action to get out of the building before it crumbles entirely. Whether through his standard Teleport or the Portal is his choice. Link to comment
Quinn Posted October 5, 2011 Share Posted October 5, 2011 Righteous. He'll use his Move Action then to get up some speed and teleport...right behind Hexbinder for a grapple! Charging (+2 Attack, -2 Defense) Teleport Grapple! (1d20+10=26) followed by Grapple check! (1d20+10=29) Grapple or Reflex save from Hexbinder, DC 29. ^_^ Link to comment
trollthumper Posted October 5, 2011 Author Share Posted October 5, 2011 And she's Bound. This does mean that you and her and effectively floating in mid-air, but still. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x1, Bound, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Destroyed So it's Cannonade's turn. He leaps into mid-air and aims to strike Hexbinder. He can't coup de grace, as he must actually get up there to attack. He hits, given that she's Bound, necessitating a DC24 Toughness save. Which she makes. Cannonade completes his turn by landing on Silversmith's construct. Wisp is up next. Link to comment
Azuth65 Posted October 11, 2011 Share Posted October 11, 2011 Wisp doesn't like crazy bitches dropping buildings on her boyfriend... 1d20+13=33 Depending on Hex's defense that's a DC 29-33 toughness save. Link to comment
trollthumper Posted October 11, 2011 Author Share Posted October 11, 2011 All right, as Hexbinder is Bound and she has an effective Defense DC of 5, that means the Autofire will top out at 5 (as it's half of Wisp's +9 damage bonus, rounded up). And as that's a crit, that means Hexbinder needs to make a DC34 Toughness save. She rolls rather well, given the circumstances, but is still Bruised and Dazed. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x2, Dazed (Wisp's Action), 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Destroyed We're at the top of the round, and it's Silversmith's action. Silversmith moves thirty feet up the ramp, right to where Hexbinder is currently listing in midair. She hits, as Hexbinder is still Bound, and now Hexbinder must make a DC25 Toughness save. Which she does. Crow is up next. Link to comment
Quinn Posted October 15, 2011 Share Posted October 15, 2011 Okay, after checking the Grapple rules, Crow can inflict damage onto Hexbinder without need for an attack roll; he locks a sleeper hold in with an Ethereal Drain. DC 20 Fortitude save from Hexbinder, draining Toughness. Link to comment
trollthumper Posted October 15, 2011 Author Share Posted October 15, 2011 Yeah, that'll do it. She is now down 5 Toughness. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x2, Dazed (Wisp's Action), -5 Toughness, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Destroyed So Cannonade is up next, and he decides to punch her in the face. He does need to move to hit her, so it's not a Coup de Grace, but it's still pretty strong, as he's Power Attacking for -3/+3. It hits, and she needs to make a DC27 Toughness save. She takes another Bruise, and her Daze refreshes. Silversmith: 27, Unharmed, 0 HP Hexbinder: 19, Bruised x3, Dazed (Cannonade's Action), -5 Toughness, 0 HP Crow: 9, Unharmed, 2 HP Cannonade: 9, Unharmed, 4 HP Wisp: 8, Unharmed, 3 HP Faneuil Hall: N/A, Destroyed Wisp is up next. Link to comment
Azuth65 Posted October 18, 2011 Share Posted October 18, 2011 1d20+10=11 Um, no. Burning an HP for a reroll. 1d20+10=25 I do so hope that hits... If so, DC 27 toughness save from a cosmic energy blast. Link to comment
trollthumper Posted October 18, 2011 Author Share Posted October 18, 2011 It hits, and she's down. That means that she is plummeting to the earth, but as Silversmith is next up in the order, she can probably grab her from one of the lower rungs of the structure. And hey, Crow can just port away with her if he wishes. We are out of rounds. I'll make an IC post once Az gets his up. Link to comment
trollthumper Posted March 3, 2012 Author Share Posted March 3, 2012 Time for more combat! For the Deep Ones, we'll be using AA's Deep One build at PL9, with stats adjusted to match. For Fathom, we'll be using my Navy Selkie build as is. Deep Ones go on 21, 20, 15, 11. Fathom goes on 18. Cannonade goes on 16. Link to comment
trollthumper Posted March 13, 2012 Author Share Posted March 13, 2012 And here's how it goes: Deep One 1: 21, Unharmed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 2 HP Cannonade: 16, Unharmed, 4 HP Deep One 3: 15, Unharmed, 0 HP Deep One 4: 11, Unharmed, 0 HP The Deep One comes at Cannonade with his trident, aiming to drown him via Water Control. It hits, and the Deep One makes a 35 on an Opposed Grapple check. Cannonade tries to fight it off, and makes a 24. Ow. So he's Bound. Deep One 1: 21, Unharmed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 2 HP Cannonade: 16, Unharmed, Bound, 4 HP Deep One 3: 15, Unharmed, 0 HP Deep One 4: 11, Unharmed, 0 HP Wisp is up next. Link to comment
Azuth65 Posted April 5, 2012 Share Posted April 5, 2012 Acrobatic bluff on the Deep One attacking Cannonade: 1d20+15=32 Blast to the face: 1d20+10=24 Link to comment
trollthumper Posted April 6, 2012 Author Share Posted April 6, 2012 That'll hit. And the Deep One takes a Bruise. Also, due to the fact that there are civilians still in the cars, everyone gets an HP. Deep One 1: 21, Bruised x1, 0 HP Wisp: 20, Unharmed, 3 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, Bound, 5 HP Deep One 3: 15, Unharmed, 0 HP Deep One 4: 11, Unharmed, 0 HP Deep One 2 is up next. He attempts to strike at Wisp with the trident, and misses. Fathom, meanwhile, swims up behind Deep One 2 and bites it. Or would, if he didn't just miss. Crow is up next. Link to comment
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