Raveled Posted December 12, 2011 Author Posted December 12, 2011 Ghost is going to try scaaaarey ghosty powers vs. that all-American hero, Victory! Specifically, Possession. GotC's melee attack check w/ +2/-2 All-Out Attack, vs Victory's Def. DC 18 Will (1d20+10=29) JP, DC 18 Will save from the big lug(nut), please.
JackgarPrime Posted December 14, 2011 Posted December 14, 2011 Possession, eh? Curses, I was hoping it was just going to be a Fear effect! (Fearless, yo.) Here goes: Will Save (1d20+7=23) Phew! Victory's not the best at Saving Throws, so I got worried.
Raveled Posted December 14, 2011 Author Posted December 14, 2011 In that case, we are currently looking at something like this. Initiative 31 - Sage -- Uninjured -- HPx6 28 - Victory -- Uninjured -- HPx2 26 - Hecate -- Gone -- GM 22 - Bonnie Blue -- Unoncious -- GM 21 - Lord Steam -- Bruisedx1 + Staggered -- HPx3 19 - Young Britannia -- Uninjured -- HPx2 18 - Zippy -- Gone -- GM 17 - Ironclad -- Uninjured -- HPx5 16 - Rolling Thunder -- Unconcious -- GM 15 - Last Loyal Soldier -- Unconcious -- GM 8 - Asad -- Uninjured -- HPx1 6 - Ghost of the Confederacy -- Uninjured -- GM Sage is up. And wouldn't you know it, she has Affects Insubstantial!
April Posted December 22, 2011 Posted December 22, 2011 Charging (+2 Attack) Power Attack (-5 Attack / +5 Damage) with Telekinetic Blade (Toughness) (1d20+16+2-5=29) DC30 Toughness Save if that lands.
Raveled Posted December 22, 2011 Author Posted December 22, 2011 GotC's Toughness save, vs DC 30. (1d20+8=22) Bruise + Daze. Victory is up once Sage goes IC.
Raveled Posted January 31, 2012 Author Posted January 31, 2012 Rise, thread, RISE! Yes, Victory is up.
JackgarPrime Posted February 2, 2012 Posted February 2, 2012 Have all the civilians escaped yet? There's not much victory can do to a ghost, and I think the other villains have all been beaten...
Raveled Posted February 2, 2012 Author Posted February 2, 2012 There are various rich people cowering and trying not to get hit, yes.
JackgarPrime Posted February 5, 2012 Posted February 5, 2012 What would I have to do for saving as many as possible, turns and HP wise?
Raveled Posted February 6, 2012 Author Posted February 6, 2012 We-ll, let's say one turn minimum. But unless you can figure out some way for Victory to get Affects Insub, there's not much he can do to a ghost, is there?
Raveled Posted February 9, 2012 Author Posted February 9, 2012 Then shall we say that's what Vic is doing for the rest of combat?
Raveled Posted February 13, 2012 Author Posted February 13, 2012 Victory's doing that... Hecate and Bonnie are down... Lord Steam! You're up, you gallivanting detective, you!
Supercape Posted February 13, 2012 Posted February 13, 2012 Lord Steam may not be able to hurt the creature physically... But with WORDS! Intimidate as a standard action: 1d20+10=16 As he has hero points to burn, lets spend one to reroll that! 1d20+10=26
Raveled Posted February 15, 2012 Author Posted February 15, 2012 GoC's Intimidate check, vs DC 26. (1d20+10=20) He is Shaken until Steam's next action. YB is up next.
Tiffany Korta Posted February 17, 2012 Posted February 17, 2012 Going to spend a Hero point and Stunt a Anti-Ghost Blast. Blast 6 (Feats: Affect Insubstantial 2) [14PP] And I'll attempt to hit Ghosty 1d20+5=19
Raveled Posted February 17, 2012 Author Posted February 17, 2012 That does not hit. Ironclad is up but she cannot hit the thing. Hm, time to get creative. Aid action, for... Sage! Ironclad's Aid Action, vs DC 10. (1d20+10=15) Sage gets +2 to her Attack next turn. Asad is up!
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