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Slave to Time (OOC)


Supercape

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Posted

1d20+6=17 Sorry for delay, RL...

Lorenzo is dazed and bruised.

Round 5!

24 Lorenzo Vile - Bruised x2, Dazed until 10

19 El Heraldo - 3 HP

10 Y Brit - Fatigued - 0 HP

Total visual concealment (darkness).

EH is up!

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Posted

Ill need an attack roll and concealment miss chance roll from YB!

+2 Situation modifier on "Miss chance roll" from concealment, given her light based powers.

Posted

That JUST hits! 1d20+6=18 However I forget to subtract his two bruises, giving a result of 16, meaning he is bruised and dazed again!

Round 6!

24 Lorenzo Vile - Bruised x3, Dazed until 10, Tripped.

19 El Heraldo - 3 HP

10 Y Brit - Fatigued - 0 HP

EH is up!

Posted

Using the Leadership feat to remove Young Britannia's Fatigued condition(2HP), and then making a Move Action up to Lorenzo, Surging to get another standard action to hit him with fists, using a HP to remove his own Fatigue condition(1HP).

Attack roll: 26! That should hit, DC26 TOU save for Mr. Vile!

EDIT: Roll against Concealment: 3. Rerolling. 11!

Posted

It missed on the first count, the second would actually have meant a hit!

Round 7!!!!

24 Vile - Bruised x4, Dazed until 19, Tripped.

19 El Heraldo - 0 HP

10 Y Brittania - 0 HP

Vile is dazed, so El Heraldo is up!

Posted

Round 8!!!!!!!

24 Vile - Bruised x4, Tripped.

19 El Heraldo - 0 HP

10 Y Brittania - 0 HP

Vile:

Move Action: Get up...

Standard Action! Run!

He is not fast, only normal speed, so he makes 30 feet. It is 100 feet to the tunnel end (I draw that figure out of the ether!).

El Heraldo is up. Bear in mind as you have no accurate sense, you move at half speed in darkness.

NB: Arichamus, I may have missed this before, has El Heraldo now got accurate hearing or has he always had that? because that would allow him to target Vile in the darkness!

Posted

He acquired it a couple months ago, actually.

With that in mind, going to go for a Charge. How could that go wrong.

Attack Rolle: 26!

Concealment roll: 20. Dunno.

If it hits, DC26 TOU save for him.

Posted

That works!

I am a bit of quandry here, as I guess when we started the thread he didn't have accurate hearing. It seems a bit wrong to give him it half way through the thread (As it is quite powerful), so would you be ok we ignore that power for now?

In compensation, a HP for you sir!

As for Vile...1d20+2=6

KNOCKOUT!

So a question for you both - I can fluff this as allowing some hocus pocus to send you back to the present, or, if you wish to continue, make finding a way back to the present a challenge, with further conflict!

Posted

I'm all for the exit being harder than the entry, and agreed on the Accurate problem. Not much point giving him a HP though, seeing as he hit anyway and it wasn't precisely a hinderance to him.

Posted

Not much point giving him a HP though, seeing as he hit anyway and it wasn't precisely a hinderance to him.

That is, I think, a fair point!

Ill see what Tiff says. Happy to go with whatever you guys want.

Posted

Sure thing!

The chains are mind-controlling and evil! As per rules, if you are controlled by said chains, its HP time. I say this not to encourage you to fail (chosing to fail a save for an HP is always an option), but just to remind you the score!


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