Jump to content

Call, Raise, or Fold [OOC]


Recommended Posts

Posted

Since Moon is dazed, can Dead Head do knockback to knock him prone? (The -4 on melee attacks won't bother his Perception-range effects, and the +4 to Defense he gets vs. ranged will actually help him some, but the -4 penalty he takes to Defense vs. melee attacks will help us.)

Mutt should have knocked Chariot prone, too, since he did daze him.

Posted

Since Moon is dazed, can Dead Head do knockback to knock him prone? (The -4 on melee attacks won't bother his Perception-range effects, and the +4 to Defense he gets vs. ranged will actually help him some, but the -4 penalty he takes to Defense vs. melee attacks will help us.)

Mutt should have knocked Chariot prone, too, since he did daze him.

I'll allow it.

Chariot: 25, Bruised x2, Dazed (Mutt's Action), Prone, Staggered, Fleeing, 0 HP

Nick Cimitiere: 23, Bruised x1, 2 HP

Moon: 9, Unharmed, Dazed (Dead Head's Action), Prone, Staggered, Shaken, 0 HP

Judgment: 8, Bruised x1, Shaken, 0 HP

Ghost Girl: 8, Unharmed, 3 HP

Dead Head: 4, Unharmed, 1 HP

Mutt: 4, Unharmed, 0 HP

Equinox: 3, Unharmed, 4 HP

  • 2 weeks later...
Posted

He moves up to Equinox, raises the horn, and blows right at her, using the Stun function. As it's an Area Cone burst, that'll be a DC22 Fortitude save with a DC22 Reflex to halve.

DC22 Reflex to half, followed by DC 22 Fort (1d20+6=25, 1d20+6=11) So, the Fort DC is halved to 16. She fails by 5, stunning her. Which would suck, and she has 4 HP, so I'll reroll that DC 16 save. DC16 Fort save (1d20+6=8) Add +10 for it being an abysmal roll, and she's safe!

DC22 Will save from the ghost (1d20+12=30)

Also, Canadian undead fail miserably.

So Equinox uses a Free Action to switch her Array to swording out, and her Standard charging Judgement and Power Attacking for 2. Charging Power Attack for 2 with magic sword; and Nullify Magic roll. Followed by DC 27 Toughness save (1d20+11=20, 1d20+13=23) Just barely misses, but I'll use Extra Effort to increase that to-hit to a 22 (By adding a Power Feat, i.e. Accurate, to her sword, so the net effect is the same). So Equinox is down to 3 HP and will be Fatigued as of her next action.

Posted

All right. Judgment just manages to make the Fortitude save, but takes another Bruise in the process.

Chariot: 25, Bruised x2, Dazed (Mutt's Action), Prone, Staggered, Fleeing, 0 HP

Nick Cimitiere: 23, Bruised x1, 2 HP

Moon: 9, Unharmed, Dazed (Dead Head's Action), Prone, Staggered, Shaken, 0 HP

Judgment: 8, Bruised x2, Shaken, 0 HP

Ghost Girl: 8, Unharmed, 3 HP

Dead Head: 4, Unharmed, 1 HP

Mutt: 4, Unharmed, 0 HP

Equinox: 3, Unharmed, 3 HP

Chariot is still Dazed, so nothing happens. Nick resisted Ghost Girl's fear effect, so he's going to try and attack Judgment as he's the only one who isn't either Dazed or crapping himself in fear (or both). All-Out Attacking for +2 ATT/-2 DEF, he manages to hit, meaning his Defense is now DC20 and Judgment needs to make a DC28 Toughness save (from the Autofire, don't you know). And Judgment folds.

Chariot: 25, Bruised x2, Dazed (Mutt's Action), Prone, Staggered, Fleeing, 0 HP

Nick Cimitiere: 23, Bruised x1, 2 HP

Moon: 9, Unharmed, Dazed (Dead Head's Action), Prone, Staggered, Shaken, 0 HP

Ghost Girl: 8, Unharmed, 3 HP

Dead Head: 4, Unharmed, 1 HP

Mutt: 4, Unharmed, 0 HP

Equinox: 3, Unharmed, 3 HP

Moon is still Dazed, so Ghost Girl is up next.

Posted

Ghost Girl

Move Action: Fly over Moon's head.

Hero Point; Surge

Full Action: Ice Breath straight down to avoid hitting anyone else.

That's a DC 22 Snare.

Posted

Moon fails his first Reflex save, then fails his second, leaving him Snared.

Chariot: 25, Bruised x2, Dazed (Mutt's Action), Prone, Staggered, Fleeing, 0 HP

Nick Cimitiere: 23, Bruised x1, 2 HP

Moon: 9, Unharmed, Dazed (Dead Head's Action), Prone, Staggered, Shaken, Snared, 0 HP

Ghost Girl: 8, Unharmed, 3 HP

Dead Head: 4, Unharmed, 1 HP

Mutt: 4, Unharmed, 0 HP

Equinox: 3, Unharmed, 3 HP

Dead Head and Mutt are up next.

  • 2 months later...
Posted

Since The Moon failed the save vs. GG's Snare by 5+, he's actually bound & helpless (on top of being prone & staggered).

Dead Head & Mutt will tag-team Chariot.

Mutt's Melee attack roll to Aid DH (DC 10) (1d20+6=15) that aids, so DH gets +2 to attack

Attack w/ Shovel; All-Out Attack (-2 Def/+2 Attk), Power Attack (-2 Attk/+2 Dmg), +2 from Mutt's Aid; DC 26 Toughness save if it hits (1d20+15=16) .....

Using my last HP to re-roll that

Attack w/ Shovel; All-Out Attack (-2 Def/+2 Attk), Power Attack (-2 Attk/+2 Dmg), +2 from Mutt's Aid; DC 26 Toughness save if it hits; HP re-roll (1d20+15=17) ... +10 = 27, which should hit the prone Chariot.

Posted

Well, if you take the -4 to DEX due to Entanglement, that's a -2 to REF, so... it fails, and he gets a second Snare.

Nick Cimitiere: 23, Bruised x1, 2 HP

Moon: 9, Unharmed, Dazed (Dead Head's Action), Prone, Staggered, Shaken, Snared (TOU +1), 0 HP

Ghost Girl: 8, Unharmed, 3 HP

Dead Head: 4, Unharmed, 0 HP

Mutt: 4, Unharmed, 0 HP

Equinox: 3, Unharmed, 3 HP

Nick moves in on the Moon and strikes with Ereshkigal's Talons. They hit, and with Autofire, that's DC33. Which means the Moon goes down as well. We are out of rounds at this point.

×
×
  • Create New...