trollthumper Posted June 17, 2012 Author Share Posted June 17, 2012 That's another -8, to hit the cap of -12. Basilisk: 26, Bruised x2, -12 Strength, Bound, 0 HP Nick Cimitiere: 23, Unharmed, 2 HP Wraith: 20, Unharmed, 3 HP Ghost Girl: 13, Unharmed, 2 HP The Basilisk attempts to escape its Grapple as a Move Action. It rolls a 26 versus Wraith's 32, which means it is still Bound. So it decides to try and petrify Nick again. Nick fails his Reflex save, and his Fortitude save. Hero Point! Nick makes it. Basilisk: 26, Bruised x2, -12 Strength, Bound, 0 HP Nick Cimitiere: 23, Unharmed, 1 HP Wraith: 20, Unharmed, 3 HP Ghost Girl: 13, Unharmed, 2 HP Nick then uses his Talons again as a coup de grace on the Bound basilisk, which officially has a Defense of 5. He hits for full on, meaning he scores the full +5 on Autofire 1 and the basilisk needs to make a DC32 Toughness save. And since it's a coup de grace, it auto-crits, meaning it goes to DC37. And the basilisk is passed out. We are out of rounds. Link to comment
Fox Posted June 17, 2012 Share Posted June 17, 2012 Well, I'm not one to turn down a cue like that. Shapeshift: Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp] [2 + 1 + 6 + 1 = 10/10pp] Assuming the skill here is Notice, she's incapable of failing any DC of 15 or less, and base DC's ten. So off she goes. Link to comment
trollthumper Posted June 17, 2012 Author Share Posted June 17, 2012 Yup, the scent trail is going to lead right up to the penthouse. Link to comment
trollthumper Posted June 19, 2012 Author Share Posted June 19, 2012 Search checks! Nick gets a 13. Link to comment
Fox Posted June 19, 2012 Share Posted June 19, 2012 Search Check (1d20 + 5=25) Why don't you get these kinds of rolls in combat, Wraith? Why? Link to comment
trollthumper Posted June 20, 2012 Author Share Posted June 20, 2012 All right, then. Wraith is the first one to find the room with a cage that looks like a maze full of mirrors. The thing looks like it took a lot of time and effort to put together, allowing for someone to get a glimpse of what's inside without getting too much of a glimpse to reveal everything - or be deadly. Or at least, it normally would; one of the mirrors seems to have been cracked recently. The room holding the cage also seems to have various knick-knacks over the walls. Wraith doesn't automatically recognize them, but she imagines some of them have totemic significance. Incongruously enough, there's also an incubator in the back, holding an egg the size of a traffic cone. Link to comment
Gizmo Posted August 15, 2012 Share Posted August 15, 2012 By calling up the "Eve’s Elevation" setting on her Friendship Array, Kimber can get up to Telekinesis 4, effectively Strength 20 and 400 lbs as a heavy load. If that enough force to keep the cage from traveling on its way? Link to comment
trollthumper Posted August 16, 2012 Author Share Posted August 16, 2012 I'll say that it is. That'll certainly cause a holdup. Link to comment
Gizmo Posted August 24, 2012 Share Posted August 24, 2012 Kimber's going to drop her Concealment and go for Emotion Control. That's a Perception Area, so anybody who can see her will be affected... including the animals in the cavern. With that in mind, she'll go for Love (in the Galadriel sense, not the creepy sense), at DC 22. Link to comment
trollthumper Posted August 25, 2012 Author Share Posted August 25, 2012 I'm just going to say they auto-fail, as they are about PL5. Link to comment
Fox Posted September 7, 2012 Share Posted September 7, 2012 Will Save vs. Emotion Control (Love), DC22 (1d20 + 7=20) .....welp. Link to comment
trollthumper Posted September 12, 2012 Author Share Posted September 12, 2012 Nick: Welp. I'm holding off on the Hero Point, as Nick only has one left. Gregory: 24. He resists Kimber's ethereal charms. Link to comment
Gizmo Posted September 17, 2012 Share Posted September 17, 2012 Diplomacy Check. (1d20+15=17) Boo. She should still have two HP, so... Diplomacy Check, HP Reroll. (1d20+15=35) Ha! That's 39 if Attractive applies. Either way, that should actually be enough to take Milliner from Hostile to Friendly. Link to comment
trollthumper Posted September 19, 2012 Author Share Posted September 19, 2012 I'll say that it works. Gregory is Friendly... for now. Link to comment
trollthumper Posted October 9, 2012 Author Share Posted October 9, 2012 All right, after much delay, Gregory has conquered a good chunk of his cognitive dissonance and decided on violence. Sorry, Giz. Kimber takes an HP for it. Gregory shall be represented by my Technoshaman at PL14 - ATT +10 (+14 Harnessed Storm), DEF +14, TOU +14, FORT +11, REF +11, WILL +11, and DMG at +14. Gregory goes on 17. Nick goes on 8. Link to comment
Fox Posted October 9, 2012 Share Posted October 9, 2012 Initiative Roll (1d20 + 7=19) Link to comment
Gizmo Posted October 10, 2012 Share Posted October 10, 2012 Ghost Girl Move Action: Siobhan’s Shroud (Obscure) in Milliner's face, aimed away from Nick and Wraith. Standard Action: Drain Strength vs. Gregory Milliner. (1d20+12=14) Ffft. Hero Point: Drain Strength vs. Gregory Milliner, HP reroll. (1d20+12=16) So 26 after the HP bump. That's a DC 22 Fort Save. Extra Effort: Surge for Standard Action. Standard Action: Drain Strength vs. Gregory Milliner. (1d20+12=29) Another DC 22 Fort Save. Link to comment
trollthumper Posted October 22, 2012 Author Share Posted October 22, 2012 All right, delayed Initiative order first: Ghost Girl: 19, Unharmed, 2 HP Wraith: 17, Unharmed, 3 HP Gregory: 14, Unharmed, 0 HP Nick Cimitiere: 8, Unharmed, 1 HP Ghost Girl goes, and Gregory passes the first roll, but fails the second by 5. Ghost Girl: 19, Unharmed, 1 HP Wraith: 17, Unharmed, 3 HP Gregory: 14, Unharmed, -5 STR, 0 HP Nick Cimitiere: 8, Unharmed, 1 HP Wraith is up next. Link to comment
Fox Posted October 23, 2012 Share Posted October 23, 2012 Move action: Shapeshift. Additional Limbs 5 (+25 Limbs; Flaws: Duration [sustained]) [5pp] Elongation 3 (25ft) [3pp] Super-Strength 1 (+5 STR) [2pp] [5 + 3 + 2 = 10/10pp] Move action: close to melee. SURGE: Standard action: Hugs! Grapple Check vs. Gregory (hugs!) (1d20 + 24=32) Not the greatest roll, but I'll let it stand. Link to comment
trollthumper Posted October 23, 2012 Author Share Posted October 23, 2012 Gregory gets straight-up Bound. Ghost Girl: 19, Unharmed, 1 HP Wraith: 17, Unharmed, 3 HP Gregory: 14, Unharmed, -5 STR, Bound, 0 HP Nick Cimitiere: 8, Unharmed, 1 HP It's Gregory's turn. He attempts to break from the Grapple as a Move Action. That's a 20, which will not beat Wraith's Grapple modifier. But he slips through, and everyone takes a Hero Point for the Fiat. He takes aim at Wraith and unleashes a frost-based Snare. It hits, requiring a DC24 Reflex save. Ghost Girl: 19, Unharmed, 2 HP Wraith: 17, Unharmed, 4 HP Gregory: 14, Unharmed, -5 STR, 0 HP Nick Cimitiere: 8, Unharmed, 2 HP So Nick decides to unleash a burst of Ignis Fatuus. It just manages to hit, requiring a DC27 Will save. He takes a Bruise. Ghost Girl: 19, Unharmed, 2 HP Wraith: 17, Unharmed, 4 HP Gregory: 14, Bruised x1, -5 STR, 0 HP Nick Cimitiere: 8, Unharmed, 2 HP Ghost Girl is up next. Link to comment
Fox Posted October 23, 2012 Share Posted October 23, 2012 Reflex Save vs. Snare (DC24) (1d20 + 8=22) Fail by 2 - entangled. Link to comment
Gizmo Posted November 1, 2012 Share Posted November 1, 2012 Sorry, is Milliner bound or not? Link to comment
trollthumper Posted November 3, 2012 Author Share Posted November 3, 2012 Crap. Forgot to remove that. He's free from the grapple. Sorry, Gizmo. Link to comment
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