Ari Posted January 11, 2013 Posted January 11, 2013 DC15 Reflex save: 15. Well done Marceau. Your punishment will be less severe!
Supercape Posted January 11, 2013 Posted January 11, 2013 A reflex roll from a man over 200 years old? 1d20=7 Bound! muahahaha! As he is bound, my next action is just going to speech. Trying to bluff her to flat foot her as a standard action, and using 1 HP to gain the set up feat for this scene! 1d20+6=20
Tiffany Korta Posted January 17, 2013 Author Posted January 17, 2013 As it's not quite a proper bound Rene will be able to act, it's just has trouble moving around. We'll play things on a case by case basis. And we're (finally) back round to the top of the round. 23 King of Suits, unharmed, 3 HP 11 Gallia, unharmed, GM 11 Rene, bound, 3 HP 1 French Horde + Soldiers, unharmed, GM KoS is up.
Ari Posted January 18, 2013 Posted January 18, 2013 Accurate Attacking with the coil cards. +3 Attack -3 DC. 26. Anti-Concealment roll: 11. If that hits, DC16 Reflex save. Move action a little closer to Gallia.
Tiffany Korta Posted January 27, 2013 Author Posted January 27, 2013 Gallia's Reflex Save 1d20+8=21, so she's good. She'll try to attack KoS back, 1d20+8=9. That would be a miss. Rene's up next.
Tiffany Korta Posted January 28, 2013 Author Posted January 28, 2013 As it's not a traditional snare, just a crush of people, I'm happy for Rene to act as long as it doesn't involve moving around to much!
Supercape Posted January 28, 2013 Posted January 28, 2013 Well I'll say he cant use his paintbrush as that does take some fine moving around. Meanwhile, his regular magic powers... Blast Time, unshifted. 1d20+10=20 I don't know if that hits, buts its DC 27 Toughness if it does.
Tiffany Korta Posted January 29, 2013 Author Posted January 29, 2013 That unfortunately misses by a hairs breathe. More guests file in meaning another Reflex Save, KoS not to get caught and Rene not to get any worse. DC is 20 now.
Supercape Posted January 29, 2013 Posted January 29, 2013 1d20=2 Aaaargh! Lets keep fingers crossed for that homing beam next round!
Tiffany Korta Posted January 30, 2013 Author Posted January 30, 2013 Kos is entangled, so a -2 to Attack & defense. And we're back round to the top of the round 23 King of Suits, entangled, 3 HP 11 Gallia, unharmed, GM 11 Rene, bound, 3 HP 1 French Horde + Soldiers, unharmed, GM
Ari Posted January 31, 2013 Posted January 31, 2013 Alright, time to give Gallia a taste of her own backhand! Explosive Card Attack on Gallia: 14. reroll(2HP): 19. +10 from the reroll makes it a 29. Anti-concealment roll: 5. You win this r-oh wait, she hasn't won yet. Free Action to suggest a strategy to Rene.
Tiffany Korta Posted February 1, 2013 Author Posted February 1, 2013 Gallia will focus her anger on KoS 1d20+8=11, more anger less accuracy! Rene is up next.
Supercape Posted February 1, 2013 Posted February 1, 2013 Well I think Rene is bound basically, which makes him rather ineffective! I have a complex request, and feel free to say no (very free). I have been meaning to work in Dead Beat into Rene's back story for some time. The idea was the during the 20th Century Rene had to dispose of some of his "soul" to the afterlife to lock away some of the spirits and undead he was fighting. He has forgotten this, although has a vague sense that part of him is missing... (this also explains why he is not as powerful as a mage of over 200 years and his ability should be). Deadbeat's story is that - he used this link to jump back to the world of the living after outwitting the devils of the afterlife. He acts as Protector of the Dead, and the parts of Rene's Soul he sacrificed. Anyway, enough preamble. In this horrible situation, I am wondering if Rene could stunt summoning Dead Beat. He would, however, need some form of music to do so. If this all sounds a bit complex then drop it (although TiffK, as you have been so great handling Rene's past, I would really welcome your help fleshing out this backstory anyway!)
Tiffany Korta Posted February 2, 2013 Author Posted February 2, 2013 I've got no problem with this at all, I ilke to keep these things rather flexible to allow for the kind of crazy stuff i'd try to pull . So yeah feel free to Deadbeat in, though you're going to have to figure the music yourself. Even in Freedom City no band is going to hang around with such craziness going on.
Supercape Posted February 2, 2013 Posted February 2, 2013 Indeed. I just hope King of Suits has a good singing voice!
Supercape Posted February 2, 2013 Posted February 2, 2013 ok Standard action: Bluff action to trick 1d20+5=10 As this is cool, Ill reroll that with an HP 1d20+5=24
Tiffany Korta Posted February 2, 2013 Author Posted February 2, 2013 Gallia's Sense Motive 1d20+11=15. So she falls for it, if you want to drop in Deadbeats arrival and then we'll add him to the initiatives.
Supercape Posted February 2, 2013 Posted February 2, 2013 To be fair, I think the stunt is next round!
Tiffany Korta Posted February 2, 2013 Author Posted February 2, 2013 No worries, in that case it's the hordes action is: Standard Action : Harmonize KoS is not obliged to join in with the Ari, but he obviously know something strange is going one. (And I hope you don't mind all the fluff SC, anything you don't like I'll happily change). 23 King of Suits, entangled, 3 HP 11 Gallia, unharmed, GM 11 Rene, bound, 3 HP 1 French Horde + Soldiers, unharmed, GM (filled with the rhythm ) KoS is next.
Ari Posted February 2, 2013 Posted February 2, 2013 Standard Action: Attempt to escape, Strength roll: 9. Reroll(2HP): 22. Free Action: Be most unfunky. Move Action: Move over to René.
Tiffany Korta Posted February 3, 2013 Author Posted February 3, 2013 Well Gallia has a cone on her Blast attack, and as you've so helpfully gathered together 1d20+8=27, miss chance 1d20=9, 1d20=6. So everyone fine. K, Rene do your stuff.
Supercape Posted February 3, 2013 Posted February 3, 2013 Stunting for Fatigue off Magic Array Summon 11 (Extras: Duration, Heroic, Fanatic Flaws: Feedback Feats: Mental Link) (45 PP) In comes deadbeat! Summoned characters are, I believe, meant to start play the round after summoned on the summoners initiative.
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