Ari Posted March 27, 2013 Author Posted March 27, 2013 (edited) Yeah she can escape, Glow just has to get a natural 20! Sorry. EDIT: But yeah, let's move on. Accurate Attack roll: 21. Hits. DC26 TOU save please. Round 11: Glow: Bruise(x1), Confused, Grappled, 4HP Nephilim: Bruise(x1)-GM Edited March 27, 2013 by Arichamus
Scuffles Posted March 27, 2013 Posted March 27, 2013 Alrighty then. Toughness save: 26, but -1 for the bruise means she collects another bruise. So then at the start of her turn she gets to roll against the confusion again, this time at +2: 22 + 2 = 24 so I believe Glow becomes unconfused! hurrah! I have a stunt in mind for dealing with the unbreakable grapple (actually wouldn't there have been another opposed roll for that anyway?) but I'm not sure it's even legal.. I'll swing by chat tomorrow to talk about it!
Curious Key Posted March 28, 2013 Posted March 28, 2013 I know teleporters are supposed to be able to get out of grapples with a concentration check themselves, but I'm still not sure if Warp could apply that to help Glow somehow.
Ari Posted March 28, 2013 Author Posted March 28, 2013 That is indeed the case here. Has to be the grappled character.
Scuffles Posted March 31, 2013 Posted March 31, 2013 So Ari did you decide if Glow would need a concentration check to stunt off her telekinesis here?
Scuffles Posted March 31, 2013 Posted March 31, 2013 (edited) Okay, so Glow can try to stunt like so: Telekinesis 30 flaw: action (30pp) and use it to try to bust out of the grapple of DOOOOOM. Grapple check: 40. edit: whoops, added linky. Edited March 31, 2013 by Scuffles
Ari Posted March 31, 2013 Author Posted March 31, 2013 Don't forget to include the roll url. Nephilim's opposed Grapple roll: 54. Okay. She is not escaping just yet. Another Attack, 24. Hits. DC28 TOU save. Feel free to take your action after IC has caught up to OOC, Freely!
Scuffles Posted March 31, 2013 Posted March 31, 2013 Toughness save: 19 Which would be 17 with two bruises. Failing by 11 would make Glow staggered, which is probably fair enough at this point, so lets go with that!
Curious Key Posted March 31, 2013 Posted March 31, 2013 (edited) Warp is going to take a move action to get close to the fight and do a full +/-5 Power Attack martial arts strike, with the basic +2/-2 All Out Attack everyone can use to give her attack the boost it may or may not need. Attack: +10. Defense: +12. Attack Roll: 27 That's a 27 DC hit. But he's got Impervious 13, so even her hardest hit can't scratch him, if I remember right? I should have done a stunning attack instead. Whelp. Edited March 31, 2013 by Freely Seek
Ari Posted April 5, 2013 Author Posted April 5, 2013 (edited) Round 12. Glow: Bruise(x2), Staggered, Dazed Pinned, Fatigued, 4HP Nephilim: Bruise(x1)-GM Warp: Unharmed, 3HP Nephilim frees an arm, and punches Warp: 28. Hits, DC28 Toughness save for her. Also using Intimidate as a Move Action 27. so a DC27 Will/Intimidate etc save to resist demoralization. EDIT: Actually, that's a DC23 save. Apologies. Edited April 5, 2013 by Arichamus
Curious Key Posted April 5, 2013 Posted April 5, 2013 (edited) Okay, toughness Roll! 7 Um. Let's reroll this with a hero point. I should have two left after that, if Arich's count is right. Toughness Reroll: 11 Add ten on top of that and she gets 21, which makes Warp dazed and bruised I think.Sense motive? 23. Warp is not phazed by the threats of a tiny god! Edited April 5, 2013 by Freely Seek
Ari Posted April 6, 2013 Author Posted April 6, 2013 Alright, Round 13. Glow: Bruise(x2). Staggered, Pinned, Fatigued, 4HP Nephilim: Bruise(x1)-GM Warp: Bruise(x1), Dazed, 2HP Glow is up!
Scuffles Posted April 14, 2013 Posted April 14, 2013 .. Okay, I'm back. Who killed Invisible castle?Also, Glow hasn't acted since she used that last stunt, can she still use that again to try to bust loose of the grapple?
Ari Posted April 14, 2013 Author Posted April 14, 2013 If nobody's told you already, we're mostly using www.rolz.org in the interim. What you do is go to www.rolz.org/group, enter in whatever name you wish, go to the room FCPBP Test, and add the bonuses to the 1d20 in the bar at the top. And repeating that Stunt...I'm leery of allowing that. Partially because of how long this has taken as it is(thanks in no small part to me). However, it'd make precious little sense for her NOT to do that, so go ahead.
Scuffles Posted April 15, 2013 Posted April 15, 2013 I have a better idea. Well, not better if you're Glow, but better for making the thread go along nice. Glow will delay until after Nephilim in the initiative order.
Ari Posted April 15, 2013 Author Posted April 15, 2013 (edited) Sure, make me DO stuff here! Anyway, he will reward Glow's patience by punching her. Power Attack roll, +3 Damage -3 Attack: 26. That hits. DC30 TOU save for Glow. Scratching that. Dazzle/Obscure, +3 DC, -3 Attack. Attack roll: 15. That hits. DC26 Reflex/Fortitude save for Glow to resist the Dazzle. Edited April 15, 2013 by Arichamus
Scuffles Posted April 16, 2013 Posted April 16, 2013 Alright. Assuming I did the dice rolling thing right... Reflex: 13 Fort: 16 Glow sez: "Ahh my eyes!" Admittedly I fail to see the point in the dazzle, it's not like it actually makes it any easier for Nephilim to hit Glow when she was already pretty much helpless because of the grapple. I thought the punching made more sense! Glow can't actually do a whole lot but try to break out of the grapple again on her next turn. I assume she can do that without being able to see?
Ari Posted April 16, 2013 Author Posted April 16, 2013 Oh easily. Being surrounded by coils makes it that much simpler! And it's a mental/tactile senses Dazzle, a sort of anaesthetic married to a psi-blocker.
Scuffles Posted April 18, 2013 Posted April 18, 2013 Well I'm not totally sure how to describe that. Glow doesn't have any mental senses anyway, so I guess it's just numbness? Regardless, she's going to do the Grapple check thing again which if I remember rightly was at +35 (+5 from attack, +30 from the TK power). Sooo.... 38. Which is quite bad. With Glow reportedly still having a bunch of HP let's reroll just for giggles! 38 again. Oh yeah? screw you too Rolz! That's a 48 total with the +10 from being a reroll. Which isn't totally hopeless.
Ari Posted April 18, 2013 Author Posted April 18, 2013 (edited) Fair enough. DC48 opposed Grapple roll: 41. She's free! Round 14. Order: Nephilim: Bruise(x1)-GM Glow: Bruise(x2). Staggered, Dazzled, Fatigued, 3HP Warp: Bruise(x1), 2HP First off, GM Fiating(+1 Hero Point to both) that Marduk and Rapidsfire break out of the dimensional pocket, and set up a barrier that the visiting Freedom League International can't break through very easily. Nephi shall punch Glow: 33. Natural 20, Critical Hit. DC33 TOU save for Glow. Edited April 20, 2013 by Arichamus
Scuffles Posted April 20, 2013 Posted April 20, 2013 Toughness - 29 -2 for bruises = 27, so failed by 6. Another bruise and dazed once more. Also, like we talked about yesterday, Glow is only fatigued right?
Curious Key Posted April 20, 2013 Posted April 20, 2013 Fun fact for later: invisible castle is back up!
Ari Posted April 20, 2013 Author Posted April 20, 2013 Yes, that is the case. Editing. Sorry for not fixing that right away.
Curious Key Posted April 21, 2013 Posted April 21, 2013 (edited) First, Warp is going to do a bluff check as a free action to try to make Marduk think she is still indisposed! She'll skill mastery it, which means he needs to break 26 if he doesn't want to get caught flat-flooted. Next, she's going to stunt corrossion off her disintegrate, reach out and try to touch the magus with ANOTHER full power attack. 16 I don't like it. Let's make use of that generous pool of Hero Points. 17. Well, that's less than eleven, so I get to add ten to it; 27. I imagine that's a hit, so 22DC Fortitude Drain and 27DC toughness for damage. Edited April 21, 2013 by Freely Seek
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