trollthumper Posted June 14, 2013 Author Posted June 14, 2013 The Ghost is Injured and Dazed.Wail: 20, Unharmed, 3 HPGhost Gangster: 18, Injured x1, Dazed (Wail's Action), 0 HPNick Cimitiere: 14, Unharmed, 3 HPThe Ghost Gangster does nothing, as he is Dazed. Nick goes after him with the Talons this turn, and manages to hit. As that's +2 past his Defense, that's +1 DC from Autofire, meaning the Ghost needs to make a DC28 TOU save. Nope.Wail is up next.
Gizmo Posted June 25, 2013 Posted June 25, 2013 WailMove Action: Close distance to ghost.Standard Action: Unarmed attack vs. Ghost; All-Out Attack 5. (1d20+13=27) That's DC 28.Improved Grab: Opposed Grapple Check. (1d20+23=30)
trollthumper Posted June 28, 2013 Author Posted June 28, 2013 The Ghost is Dazed and Staggered, as well as Bound.Wail: 20, Unharmed, 3 HPGhost Gangster: 18, Injured x1, Dazed (Wail's Action), Staggered, 0 HPNick Cimitiere: 14, Unharmed, 3 HPNick is up next. He decides to take advantage of the Ghost's state and bust out the Talons. Good thing the Ghost's Defense is effectively 5. So that's DC27, plus 5 for Autofire 1, making it DC32 TOU. The Ghost takes another Injury.Wail: 20, Unharmed, 3 HPGhost Gangster: 18, Injured x2, Dazed (Wail's Action), Staggered, 0 HPNick Cimitiere: 14, Unharmed, 3 HPWail is up next.
trollthumper Posted August 26, 2013 Author Posted August 26, 2013 Nick makes a powers check to Nullify... and rolls a 1. Welp. That would not beat the door's ward.
Gizmo Posted August 27, 2013 Posted August 27, 2013 Well, it the wards are keeping them out of the door, anything stopping Wail from huffing and puffing and blowing the wall down?
Gizmo Posted September 4, 2013 Posted September 4, 2013 If Wail went to boot the basement foundation hard enough to crack the circle, would Nick try to stop him on account of magic stuffs?
trollthumper Posted September 6, 2013 Author Posted September 6, 2013 Nick might get Wail to hold off in case there's a truly potent ward around the magic circle, but Wail's welcome not to give a crap.
trollthumper Posted September 18, 2013 Author Posted September 18, 2013 And we're dealing with two this time, each at PL13 and with less shifting - STR 36/30 (+13/+10), ATT +7 (+13 Melee), DEF +11/+3, TOU +15, FORT +10, REF +8, WILL +8, DMG +13. The Fetches go on 4 and 11. Nick goes on 13.
trollthumper Posted September 26, 2013 Author Posted September 26, 2013 We're slooooow. Nick Cimitiere: 13, Unharmed, 3 HP Fetch 1: 11, Unharmed, 0 HP Wail: 7, Unharmed, 3 HP Fetch 2: 4, Unharmed, 0 HP Nick attempts to Startle Fetch 1 as a Move action. He rolls a 21, the Fetch... is Fearless. Oh, well. So Nick then uses Ignis Fatuus on Fetch 1. That's a 27, which hits and necessitates a DC27 Will save. It is injured and Dazed. Nick Cimitiere: 13, Unharmed, 3 HP Fetch 1: 11, Injured x1, Dazed (Nick's Action), 0 HP Wail: 7, Unharmed, 3 HP Fetch 2: 4, Unharmed, 0 HP Fetch 1 can't do crap, so Wail is up next.
Gizmo Posted October 2, 2013 Posted October 2, 2013 WailStandard Action: Charge Fetch 2; All-Out Attack 5. (1d20+15=33) That's a DC 28 Toughness Save.Improved Grab: Opposed Grapple Check vs. Fetch 2. (1d20+23=36) Assuming that works, then:Extra Effort: Surge.Move Action: Pick up Fetch 2.Standard Action: Throw Fetch 2 at Fetch 1; All-Out Attack 5. (1d20+13=32)
trollthumper Posted October 10, 2013 Author Posted October 10, 2013 Fetch 2 makes its TOU save, gets Pinned. That means it's Grappled, which means it can be Thrown, which means it can hit Fetch 1, meaning both need to make TOU saves for DC30 TOU. Fetch 2 is Dazed and Staggered, while Fetch 1 makes its save. Nick Cimitiere: 13, Unharmed, 3 HP Fetch 1: 11, Injured x1, Dazed (Nick's Action), 0 HP Wail: 7, Unharmed, 3 HP Fetch 2: 4, Unharmed, Dazed (Wail's Action), Staggered, 0 HP Nick is up next, and he busts out the Talons and -3/+3 Power Attacks on Fetch 1. It hits for enough to get +1 from Autofire, requiring a DC31 TOU from Fetch 1. Fetch 1 has its Daze refresh, and is now Staggered. Nick Cimitiere: 13, Unharmed, 3 HP Fetch 1: 11, Injured x1, Dazed (Nick's Action), Staggered 0 HP Wail: 7, Unharmed, 3 HP Fetch 2: 4, Unharmed, Dazed (Wail's Action), Staggered, 0 HP Wail is up next, and is Fatigued unless a HP is spent to negate.
Gizmo Posted October 22, 2013 Posted October 22, 2013 WailHero Point: Negate Fatigue Move Action: Line up shot.Standard Action: Sonic Wail vs. Fetches; All-Out Attack 5. (1d20+13=31) That's a DC 33 Toughness Save, and a Line Area, so he should be able to hit both of them now that one is on top of the other.
trollthumper Posted October 25, 2013 Author Posted October 25, 2013 Fetch 1 makes its save, Fetch 2 goes to pieces. Nick Cimitiere: 13, Unharmed, 3 HP Fetch 1: 11, Injured x1, Dazed (Nick's Action), Staggered 0 HP Wail: 7, Unharmed, 2 HP Nick's up next, and makes another swipe with the claws with a -3/+3 Power Attack. Swing and a miss. The fetch rises up and slams into Nick, hitting him. That's a DC28 TOU for Nick, and ouch. Hero Point! Good, just a Bruise. Nick Cimitiere: 13, Unharmed, 2 HP Fetch 1: 11, Injured x1, Staggered 0 HP Wail: 7, Unharmed, 2 HP Wail is up next.
Gizmo Posted November 9, 2013 Posted November 9, 2013 WailMove Action: Startle vs. Fetch 1. (1d20+13=28)Standard Action: Unarmed Attack vs. Fetch 1; All-Out Attack 5, Power Attack 5. (1d20+8=25)That's a DC 33 Toughness Save.
trollthumper Posted November 11, 2013 Author Posted November 11, 2013 Fetch 1 is Flat-Footed, flies to pieces. We are out of rounds.
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