Supercape Posted March 25, 2013 Posted March 25, 2013 1d20+9=18 for an Intimidate by Pitch (directed at the Gas Chuggers)
Tiffany Korta Posted April 21, 2013 Author Posted April 21, 2013 A Knowledge (Popular Culture) DC 15 for Carmen to remeber the story of the El milagro de la niebla rosada (The Miracle of the Pink Mist). In the late Nineteenth Century a bunch of Settler were lost in badlands of New Mexico. Hungry and thirst they were almost done for when one of them saw a glowing pink mist. Thinking it a sign they travelled to the mist to find a source of water. The story end’s that despite the mist fading they built a town there, putting the church on the spot where the “miracle†happened, but the town didn’t last too long in the arid conditions.
Supercape Posted April 21, 2013 Posted April 21, 2013 If its ok with you ill just take 10 on that as Carmen is pretty good with pop culture knowledge! (+10)
Tiffany Korta Posted April 21, 2013 Author Posted April 21, 2013 No worries, it save me just giving massive info dumps.
Tiffany Korta Posted April 23, 2013 Author Posted April 23, 2013 A little bit more interaction then we get some encounter's with a few hellhounds! So we're going to need some idea of Axel's and Ironhorse's abilities. As you much better at crunch than me if you have any idea's feel free.
Supercape Posted April 23, 2013 Posted April 23, 2013 Well Axel I would just say was a pretty regular guy. I may make him a sidekick in the future. He is a biker so he knows how to handle himself I guess. Off the top of my head I would say pertinent stats would be STR 14 DEX 10 CON 14 INT 12 WIS 14 CHA 12 Att +4, Def +4 Fort +4, Reflex +2, Will +6 Skills: Probably Initimidate +6 (+7) as relevant. He probably has Drive 6 (+0) if needed, and some skills in Craf (Mechanical) and Streetwise although I doubt they come up. As for Ironside, well she is your baby so I guess up to you. I'd suggest something around PL4, as these guys would know how to handle themselves but aren't SWAT level fighters?
Tiffany Korta Posted April 27, 2013 Author Posted April 27, 2013 Right you're facing two hellhounds, custom PL 6 builds (so pardon my errors ) Large Hellhound Power Level: 6 (90/90PP) Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 28 (+9) Dexterity: 14 (+2) Constitution: 22 (+6) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 6 (-2) Combat: 6 + 8 = 14PP Initiative: +2 Attack: +1 +5 Hellfire, +5 Claws Grapple: +20 Defense: +6 (+2 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +6 (+6 Con) Fortitude: +8 (+6 Con, +2) Reflex: +2 (+2 Dex, +0) Will: +1 (+1 Wis, +0) Skills: 13R = 14PP Notice 2 (+3) Stealth 10 (+4) Survival 1 (+2) Feats: 8PP Attack Specialization (Hellfire) 2 Attack Specialization (Claws) 2 Dodge Focus 4 Improved Trip Powers: 0 + 0 + 0 = 0PP Blast 6 (hellfire, 60ft range) [12PP] Growth 6 (Flaw: Permaent) [24PP] Speed 6 (500mph, 4400 ft/rnd) [6PP] Strike 5 (flaming aura; Extra: Aura, Duration 2) [20PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC24 Toughness (Staged) Damage (Physical) Hellfire Ranged DC21 Toughness (Staged) Damage (Physical) Fire Aura Aura DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (0) + Combat (14) + Saving Throws (2) + Skills (4) + Feats (8) + Powers (62) - Drawbacks (0) = 90/90 Power Points Pitch will be immune to there hellfire breath and there flaming aura. Hellhound's initiative are 1d20+2=9, 1d20+2=10 Axel's and Ironhorse's initiative are 1d20=8, 1d20=9 Nikki's initiative 1d20+1=15 So we have 16 Pitch, Unharmed, 1HP 15 Nikki, Unharmed, GM 10 Hellhound 1, Unharmed, GM 9 Hellhound 2, Unharmed, GM 9 Ironhorse, Unharmed, GM 8 Axel, Unharmed, GM Everyone driving a vehicle (Pitch, Nikki & Ironhorse) will need to use there Move Action to control the choose vehicle. Being that it's long flat terrain no one need's to roll unless there trying something fancy or the vehicle get's damaged. We'll say that the Hellhounds have pulled up between the three vehicle. So Pitch to start.
Supercape Posted April 27, 2013 Posted April 27, 2013 Ok, Free Action: Activating Rage feat (-2 Defence, +4 Strength, +2 Fort and Will) Move Action: Keep Driving! Standard Action: Snare. 1d20+10=19, which I think is a hit.
Tiffany Korta Posted May 1, 2013 Author Posted May 1, 2013 That's a hit so Reflex save 1d20+2=6, so creature is helpless. Which is fine except the Hellhound weights around 800lbs, the bike can drag it but it's going to rapidly decelerate. So could you give me a Drive roll DC 10 so not to drop the bike...
Tiffany Korta Posted May 1, 2013 Author Posted May 1, 2013 As the Hellhound's currently being dragged behind the bike I'm going to have it roll against the combined speeds of the two, as poor hellhound is suddeny decelerating and all. So that's an equivalent of +10 damage a DC 25 roll. Hellhounds toughness 1d20+6=19, so it's Dazed and Bruised.
Tiffany Korta Posted May 4, 2013 Author Posted May 4, 2013 Nikki's attack 1d20+10=17 which is a hit with her DC19 claw's. Hellhound's Toughness save 1d20+6=14, so dazed and bruised Ironhorse has to draw her weapon so Axel get a chance to blast the Hellhound 1d20+4=13, a close miss. So we have 16 Pitch, Unharmed, 1HP 15 Nikki, Unharmed, GM 10 Hellhound 1, Bound, Helpless,Unharmed, Dazed, Bruised, GM 9 Hellhound 2, Dazed and Bruised, GM 9 Ironhorse, Unharmed, GM 8 Axel, Unharmed, GM
Supercape Posted May 4, 2013 Posted May 4, 2013 Ok so lets go for a merciless attack on the second hell hound. As its presumably dead in its track, Pitch will do a quick stop on her bike. 1d20+6=9 Crash!
Supercape Posted May 4, 2013 Posted May 4, 2013 As per chat: 1d20+10=26 so she rolls with it...! 1d20+4=22 and remarkably gets up unscathed! So, throwing some metal spear thingy at the second hellhound.. 1d20+10=15 which is just a miss!
Tiffany Korta Posted May 6, 2013 Author Posted May 6, 2013 Nikki will throw the Jeep round a make back towards Pitch 1d20+1=16, so she keep's it under control. She'll fire off a bolt of hellfire towards the second Hellhound 1d20+10=29. It'll need a DC 25 save 1d20+6=26. That was a lucky roll for the hound... The Hellhound Pitch took down will pick itself up and try and break the snare 1d20+11=22, the chain shift's a little (it's injured) but still holds.
Tiffany Korta Posted May 6, 2013 Author Posted May 6, 2013 Hellhound 1 is going to try and take out the Jeep 1d20+5=25, and with that it's quite likely. He's just going for damage so DC 29 Save 1d20+9=25. So poor Jeep is injured, and the fire aura is still in effect so it needs to save verses DC20 1d20+9=26 no worries. Rachael tries to hit it with the Shotgun 1d20+4=8, a miss, and so does Axel 1d20+4=16. Which is just a hit, I'll treat them as solid slug so DC 21 Staggered and dazed. That Axel a bit useful you should keep him around . 16 Pitch, Unharmed, 1HP 15 Nikki, Unharmed, GM (Her Jeep is Injured) 10 Hellhound 1, Bound, Helpless, Bruised, GM 9 Hellhound 2, Dazed and Staggard, GM 9 Ironhorse, Unharmed, GM 8 Axel, Unharmed, GM Pitch is up.
Supercape Posted May 6, 2013 Posted May 6, 2013 Ok lets see if I cant finish off that unbound hound with a mighty blast, shifting -2 attack, +2 DC 1d20+8=23 that looks like a hit, so DC 27 Toughness.
Tiffany Korta Posted May 6, 2013 Author Posted May 6, 2013 Hellhound Toughness 1d20+6-1=15, so he's Staggered and Dazed as well
Tiffany Korta Posted May 7, 2013 Author Posted May 7, 2013 As everyone was picking on the same Hellhound it's now returned to it's comfy hot home. The other hellhound is going to stop struggling and await it's fate. We'll drop out of combat whilst you decide what to do with it, info wise Carmen would know the creature only had animal level intelligence.
Supercape Posted May 7, 2013 Posted May 7, 2013 Ill presume she can speak to the Hound...via one of her comprehend skills?
Supercape Posted May 11, 2013 Posted May 11, 2013 Pitch is using the Cantos Cane to try a mind control on the hellhound, so thats a DC 20 Will Save. Its not effortless, so only one shot really (I dont quite fancy burning an HP to try again!)
Tiffany Korta Posted May 27, 2013 Author Posted May 27, 2013 Will save 1d20+1=13. Yeah hellhound don't really do Willpower, even Imp's push them around.
Recommended Posts