trollthumper Posted May 15, 2013 Author Posted May 15, 2013 And the leprechaun is Dazed and Staggered. Edge: Seized Initiative, Unharmed, 5 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 4 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x2, Dazed (Cannonade's Action), Staggered, 0 HPLeprechaun 1: 13, Bruised x1, Dazed (La Renarde Bleue's Action), Demoralized, Staggered, 0 HPLeprechaun 2: 11, Bruised x1, 0 HP Leprechaun 2 is back up, and attempts to knock down La Renarde Bleue. And fails. Edge is up next.
Avenger Assembled Posted May 23, 2013 Posted May 23, 2013 Edge spends an HP to Inspire (yeah, it's kind of like that) and takes a full-round action in the process. I will hold an HP in reserve for Luck Control to make the first leprechaun to do well on a Tou save this round reroll and take the worst of two rolls.
trollthumper Posted May 23, 2013 Author Posted May 23, 2013 So noted.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 4 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x2, Dazed (Cannonade's Action), Staggered, 0 HPLeprechaun 1: 13, Bruised x1, Dazed (La Renarde Bleue's Action), Demoralized, Staggered, 0 HPLeprechaun 2: 11, Bruised x1, 0 HPWander is up next.
Electra Posted May 23, 2013 Posted May 23, 2013 Wander will do an acrobatic bluff, skill mastered, DC 32 to beat. Inspired full power attack: It's a 21. DC 32 toughness save, before autofire
trollthumper Posted May 24, 2013 Author Posted May 24, 2013 The T. Rex can't really beat the Acrobatic Bluff. It's Flat-Footed, which means it gets hit for the full +6 Autofire. It takes another Bruise, and has its Daze refresh.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 4 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x3, Dazed (Wander's Action), Staggered, 0 HPLeprechaun 1: 13, Bruised x1, Dazed (La Renarde Bleue's Action), Demoralized, Staggered, 0 HPLeprechaun 2: 11, Bruised x1, 0 HPMidnight is up next.
Gizmo Posted May 26, 2013 Posted May 26, 2013 Midnight IIMove Action: Startle Leprechaun 1, auto DC 30.Standard Action: Escrima Stick Attack vs. Leprechaun 1; Power Attack 5. (1d20+9=27) With Sneak Attack, that would be DC 30.
trollthumper Posted May 26, 2013 Author Posted May 26, 2013 Leprechaun 1 is Demoralized once more, and goes down.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 4 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x3, Dazed (Wander's Action), Staggered, 0 HPLeprechaun 2: 11, Bruised x1, 0 HPIt's Cannonade's turn, and he manages to take a Move Action to go the (less than) 500 feet it would take him to meet up with Midnight and La Renarde Bleue. He's temporarily amazed by the fascist leprechaun, but then charges forward to strike. -5/+5 Power Attack, and it hits. Cannonade uses Improved Grab, and the Leprechaun needs to make a DC31 Toughness save. It takes another Bruise.And now comes the Opposed Grapple! Cannonade scores a... nothing. Screw that. Hero Point! Yeah, I'd say a 43 is better. The Leprechaun, on the other hand, gets 30, meaning it is Bound.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 3 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x3, Dazed (Wander's Action), Staggered, 0 HPLeprechaun 2: 11, Bruised x2, Bound, 0 HPLa Renarde Bleue is up next.
April Posted May 31, 2013 Posted May 31, 2013 Eve will do nothing at this time, holding her action for in/when the Leprechaun breaks free of the grapple or another target appears.
trollthumper Posted June 4, 2013 Author Posted June 4, 2013 The T. Rex is still staggered. Leprechaun 2 attempts to break the grapple as a Move Action, getting a 32. Cannonade rolls a natural 20, so that ain't happening. The Leprechaun tries again on his other Move Action, getting a 37 while Cannonade gets a 32. The Leprechaun is free, and La Renarde Bleue may now promptly wallop him.
April Posted June 4, 2013 Posted June 4, 2013 Move Action: Acrobatic Feint DC40 (35 +5 Inspire) Standard Action: Psi Blade (Will) [Power Attack -5 Hit/+5 Damage, Inspire +5] vs Leprechaun 2 (1d20+16-5+5=31). DC 30 Will Save Surge: Standard Action: Psi Blade (Will) [Power Attack -5 Hit/+5 Damage, Inspire +5] vs Leprechaun 2 (1d20+16-5+5=26). DC 30 Will Save. Consume Hero Point to negate Fatigue.
trollthumper Posted June 5, 2013 Author Posted June 5, 2013 There's no way he can beat that Feint, meaning the blade will hit both times. We're applying Bruised to exotic saves, here, and the Leprechaun is Dazed and Staggered, and then Bruised and Dazed.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 3 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x3, Dazed (Wander's Action), Staggered, 0 HPLeprechaun 2: 11, Bruised x3, Dazed (La Renarde Bleue's Action), Staggered, 0 HPEdge is up next.
Avenger Assembled Posted June 7, 2013 Posted June 7, 2013 Edge grows tired of this. There's some sort of creepy maybe pervy leprechaun fighting his friends; there's a rampaging T-Rex on the loose, and he's missing all the action! He spends an HP to stunt the following effect - Nullify 18 (all magical effects, Extras: Area [Targeted, Burst], Duration [Concentration], Flaws: Action [Full], Range [Touch]) [54PP] As it's a targeted area, he makes a roll to hit http://invisiblecastle.com/roller/view/4078965/ 27. Nice. OK, he makes a Nullify check. http://invisiblecastle.com/roller/view/4078966/ 34 vs all magical effects within a rank 18 Burst Area effect. Aw yeah. OK, so Mark drops a magic bomb on the museum. Let me know how that goes.
trollthumper Posted June 10, 2013 Author Posted June 10, 2013 Well, let's see. The T. Rex turns back to something like human, meaning its Container is deactivated. The Leprechaun loses its Strength and other goodies.Edge: Seized Initiative, Unharmed, 4 HPWander: 25, Unharmed, Inspired +5, 4 HPMidnight: 25, Unharmed, Inspired +5, 5 HPCannonade: 23, Unharmed, Inspired +5, 3 HPLa Renarde Bleue: 20, Unharmed, Inspired +5, 6 HPT. Rex: 14, Bruised x3, Dazed (Wander's Action), Staggered, Nullified, 0 HPLeprechaun 2: 11, Bruised x3, Dazed (La Renarde Bleue's Action), Staggered, Nullified, 0 HPWander is up next.
April Posted July 3, 2013 Posted July 3, 2013 Stunting. Drain Wisdom 13 (Feats: Insidious, Slow Fade [1 Minute]) linked Mind Reading 13 (Extras: Effortless, Flaws: Limited [Mind Probe], Range [Touch]). Going sift through the first guys head, and the second to figure out what who they are, what they were doing here, who they're working for, etc.
trollthumper Posted July 4, 2013 Author Posted July 4, 2013 Given that the targets are unconscious, I'm going to give this one to Eve.Eve gets glimpses of something wondrous, ancient, and bound together by will and deed more than physical laws. Given her conversations with Etain, she has a feeling this is Avalon. The second guy, the shapeshifter, is more of a hired gun - there's a meeting in his past with the two thugs, where they pretty much strongarmed him into serving as a distraction for this heist.Now, the thug, on the other hand... there's an ancient connection somewhere in his mind. An island with white cliffs, warrior bands, and the great driver of snakes. They're details that feel like myth, but it seems like this guy views them as iron-clad fact. In his mind, these memories slowly feel like they're drowned out by an oppressive force, smothered in the gray of another country. Within, inheritors of the warrior bands, now bearing guns and bombs, strike back against those who'd keep them from their heritage. This slippery memory intertwines with another train of thought - one hard as steel and jagged like barbed wire, dreaming of an empire that lasts a thousand years. The two memories meet and marry in the thug's head, and it seems like he ripped his heart out to secure it. But then the memory rusts away, and all that's left is a missing heart he wishes to retrieve. A golden heart.It's slippery and somewhat dream-like, yes, but then again, these are fae. You're lucky to get anything approaching logic. As Eve has Eidetic Memory, I'll allow her an INT roll to try and interpret the imagery.
April Posted July 4, 2013 Posted July 4, 2013 Naked INT roll w/ low bonus 'cause this current version of Eve is dumb: Intelligence: (1d20+1=18)
trollthumper Posted July 4, 2013 Author Posted July 4, 2013 Well, it's pretty clear that the green and merry side of the thoughts are based around Ireland - if a somewhat folkloric, contrived version of its history. The iron side, along with the uniforms, would clearly be Germany. These people sacrificed a part of themselves over a tie between Ireland and Nazi Germany, and given its golden nature, they may be trying to get it back.If Eve shares this with the others, anyone with Knowledge (history) can make a further roll to figure out just what that tie was.
Gizmo Posted July 7, 2013 Posted July 7, 2013 Alright, Trevor will make that Knowledge [History] roll but let me pitch this, troll: given their Mental Communication Link, how would you feel about calling that Intelligence roll Eve made an Aid Another of Trevor's Knowledge [History] roll? Or making a separate check for that?
trollthumper Posted July 8, 2013 Author Posted July 8, 2013 Given the situation, I'd be fine with that counting as an Aid Another.
Gizmo Posted July 8, 2013 Posted July 8, 2013 Knowledge (History) check; Aid Another +2. (1d20+12=22)My mistake, Eve has Teamwork 3, so that would be 25 total.
trollthumper Posted July 9, 2013 Author Posted July 9, 2013 And here's what Trevor gets on the Knowledge [history] roll:Ireland, as a nation, was neutral during World War II, siding with neither Axis nor Allies. However, the Abwehr used the IRA for intelligence purposes on several occasions, with the aim of securing their support in striking against Great Britain. Nothing ever really came of them, as the Nazis eventually realized the IRA's capabilities were vastly overstated, but for a time, they were funneling cash and guns towards the cause.
Gizmo Posted July 9, 2013 Posted July 9, 2013 Seeing what Midnight can get from inspecting the unconscious prisoners: Investigate check. (1d20+15=34)
trollthumper Posted September 10, 2013 Author Posted September 10, 2013 All right, we are in combat. The Leprechauns will be represented by my at PL13 - STR 36/20 (+13/+10), ATT +9 (+13 Wishing), DEF +13 (+9 Base, +4 Flat-Footed), TOU +13/+5, FORT +10, REF +10, WILL +11, and DMG at +13. Dralion will be represented by my as is. Dralion goes on 11. Cannonade goes on 10. Leprechauns go on 15 and 8.
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