trollthumper Posted April 8, 2013 Posted April 8, 2013 Cannonade, Wail, Harrier, and Gabriel investigate missing people, end up dealing with an industrial revolution in Avalon. Odds are your character is investigating some aspect of the disappearances. All the missing people were jobless, but in different aspects - some were homeless, others were students just out of college who couldn't find work, others were unemployed and had been for a while. Somewhere in the disappearances lies the story of a carriage.
KnightDisciple Posted April 8, 2013 Posted April 8, 2013 Don't have the brainpower for an IC tonight, but I'm going to be assuming Gabriel was walking and talking and doing Skill Mastery for a 30 on Gather Information.
Gizmo Posted April 12, 2013 Posted April 12, 2013 Any rolls to be made in reaction to these guys showing up?
trollthumper Posted April 13, 2013 Author Posted April 13, 2013 There's no real Detect Magic among any of the group, and you'd have to get up close to check out the carriage. Which Wail and Cannonade have now done, driving the guy to run off at top speed. Yes, despite the fact that Wail weighs a half ton, so Giz, take a Hero Point.And it's Initiative time! For the Coachman, we'll be using AA's at PL13 - ATT +7 (+13 Melee/+15 Swords), DEF +16 (+6 Flat-Footed), TOU +10, FORT +9, REF +11, WILL +13, and Damage at +13 Melee, +11 Swords.For the Coach, we'll be using the Armored Car stats in the Equipment part of the corebook - STR 35, DEF +8, TOU +12, Speed 5. It is currently going at 100 MPH, and would no doubt be going faster if not weighed down by Wail and Cannonade. For Initiative purposes, we'll say it has a +3; for REF purposes (because those will likely come up), we'll say it has a +5.Coachman goes on 20.Cannonade goes on 16.Coach goes on 11.
Avenger Assembled Posted April 13, 2013 Posted April 13, 2013 Harrier goes on 19 http://rolz.org/myroomlog?r=FCPbP+The+Sun+Never+Sets
trollthumper Posted April 15, 2013 Author Posted April 15, 2013 Okay, here we go:Coachman: 20, Unharmed, 0 HPHarrier: 19, Unharmed, 3 HPWail: 19, Unharmed, 4 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 6 HPCoach: 11, Unharmed, 0 HPFor now, we'll say the coach has cleared 1000 feet thanks to the surprise round. It won't act again until its turn, however. The Coachman draws his riding quirt, imbues it with glamour, and strikes at Wail. He scores a 30 against Wail's DC23 Defense save, so that's a DC26 Will + 3 from Autofire. So, DC29 Will total.Harrier is up next.
Avenger Assembled Posted April 15, 2013 Posted April 15, 2013 Move Action: Harrier flies 100 ft and catches up with the coach. Free Action: Draw and ready his 'sword' Standard Action: A man with a vehicle needs help moving on his own. Harrier stabs it, using the Extended Reach on his weapon to stay out of the coachman's reach. +5 All-Out Attack http://rolz.org/myroomlog?r=FCPbP+The+Sun+Never+Sets =22 That's a DC 29 Tou save for the coach with the Autofire on Harrier's strike. Harrier's to-hit is currently 17 EDIT: I was originally going to surge and hit it again, but on reflection I'll let other people go ahead!
trollthumper Posted April 15, 2013 Author Posted April 15, 2013 The Coachman takes a Bruise.Coachman: 20, Bruised x1, 0 HPHarrier: 19, Unharmed, 3 HPWail: 19, Unharmed, 4 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 6 HPCoach: 11, Unharmed, 0 HPWail is up next.
Avenger Assembled Posted April 15, 2013 Posted April 15, 2013 No, TT, Harrier attacked the coach, not the coachman.
trollthumper Posted April 16, 2013 Author Posted April 16, 2013 Bah. I blame sleepiness and slight beer. The Coach takes an Injury.Coachman: 20, Unharmed, 0 HPHarrier: 19, Unharmed, 3 HPWail: 19, Unharmed, 4 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 6 HPCoach: 11, Injured x1, 0 HPWail is up next.
Gizmo Posted April 16, 2013 Posted April 16, 2013 Wail Will Save vs. DC 29: 20 That's a Bruise and a Daze, I suppose. Super-Strength Check: 19 ...well. Hero Point: Clear Daze.Standard Action: Sonic Wail vs. Carriage, All-Out Attack 5, Power Attack 5: 20 That's a DC38 Toughness Save.Move Action: Leap 230' after the carriage.
trollthumper Posted April 16, 2013 Author Posted April 16, 2013 The coach is Injured once more, and goes flying. By the rules of Knockback, it should go flying 250,000 feet, but so that Wail can keep up with it (and everyone else can, too), I'm going to say it only goes 250 feet. As this is Fiat, feel free to take another HP, Giz. The Coachman, meanwhile, dodges the attack... but given that the Coach has gone flying from under his feet, he's still got to make a DC33 Acrobatics save to avoid taking damage from that. Not quite good enough. So the Coachman has effectively collided with a Toughness +10 object, and has to make a DC27 Toughness save. Which he does. Cannonade, meanwhile, decides to drop off while the coach is in mid-flight, using Slow Fall to swing from a light post and avoid taking damage.Coachman: 20, Unharmed, 0 HPHarrier: 19, Unharmed, 3 HPWail: 19, Unharmed, 5 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 6 HPCoach: 11, Injured x2, 0 HPSo, if this were a race, Gabriel's at the starting line, Harrier's at 1000 feet, Cannonade's at 1125 feet, Wail's at 1230 feet, and the Coach and Coachman are at 1250 feet. But that will change.Move Action: Cannonade races towards the Coachman.Standard Action: Cannonade punches the Coachman right in the gut. Okay, it doesn't hit, but you try staying stable after riding a flying coach.Gabriel is up next.
KnightDisciple Posted April 16, 2013 Posted April 16, 2013 Move Action: Get to about 20 feet away from the Coachman, and about 10 feet in the air. Free Action: Switch Sonic Control from Flight to Blast (with Autofire). Free Action: All-Out Attack for 2 (Defense now 10, Attack with SC now 14. Free Action: Power Attack for 2 (Attack with SC now 12, Damage pre-Autofire now 29). Standard Action: Ranged Attack vs Coachman. 28. That exceeds his Defense of 26 by 2, so that's a DC 30 Toughness Save to him. And because Gabriel is....unhappy....with the Coachman. Free Action: Surge for another Standard Action! Standard Action: Another Ranged Attack vs Coachman! 26 on the dot, so another Toughness Save, DC 29. Go ahead and knock off an HP so he can avoid Fatigue. IC post with much RIGHTEOUS ANGER forthcoming.
trollthumper Posted April 17, 2013 Author Posted April 17, 2013 The Coachman first takes a Bruise and is Dazed, and then takes a second Bruise.Coachman: 20, Bruised x2, Dazed (Gabriel's Action), 0 HPHarrier: 19, Unharmed, 3 HPWail: 19, Unharmed, 5 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 5 HPCoach: 11, Injured x2, 0 HPThe Coach takes a Full Action to right itself, and looks pretty weird doing so. The Coachman... is still Dazed.Harrier is up next.
Avenger Assembled Posted April 17, 2013 Posted April 17, 2013 Harrier flies up to the coach as a move action, then takes a standard action to Intimidate it. DC 30 check which it cannot pass. He then turns, surges (-1 HP to cancel the fatigue), and fires a blast at the Coachman from behind. http://rolz.org/myroomlog?r=FCPbP+The+Sun+Never+Sets = 14 Well, shouldn't have Power Attacked! Oh, what the heck - might as well get a little fancy. http://rolz.org/group =23 Hah-hah, guess I shouldn't have tried to get fancy! OK, down 2 HP (but I have complication plans later, but one of the bad guys should be out of the fight for the moment...
trollthumper Posted April 17, 2013 Author Posted April 17, 2013 Coachman still has full Defense, so it misses.Coachman: 20, Bruised x2, Dazed (Gabriel's Action), 0 HPHarrier: 19, Unharmed, 1 HPWail: 19, Unharmed, 5 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 5 HPCoach: 11, Injured x2, Startled, 0 HPWail is up next.
Gizmo Posted April 21, 2013 Posted April 21, 2013 WailStandard Action: Charge Coachman, All-Out Attack 5. (1d20+15=16)Hero Point: Charge Coachman, All-Out Attack 5, HP ReRoll. (1d20+15=27) DC 28 Toughness Save.Improved Grab: Initiate Grapple. (1d20+30=43)Move Action: Demoralize Coachman. (1d20+13=26)
trollthumper Posted April 23, 2013 Author Posted April 23, 2013 The Coachman is Staggered and has his Daze refresh, then is Bound, then is Shaken. Wow.Coachman: 20, Bruised x2, Dazed (Wail's Action), Shaken, Staggered, Bound, 0 HPHarrier: 19, Unharmed, 1 HPWail: 19, Unharmed, 4 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 5 HPCoach: 11, Injured x2, Startled, 0 HPCannonade is up next. He takes a -2/+2 Power Attack. The Coachman has an effective Defense DC of 5, thanks to being Bound, and is hit. DC28 Toughness save for the Coachman. And he's down.Harrier: 19, Unharmed, 1 HPWail: 19, Unharmed, 4 HPCannonade: 16, Unharmed, 3 HPGabriel: 14, Unharmed, 5 HPCoach: 11, Injured x2, Startled, 0 HPGabriel is up next. The Coach is still up, if cowed.
KnightDisciple Posted April 23, 2013 Posted April 23, 2013 Gabriel would like to give that Coachman what for, but Cannonade and Wail seem to have a handle on it. So time to cut off his escape route! Standard Action: Sonic Blast the Coach itself. 30. Coach has Defense 18. I exceeded by 12. So that gives the maximum Autofire bonus of 5. DC 32 Toughness Save.
trollthumper Posted April 24, 2013 Author Posted April 24, 2013 Yeah, that's not good for the Coach. It's down. We're out of rounds.
Avenger Assembled Posted April 30, 2013 Posted April 30, 2013 I'll go ahead and use that as a DC 30 Intimidate check to get the guy to spill his guts.
KnightDisciple Posted May 2, 2013 Posted May 2, 2013 Activating the Far-Hearing, The Tongues of Men & Angels, & Ventriliquism power on the Sonic Control Array. It will be stretching as far as possible, and audible to everyone possible. Burn an HP for Ultimate Intimidate. Auto-40 on Intimidating every Fae in the city. Demoralize, or whatever you think fits best.
trollthumper Posted May 3, 2013 Author Posted May 3, 2013 Yeah, no one's gonna beat that. Yet.All right, so here's where we split the party. Cannonade, Gabriel, and Wail are dealing with... well, Minions at this point. That will change, but I thought it'd be fun if we got our Godzilla on for a round. The Constables, all ten of them, are PL8 Minions based on my build, but only to the extent that they have +8 TOU and magical guns. Stats are ATT +4 (+8 Rifles), DEF +8, TOU +8, FORT +5, REF +5, WILL +5, and DMG +8.On Harrier's end, we have three of those at about PL7, so everything's about one notch down. His direct opponent is based on my build at PL12 - ATT +8 (+14 Ranged), DEF +12 (+4 Flat-Footed), TOU +12, FORT +9, REF +11, WILL +10, and DMG +10.The Officer goes on 16.The Infantry go on 4.The Constables go on 8.Cannonade goes on 9.
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