Avenger Assembled Posted May 7, 2014 Share Posted May 7, 2014 A DC 25 Notice check will reveal that's not Nightmare Moon at all, but a false one! (It's not an illusion, though...) Link to comment
Gizmo Posted May 7, 2014 Share Posted May 7, 2014 Midnight Auto-Notice 25 with Skill Mastery. HematiteNotice check.: 1d20+10 30 Link to comment
Gizmo Posted May 11, 2014 Share Posted May 11, 2014 Did the vase end up going through Notmare Moon or...? Link to comment
Avenger Assembled Posted May 12, 2014 Author Share Posted May 12, 2014 It bounced off! Made a thunk sound. Link to comment
Avenger Assembled Posted May 12, 2014 Author Share Posted May 12, 2014 Initiative time! Link to comment
Gizmo Posted May 12, 2014 Share Posted May 12, 2014 MidnightInitiative.: 1d20+5 11HematiteInitiative.: 1d20+2 17DaybreakInitiative.: 1d20+7 15MysteryInitiative.: 1d20+2 7 Link to comment
Electra Posted May 22, 2014 Share Posted May 22, 2014 Wander: 29 Tensile: 15 Sojourner: 24 Knightfall: (wasting a nat 20) 27 Link to comment
Avenger Assembled Posted May 22, 2014 Author Share Posted May 22, 2014 http://invisiblecastle.com/roller/view/4510067/ = 14 Wander: 29 [HP 3+] Knightfall: (wasting a nat 20) 27 Sojourner: 24 Hematite: 17 Daybreak: 15 Tensile: 15 White Hunter: 14 Midnight: 11 [HP 4+] Mystery: 7 Link to comment
Electra Posted May 25, 2014 Share Posted May 25, 2014 (edited) Wander, being who she is, will not back off from a fight, but she may listen to her daughter's words of wisdom up to a point. If nothing else, she will hold her action and let Sojourner go first. Knightfall is going to join the fight with the use of her gadgets, spending a move action to arrange them into the following configuration: (tempero-spatial displacer, Teleport 4 (400 ft/1 mile, Extra: Accurate, Flaw: Short-Range, PF: Easy) [13/15PP] She will then teleport up to where the battle is taking place. Sojourner will perform an Aid Attack action, shooting at WH with her monster-blasting guns. For her move action she will step behind cover. The aid roll succeeds, adding +2 to Wander's attack. Wander will enter into melee with the bad guy, though she is taking care to avoid physical contact, just in case. She'll start off with her acrobatic bluff as a move action, DC 29, and follow it up with a full-on charging power attack with her bat. The result is a 27. Edited May 25, 2014 by Electra Link to comment
Avenger Assembled Posted May 25, 2014 Author Share Posted May 25, 2014 http://invisiblecastle.com/roller/view/4513015/ He also rolls a 12, and so is not flat-footed - but he still is hit. http://invisiblecastle.com/roller/view/4513020/ = 22 All right! That is a little much in the first round, so I will say he is bruised (have an HP, Wander). Link to comment
Gizmo Posted May 25, 2014 Share Posted May 25, 2014 29 - Wander - Uninjured, 4HP 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 17 - Hematite - Uninjured 15 - Daybreak - Uninjured 15 - Tensile - Uninjured 14 - White Hunter - Bruised x1 11 - Midnight - Uninjured, 4HP 7 - Mystery - Uninjured HematiteMove Action: Teleport behind White Hunter.Standard Action: Unarmed Attack vs. White Hunter: 1d20+10 30 Haha, wow. That's DC 15+14+5 = 34.DaybreakStandard Action: Sledgehammer Attack Barrier, Power Attack 5.: 1d20+5 14 That would be DC 15+12+5 = 32. Link to comment
Avenger Assembled Posted May 25, 2014 Author Share Posted May 25, 2014 All right, that's a DC 20 Fortitude save for Hematite (listen to your mother, Hematite!). http://invisiblecastle.com/roller/view/4513148/ = another bruise! The barrier fails by ten = I'll say another good hit will take it down. Link to comment
Gizmo Posted May 25, 2014 Share Posted May 25, 2014 HematiteFortitude Save vs. DC 20: 1d20+9 13 29 - Wander - Uninjured, 4HP 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 17 - Hematite - -7 Constitution 15 - Daybreak - Uninjured 15 - Tensile - Uninjured 14 - White Hunter - Bruised x2 11 - Midnight - Uninjured, 4HP 7 - Mystery - Uninjured Link to comment
Electra Posted May 26, 2014 Share Posted May 26, 2014 (edited) Tensile will blast the barrier with his power pike! Since it is not dodging, I assume he hits the broad side of this fancy barn. With that done, he uses his move action to run as far towards the battle as he can. Edited May 26, 2014 by Electra Link to comment
Avenger Assembled Posted May 26, 2014 Author Share Posted May 26, 2014 White Hunter Startles Hematite as a Move Action - DC 30 check for Hematite to make. He then targets Hematite with his Drain Charisma 15 (Extra: Ranged) http://invisiblecastle.com/roller/view/4513856/ = 19 Well, that hits if he is flat-footed. DC 25 Fortitude save, which he's currently rolling at +5. Woof. Link to comment
Gizmo Posted May 26, 2014 Share Posted May 26, 2014 HematiteIntimidate Check vs. DC 30.: 1d20+15 24Fortitude Save vs. DC 25: 1d20+5 21 Link to comment
Gizmo Posted May 27, 2014 Share Posted May 27, 2014 MidnightFree Action: Release a cloud of midnight mist.Free Action: Arrange Gadgets:Drain Toughness 12 (Extras: Affects Objects, Linked [+0], Ranged; Flaws: Action [Full Action], Limited [Objects]; Power Feats: Accurate) + Damage 7 (Extras: Linked [+0], Ranged; Flaws: Action [Full Action]) [20PP] ('dry' midnight mist capsules)Full Action: Throw Capsules at White Hunter.: 1d20+12 32 That's a DC 10+12+5 = 27 Reflex Save against the Drain Toughness then a DC 15+7+5 = 27 Toughness Save against the Damage. Mystery Full Action: Fly All-Out toward the mansion. 29 - Wander - Uninjured, 4HP 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 17 - Hematite - -7 Constitution, -4 Charisma 15 - Daybreak - Uninjured 15 - Tensile - Uninjured 14 - White Hunter - Bruised x2 11 - Midnight - Uninjured, 4HP 7 - Mystery - Uninjured Link to comment
Avenger Assembled Posted May 27, 2014 Author Share Posted May 27, 2014 Reflex vs 27 http://invisiblecastle.com/roller/view/4514800/ = 18 He failed the save by nine, so nine PP drops out of Protection 15 (Impervious 15) [30PP] So his Impervious is now 10 and his Protection is now 11 - since he's bruisedx2, he rolls with nine vs the damage http://invisiblecastle.com/roller/view/4514801/ = 18+9=27 He just makes the save! Link to comment
Electra Posted May 30, 2014 Share Posted May 30, 2014 Wander will again hold her action until after Sojourner goes. Knightfall will make an Aid Attack for Wander, using her Bo Staff. She succeeds Sojourner will make an Aid Attack for Wander, using her Monster Shooting Guns. She succeeds Wander will use Acrobatic Bluff against WH She rolls a 25, so that's probably a fail. Wander attacks the White Hunter using her bat, a full Power Attack with All Out Attack for 2. First roll is terrible, HP reroll. She rolls a 25. Link to comment
Avenger Assembled Posted May 30, 2014 Author Share Posted May 30, 2014 He does pass that Acrobatics check. That does hit http://invisiblecastle.com/roller/view/4518141/ = 28. Bruised x3! Hematite is up, that poor battered guy. Link to comment
Gizmo Posted May 30, 2014 Share Posted May 30, 2014 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 24 - Wander - Uninjured, 3HP 17 - Hematite - -7 Constitution, -4 Charisma 15 - Daybreak - Uninjured 15 - Tensile - Uninjured 14 - White Hunter - Bruised x3, +11 Toughness, 10 Impervious 11 - Midnight - Uninjured, 4HP 7 - Mystery - Uninjured Hematite Recovery: 1 Constitution, 1 CharismaStandard Attack: Unarmed Attack vs. White Hunter: 1d20+10 17Move Action: Back up from the White Hunter. Daybreak Full Action: Move All-Out toward battle. Link to comment
Electra Posted June 2, 2014 Share Posted June 2, 2014 Tensile: Move Action: Supermovement (leaping) to reach the fight Standard Action: Blast WH with Pike of Powah First attack fails, Wander will lend an HP for reroll Second roll is a critical success at 33 Link to comment
Avenger Assembled Posted June 2, 2014 Author Share Posted June 2, 2014 http://invisiblecastle.com/roller/view/4521745/ = bruised again, whaaat Link to comment
Gizmo Posted June 3, 2014 Share Posted June 3, 2014 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 24 - Wander - Uninjured, 2HP 17 - Hematite - -6 Constitution, -3 Charisma 15 - Daybreak - Uninjured 15 - Tensile - Uninjured14 - White Hunter - Bruised x4, +11 Toughness, 10 Impervious 11 - Midnight - Uninjured, 4HP 7 - Mystery - Uninjured Dunno how you want to play recovering points from the Drain, AA; Trevor didn't get Slow Fade on it so it would be 1 point recovered per round but the White Hunter is technically an object! Could go either way. Link to comment
Avenger Assembled Posted June 3, 2014 Author Share Posted June 3, 2014 The White Hunter knows his plans are going badly - so he changes tactics. He blasts Midnight with his Blast 15 (Extra: Alternate Save [Fortitude]) - but Erin interposes. http://invisiblecastle.com/roller/view/4522711/ = 24 That does hit! That is a DC 25 Fortitude save vs. lethal damage for Wander. He then teleports 100 ft outside onto the lawn. (He could go further, but he wants to make sure he's in sniping location) Link to comment
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