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Midnight Dynasty (OOC)


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Posted (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 by Electra
Posted

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
 
Hematite
Move Action: Teleport behind White Hunter.
Standard Action: Unarmed Attack vs. White Hunter: 1d20+10 30

Haha, wow. That's DC 15+14+5 = 34.

Daybreak
Standard Action: Sledgehammer Attack Barrier, Power Attack 5.: 1d20+5 14
 
That would be DC 15+12+5 = 32.

Posted

Hematite
Fortitude 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

Posted (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 by Electra
Posted

Midnight
Free 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

Posted

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. 

Posted

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 Charisma
Standard Attack: Unarmed Attack vs. White Hunter: 1d20+10 17
Move Action: Back up from the White Hunter.

 

Daybreak

Full Action: Move All-Out toward battle.

Posted

27 - Knightfall - Uninjured
24 - Sojourner - Uninjured
24 - Wander - Uninjured, 2HP
17 - Hematite - -6 Constitution, -3 Charisma
15 - Daybreak - Uninjured
15 - Tensile - Uninjured
14 - 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.

Posted

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) 


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