Electra Posted June 3, 2014 Posted June 3, 2014 Fail by six, Erin is injured, bruised and dazed. Owwie
Gizmo Posted June 6, 2014 Posted June 6, 2014 MidnightFree Action: Activate Master Plan: Master Plan Knowledge %5BTactics%5D Check.: 1d20+15 32 That's a +3 bonus to Skill Checks and Attack Rolls.Free Action: Arrange Gadgets:Damage 5 (Extras: Linked, Power Feats: Extended Reach [10'], Improved Critical 1, Mighty) + Snare 10 (Extras: Linked, Regenerating, Flaws: Limited [Entangle], Range [Touch]) [18PP] (quick-hardening chemicals delivered via staff)Leaping 2 (5x) [2PP] (pole vaulting)Move Action: Demoralize White Hunter: 1d20+20 38 With Master Plan that's 41. Let me know if he needs to dip into Second Chance [intimidate] there.Standard Action: Charge White Hunter; Power Attack 4: 1d20+15 16Hero Point: Charge White Hunter; Power Attack 4: 1d20+15 23 At +10 that's 33 and a DC 29 Toughness Save and a DC 24 Reflex Save.
Avenger Assembled Posted June 6, 2014 Author Posted June 6, 2014 All right. http://invisiblecastle.com/roller/view/4526189/ = startled! Bruised x4 - +12 Toughness, 11 Impervious, -2 startled He is rolling with 6 and gets... http://invisiblecastle.com/roller/view/4526193/ = 23! Bruised and dazed again, for an impressive 5 bruises! http://invisiblecastle.com/roller/view/4526197/ = and he is entangled
Gizmo Posted June 6, 2014 Posted June 6, 2014 MysteryMove Action: Fly over.Standard Action: Move Object to Throw Fountain at White Hunter; Accurate Attack 2: 1d20+12 32 That's DC 15 + 10 - 2 + 5 = 28.
Avenger Assembled Posted June 6, 2014 Author Posted June 6, 2014 Move Object to Throw Fountain at White Hunter; Accurate Attack 2: 1d20+12 30 http://invisiblecastle.com/roller/view/4526265/ 12. Okay! So this portion of the fight, anyway, is done.
Gizmo Posted June 6, 2014 Posted June 6, 2014 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 24 - Wander - Injured x1, Bruised x1, Dazed, 2HP 17 - Hematite - -6 Constitution, -3 Charisma 15 - Daybreak - Uninjured 15 - Tensile - Uninjured14 - White Hunter - Bruised x5, Dazed, +11 Toughness, 10 Impervious 11 - Midnight - Uninjured, 3HP 7 - Mystery - Uninjured
Avenger Assembled Posted June 9, 2014 Author Posted June 9, 2014 All right, I need a DC 15 Reflex save for everyone vs. a DC 20 Toughness save. Midnight Manor takes 10 on its save and goes undamaged for now. There are three shadow demons inside the parlor where the White Hunter first appeared - and three outside. They will act on 20 (inside) and 10 (outside) in the Initiative count. Wander is up once I post IC.
Gizmo Posted June 10, 2014 Posted June 10, 2014 MidnightReflex Save vs. DC 15.: 1d20+10 15 Evasion 2: Skips Toughness Save. HematiteReflex Save vs. DC 15.: 1d20+7 23Toughness Save vs. DC 12.: 1d20+9 28 DaybreakReflex Save vs. DC 15.: 1d20+8 24 Evasion 2: Skips Toughness Save. MysteryReflex Save vs. DC 15.: 1d20+5 8Toughness Save vs. DC 20.: 1d20+10 30
Electra Posted June 11, 2014 Posted June 11, 2014 Wander Reflex: Succeeds Wander Toughness: Evasion 2 Sojourner Reflex: Fails, despite a +12 reflex, bummer Sojourner Toughness: Succeeds and with Evasion 2 as well, she soaks Knightfall Reflex: Fails by one, just like her sister Knightfall Toughness: Suceeds and has Evasion 2, just like her sister Tensile Reflex: Succeeds Tensile Toughness: No Evasion, but his Impervious makes it moot
Electra Posted June 18, 2014 Posted June 18, 2014 (edited) Okay, Wander is going to aid attack for Sojourner, who will wait to go until after Knightfall has taken her turn. Wander will spend an HP to shake her daze. I will ask for an HP to be given her because now that the group is split, she has to choose between staying and protecting women who are her future family or going out and finding Trevor. Wander successfully aids in the attack Knightfall will attempt a fast demoralize against one of the shadow critters. She gets a 34 She will then target that same shadow critter to hit with her bo staff. Using her variable descriptor, the bo stick will be charged with electricity and glow like a lightsaber with the power of AWESOME. She rolls a 21. Sojourner, aided by Wander, will target the third critter with flaming fireball ammunition, using a partial power attack. Everything Wander does in this fight is cursed, so the first attack misses. Spending another HP for a reroll, which is actually even worse, but results in a 26. Edited June 18, 2014 by Electra
Avenger Assembled Posted June 18, 2014 Author Posted June 18, 2014 http://invisiblecastle.com/roller/view/4539035/ = 18 1 is down
Avenger Assembled Posted June 18, 2014 Author Posted June 18, 2014 http://invisiblecastle.com/roller/view/4539038/ = 15 2 is down!
Avenger Assembled Posted June 18, 2014 Author Posted June 18, 2014 I'll shave two off given the use of fire, http://invisiblecastle.com/roller/view/4539046/ = 11 - so the shadow demons are all down inside the house
Gizmo Posted June 20, 2014 Posted June 20, 2014 27 - Knightfall - Uninjured 24 - Sojourner - Uninjured 24 - Wander - Injured x1, Bruised x1, 1HP20 - Shadow Demons (Inside) x317 - Hematite - -5 Constitution, -2 Charisma 15 - Daybreak - Uninjured 15 - Tensile - Uninjured14 - White Hunter 11 - Midnight - Uninjured, 3HP 10 - Shadow Demons (Outside) x3 - Uninjured 7 - Mystery - Uninjured
Gizmo Posted June 22, 2014 Posted June 22, 2014 DaybreakMove Action: Arrange Gadgets:Affects Insubstantial 2 (on sledgehammer) [2PP] (polarize Furion metal) Speed 1 (100' per Move Action) [1PP] + Super-Movement 1 (Swinging) [2PP] (grappling line) Standard Action: Charge Shadow Demon (Outside); Power Attack 2.: 1d20+10 25 That's a DC 29 Toughness Save, and with Takedown Attack 2 and Extended Reach, I'll throw these out just in case: Attack Shadow Demons (Outside); Power Attack 2.: 2#1d20+10 29 13 The first of those would be a critical hit thanks to Improved Critical 2, the second is probably a miss.
Avenger Assembled Posted June 22, 2014 Author Posted June 22, 2014 1 goes skidoosh! http://invisiblecastle.com/roller/view/4544009/ 2 goes skidoosh! http://invisiblecastle.com/roller/view/4544011/
Electra Posted June 25, 2014 Posted June 25, 2014 Tensile is going to shoot out the window to try and hit the one remaining baddie with his energy bolty thingy. Result is a 23
Avenger Assembled Posted June 25, 2014 Author Posted June 25, 2014 http://invisiblecastle.com/roller/view/4548052/ = 11! He's down
Gizmo Posted June 25, 2014 Posted June 25, 2014 HematiteInvestigate check.: 1d20+10 12Knowledge (Cosmology) check.: 1d20+10 27Knowledge (Technology) check.: 1d20+10 28Notice check.: 1d20+10 14 ...too be fair, he's had a rough day.
Avenger Assembled Posted June 26, 2014 Author Posted June 26, 2014 Oh well, Hematite never was the detective in his family anyhow! Cosmology: On closer inspection, all those markings appear to refer to the Cosmic Coil - not journeying from one worldline to another, but rather a direct journey back through all the possible pasts of one particular worldline - one that ended in 2014 at his parents' house. It was a _long_ journey, too; though he doesn't know enough to tell just how far, it seems to have been longer than the trip he took. This looks to be a copy of the Hunter mansion but covered entirely in white. Not paint, but some thick, almost metallic coating. it's not technology he's familiar with - he can barely tell it's technology at all
Avenger Assembled Posted June 26, 2014 Author Posted June 26, 2014 That's nanotechnology, and lots of it! Someone with the right DNA signature, or code word, or whatever the security system is, could probably hack it and control the house from top to bottom - even the magic runes are written in it. He's from just far in the future enough to know that what he's seeing, and to know that what he's impossible by all the laws of science!
Gizmo Posted July 2, 2014 Posted July 2, 2014 HematiteNotice check.: 1d20+10 26 DaybreakNotice check.: 1d20+8 23
Avenger Assembled Posted July 2, 2014 Author Posted July 2, 2014 Hematite - Underneath one of the manuscripts, Hematite can make out a marking on the desk - a black circle with a black triangle inside it. Knightfall has a flash of intuition - those flashing atheist symbols are medical distress signals, the equivalent of a Red Cross sign - overall what she's seen reminds her of walking into a house with a sick or dead man and finding a holographic Red Cross or "call emergency" symbol projected over his head.
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