angrydurf Posted February 3, 2016 Author Posted February 3, 2016 On 12 Jersey Devil goes. Move Action: Move through portal into crowd. Standard Action: Activate Fearsome Presence DC 13 Will Save for Woodsman and Alkahest(DC 15 due to Reagent/Alkahests vulnerability to Emotion Effects) The crowd fails and panics more running in all directions and blocking LOS on the Fellowship members. Ranged attacks treat them as in Melee. Woodsman and Sparkler get an HP for the setback. Initiative (Round 2) 26 Woodsman 2HP Uninjured 22 Shooters 3 Minions 21 Shortcut Uninjured 20 Providence Injured x 1 18 Sparkler 3HP Uninjured 12 Jersey Devil Uninjured 9 Psyche 1HP Uninjured 8 Reagent 2HP Uninjured 7 Fury Uninjured Psyche is up
angrydurf Posted February 3, 2016 Author Posted February 3, 2016 Jersey Devil does not show up to magic senses despite his demonic appearance.
alderwitch Posted February 4, 2016 Posted February 4, 2016 Alex will continue to float but switch her array to her Psychic blast which is a Perception based Will Save of 22. Since he's got his stupid Magneto helmet though, I will take my HP As Alex did not know that was a thing.
alderwitch Posted February 4, 2016 Posted February 4, 2016 Actually, I will immediately use that HP to surge and pick up a truck because it makes a good description in the post!
angrydurf Posted February 4, 2016 Author Posted February 4, 2016 Auto success on the save due to his immunity(Psyches powers) helmet. Psyche gets an HP and spends it on a surge. Reagent/Alkahest is up.
Gizmo Posted February 4, 2016 Posted February 4, 2016 ALKAHEST Will Save vs DC 15: 1d20+10 16 Move Action: Move to Providence. Standard Action: Unarmed Attack vs Providence: 1d20+8 9 Obviously that misses. I'll get an IC post up shortly.
angrydurf Posted February 4, 2016 Author Posted February 4, 2016 On initiative 7 Fury goes. Full Round Action: Charge Alkahest 1d20+8+2(Charge)=25; Hit: DC 28 Toughness Save and Improved Grab to initiate a grapple. Grapple Check Grapple Check 1d20+30=41 Initiative (Round 3) 26 Woodsman 2HP Uninjured 22 Shooters 0 Minions 21 Shortcut Uninjured 20 Providence Injured x 1 18 Sparkler 3HP Uninjured 12 Jersey Devil Uninjured 9 Psyche 1HP Uninjured 8 Reagent 2HP Uninjured 7 Fury Uninjured Shortcut remains on the other side of the portal maintaining it though not directly visible there for the time being. Woodsman is up.
Avenger Assembled Posted February 4, 2016 Posted February 4, 2016 Durf, what's the Restricted 1 on Providence's weapons cover?
angrydurf Posted February 4, 2016 Author Posted February 4, 2016 Knowledge technology I'll say 10+ ranks as I don't recall the exact standard I used when I first made the character and that seems reasonable for a skill restriction.
Avenger Assembled Posted February 4, 2016 Posted February 4, 2016 And does Woodsman also take the penalty from the crowd, given that he was within thirty feet of the portal when it opened up and the panicking people would have to be running _towards_ Jersey Devil to be in his way? (Just trying to figure out the lay of the land here)
angrydurf Posted February 4, 2016 Author Posted February 4, 2016 Well he would (hence the HP) but he has precise on his bow so he can negate the penalty. The idea being not everyone is running sensibly away alot of them are running across lines of fire and otherwise chaotically.
Gizmo Posted February 4, 2016 Posted February 4, 2016 ALKAHEST Toughness Save vs DC 28: 1d20+15 21 Hero Point: Toughness Save vs DC 28, Reroll: 1d20+15 20 Ugh. At least with the +10 that ends up being a 30. Opposed Grapple Check: 1d20+25 37 Fails by four.
Avenger Assembled Posted February 5, 2016 Posted February 5, 2016 Just checking. Okay, I owe you a Will save, durf. Woodsman: Will save vs 13 = 25 Standard Action: Woodsman shoots Jersey Devil, because screw that guy. 11 HP. 20. OK, that's a DC 26 Tou save for Jersey Devil. Move Action: Woodsman vanishes - as far as the metahuman supremacists are concerned. Well, the dice aren't my friend.
angrydurf Posted February 5, 2016 Author Posted February 5, 2016 Jersey Devil Toughness save: 1d20+10=24; Bruised
angrydurf Posted February 5, 2016 Author Posted February 5, 2016 Shortcut will maintain the portal for his action. Providence will activate his master plan: 1d20+5=8: or not so Masterful... Move action: Intimidate Sparkler Skill Mastery; 10+30-5(fast demoralize)=35 Standard Action: Rouses Rabble! Using the Attention of the many news crews to make his case to the broader audience. Initiative (Round 3) 26 Woodsman 1HP Uninjured 22 Shooters 0 Minions 21 Shortcut Uninjured 20 Providence Injured x 1 18 Sparkler 3HP Uninjured 12 Jersey Devil Bruised x 1 9 Psyche 1HP Uninjured 8 Reagent 2HP Uninjured 7 Fury Uninjured Sparkler is up.
Electra Posted February 5, 2016 Posted February 5, 2016 Sparkler is shaken. She will activate her Concealment as a free action, then squeeze off another fireball at Providence, though at a -2 penalty. She gets an 18, and I'm not gonna throw an HP into that, so unless she gets a bonus for being invisible, I assume that doesn't hit. She will use her move action to fly up behind the sturdiest looking tree that will make it harder for the bad guys to get at her.
angrydurf Posted February 5, 2016 Author Posted February 5, 2016 That'll miss yes. He knows you're there though not exactly where so no surprise attack bonus.
angrydurf Posted February 6, 2016 Author Posted February 6, 2016 (edited) Jersey Devil will go hunting Riley, DC 30 Notice 1d20+10=22; With no success so far. Psyche is up. Edited February 6, 2016 by angrydurf
alderwitch Posted February 7, 2016 Posted February 7, 2016 Psyche will throw the truck at the portal and as apparently, I have not built Psyche for that sort of thing (whoops!), she misses so I will spend the last HP on that roll that I currently have. Not bothering to roll as there's no way she won't hit at that point. Her goal is to stuff the cement truck in the portal. (Though I have precise on the move object and am moving the already caught dump truck into a static opening? But there's the rolls if they are needed)
angrydurf Posted February 7, 2016 Author Posted February 7, 2016 Well if you want to throw it through with force it's the to hit roll (like in hope of hitting whoever is maintaining it). If you want to set the truck in the way of the portal you can do that with precise and your move object ranks.
alderwitch Posted February 7, 2016 Posted February 7, 2016 The goal is to stuff the truck in the portal. Which would that be?
angrydurf Posted February 7, 2016 Author Posted February 7, 2016 If you want to hurt someone on the other side it's an attack roll, if you want to block the portal no roll is needed as you're not tossing it you're carefully placing it.
angrydurf Posted February 7, 2016 Author Posted February 7, 2016 Alright Portal blocked and Reagent/Alkahest is up.
Gizmo Posted February 9, 2016 Posted February 9, 2016 ALKAHEST Move Action: Escape Grapple: 1d20+25 34 Not great. Let me know how the opposed check goes, durf.
angrydurf Posted February 9, 2016 Author Posted February 9, 2016 Fury Grapple Check; 1d20+30=45; Currently successful in maintaining the grapple.
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