Exaccus Posted October 26, 2017 Posted October 26, 2017 (edited) I've Impervious toughness 5 on the armour so wolf is of no concern. As for the Damage 12 lets see. 1d20+10 =15 Yeaaah hero pointing the hekatonkheries outta that one. 1d20+10 = 14 +10 = 24 Edited October 26, 2017 by Exaccus
Supercape Posted October 27, 2017 Author Posted October 27, 2017 Do you want to post a reaction to that wolf attack / feedback attack, or press on with the round? (May make sense to a short post reaction to avoid me double posting )
Supercape Posted November 17, 2017 Author Posted November 17, 2017 Round 4: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 2 HP 9 Wolves [4] Unharmed Meteor - Toughness 10 For reference the "Anarchy Guns" are Device 5, with one power: Blast 7, Penetrating, Homing, Affects Insubstantial 1, Improved Critical 1. Lord Crane will use aim action on Black Knight, and speak - he is still carrying his knife. Midnight Spear not acting yet. Joe Powder will charge at the Meteor, just moving this round. Black Knight is up again, now carrying the above guns!
Exaccus Posted November 22, 2017 Posted November 22, 2017 Ill open fire on one of the wolves thats attacking a sailor. Since its a minion ill take 10 on the attack roll for 16 if thats enough to hit it ill blow one HP to surge and shoot the other wolf on the other sailor if not Ill Swing a clumsy hand at the wolves that are chewing BK's armour again taking 10, DC20 Toughness save aaand Takedown attacking into the other for the same.
Supercape Posted November 22, 2017 Author Posted November 22, 2017 Both will hit. Tough Saves: 2#1d20+4 10 11 And both are down! (HOwever bloody you want that. Bullets might be bloody!)
Exaccus Posted November 22, 2017 Posted November 22, 2017 (edited) Oops wrong place. Edited November 22, 2017 by Exaccus
Supercape Posted November 26, 2017 Author Posted November 26, 2017 Leaving two wolves to chew at Lord Crane: Chew lord Crane: 2#1d20+2 3 11 both missing. Round 4: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 2 HP 9 Wolves [4] Unharmed Meteor - Toughness 10 Lord Crane will stab the Black Knight with his knife. This is an aimed attack, power attack, and he has the improved aim feat for +10 Stbas the Black Knights: 1d20+13 28 should be a hit. With power attack that is a damage 8 (DC 23) effect.
Exaccus Posted November 26, 2017 Posted November 26, 2017 1d20+10=13 yeaah rerolling that one. 1d20+10=30 Woohoo natural 20! suck it, crane.
Supercape Posted November 26, 2017 Author Posted November 26, 2017 Ok that puts BK at 0 HP! Joe Powder, in a show of solidarity is going to give Lord Crane a taste of his whip. Punches Lord Crane: 1d20+9 12 but misses. Black Knight is up again.
Exaccus Posted November 26, 2017 Posted November 26, 2017 Black knight is gonna walk on over and past crane towards the two remaining wolves and unarmed attack them. taking 10 on the first for 20 which is a hit. DC20 Toughness save vs back of gauntlet. Same for the other if its in takedown attack range and the first fails. then whatever movement i've got left if any towards mr powder to give him his weapons back.
Supercape Posted November 26, 2017 Author Posted November 26, 2017 Lets wave that as its something of a nuiscance at this point (plus, they are unlikely to save!) But the Meteor will pulse with power again, pulling the guns and the Sword up into the air. You can either let go (and get disarmed), or get pulled up with them, and thus take a DC 25 Damage from the fall a second later. Joe Powder, for his part will let go. Feel free to post your takedown of the wolves, plus your choice of above.
Supercape Posted November 27, 2017 Author Posted November 27, 2017 As will Joe Powder Round 5: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 0 HP Meteor - Toughness 10 Weapons: In the sky! Lord Crane will once again take aim with his knife, intent on stabbing the Black Knight. Joe Powder will try to disarm Lord Crane with his whip: Whip disarm: 1d20+9 21 This hits, so opposed disarm rolls: Opposed disarm rolls: 2#1d20 8 6 with the bonuses, Joe wins, so Crane drops his kinfe. Black Knight is up again.
Exaccus Posted November 28, 2017 Posted November 28, 2017 Black knight will go pick up cranes knife and stab the meteorite with it, partiularly aiming for the crack i believe you mentioned the combined attack causing!
Supercape Posted November 28, 2017 Author Posted November 28, 2017 So lets give that a cunning auto crit due to using narration effectively! This makes it a Damage 11 / DC 26 effect, Saves vs Knife: 1d20+10 22 makes it injured! Round 6: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 0 HP Meteor - Toughness 10, injured Weapons will fall to the ground again. This time, Lord Crane will pick up Aldonite, but of course it will not obey him (restricted feat). Joe Powder will pick up his guns and fire on the Meteor: Meteor saves vs bullets: 1d20+9 29 and fails miserably! Meaning Black Knight is up again!
Exaccus Posted November 28, 2017 Posted November 28, 2017 with the sword resisting his usage of it im gonna make a attempt to disarm him of it. 1d20+12 (+10 attack + 2 (Improved disarm) 1d20+12 = 18 and i will of course by taking aldonite into my free hand if it works
Supercape Posted November 28, 2017 Author Posted November 28, 2017 Resists disarm: 1d20+1 21! But unfortunately that will not go to his favour. Post that IC and ill drum up the next surge of power!
Supercape Posted November 28, 2017 Author Posted November 28, 2017 Ill hand wave the effect on Lord Crane, who well get blasted and is now dying. And Joe Powder is hit by a damage 12 effect from his guns (10, +2 for having two of them!) Toughness vs Gun feedback: 1d20+7 17 vs DC 27 makes him staggered and stunned. And Black Knight is up again. The Sword will still be crackling with energy and painful. So ill call that a DC 15 toughness save (Damage 0) to pick up, and a DC 5 Will Save to actually have the grit to keep hold of it.
Exaccus Posted November 28, 2017 Posted November 28, 2017 Giving me a Hp to have it go through my impervious? Toughness save! 1d20+9 = 22 Will Save! 1d20+6 = 26
Exaccus Posted November 28, 2017 Posted November 28, 2017 its time to put an end to this. He's gonna march right on up to the meteor and allout power attack it for +5/-5 in its wound with the corrosion effect. as its the most thematically appropriate power he's got. So thats DC30 toughness save without a crit.
Supercape Posted November 28, 2017 Author Posted November 28, 2017 (edited) Wow. I'm not even going to roll that! Its down and out! Feel free to narrate and feedback damage you wish. Edited November 28, 2017 by Supercape
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