Supercape Posted September 7, 2017 Author Posted September 7, 2017 (edited) The Polar Bear will now retaliate: Swings at the Black Knight: 1d20+7 25 Which is a power attack (its an all out power attack!) which is DC 26 Toughness! If that causes a stun, then knockback comes into play as we are on ice, and we can increase the distance on the knockback chart by 1 progression given the slippery surface. Edited September 7, 2017 by Supercape
Supercape Posted September 7, 2017 Author Posted September 7, 2017 (edited) Ok I make that, with Ice modifiers, a 5' Knockback (thanks to impervious toughness), which sends the Black Knight Prone. Post that how you wish, but also dazed! Black Knight - 4 HP - Bruised, Injured Edited September 7, 2017 by Supercape
Exaccus Posted September 7, 2017 Posted September 7, 2017 Gonna spend a HP to recover from dazed Stand back up. aaand lay waste to the bear. DC17 reflex then DC22/19 toughness.
Supercape Posted September 7, 2017 Author Posted September 7, 2017 Rflex Roll vs Sword: 1d20+3 19 makes the reflex save! Tough Save vs Sword: 1d20+5 8 not so good, fail by 10 so at this point I will call it; you can narrate knocking the bear out, chopping its head off, or anything in between
Supercape Posted September 7, 2017 Author Posted September 7, 2017 For Reference: Black Knight: Bruised, Injured, HP 3
Supercape Posted September 7, 2017 Author Posted September 7, 2017 Stealth Roll: 1d20+10 16 for stealth.
Supercape Posted October 8, 2017 Author Posted October 8, 2017 For reference, the climb up/down is DC 5 using the ropes, DC 15 not using the ropes. In either case, you can take 10 and make the rolls.
Supercape Posted October 16, 2017 Author Posted October 16, 2017 (edited) Ok! Its strange effects time! Can you roll vs this disarm (i.e a STR roll) Disarm Power: 1d20+10 14 However, as its the sword in question and it wants to go, I am giving you a -2 penalty on your disarm roll. I am going to roll ? Opposed disarm: 1d20+10 16 somebody saves. However, the Sailors and Lord Crane I am waving on grounds they are not strong / wise enough. Disarmed. Edited October 16, 2017 by Supercape
Exaccus Posted October 16, 2017 Posted October 16, 2017 (edited) rolling 1d20+5 = 9 oof thats rough! Gonna spend a HP for a reroll. 1d20+5=18 Edit: initiative!: 1d20+0 = 11 Edited October 16, 2017 by Exaccus
Supercape Posted October 16, 2017 Author Posted October 16, 2017 (edited) Init rolls please! Note with the mist we have partial concealment for anything not point-blank. Edited October 16, 2017 by Supercape
Supercape Posted October 16, 2017 Author Posted October 16, 2017 (edited) INitiative rolls for our motley crew: Init Rolls: 5#1d20 17 1 6 10 7 Ok so that is suitably lazy use of Orok. But adding in the various modifiers. Round 1: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed Edited October 16, 2017 by Supercape
Supercape Posted October 17, 2017 Author Posted October 17, 2017 Lord Crane will not act on his round, delaying. YOu cannot see the Gunslinger or Midnight Spear at this distance (although if could roll a notice for me for future that would be grand). Meaning Black Knight is up.
Exaccus Posted October 17, 2017 Posted October 17, 2017 (edited) Whoops Double post. Edited October 18, 2017 by Exaccus
Supercape Posted October 18, 2017 Author Posted October 18, 2017 ok lets skip straight to the wolves, all four of them! One each will jump at Crane, each sailor, and the Black Knight. They use the Wolf stats but being big and strong have an additional +2 STR and +2 CON. Jump at the people around the meteor (charge): 4#1d20+5 12 23 17 13 So the two sailors are hit, and I will waive their save; they are disabled and staggered and essentially out of combat (and in fact have serious injuries). At the end of the round, there is another pulse of activity from the meteor. The pistols drop, and everyone must oppose a DC 20 Trip attack (STR or untrained acrobatics, whatever is higher). Save vs Trip: 1d20+3 19 Lord Crane knocked on his ass. Could you make an opposed trip roll to see if knocked down? You are free to make a reaction post. Round 1: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed
Exaccus Posted October 18, 2017 Posted October 18, 2017 1d20+5=23 Wheee! black knight muscles through.
Supercape Posted October 20, 2017 Author Posted October 20, 2017 Round 2: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed Lord Crane will, as a move action, pick up his pistol, and fire from a prone position. Fires at Wolf: 1d20+10 13 Missing. Midnight Spear and Gunslinger both appear on the scene as per IC. Black Knight is up!
Exaccus Posted October 25, 2017 Posted October 25, 2017 Attempting to team attack with Mr Powder. trusting that mightnight spear will do his own thing.
Supercape Posted October 26, 2017 Author Posted October 26, 2017 For refenerence are you doing combined attack with the Corrosion power? ( I presume so, but just checking!)
Supercape Posted October 26, 2017 Author Posted October 26, 2017 Ok so to round off this round we have the remaining wolves attack! 2 on Crane, 2 on BK : 4#1d20+5 16 22 19 11 So thats one hit on Crane, one hit on BK. They have Damage 2 Save vs Wolf: 1d20+2 20 Lord Crane makes it. Can you throw me a toughness roll (DC 17) Round 3: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 9 Wolves [4] Unharmed
Supercape Posted October 26, 2017 Author Posted October 26, 2017 (edited) And to follow on from the above (after your toughness save...) Lord Crane will pull out his knife and try to stab a wolf Stabs Wolf: 1d20+8 11 missing. Midnight Spear will delay action for now Joe Powder will fire at the Meteor, so combined damage... First off the Drain Toughness; I don't think the Meteor can resist that with a reflex roll, so Down to Toughness 10 (it was super tough!). Then, the combined damage effect is Damage 12, so a Tough 27 Save Tough Save vs COmbined attack: 1d20+10 28 on this front, it does better! But! Feedback damage to both you and Joe Powder! Damage 12 save, although Joe gets to half that for being ranged. Tough Save vs Feedback: 1d20+7 19 so Joe Powder is bruised. Also, as per IC, your sword changes into dual guns (don't worry this is a temporary distortion effect unless you really want it not to be!), and Joes guns turn into a sword. For reference the "Anarchy Guns" are Device 5, with one power: Blast 7, Penetrating, Homing, Affects Insubstantial 1, Improved Critical 1. Edited October 26, 2017 by Supercape
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