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Devil's Journey (OOC)


Vahnyu

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Hellhounds

All Hellhounds, minus the thrall, fire their shadow flame at Pitch's general direction. They should have known better than that! They all Distracted

 

Elephant Ogres

Alerted by the moving smoke, they charge forward, destroying trees in their path in the process. They cover a distance of 500ft in doing so.

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Round 06
Pitch: 21 (6 HP, Bruised x2, Total Concealment vs Visual + Olfactory)

Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 5 Distracted) x6
Elephant Ogres: 11 (Minions, Unharmed, 3 at -2 def) x3

 

Pitch is up!

 

Hailstorm Weather

  Reveal hidden contents

 

-All Fire Effects suffer a -2 penalty on their DC
-All Water and Ice Effects gain a +2 Bonus on their DC
-All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC
 
The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.

Pitch Traits

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Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.

 

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Right then:

 

Free Action: Shout to Billy (because a stunt is upcoming)

Move Action: Trigger the Boost on rifle (via cigarrette lighter)

Standard Action: Fire automatic weapon at the Herd of Elephants. 

 

Not entirely sure how that will play out, but taking 10 on the attack rolls (presuming they are minions) and have +11 attack (for 21 at least initially). 

 

Boosted Rifle means Blast 6 effect and DC 21 Toughness. 

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Hellhounds

You know the drill

 

Elephant Ogres

 

The lone Elephant Ogre surviving will use Twin Water Spout to counter Pitch's Smoke, becoming Distracted in the process. Counter Hot Smoke: 1d20+10 11

Fumbled a roll, master EO has. How embarrassing. Even on a 1, Pitch would still win this one, so...

 

Pitch's turn!

 

Edited by Vahnyu
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Right, running this past you for stunt approval off Infernal Forge

 

It will dissapate the smoke, but lets bring something else up from the ground. 

 

Damage 11 (Extras: Area [Burst], Duration [Concentration], Feats: Affect Insubstantial 1) [34 PP]

 

Basically this is a riff of her autofire metal array, making the ground seethe with metal spikes around her. If possible, ill throw in an increase area affect to increase targets. 

 

Built into this of course is that anyone not on the ground won't get effected - so Billy is safe, and arguably any flying elephants will be too!

 

Ill wait for approval before posting. 

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Ref Save to Halve Area Damage vs DC20, +Evasion 2: 6#1d20+5 7 7 24 22 15 23

Two save completely, the other Four get half damage.

Concentration roll vs DC15: 4#1d20+1 8 3 6 12

No Distracted Winged Hellhound gets their Defensive Roll

Toughness Roll vs DC15: 4#1d20+5 14 24 6 9

so, -2 to all those rolls. Only one of the 4 makes the Toughness save

 

Ref Save to Halve Area Damage vs DC20: 1d20+4 18

The Elephant Ogre doesn't halve damage.

Toughness Roll vs DC20: 1d20+13 20

He does make his Toughness Save, though!

 

So

 

2 out of 6 dead Winged Hellhounds, and 0 out of 1 Ogre Elephants this round

 

Also, the nearby trees have been gnawed off to their roots, and are on their way to fall to the ground...

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Round 08
Pitch: 21 (6 HP, Bruised x2, Fatigued)

Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 3 Distracted) x4
Elephant Ogres: 11 (Minions, Unharmed, -2 def) x1

 

Pitch is up! Billy is in danger!

 

Hailstorm Weather

  Reveal hidden contents

 

-All Fire Effects suffer a -2 penalty on their DC
-All Water and Ice Effects gain a +2 Bonus on their DC
-All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC
 
The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.

 

Pitch Traits

  Reveal hidden contents

Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.

 

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no doubt. The three non-thrall Hellhounds are nicely lined up for the attack. Concentration roll vs DC21: 3#1d20+2 11 4 22. One of them surprisingly made their concentration check for Defensive roll. Toughness Roll vs DC25: 1d20+5 22

Impressive thought that might have been, it's still a fail, so all three Hellhounds bite the dust.

 

One thrall Hellhound and One Ogre Elephant remain.

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yeah it is. She gets hit by a light shower, but nothing stops her moving.

 

  1. Pitch may attempt to ride the current to reach Billy faster. If she does, she may roll her Athletics, Reflex, or STR Bonus, whichever higher, vs DC20, or take a Bruise.
  2. The geyser will make her travel up to 700ft, more than enough to get close to Billy, but she'll still have to reach him somehow. She may use her infernal chains to either anchor herself at the tree, or grab Billy with her. Attack roll vs DC23 [staged]
  • Success By 5 or more: Pitch anchors the chain to the tree near Billy and tethers herself to the tree, or grabs Billy and tethers him with her, until they both land safely 700ft away. (her choice).
  • Success By less than 5: Pitch anchors the chain to the tree near Billy and tethers herself to the tree.
  • Failure By less than 5: She anchors the chain to the tree 30ft away from Billy.
  • Failure By less than 10: She anchors the chain to another tree 70ft away from Billy, and suffers an Injury (not a Bruise).
  • Failure By 10 or more. She overshoots, anchoring the chain to another tree 150ft away from Billy, and suffers an Injury (not Bruise), and a Daze.
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Ogre Elephant

The Ogre Elephant will make a giant leap and attempt to crash Pitch and Billy under its massive weight, as well as snap the tree underneath them. 25 DC Toughness for both of them (Billy would autofail, as he is barely PL2), and 20 Reflex Save to negate (not halve) the damage save. Due to clinging on a tree, with not a lot of room to maneuver, there's a -2 circumstantial penalty on the Reflex roll.

 

 

So... let's talk about options...

Obviously, even if the Elephant misses and fails to hit both, he'd destroy the platform they're both on, and send the tree stump violently spinning in the air, while Pitch and Billy plummet. Pitch may use her chains to grapple herself (and Billy) out of the way using her chains. She could try and hit the elephant, and smoke him mid-jump. She could raise a smoke above her, in the hopes of having the elephant miss the tree entirely.

  • GRAPPLING CHAIN: The safest way to deal with the attack, but you'd still land in the defensive afterwards. No need to roll, you throw the chain wildly and get the hell out of there, along with Billy.
  • ELEPHANTTACK: Hit the Elephant with your best shot. You can take 10. But make it count.
  • RAISE SMOKE: Greatly increase your chance at avoiding the hit, AND a chance to save the tree in the process.
  • TAKE IT LIKE A MAN: Or a woman, in this case. Withstand the hit, and get the chance to act normally afterwards. The destroyed wood may hurt you... or it may yet prove a valuable and unexpected ally...
  • SURPRISE ME: Take an unforseen option! And get an HP, for thinking and working outside the box (well, my box, at any rate)!

 

Finally, and this is important, Pitch may try to cover Billy's Saves. If she does so, she takes a -5 Penalty on her Saves, but Billy will be none worse for the wear...

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