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Tiff, September 15, 2018 in The Boardwalk
Because you demanded it!
Well, Pan is going to use Confuse from his Tricks array on the toons. Will DC 16 save to avoid being confused.
And he's slowly moving closer.
As they know something is going down let's go to initiatives.
Initiative: 1d20+9 = 13
Lucy's Initiative: 1d20+6 15 and Beth and Vera Initiative: 2#1d20+1 4 10.
And there Will saves, Will Save: 2#1d20+8 15 21, so Beth is Confussed but Vera is fine.
15 Lucy Harker, 1hp, Unharmed
13 Forever Boy, 1hp, Unharmed
10 Vera (Thompson), GM, Unharmed
4 Beth (Shotgun), GM, Confussed
So Vera Confused!: 1d20 18, attacks poor Beth! Attack Roll: 1d20+6 16, Toughness Save: 1d20+3 23 O.O.
And it turns out I missed that they're immune to mental attacks, so after a suitable comedic moment they can't be confused again. Cause I screwed up have a free HP!
Beth open up at Lucy Attack Roll: 1d20+6 24, Blinding Fog: 1d20 11, and Lucy's Toughness Save: 1d20+12 22.
And finally, Lucy does some punching! Attack Roll: 1d20+12 23, Beth's Toughness save Toughness Save: 1d20+6 26
13 Forever Boy, 2hp, Unharmed
4 Beth (Shotgun), GM, Bruised
Foerver Boy is up!
Pan tries to dazzle Vera with some Fireworks. 1d20+14 = 17
Reflex 16 to avoid being blinded and deafened, if it hits.
Beth's toon like regeneration brings her back to normal, and both fire their weapons Vera (blindly) at FB and Beth at Lucy Attack Roll: 2#1d20+6 11 19.
So both are very ineffective!
Lucy will again punch Beth Attack Roll: 1d20+12 28, Beth's Toughness Save: 1d20+6 23. So back to bruised!
Pan will try to Feint Beth to open her up for a surprise attack. Bluff Roll: 1d20+14 = 15.
Wow, yeah... Oh well! Bring it on!
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