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Posted (edited)

OOC for this.

 

@EternalPhoenix @Dr Archeville @Growth Spurt @Tiffany Korta

 

Your opening post could describe how you avoided being affected by the initial outburst of friendship from the White Rabbit. You might not have heard him, you might have passed a Will save, you might have broken free of his control, I'm good with most choices. The effect from radios, tvs and phones are based on audio. Can't hear it, can't be affected by it. Doesn't mean you'll be immune if you go up against White Rabbit in person, though! 

You'll find some way of discovering the large concentration of affected people near Yellow Brick Row, and then we'll go from there. You might spot the others there, or you might not. Up to you.

 

 

Edited by RocketLord
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You know the following:

The White Rabbit seems to be an anarchist of some kind. He shows up, does something chaotic, then disappears. There seems to be little rhyme or reasons behind his tactics.

The Lizard-man is Bill the Lizard. He's the White Rabbit's right hand reptile. He is strong and tough, and has shown the ability to shrink, becoming just a little lizard. 

The Mouse-man is the Dormouse. He doesn't seem to be all there, almost seeming like he's sleepwalking through life. He seems to be the gang's getaway specialist, somehow able to turn any door into a portal to who knows where.

 

All in all, very little is actually known about any of them beyond their names and abilities they have demonstrated in the past.

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Justice: 18

 

Bill the Lizard: 22

You're not alone in this, EP!

Dormouse: 21

Tea Party Guests: 6

 

The Tea Party Guests will act more as an obstacle than an actual threat to fight. They will all act at the same turn, but won't be able to do much to actually hurt you. Still, they will get in your way, and they're innocents, so you'd probably do your best to try not to hurt them too much! Right now, they're taking up a lot of space, making it difficult to move around or avoid them, and any area attack will hit them.

 

@EternalPhoenix you're up.

 

Turn order:

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Unharmed

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - Unharmed

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That's a hit, and TOU: 20, Bill is Dazed and gets a bruise.. Give me an IC.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1), Dazed

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - Unharmed

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Alright, sorry for the delay!

 

Bill clears his daze

Dormouse does a Dormouse thing and steps into the door, closing it behind him.

 

@Dr Archeville you're up.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - Unharmed

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Protectron

4 HP, Unharmed

 

Per a discussion with RocketLord on Discord, P will use extra effort to SURGE, giving the 'bot enough actions to move to Doormouse's door, check it, move to Bill the Lizard, and attempt to grapple him.

 

And for the attack roll, Protectron gets a 16.

 

4 HP, Unharmed, will be fatigued at start of next round.

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You can sense something faint, like there's a tunnel leading from the door that the Dormouse closed, but its not there anymore. Or maybe it is. To tell the truth, the entire sensation of that tunnel is weird, it just feels off.

 

That weird sensation is still close to Bill the Lizard, but its exact position is ever shifting and difficult to focus. There's not really any doubt that the Dormouse is still somewhere connected to this area.

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  • 3 weeks later...
Posted (edited)

Justice throws a Snare at some of the Tea Party Guests to try and keep them out of trouble: 22

That's a hit, with some of them getting snared. 

She drives along the wall to get out of reach and closer to bad guys.

 

As a reminder: The guests are more of an effect than an actual enemy to combat. Applying effects to them will affect what their effect can do.

 

@Growth Spurt you're up

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed, fatigued at the start of next round

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied

Edited by RocketLord
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