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OOC for this.

 

@Avenger Assembled @KnightDisciple

 

Combat won't start right away, but let's get some Initiative rolls along with your intro posts!

 

Eira is in command of her army of automatons. I won't be rolling individually for them attacking pirates, ships, crocodiles and what not, but see them as a rank 10 effect that you can apply to various actions as a Free Action once per turn. It can be stuff that won't require rolls like using them to block off a group of pirates that's attacking or actual effects like Damage, Stuns and so on, as long as they make sense for the action. They will slowly be whittled down during battle, so I will, eventually, be lowering the effect.

 

The vast majority of the Hooked Pirates will act in much the same way.

 

Currently, there's an armada of purposefully unnumbered Sky Pirate ships that fly above Victori, sending Hooked Pirates into the streets below.

The flagship is by the coast surrounded by four ships from the armada, pulling the Crocodile into the city with a giant golden chain. 

Eira is by the palace, far from the coast. If she wishes to confront the flagship and the Crocodle, she will have to fight her way through the pirates.

There's several Sky Pirate Ships out over the waters. As Pan and Micah arrives from the sea, they will not be able to simply fly straight for the Crocodile or the flagship.

 

To make things clear, there's a few major objectives here:

- Protect the people that remains in the ruins of Victori

- Free the Crocodile

- Defeat the Hooked Man

- Return home

Edited by RocketLord
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  • RocketLord changed the title to Return to Neverworld: Never/Forever OOC
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Pan: 31

Pirates: 10

Hooked Man: 24

 

Everyone gets +1HP for ordeals so far.

The Hooked Man commands the Crocodile, so it acts on his turn.

 

Pan and Micah are currently at sea, but given their flight speeds, they will be able to arrive once combat starts.

 

31 - Forever Boy - 7HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

12 - Thunderbird - 3HP - Unharmed

10 - Pirates - So many

7 - Angelic - 4HP - Unharmed

 

Let's get an arrival post from @KnightDisciple after mine, then we'll kick in with the combat!

Edited by RocketLord
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Forever Boy pours on the speed. Trickster Array to Flight, for total Flight 17.

First order of business, find Eira, but he strikes the chain on the way: 27

And that's a crit.

DC32 TOU save from the massive chain: 31, that's an Injury.

 

The Hooked Man directs the Crocodile to attack Victori, tearing through some buildings, guiding it in Pan's direction.

 

And @KnightDisciple is up after my ICs.

 

31 - Forever Boy - 7HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x1)

12 - Thunderbird - 3HP - Unharmed

10 - Pirates - So many

7 - Angelic - 4HP - Unharmed

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Thunderbird will use the area damage power in his Array, but keep the area progression reigned in (aka not the full 20 miles). He's going to try and aim himself such that he can go through the airborne ship fleet and hit most/all of them with the AOE effect. 

 

I don't know if it's 2 DC 20 Reflex saves, one for the Damage and one for the Dazzle, or just 1. I think it's 2? So 2 DC 20 Reflex Saves; if they fail the one for Damage it's a DC 25 Toughness Save, and if they fail the one for Dazzle they're Blinded and Deafened. 

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Since they're linked, that's just 1 Reflex Save vs. Area, same thing as an attack roll only requiring one hit when linked.

 

You got three options of how to place the attack, with the first two avoiding hitting civilians:

 

1: Hit Hook, the Crocodile and about 20% of the armada.

2: Hit about 50% of the armada, but not Hook and the Crocodile.

3: Hit about 75% of the armada, but not Hook and the Crocodile and you're going to hit Eira, Pan, Eira's automatons, Frankenstein and civilians.

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Alright, rolling 5 times, each roll representing 10% of the armada.

Reflex: 6 12 21 17 4

10% makes the Area Reflex Save

 

Saves for full effect:

Dazzle: 6 16 8 6: 0% pass

Damage: 26 14 30 21: 20% pass, 10% slighty damaged, 10% badly damaged

Saves for half effect

Dazzle: 16: 10% pass

Damage: 30: 10% pass

 

Final result: 40% off the armada is blinded and defeaned, 10% is somewhat damaged, 10% is badly damaged.

 

Give me an IC @KnightDisciple and I'll follow up.

 

31 - Forever Boy - 7HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x1)

12 - Thunderbird - 3HP - Unharmed

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged, 10% badly damaged), 60% fine

7 - Angelic - 4HP - Unharmed

Edited by RocketLord
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The Pirate Armada fires on the city and swarms through the streets.

 

It acts as a General Area Snare vs. all of us. If you fail, you can still move, but you'll be limited how far you can go from your current positions. Eira's automatons it will act as a damage effect. Each worsening damage condition will mean 10% of Eira's automatons go down.

 

@KnightDisciple @Avenger Assembled give me a DC20 Reflex Save vs. Area, then DC20/15 Reflex Save vs. Snare effect.

 

@Avenger Assembled give me a DC20 Reflex Save with +8 bonus vs. Area, then DC25/20 TOU save with +10 bonus vs. Damage from your automatons.

 

Reflex Save vs. Area from Pan: 26. Passed, autopasses Snare Reflex save due to Evasion 2.

 

@Avenger Assembled is up next! Remember you can either use Eira's automatons as a free action for an effect at rank 10.

 

31 - Forever Boy - 7HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x1)

12 - Thunderbird - 3HP - Unharmed

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged, 10% badly damaged), 60% fine

7 - Angelic - 4HP - Unharmed

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Angelic's Reflex saves vs the pirates: 11, Okay, vs 20 for the Snare, spending an HP...16 

Automatons' Reflex saves vs the pirates: 27, Tou vs 20: 30

 

Well that was a waste of an HP, but good for Eira's creations, I guess!

 

Eira: Will seek to intimidate the pirates off her as a standard action 

16

Definitely wish I'd saved that HP! Ah well. 

 

Well I do have all that HP, so I will surge and spend an HP to negate the fatigue for that. 

She'll attack the pirates blocking her way. They're a Snare effect, so mechanically I think she can just hit them? That's a DC 25 Tou save from them, and she has Takedown Attack if that matters. 

 

The Automatons: The horde will, following Eira's instructions, seek to attack the chain holding the crocodile. Let me know what kind of rolls you want them to make; I don't think it's the sort of target they could actually miss! They're inflicting a DC 25 Tou save. 

 

 

 

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Alright, Eira's movements are restrained enough that she's considered Entangled.

 

Resist intimidate: 13

That scares them off, negating the Snare effect.

 

Do you still want to attack them, even if it doesn't clear the Snare effect?

TOU saves, just to keep it flowing if you want to go:

vs. Eira: 12, you take down about 5% with that one

 

Chain TOU vs. Automatons: 27

 

31 - Forever Boy - 7HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x1)

12 - Thunderbird - 3HP - Unharmed

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged, 10% badly damaged), 60% fine

7 - Angelic - 2/3HP - Unharmed

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  • 2 weeks later...

Pan flies back towards the chain. The other are better at mass combat anyway.

Attacking the chain with a power attack at +2: 7, that's a hit, but a fumble.

I'll use a HP to reroll: 21

DC29 TOU for the Chain: 28

Well, another Injury, at least.

 

The Hooked Man directs the Crocodile to attack Pan: 22, a miss!

 

@KnightDisciple is up!

 

31 - Forever Boy - 6HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x2)

12 - Thunderbird - 3HP - Fatigued

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged, 10% badly damaged), 60% fine

7 - Angelic - 2/3HP - Unharmed

Edited by RocketLord
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Right, okay, seems like he should be positioned to hit the same chunk he did last round....

 

Free Action: HP to shake the Fatigue after the attack last round.

Full Action: Borealis Burst. So DC 20 Reflex Save. Then a Save vs Toughness (DC 25 full), and Save vs Dazzle (DC 20 full). 

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Rolling 5 times again, each roll representing 10% of the armada, with you being able to hit 50% in total

Reflex: 3 13 17 20 8

10% makes the Area Reflex Save

 

Saves for full effect:

Dazzle: 12 17 7 11: 0% pass

For damage, I'll rule that you hit the 10% slightly damaged and 10% badly damaged at full effect.

Badly damaged damage: 26, they're somehow still around

Somewhat damaged damage: 17, they're out

Damage: 31 24: 20% pass, 10% slighty damaged, 10% badly damaged

Saves for half effect

Dazzle: 11: 10% more blinded

Damage: 21: 10% pass

 

Final result: 40% off the armada remains blinded and defeaned, 10% is somewhat damaged, 10% is badly damaged and 10% of the armada has been defeated.

Micah is now in range of 40% of the armada.

 

Give me an IC.

 

31 - Forever Boy - 6HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x2)

12 - Thunderbird - 2HP - Fatigued next round

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated

7 - Angelic - 2/3HP - Unharmed

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The armada attacks!

 

Rather than try to catch, they're actually attacking this time.

The ones near Thunderbird can't see or hear him, so they're auto missing.

And there'll be 2 attacks vs. Forever Boy: 16 12

And 2 attacks vs. Angelic: 14 19

One hit on Angelic.

@Avenger Assembled give me a DC25 TOU save, then you're up. You can choose to transfer it to your automatons, but it will take down 20% of them.

 

31 - Forever Boy - 6HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x2)

12 - Thunderbird - 2HP - Fatigued next round

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated

7 - Angelic - 2HP - Unharmed?

- Angelic's Automatons: 100% fine

Edited by RocketLord
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Tou vs 25: 18 

 

That's too much of a fail, so I'll let the automatons take that - it's what they're there for! 

 

Angelic: Switches to her Enhanced Flight + Damage array and tries to cut the Hooked Man so bad, he'll wish she didn't cut him so bad. She'll use her Move-By Action to stay out of his reach once she hits him. 

Moving Feint check: 28

Well assuming that leaves him flat-footed, let's get interesting 

Eira attacks! 

 https://orokos.com/roll/898194 = 30, a crit!

 

OK, that's a DC 30 Tou save for the Hooked Man. Eira will not stay in melee range and will continue to get as far away from the Hooked Man as she can with her Move-By Action. 

 

Automatons: They hit the chain again. DC 23 Tou save for it this time. 

 

 

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That is a hit, feinted or not, so... I'll just consider him feinted!

TOU: 34

 

Chain TOU: 22, another Injury.

 

Give me an IC!

 

31 - Forever Boy - 6HP - Unharmed

24 - The Hooked Man - Unharmed

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x3)

12 - Thunderbird - 2HP - Fatigued next round

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated

7 - Angelic - 2HP - Unharmed

- Angelic's Automatons: 80% fine, 20% destroyed

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Another attack at the chain from Pan, power attacking again: 9

A hit.

DC29 TOU save for the Chain: 24, another Injury and a Bruise. 

Move action to bring Pan up to Eira and Hooked Man and a Surge to attack the Hooked Man with a Snare from his shadow: 21

That's a miss, I'll spend a HP to reroll: 29, that's a hit!

DC20 Reflex Save vs. Snare for the Hooked Man: 17, he's entangled!

 

The Hooked Man swings his sword at Pan and it seems range isn't an issue: 17

A miss! At least he's busy and can't do things with the Crocodile!

 

@KnightDisciple is up, ICs coming soon (I hope)

 

31 - Forever Boy - 5HP - Unharmed, Fatigued next turn

24 - The Hooked Man - Unharmed, Entangled (ATK/DEF-2, Dex-4, Cannot Move)

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x4), Bruise (x1)

12 - Thunderbird - 2HP - Fatigued next round

10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated

7 - Angelic - 2HP - Unharmed

- Angelic's Automatons: 80% fine, 20% destroyed

Edited by RocketLord
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Why shake up a classic? There are still pirate ships flying. This displeases the Thunderbird.

 

Free Action: HP to shake the Fatigue after the attack last round.

Full Action: Borealis Burst. So DC 20 Reflex Save. Then a Save vs Toughness (DC 25 full), and Save vs Dazzle (DC 20 full). 

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Alright, I'm honestly kind of tired of rolling for those attacks, so... you'll take out the rest of the 50% or so that you were targeting with this, but it will have consequences once the pirates go!

 

@KnightDisciple give me an IC!

 

31 - Forever Boy - 5HP - Unharmed, Fatigued next turn

24 - The Hooked Man - Unharmed, Entangled (ATK/DEF-2, Dex-4, Cannot Move)

- The Crocodile - Unharmed, Hooked

- Chain: Injury (x4), Bruise (x1)

12 - Thunderbird - 1HP - Fatigued next round

10 - Pirate Armada - 50% fine, 50% defeated

7 - Angelic - 2HP - Unharmed

- Angelic's Automatons: 80% fine, 20% destroyed

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  • 3 weeks later...

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