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Oh snap, a baby!

For reference, the first floor of the Espadas house:
 

       Backyard
 _|-|___________________
|     |     |           |
|     |  ___|           |
|     |                 |
|     |____________|-|__|
|     | ..... |         |
|     | |   | |         |
|     |_|   |_|         |
|                       |
|                       |
|__________|-|__________|
          Porch

Erik and Gina are near the forward wall, near the front door. The kitchen/dining room is a long, narrow room along the left side of the house; that's where Vince's laptop is set up right now. The stairs up to the second floor are in the middle while the first-floor bedroom and bathroom are along the back wall, which is where Willow, Ellie and Yolanda are. Feel free to have your characters already there or just arriving as you like.

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Alright, everything with a electricity or electromagnetic descriptor just went out in about a block radius. That includes Erik's metamagi sense and energy manipulation, Ellie's bioelectrical array, Chris' taser gadgets and Mara's armor. This is the opportunity to describe that for your character and/or make the case for why something else should or shouldn't be effected.

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Ecal, Darius, hit me with an initiative roll.

We're going to play things a little loosey goosey between the action outside and inside. Characters still inside can post as they will within reason, without worrying about rounds. When a character goes to join the fighting, you can post IC with them exiting the house or making their intent to do so clear, then post initiative here in the OOC. That character will join to initiative order on the next round, which is to say once we get back to the highest initiative count.

I want to get this back up and running at a good clip but I do understand schedules have been rough. If you're up in the initiative things are being held up, I'm going to be operating on a policy of one warning then you're passed by. If I have to fiat a character out of combat entirely to keep the thread moving, I will, but I'd like to at least give everyone fair notice before it comes to that.

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Sorry for the delay after all of that, guys; just bad timing with real life stuff. I'll have the IC and OOC up soon, just need a chunk of time to do it properly.

Darius, if you want to delay until after Geckoman, that's fine, although I wouldn't honestly worry about it.

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Alright, I'm not going to actually use twelve different builds for this, but we do have some variety. Specifically, an Immortal Swashbuckler, a Pirate, a Zorro and a Barbarian Champion, all with tweaked descriptors, naturally, along with ten bog standard Ninjas Swordsmen from the Core Rules.

Oh, and that red glow on the rooftop a ways off? That's a Hexcrafter on loan from the House of Staves and an Atlas of all Blades watching her back.

Chris does get an HP for the inconvenience of his electrical stuff not working for him. If there are any other Complications you want me to consider, now's the time to remind me!

25 - HoS Zorro - Uninjured

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Uninjured

16 - HoS Barbarian - Uninjured

15 - Fulcrum - Uninjured, 1HP

14 - Geckoman - Uninjured, 5HP

14 - HoS Hexcrafter - Uninjured

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

Woof, haha. Tell you what, I'll give you guys a chance to decide if you want to spend an HP to reroll Initiative or delay or whatever.

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Let's do this.

I'm'a re-roll this initiative like hell. (1d20+12=17) And... it hates me. Thankfully, 17+10=27, so Chris goes first!

And... can't attack because they've not actually done anything yet. So... time to deploy the animal cunning!

Standard Action: Total Defence action, bringing his Defence up to 29. They're probably not going to be hitting him any time soon.

Free Action: Extra Effort to Surge

Move Action: Use Fast Taunt on the leader dude (the dude with a goatee is clearly the evilest of dudes), at 31 on the Bluff using Skill Mastery.

Standard Action: Ready - if he moves to attack Geckoman, Geckoman is going to punch him in his face. Power Attack for 2 Unarmed, brings DC up to DC20. (1d20+13=15) ... he tried. Honest.

I'm about 95% sure I can re-roll, since while you do get 1 re-roll a turn, the initiative roll is not during your turn. If not, eh. If yes... yay (and Chris is burning out fast) and Work, damned fists, work! (1d20+13=30) BOOM.

End of round... 3 HP, and about to suffer Fatigue from Extra Effort next round.

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Before I forget, the same effect that's shutting down electrical effect has also disabled Fulcrum's power dampeners, meaning she's bathing everyone around her in Terminus radiation, whether they can tell just yet or not. Probably going to want to do something about that.

HoS "Zorro"

Bluff Check vs. DC 31. (1d20+16=28)

Move Action: Approach Geckoman.

Standard Action: Aid Attack. (1d20+11=30)

Toughness Save vs. DC 20. (1d20+5=16) Bruised.

HoS "Swashbuckler"

Move Action: Approach Geckoman.

Standard Action: Attack Geckoman. (1d20+16=33) That's DC 21 Toughness.

HoS "Pirate"

Move Action: Feint vs. Fulcrum. (1d20+5=19)

Standard Action: Charge Fulcrum. (1d20+10=27)

That's a DC 22 Fortitude Save vs. Drain Toughness followed by a DC 27 Toughness Save (with Penetrating 4, incidentally.) What fearsome blade is this?! Why, it's made of daka crystal, obviously. Oops.

HoS "Barbarian"

Move Action: Approach Fulcrum.

Standard Action: Attack Fulcrum. (1d20+10=21) That's DC 25 Toughness.

27 - Geckoman - Uninjured, 3HP, fatigued next round

25 - HoS Zorro - Bruised x1

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Uninjured, -2 Defense

16 - HoS Barbarian - Uninjured

15 - Fulcrum - Uninjured, 2HP, -1 Constitution

14 - HoS Hexcrafter - Uninjured

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

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Thanks, Giz! I completely forgot about the dampers. Talk about missing a complication! :D

Sense Motive vs Pirate Feint DC 19 (1d20+10=22) Bamf

Fortitude vs DC 22 Pirate Drain Toughness (1d20+19=21) Oh boy.

Curse you Daka for that -1 Con! To prolong things a bit, HP that baby... HP reroll Fortitude vs DC 22 Pirate Drain Toughness (1d20+19=28) Okay...

Toughness vs Pirate DC 27 (1d20+19=27) Alrighty

Toughness vs Barbarian DC 25 (1d20+19=22)

Damaged x1, -1 HP

Not bad, not bad

Move: Move Action Demoralize vs Pirate (1d20+5=10) <.< Not quite the same as intimidating thugs

Standard: Accurate Attack +5/-5 vs Pirate (1d20+15=30) DC 30 Toughness Save

My apologies but I won't be able to make an ic post until tomorrow.

Looks like we're in for a fight, and Fulcrum has quite a dilemma.

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HoS Pirate

DC 10 Demoralize - Negated by Fearless

Toughness Save vs. DC 30. (1d20+12=31) Dun dun dun!

I'll hold off until you've posted IC.

27 - Geckoman - Brusided x1, Dazed, 3HP, fatigued next round

25 - HoS Zorro - Bruised x1

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Uninjured, -2 Defense

16 - HoS Barbarian - Uninjured

15 - Fulcrum - Bruised x1, 1HP, -1 Constitution

14 - HoS Hexcrafter - Uninjured

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

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The Hexcrafter and Atlas are too far away to really be involved just yet, so!

Swordsmen

1, 2: Move Action: Flank Geckoman.

Standard Action: Aid Attack for Zorro. (1d20+3=22, 1d20+3=9) +2

3, 4: Move Action: Flank Fulcrum.

Standard Action: Aid Attack for Pirate. (1d20+3=21, 1d20+3=19) +4

5 - 10: Move Action x2: Head for Espadas House

Geckoman is up, but since the Swordsmen are at the front door, this may be a good opportunity for anyone inside to take a look! Also, Chris is probably going to want to spend that HP to avoid fatigue.

27 - Geckoman - Bruised x1, Dazed, 3HP, fatigued next round

25 - HoS Zorro - Bruised x1, +2 on next attack vs. Geckoman

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Uninjured, -2 Defense, +4 on next attack vs. Fulcrum

16 - HoS Barbarian - Uninjured

15 - Fulcrum - Bruised x1, 1HP, -1 Constitution

14 - HoS Hexcrafter - Uninjured

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

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Right, dazed. Thank you!

HoS Zorro

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+10=22)

Standard Action: Attack Geckoman. (1d20+15=22)

HoS Swashbuckler

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+10=13)

Standard Action: Attack Geckoman. (1d20+14=25) That's DC 21 Toughness.

HoS Pirate

Move Action: Acrobatic Bluff vs. Fulcrum. (1d20+10=22)

Standard Action: Attack Fulcrum. (1d20+12=32)

That's a crit and a DC 32 Fortitude Save vs. Drain Toughness and a DC 32 Toughness Save vs. Damage.

HoS Barbarian

Knowledge (Tactics) for Master Plan 2. (1d20+10=19)

Free Action: Activate Master Plan.

Standard Action: Attack Fulcrum; All-Out Attack 5, Power Attack 5. (1d20+12=25)

And that's a DC 30 Toughness Save.

27 - Geckoman - Uninjured, Dazed, 2HP

25 - HoS Zorro - Bruised x1, +2 Master Plan (3 Rounds)

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan

15 - Fulcrum - Bruised x1, 1HP, -2 Constitution

14 - HoS Hexcrafter - Uninjured

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

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Mara's had about as much waiting as she's gonna take, so armor or no armor she's joining this fight. Patient she is not.

Mara spent kitchen time (around half a minute while there was fighting and talking) jury-rigging:

Damage 6 (Extras: Area [General Cone], Flaw: Action [Full]) 6pp

No design check. Craft check DC 10 (base) + 5 (jury-rig) + 2 (multitool, but no 'proper' tools) + 6 (pp cost) = 23. Skill mastery and her Craft (Mechanical) makes her rather incapable of failing that. Mara's down one hero point.

Initiative Roll (1d20 + 7=11)

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Right, dazed. Thank you!

HoS Zorro

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+10=22)

Standard Action: Attack Geckoman. (1d20+15=22)

Skill Mastery beats the feint, and thus he dodges the strike.

HoS Swashbuckler

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+10=13)

Standard Action: Attack Geckoman. (1d20+14=25) That's DC 21 Toughness.

DC21 Toughness save (1d20+9=15) GRRR. Alright, I'm not sitting out another round, so burn 1 of his last 2 HP on re-rolling...

DC21 Toughness save, round 2 (1d20+9=12) It hates me. It truly hates me. But the reason I re-rolled instead of just peeling off the Dazed is so that, quite simply, the minimum result of 11 means that the lowest I could roll is DC 20. This roll adds 10, for 22, and he's unharmed.

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Sorry for the delay!

Sense Motive vs DC 22 Pirate Bluff (1d20+10=22) Huzzah!

Fortitude vs DC 32 Drain Toughness (1d20+19=29) Ouch. Eh...ok, I'll HP it and hope for the best...

Reroll Fortitude vs DC 32 Drain Toughness (1d20+19=35) Oh boy

Toughness vs Pirate DC 32 (1d20+18=20) ...and what I didn't want to happen did. Should have EEed it. :oops:

Staggered and Dazed. Here's hoping for the next one.

Toughness vs Barbarian DC 30 (1d20+18=32) Good, good

Can't do much but she'll power through as always.

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Alright, the daze means we pass over Fulcrum this round. I'm adding in Dragonfly now rather than in the next round to speed things up a bit. Naturally she's getting an extra HP for not being able to use her usual tech! (More HP may or may not be coming as various Complications are invoked.)

27 - Geckoman - Uninjured, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan (3 Rounds)

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan

15 - Fulcrum - Bruised x1, Staggered, 0HP, -2 Constitution

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Uninjured, 4HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Uninjured

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Move action: Mara, feeling helpful, opens the door.

SURGE: Full action: And then tries to set them on fire. (Comic book physics, natch - she's not particularly interested in mutilating anybody.)

Damage 6 (Extras: Area [General Cone], Flaw: Action [Full]) 6pp

DC16 Reflex, DC21/18 Tou.

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HoS Swordsmen 5-10

Reflex Save vs. DC 16. (1d20+5=13, 1d20+5=15, 1d20+5=11, 1d20+5=10, 1d20+5=20, 1d20+5=23)

Toughness Save vs. DC 21. (1d20+2=20, 1d20+2=13, 1d20+2=4, 1d20+2=22)

Toughness Save vs. DC 18. (1d20+2=15, 1d20+2=14)

That's taken out five of the six at the door!

HoS Swordsmen 1-2

Aid Attack for Zorro. (1d20+3=20, 1d20+3=7) +2

HoS Swordsmen 3-4

Aid Attack for Pirate. (1d20+3=11, 1d20+3=6) +2

HoS Swordsman 5

Attack Dragonfly. (1d20+3=19)

That'll be a DC 18 Toughness Save for Mara.

27 - Geckoman - Uninjured, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan (3 Rounds), +2 on next attack vs. Geckoman

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan, +2 on next attack vs. Fulcrum

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan

15 - Fulcrum - Bruised x1, Staggered, 0HP, -2 Constitution

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Uninjured, 4HP, Fatigued Next Round

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x5) - Uninjured

As an aside, Erik will be popping into the round after this one on this initiative, right after Chris:

Initiative. (1d20+9=27)

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So noted!

27 - Geckoman - Uninjured, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan (3 Rounds), +2 on next attack vs. Geckoman

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan, +2 on next attack vs. Fulcrum

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan

15 - Fulcrum - Bruised x1, Staggered, 0HP, -2 Constitution

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 4HP, Fatigued Next Round

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x5) - Uninjured

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