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Shark Week: Ghost Sharks! (OOC)


Raveled

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Okay, Crow's probably heard of this crowd (according to chat), and know that they are Seriously Bad Juju. And since he's kinda related to death, he doesn't like it when Bad Guys mess with it!

Ergo? Teach them that they should not do that. Drop a little cup of Shiva D into Lady Mamba's life, as she gets hit by the very energies she uses and abuses on a daily basis!

Stunting from Dok's brilliant magic thread - this one's particularly nasty, but it's poetically just. It's called History of Blood, but in this case we'll call it the Rune of Time;

History of Blood: One of the more bizarre spells in the necromancer's repertoire, this has the terrifying effect of causing a target's old wounds to re-open. Each round another old wound opens, or one that's already opened becomes bigger. This spell only affects beings that have been wounded in the past, and only to the extent they have suffered injury. Someone who's never suffered a serious injury is largely immune to this spell. In general, the GM/Ref can assume that most people have suffered enough cuts, nicks, and minor injuries to take at least one bruise or injury per round from this spell, but can restrict the total damage it does to the target. This spell could not be used to harm someone to the point of being staggered if they had never been staggered before.

Crow's Rune of Time is limited to non-lethal, naturally - it's more the Bad Guys style to be ripping open cuts or re-shattering bones. Still nasty, though (perhaps the Eye left some residual stuff in his head?) Stunting off of the Base Power in his Summoning Array; Blast 6 (Extras: Alternate Save [Fortitude], Duration [Concentration]; Drawback: Only affects beings who have been wounded or injured in the past, and only to the extent that they have suffered injury) [24 pp]

Rune of Time Blast! DC 16 Fortitude Save! (1d20+12=32) ...well, IC doesn't like Lady Mamba either. DC 21 Fortitude Save.

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And like the good son he is, Cottonmouth dives in there to take the hit! Cottonmouth's Fort save, vs DC 21. (1d20+8=20) Bruise.

Lady Mamba doesn't like kids beating up on her kids! She'll do a Water Blast at Crow. Lady Mamba's ranged attack roll vs. Crow's Def. DC 25 Tou. (1d20+10=30) Owch. Let's go for the free Stunt, shall we? Trip 10 (Feat:Knockback 9, Improved Throw)

So that's a DC 25 Tou save for Crow and a DC 20 Strength/Acrobatics check (pick the worst modifier) or be prone and thrown.

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Okay, let's get started. Going to take a Move Action to go over to Cottonmouth, and a Standard to make a Grapple Attempt. Free Action to activate Super-Strength.

Attack Roll: 14. Drats, guessing that's a miss.

Anyway, -2 to DEF, so he's at a massive +3!

Reaction: Interpose for the next attack against Crow if possible.

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The two upright cultists will Aid Dahlia, attempting to boost her Def. Cultists' Aid action, vs DC 10. (1d20+2=13, 1d20+2=19) Okay, so she gets a +4 Def for the next round.

Dahlia herself will follow that up with Emotion Control (Despair) on Glow. That hits automatically, so I need a DC 17 Will save, please.

Cottonmouth will take the opportunity to Stun El Heraldo with his venom. Cottonmouth's melee attack checks, vs El Heraldo's Def. DC 18 Fort. (1d20+12=15)

So I need saves from Glow and El Heraldo. After that, Glow is (probably!) up again.

Initiative

23 Glow -- Uninjured -- HPx3

22/+8 Crow -- Uninjured -- HPx2

22/+7 Lady Mamba -- Uninjured -- GM

22/+2 El Heraldo -- Uninjured -- HPx5

12 Cultist 1 -- Uninjured -- Minion

12 Cultist 2 -- Uninjured -- Minion

10 Dhalia -- Uninjured -- GM

5 Cottonmouth -- Bruisex1 -- GM

Cottonmouth is still Interposing for Lady Mamba.

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Okay, Crow'll take a Move Action - DC 16 Concentration check! (1d20+10=18). Badda-boom. DC 16 Fortitude save from Cottonmouth. However, he's stunting this off of his Summoning Array's Base Power - which means he can't throw a clear shot at Mamba!

Not good.

Can't stunt a blast, so...switch the Standard Action for a Move Action, then spend another HP to Surge! He Teleports in fast and low, aiming to shove a foot wrapped in good, clean earth energy into the old witch's sternum. Earth Strike BOOT! (DC 27 TOU) (1d20+8=21) Hope that hits. Turnabout sends him back to where he was.

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Dahlia! ... Is going to flee like the scaredy cat she is. Dropping Obscure 3 on the doorway and vanishing into the building.

Initiative

23 Glow -- Uninjured -- HPx3

22/+8 Crow -- Uninjured -- HPx2

22/+7 Lady Mamba -- Staggered + Dazed (Crow) -- GM

22/+2 El Heraldo -- Uninjured -- HPx4

10 Dhalia -- Uninjured -- GM

5 Cottonmouth -- Bruisex3, Dazed (Crow) -- GM

Cottonmouth can't Interpose for Mamba if he's Dazed! Glow's up next. Scuffles, if you want to Glow could probably fly through the fog in two move actions.

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Okay, so I'm really tempted to have Glow run off after Dahlia. She's a bit torn, but going with "two birds in the hand is worth more than one in the bush" which is a very messed up version of that saying.

She'd like to join in against Cottonmouth and Mamba by giving Mamba a lovely TK punch.

Attack roll: 13 :cry:

For added bonus fun she'd like to try to acrobatic bluff Cottonmouth as a move action (at -5): 7 :cry: :cry:

Never mind then.

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Okay, Crow's turn! So, got some options - could Coup De Grace, but given that the baddos are kinda in bad shape already and the good guys have 'em dead to rights (figuratively speaking), best to track down that escapee.

To wit; he's breaking out his new toy. ^w^ The Iron Mask slaps over his face, and he's following her into that Obscure while his compadres take down the boss and her henchman. Activating Super-Senses 8 (Analytical Vision, X-Ray Vision, Darkvision, Infravision, Tracking 2 (Infravision)) [10PP] (Magic) (Eyes of the Rook). If she's in there, he'll (probably) see her. But she don't know that he can see her. And he knows she doesn't know that he can see her. Yes, she just handed an Obscured Area to a Cowl.

Activate Concealment on his Coat, full Visual. Move Action to Teleport into the cloud, at the edge of it; find her, and pop the wires (if she's there). Simple snare to trip her up. And it's Subtle - so she don't know that Snare's there until WHOOP (and he's attacking from Concealment, so hopefully she's Flat-Footed!). Gads, being a Cowl is fun. Snare 5 - Talon Wire Ahoy! (1d20+14=30) DC 15 Reflex save from her if that hits. /crosses fingers.

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While X-Ray does not counter Obscure, it does let you see through the walls of the warehouse. You can see Dahlia running for what looks like a Zodiac boat. Teleporting inside the warehouse will let you get to her.

Dahlia's Reflex save, vs DC 15. (1d20+6=9) Yikes. Okay, she is Entangled.

Lady Mamba will go for a straight-up Blast vs El Heraldo. Lady Mamba's ranged attack check, vs El Heraldo's Def. DC 25 (1d20+10=26) I think that'll hit.

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And El Heraldo is Paralyzed.

Initiative

23 Glow -- Uninjured -- HPx3

22/+8 Crow -- Uninjured -- HPx2

22/+7 Lady Mamba -- Staggered -- GM

22/+2 El Heraldo -- Paralyzed -- HPx3

10 Dhalia -- Entangled -- GM

5 Cottonmouth -- Bruisex3 -- GM

Glow is up next.

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Rightio! That's not so good!

Glow wants to interpose for Heraldo this round seeing as he's all snakebitten. She doesn't actually have interpose but I'm sure she can spend a HP to get it? In the meantime she'd like to thump Lady Mamba again: 18? Probably misses. Doh!

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