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Ari, January 17, 2013 in Archives
OOC for this thread!
Feb 2 2013
Mar 2 2013
Feb 4 2013
Jan 27 2014
Yay we're underway
Below is a picture that I think generally reflects Tsumani's apperance.
Incidentally, John is dressed akin to the Sniper from TF2. Make of it what you will. :D
Tsunami's Acrobatics roll vs DC 15 (per Ari in chat) for swinging down from the walkway is a ... 31.
Myrmidon uses Skill Mastery on his acrobatics to get a 25 Total vs DC 15.
Wait, what did I miss something? .
With skill mastery Blodeuwedd has 29 on Acrobatics.
Now for the weakest link.
DC15 Reflex save: 24. Unexpected. Alright, everyone makes it down safely!
GM note: guys, as part of the problem it's not for me to say, but I'm requesting that we start using shorter posts so this can move ahead at a quicker speed.
My apologies, I enjoy reading your writing but I don't want this to drag.
Semi's pointed out that on the face of it, this is kind of arbitrary, so I'll explain. This meeting, going to the city and the feast is basically the placid starting point before all the crazy happens. The actual plot will show up in a second.
So...backtracking on what I said earlier, length of posts is not an issue if you want to write a lot or respond to something in a thorough fashion.
Sorry for the confusion.
I promise to stop writing novellas for posts Ari.
Looking forward to things really getting going with this. :)
And we're in combat. First with this T-Rex!
Initiative rolls, please.
Tsunami gets a 19 for her initiative check.
Blodeuwedd is always ready for danger, her initiative 1d20+9=28.
Myrmidons' Initiative: 1d20+21=24
Blodeuwedd: Unharmed, 2HP
Myrmidon: Unharmed, 3HP
Heraldo: Unharmed, 4HP
Tsunami: Unharmed, 2HP
Go to, TiffanyKorta.
Move Action : Use grapple gun to get near the T-Rex's back, a HP to draw Drynwyn
Standard Action : Slash at beast with Dyrnwyn 1d20+10=23, if that a hit he (or she) need's a DC 25 Toughness roll.
That hits! DC25 Toughness save: 15. Wowzers! Okay, that would be a Staggered and a Dazed condition. And it is somewhat confused about its identity.
Semi-Autogyro, if you would!
Move Action: Move to the Princess
Standard: Make weapon: Damage 5 "Electrosword" (Drawback: Full Power; Extras: Linked [stun] +0; PFs: Mighty ) + Stun 10 (Extras: Linked [Damage] +0) 25 PP
Heraldo will do as he is bid, flying up next to one of the ptero-riders and punching him in the face: 21. Using the Soldier archetype from the Core Rules, but without the modern equipment or Skills, and Handle Animal and much more STR and CON. Hits. DC26 Toughness save: 5. Well, he's out.
Three more fliers, their rolls: 10, 15, 19. #2 and 3 go after the T-Rex, #4 goes before it next round.
Thevshi, would you kindly commence?
Tsunami attempts to blast the T-Rex: 17 If that hits, it is a DC 25 toughness save (the attack is +12 for purposes of knockback)
That hits. DC25 TOU save: 21, Bruise! It's Dazed, so no actions on its part.
Blodeuwedd: Unharmed, 1HP
T-Rex: Bruise(x1), Dazed, Staggered-GM
You're up again, Tiff!
Move Action : Drop onto the T-Rex's back and grab the note
Standard Action : Stab it with Dyrnwyn 1d20+10=29, yay extra stabby! That a DC 30 Toughness for the poor T-Rex.
DC30 Toughness save: 30. ...What.
Semi! You are up!
Move action: Start towards the west gate.
Standard: Ready an action to respond to any attackers.
Stunting an Area Damage off of his Enhanced Strength, Reflex save for the Ptero-Riders: 14, 12, 5. None make it. DC20 TOU save for them: None make it! They are down. Burning a HP(3HP left) to remove the Fatigue.
Thevshi! Your time is come!