Jump to content

Time And Again [OOC]


Vahnyu

Recommended Posts

The attempt fails to persuade the Captain to rethink. Furthermore, interaction skills can't be used to persuade the pirates (but they can still be used for Feints or other combat maneouvers)

 

Philos gains an HP

 

The pirates use the Space Pirate template from Chapter Six of the Freedom City Campaign Setting book. Power level 3/Minion Rank 2

 

The captain uses the Zorro Archetype from AA's Oddballs (), pumped to PL12 (The sheet as it is, with Attack, Defense, Grapple, DCs, and and all Saves having a +2)

 

Roll for Initiative.

Pirates(14):  1d20+1 → [18,1] = (19)

Pirate Captain:  1d20+17 → [7,17] = (24)

Link to comment

Initiative Order

Pirate Captain: 24 (NPC)

Pirates(14): 17 (Minions)

Philotherian: 15 (2 HP)

 

 

:arrow: Pirate Captain: Delays

 

:arrow: Pirates:

#1 and #2 Move next to Philos and Attack him with Fists.

Both miss

 

#3 to 7 Move next to Philos and Aid #8 to attack.

vs Defence 10, 3 successes, Pirate #8 gains +6 to Attack Philos in Melee

 

#8 Moves next to Philos and attacks with a punch

Success, Philos Saves vs DC17 Toughness

 

:arrow: The rest of the Pirates delay.

 

Next Turn: Philotherian

Link to comment

Initiative Order

Pirate Captain: 24 (NPC)

Pirates(14): 17 (Minions)

Philotherian: 15 (2 HP) 1 Bruise, Dazed

 

:arrow: Pirate Captain: Delays

 

:arrow: Pirates:

#1 to 3 aid pirate #7, and #4 to 6 aid pirate #8, all to attack Philos.

:arrow: The rest of the Pirates delay.

 

Next Turn: Philotherian

Recovers from Dazed condition

Link to comment

Initiative Order

Hronos: 35 (1 HP)

Pirate Captain: 24 (NPC)

Pirates(14): 17 (Minions)

Philotherian: 15 (2 HP) 1 Bruise

 

:arrow: Hronos: Moves (Flight) to the center of the ship, 25 feet above the deck.

 

:arrow: Pirate Captain: Moves away from Philos and towards the center of the crew. Commands the crew to shoot Hronos as well.

 

:arrow: Pirates:

#1 to #7 surround Philos and Aid #8 to Attack Philos

5 successes vs Defense 10, Pirate #8 gains +10 to Attack Philos

 

#8 Will close the distance and Attack Philos

Barely makes it. Philos saves vs DC17 Toughness

 

#9 to 14 attack Hronos with their pistols

1 hit, Hronos saves vs DC19 Toughness

 

:arrow: Hronos: Toughness Save

1d20+12 → [4,12] = (16)

Injured.

 

Next Turn: Philotherian

Edited by Vahnyu
Link to comment

Initiative Order
Hronos: 35 (1 HP) 1 Bruise
Pirate Captain: 24 (NPC)
Pirates(14): 17 (Minions)
Philotherian: 15 (2 HP) 2 Bruises

:arrow: Hronos: Use Time Stopper as a Full Round Action, against the Pirates and the Pirate Captain(500ft radius). Reflex Save vs DC20 to halve the effect

Pirates



1d20+1 → [1,1] = (2)
1d20+1 → [12,1] = (13)
1d20+1 → [1,1] = (2)
1d20+1 → [12,1] = (13)
1d20+1 → [16,1] = (17)
1d20+1 → [2,1] = (3)
1d20+1 → [14,1] = (15)
1d20+1 → [4,1] = (5)
1d20+1 → [18,1] = (19)
1d20+1 → [10,1] = (11)
1d20+1 → [20,1] = (21)
1d20+1 → [7,1] = (8)
1d20+1 → [9,1] = (10)
1d20+1 → [14,1] = (15)
All fail.

Pirate Captain (Evasion 2)

1d20+8 → [4,8] = (12) +2
Fails. Half Effect

Reflex Save to avoid Stun vs DC20 (DC15 for the Pirate Captain),
Pirates

1d20+1 → [5,1] = (6)
1d20+1 → [13,1] = (14)
1d20+1 → [3,1] = (4)
1d20+1 → [19,1] = (20)
1d20+1 → [3,1] = (4)
1d20+1 → [20,1] = (21)
1d20+1 → [14,1] = (15)
1d20+1 → [7,1] = (8)
1d20+1 → [14,1] = (15)
1d20+1 → [11,1] = (12)
1d20+1 → [1,1] = (2)
1d20+1 → [9,1] = (10)
1d20+1 → [1,1] = (2)
1d20+1 → [11,1] = (12)
2 Pirates save successfully
5 Pirates are Stunned
7 Pirates are Unconscious

 

EDIT: 12 Pirates are Unconscious. All minions are considered to suffer from the worst condition possible, which means that #2, 7, 8, 10, and 14 are unconscious during the beginning of their turn and recover normally.

Pirate Captain

1d20+8 → [12,8] = (20) +2
Saves successfully


Hronos has become flat-footed

:arrow: Pirate Captain: Move action to close any distance between Philos and him. Standard Action to Initiate a grapple. Attack roll vs Defense

1d20+15 → [19,15] = (34)
Succeeds
Opposed Grapple Check

1d20+19 → [14,19] = (33)
Pending....

:arrow: Pirates:
#2, 7,9,10, and 14: Reflex Save to Recover

1d20+1 → [12,1] = (13)
1d20+1 → [20,1] = (21)
1d20+1 → [19,1] = (20)
1d20+1 → [10,1] = (11)
1d20+1 → [18,1] = (19)
2 Successes.
EDIT: No Successes. All minions are considered to suffer from the worst condition possible, which means that #2, 7, 8, 10, and 14 are unconscious during the beginning of their turn and recover normally.

#4, 6, 7, and 9 attack Hronos

1d20+2 → [12,2] = (14)
1d20+2 → [11,2] = (13)
1d20+2 → [11,2] = (13)
1d20+2 → [15,2] = (17)
All hit.
EDIT: Only the first 2 hit (the other 2 were unconscious at the time)

:arrow: Hronos: Toughness Saves vs DC19

1d20+7 → [1,7] = (8)
1d20+7 → [20,7] = (27)
1d20+7 → [13,7] = (20)
1d20+7 → [13,7] = (20)
1 Failed Save
Spending 1 HP, in order to use Improve reroll on the first save

1d20+7 → [18,7] = (25)
All 4 Saves Succeed.
EDIT: Only 2 Saves occured.

Next Turn: Philotherian (Grapple Check Pending)

Edited by Vahnyu
Link to comment

Edit: I checked the faq, and I saw that it mentions that minions always suffer the worst condition possible when they fail a saving roll.

 

What that means is that failing the Stun Save leaves all but two of them unconscious, even if they didn't fail it by 10 or more.

 

Editing the IC and OOC posts accordingly

Link to comment

Initiative Order
Hronos: 35 (0 HP) 1 Bruise
Pirate Captain: 24 (NPC)
Pirates(14): 17 (Minions), 12 Unconscious
Philotherian: 15 (2 HP) 2 Bruises

 

:arrow: Hronos: Use Time Stopper as a Full Round Action, against the Pirates and the Pirate Captain(500ft radius). Reflex Save vs DC20 to halve the effect

Pirates

Saves successfully, no Stun

 

Reflex Save to avoid Stun vs DC20

1 Pirate saved successfully

1 Pirate is unconscious

Hronos has become flat-footed

 

:arrow: Pirate Captain: Standard Action to Initiate a grapple. Attack roll vs Defense

Success.

Opposed Grapple Check

Pending...

 

:arrow: Pirates:

#4 attacks Hronos

Critical Failure

 

Next Turn: Philotherian (Grapple Check Pending)

Link to comment

Captain: Fortitude Saves vs Stun DC18 and Drain STR DC 15
1d20+9 → [9,9] = (18)
1d20+9 → [5,9] = (14)
Saves Successfully vs Stun
Fails Drain STR by 1

Pirate Captain's STR loses 1 point until the beginning of Philos' Next Round (-1 Damage DC, -1 Grapple)

EDIT: Accounting for the Damage Shift, the Captain fails both saves, and is now Dazed, and loses 3 points of STR until the beginning of Philos' Next Round (-2 Damage DC, -2 Grapple)

 

EDIT EDIT: and loses 3 points of STR for 1 minute

Edited by Vahnyu
Link to comment

Initiative Order
Hronos: 35 (0 HP) 1 Bruise
Pirate Captain: 24 (NPC), Dazed, -3 STR(1 minute/10 rounds)
Pirates(14): 17 (Minions), 13 Unconscious
Philotherian: 15 (2 HP) 2 Bruises

 

:arrow: Hronos: Uses Deccelerator Blaster as a Full Round Action, against the Pirate Captain(250-1000ft radius). All-Out Attack (+2 atk/-2 def).

-8 Shooting in Melee(Elusive Target). Fails.

 

:arrow: Pirate Captain: Fortitude Save to remove Daze Condition[stun]

Saved Successfully.

Uses Feint to Philotherian as a Standard Action. Bluff Check opposed by Sense Motive

Pending...

 

:arrow: Pirates:

#4 attacks Hronos

Fails.

 

:arrow: Other: Philotherian can hear a distinct noise coming from the inside of the ship. It sounds like something very heavy is being carried

 

Next Turn: Philotherian (Sense Motive Check Pending)

Edited by Vahnyu
Link to comment
×
×
  • Create New...