Jump to content

Recommended Posts

Gabriel, Wander, Comrade Frost, and Nick Cimitiere get invited up to Heaven to serve as the Four Horsemen of the Apocalypse. What could possibly go wrong? 

 

First post for the thread will likely be along the lines of Nick - each member of the quartet is visited by an angel, who makes the great pronunciation and hands over the regalia of office. For Gabriel, it'll be a crown and bow; for Wander, a sword; and for Comrade Frost, a pair of scales. I had to take liberties with Nick, as Death isn't described with any real regalia except for "and Hell followed with him." In-game, each bit of regalia doesn't really boost powers - but since we've each effectively been upgraded to somewhere below god tier, it will represent a chance for two free Extra Efforts over the course of the thread, should you need them. 

Link to comment
  • Replies 53
  • Created
  • Last Reply

Top Posters In This Topic

  • 2 months later...

Right. Burning a Hero Point to activate Inspire 5.

Oh, and using my "Far-Hearing, The Tongues of Men & Angels, Ventriliquism" powerset so that it is totally audible to all the good guys. 

It will boost Comrade Frost, Nick Cimitiere, Wander, and 7 angels  with +5 to Attack, Saves, and Checks.

Edit:

Burning another Hero point to gain another Standard Action. Free action to switch to Blast, then pointing it at Old Conquest.

Attack Roll: 26. Base DC 27, plus any Autofire. 

Edited by KnightDisciple
Link to comment

I'll allow that as a surprise action. We're using Ecal's >Conquest, as built (minus Impervious), so that's a DC29 Toughness save. Conquest makes his save. Initiatives!

Conquest goes on 22.

>War goes on 27 - but is built at PL13, so ATT +9 (+14 Melee), DEF +12 (+8 Base, +4 Dodge Focus, +4 Flat-Footed), +13 FORT, +6 REF, +9 WILL, damage adjusted to match.

>Famine goes on 16, and is built at PL11 - ATT +4 (+6 Swarm), DEF +6 (+3 Flat-Footed), TOU +16, FORT +8, REF +6, WILL +11, DMG to match.

>Death goes on 12, and is built at PL13 - ATT +9 (+13 Melee), DEF +13 (+5 Flat-Footed), TOU +13, FORT +10, REF +10, WILL +10, DMG to match.

Nick goes on 12.

Link to comment

And the pairings.

War: 27, Unharmed, 0 HP

Wander: 15, Unharmed, Inspired +5, 3 HP, 2 Free Extra Efforts

Gabriel: 26, Unharmed, 5 HP, 2 Free Extra Efforts

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Unharmed, Inspired +5, 1 HP, 2 Free Extra Efforts

Death: 12, Unharmed, 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

War goes first, and starts with his Strike + Autofire attack. As a 32, that hits; it pierces Wander's Impervious, and does +5 thanks to Autofire for a DC32 Toughness save.

Gabriel is up next.

Link to comment

Right then.

 

Free Action: Pithy reply.

Free Action: All-Out Attack for 5. Defense now +7, Attack now +17.

Free Action: Power Attack for 5. Attack back to +12, get +5 to DC on attacks.

Free Action: Switch Sonic Control Array to Drain Toughness.

Standard Action: Ranged Attack vs Conquest. 24. That hits, so....DC 27 Fortitude Save vs a Rank 12 Drain Toughness.

Free Action: Burn one of my free Extra Efforts.

Extra Effort--Standard Action: Ranged Attack vs. Conquest. 17. Blech. Gonna burn a Hero Point for a Reroll. That's a 29. Another DC 27 Fortitude Save vs a Rank 12 Drain Toughness.

Link to comment

Conquest makes his first FORT save, then his second.

War: 27, Unharmed, 0 HP

Wander: 15, Unharmed, Inspired +5, 3 HP, 2 Free Extra Efforts

Gabriel: 26, Unharmed, 4 HP, 1 Free Extra Effort

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Unharmed, Inspired +5, 1 HP, 2 Free Extra Efforts

Death: 12, Unharmed, 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

Conquest is up next.

Move Action: Demoralize against Gabriel. 23.

Standard Action: Snare attack. 22, which should make Gabriel's Defense. DC25 Reflex to escape.

Meanwhile, Famine is gearing up against Comrade Frost.

Move Action: Demoralize against Comrade Frost. 23.

Standard Action: Area Shapeable Blast, targeted on Comrade Frost and the angels in his entourage. The angels are effectively extras, so they will be harassed for this round so that they can't target Famine or his forces; Comrade Frost is the major target. As Famine is PL11, Frost must make a DC21 Reflex save to halve, DC26 TOU save to resist.

Wander is up next.

Link to comment

Free Action: Wander gives orders to try and rally the troops

Move Action: Acrobatic Bluff against BadWar. That's a DC 39 to avoid being flatfooted.

Standard Action: Full Inspired Power Attack versus BadWar with her swordbat. Result is a 21

Using a Free Extra Effort for another Standard Action

Standard Action: Same As The First  First roll is terrible, spending an HP. The second roll is actually worse! But it nets a 24. 

Link to comment

War is caught Flat-Footed. As his Defense is effectively 14, that means he takes a +3 thanks to Autofire on the first, and a +5 thanks to Autofire on the second - and given how his TOU w/ Impervious has been adjusted, the attack manages to break his Impervious on its face. So, DC 35 TOU on the first attack, DC37 TOU save for War on the second attack.

And on the first attack, he is... Unconscious. Wow. Wander is officially stronger than War. I'll play Fiat, say that he takes Bruised x2 instead, and Wander gets a Hero Point. He is then Dazed and Staggerd on the second.

War: 27, Bruised x2, Dazed (Wander's Action), Staggered 0 HP

Wander: 15, Unharmed, Inspired +5, 3 HP, 1 Free Extra Effort

Gabriel: 26, Unharmed, 4 HP, 1 Free Extra Effort

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, Inspired +5, 1 HP, 2 Free Extra Efforts

Death: 12, Unharmed, 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

Death goes first. He doesn't even try for bluster - he just swings at Nick. And misses. Nick goes next, and takes a swing in turn using his Strike w/ Autofire. Yeah, that hits. 29 (34, as I forgot to stick the +5 from Inspired in the roll) vs. a DC23 Defense means +5 from Autofire, meaning a DC32 Toughness save for Death. And Death is Bruised and Dazed.

War: 27, Unharmed, Dazed (Wander's Action), Staggered 0 HP

Wander: 15, Unharmed, Inspired +5, 2 HP, 1 Free Extra Effort

Gabriel: 26, Unharmed, 4 HP, 1 Free Extra Effort

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, Inspired +5, 1 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

Comrade Frost is up next.

Link to comment

Famine makes his save.

War: 27, Unharmed, Dazed (Wander's Action), Staggered, 0 HP

Wander: 15, Unharmed, Inspired +5, 2 HP, 1 Free Extra Effort

Gabriel: 26, Unharmed, 4 HP, 1 Free Extra Effort

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, Inspired +5, 0 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

Top of the round, with War... who shakes off his Dazed, giving Wander an HP. Still Staggered, so all he can do is swing with his cleaving strike. Which misses.

War: 27, Unharmed, Staggered, 0 HP

Wander: 15, Unharmed, Inspired +5, 3 HP, 1 Free Extra Effort

Gabriel: 26, Unharmed, 4 HP, 1 Free Extra Effort

Conquest: 22, Unharmed, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, Inspired +5, 0 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, Inspired +5, 4 HP, 2 Free Extra Efforts

Gabriel is up next.

Link to comment

This joker is going down if I have to burn every resource Gabriel has.

 

Maintaining the Drain Toughness.

 

Free Action: Pithy reply.

Free ActionAll-Out Attack for 5. Defense now +7, Attack now +17.

Free ActionPower Attack for 5. Attack back to +12, get +5 to DC on attacks.

Standard Action: Ranged Attack vs Conquest. 27. DC 27 Fortitude Save vs a Rank 12 Drain Toughness.

Free Action: Burn my remaining free Extra Effort.

Extra Effort--Standard Action: Ranged Attack vs. Conquest. 31. Another DC 27 Fortitude Save vs a Rank 12 Drain Toughness.

Link to comment

And Conquest takes a -3 to TOU, followed by a -11 to TOU, cumulating in...

War: 27, Unharmed, Staggered, 0 HP

Wander: 15, Unharmed, 3 HP, 1 Free Extra Effort

Gabriel: 26, Unharmed, 4 HP

Conquest: 22, Unharmed, -12 TOU, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, 0 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, 4 HP, 2 Free Extra Efforts

Conquest is up next, and he decides it's time for some big guns. He lashes out with his chains, and attempts to Mind Control Gabriel. And misses.

Famine is up next.

Move Action: Demoralize Comrade Frost, taking a -5 because he has no Challenge (Fast Startle). That's a 12, so Frost has likely seen worse.

Standard Action: Area Shapeable Damage. DC21 Reflex to halve, DC26 TOU to resist.

Wander is up next.

Link to comment

War makes his Sense Motive roll, meaning he maintains his Dodge Bonus. First blow and Extra Effort blow don't hit, but second does, though without Autofire. That's a DC27 TOU save for War... who is Bruised and Dazed.

War: 27, Bruised x1, Dazed (Wander's Action), Staggered, 0 HP

Wander: 15, Unharmed, 2 HP

Gabriel: 26, Unharmed, 4 HP

Conquest: 22, Unharmed, -12 TOU, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, 0 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, 4 HP, 2 Free Extra Efforts

Death is Dazed, but shakes it off, giving Nick an HP. Death attempts to inflict great fear upon Nick. That's a DC23 Will save... and Nick has a few problems there. As failing a save by 10 or more means Nick would be dropping his symbol of office - a very bad idea, when Death is right there - he'll be spending a HP to retry.

And that's a 31, so he's good. Phew. Anyway, Nick's turn.

Move Action: Demoralize. 28 versus 34. Ah, well.

Standard Action: Strike w/ Autofire. Swing and a miss.

Extra Effort: Spent.

Standard Action: Strike w/ Autofire. Oh, come on...

War: 27, Bruised x1, Dazed (Wander's Action), Staggered, 0 HP

Wander: 15, Unharmed, 2 HP

Gabriel: 26, Unharmed, 4 HP

Conquest: 22, Unharmed, -12 TOU, 0 HP

Famine: 16, Unharmed, 0 HP

Comrade Frost: 6, Injured x1, 0 HP, 2 Free Extra Efforts

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, 4 HP, 1 Free Extra Effort

Comrade Frost is up next.

Link to comment

Famine makes the first save, but is Slowed on the second.

War: 27, Bruised x1, Dazed (Wander's Action), Staggered, 0 HP

Wander: 15, Unharmed, 2 HP

Gabriel: 26, Unharmed, 4 HP

Conquest: 22, Unharmed, -12 TOU, 0 HP

Famine: 16, Unharmed, Slowed, 0 HP

Comrade Frost: 6, Injured x1, 0 HP, 1 Free Extra Effort

Death: 12, Bruised, Dazed (Nick's Action), 0 HP

Nick Cimitiere: 12, Unharmed, 4 HP, 1 Free Extra Effort

Top of the round. War... is Dazed. Gabriel is up next.

Link to comment

*Cracks knuckles*

 

Right then.

Talked this over with Trollthumper a bit, here's how I'll break it down.

 

Move Action: Spend a Hero Point to, basically, add Ranged to Gabriel's Spear. 

Free Action: All-Out Attack 5. Defense is now +7, Attack is +17.

Free Action: Power Attack 5. Attack back to +12, Toughness DC is now 32.

Standard Action: Ranged Attack vs Conquest. 19. Nope nope nope.

Free Action: Hero Point for a Reroll. 17, but with the +10 for the HP reroll that becomes 27.

That should definitely have hit, so that'll be a DC 32 Toughness Save. 

Link to comment

×
×
  • Create New...