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Stepping Up To The Golden Calf (OOC)


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Okay, to move thing along, I rolled Capricia's toughness save. Her action against the leader can come later when you're ready to post. For now, I'll just move on with the fight with Belphegor and the other two security guys.

Capricia's Toughness Dc 27 (1d20+11=24)

Capricia suffers a Bruise and is still able to keep her cold control up.

Magnet boy is in bad shape as he is stunned and staggered this round. The blast turns his attack on Belphegor but fails to hit.

STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Kickboxing Jamaican Man has 1 Bruise.

Magnet man is staggered and stunned.

3 of Capricia's 4 Thugs are KOd.

Everyone else is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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I'll give thelazyblank a couple more days to post before I go on ahead.

Not really need to do so. Since you're running the fight with Ghost, unless you plan on sending the two guys after Capricia, you can post away for Ghost's action. I'll keep doing Belphegor and Capricia will be on hold until a post comes up for her action after getting hit. Kind of split timing. Her story goes off camera frozen in time until she is ready to post. Otherwise, Ghost and Belphegor sits in limbo losing chances to post.

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STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (if not for the Bruise he'd only be Staggered & Stunned)

Magnet man is staggered and stunned.

3 of Capricia's 4 Thugs are KOd.

Everyone else is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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  • 2 weeks later...

STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (if not for the Bruise he'd only be Staggered & Stunned)

Magnet man is staggered.

Blaster is staggered and stunned

3 of Capricia's 4 Thugs are KOd.

Everyone else is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Belphegor has 1 bruise and is stunned.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious.

Magnet man is staggered.

Blaster is staggered and stunned.

3 of Capricia's 4 Thugs are KOd.

Everyone else (Leader, Mentalist, 1 of the 4 Thugs, assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Belphegor has 1 bruise and is stunned.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious.

Magnet man is staggered.

Blaster is staggered.

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader, Mentalist, assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Belphegor has 1 bruise, and is unconscious.

(that's not helping his image!)

Blaster is staggered.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious.

Magnet man is staggered.

Mentalist has 1 Bruise and is stunned.

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader and assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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I keep meaning to keep track of knockback.

Tim Burton Mentalist would've been knocked prone by Ghost's blast (Blast 5 - his Knockback of -4 from Force Field 8 = 1 = less than 5 feet).

Belphegor would've been knocked back 1,000 feet (Blast 13 [8 + 5 crit] vs. Knockback of -3 = 10 = 1,000 feet)!

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I keep meaning to keep track of knockback.

Tim Burton Mentalist would've been knocked prone by Ghost's blast (Blast 5 - his Knockback of -4 from Force Field 8 = 1 = less than 5 feet).

Belphegor would've been knocked back 1,000 feet (Blast 13 [8 + 5 crit] vs. Knockback of -3 = 10 = 1,000 feet)!

I tend to ignore knockback unless the build of hte character is one which it becomes important. Some things just shouldn't force people back I feel. As we went so far without using it, let's not worry about it this fight and then deal with it in other threads or fights. I don'T need the extra paper work.

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Both the magnet guy and blaster caught sight of the fight with Ghost. One of them even managed to spot Ghost hidding near the slot machines.

Go ahead and bring either one or both over to help out on the Ghost. Right now, the leader and Capricia have moved off into a different room, let's say, keeping that side out of the picture.

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Yeah, I know. :P

It sets the stage for the Ghost to play clean up. If only I had a way of waking up the demon, I'd get him up in a heart beat. Unfortunately, his luck is manily due to gremilins running around doing the work for him. Kind of hard to see them healing anything. :D

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Heh, indeedy. Hope Ghost can take these two out before the Kickboxer gets up!

STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Belphegor has 1 bruise, and is unconscious (can attempt recovery in 9 rounds).

Blaster is staggered.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (can attempt recovery in 7 rounds).

Magnet man is staggered.

Mentalist has 1 Bruise, is staggered, and is stunned (again).

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader and assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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STATUS

Ghost has 2 Bruises.

Capricia has 1 bruise.

Belphegor has 1 bruise, and is unconscious (can attempt recovery in 8 rounds).

Blaster is staggered.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (can attempt recovery in 6 rounds).

Magnet man is staggered.

Mentalist has 2 Bruises, is staggered, and is stunned (again!).

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader and assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4, Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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Ouch! Need a Will save and at least one Toughness save, possibly a second Toughness save if either of those attacks stun Ghost (thus lowering his defense enough for the magnetic blast to hit).

STATUS

Ghost has 3 Bruises (and 0 HP).

Capricia has 1 bruise.

Belphegor has 1 bruise, and is unconscious (can attempt recovery in 7 rounds) (and 0 HP).

Blaster is staggered.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (can attempt recovery in 5 rounds).

Magnet man is staggered.

Mentalist has 3 Bruises, and is staggered.

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader and assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4 (+2 flat-footed), Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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Ouch! Need a Will save and at least one Toughness save, possibly a second Toughness save if either of those attacks stun Ghost (thus lowering his defense enough for the magnetic blast to hit).

Yeah. Failed the Will save which gave me another bruised condition. The blaster then got me with a stagger and stunned condition which opened me up to another staggered and stunned condtion. If I remember correctly, having a second Staggered condition bumps you up to the next level which puts him down.

STATUS

Ghost has 4 Bruises and 2 Staggered stunned conditions (and 0 HP).

Capricia has 1 bruise.

Belphegor has 1 bruise, and is unconscious (can attempt recovery in 7 rounds) (and 0 HP).

Blaster is staggered.

Kickboxing Jamaican Man has 1 Bruise, and is Unconscious (can attempt recovery in 5 rounds).

Magnet man is staggered.

Mentalist has 3 Bruises, and is staggered.

4 of Capricia's 4 Thugs are KOd.

Everyone else (Leader and assorted Bystanders/Patrons) is unharmed.

COMBAT STATS

Magnet man Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1, Damage Magnetic Blast Dc 23

Blast boy Attack +8, DEF 16 Tough +8 F:+4 R:+3 W:+4 Notice +6, Concentration +1 Damage Stun DC 18; Concussive force blast DC 23

Leader Attack +8, Def 18 Tough +12 F:+6 R:+5 W:+7 Notice +9, Concentration +4 Damage Unarmed strike Tough DC 27

"Tim Burton" Mentalist: Largely the same as the PL 6 Psionic from Instant Superheroes. Attack +3, Defense 14, Toughness +8 (+0 w/out subtle Force Field), Fort +3, Ref +4, Will +7; Concentration +12, Notice +8; Damage Mental Blast 6 (Perception, DC 21 Will), Mind Control 6 (Perception, DC 16 Will), Telepathy 6 (DC 16 Will to resist Mind Reading). No Trance, no Telekinesis; Radius Ranged Detect Minds instead of Mental Awareness.

Kickboxer: Largely the same as the PL 6 Martial Artist from Instant Superheroes. Attack +4 (+8 melee), Defense 18; Toughness +4 (+2 flat-footed), Fort +5, Ref +8, Will +4; Concentration +7, Notice +7; Damage unarmed strike (DC 18 Toughness), Power Attack, Stunning Attack.

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Hunh, you're right, 2 Staggereds does = Unconscious. (Which means I've been doing something wrong in the Forceful Ops thread....).

So... umm... what now?

Now that is a wonderful question to answer. Depending on what you want to do, we could

a)Be taken to prision. Would be interesting....

b)Say that Whisper decided to come back and get us out, but I doubt this would happen as it was really Grimalkin in disguise.

c)Say that Capricia gets us out of trouble somehow, but I'm loath to do that. I dislike having PCs without their players have much of an effect in matters.

d)Somehow wake up before the cops arrive and escape.

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You think the guys running this place would let us make it to prison, after what we've done here? I'm thinking the Blaster and Magnet-Man would want to beat on the demon (that almost killed them) a bit more, though their bosses may want to find some way to control it. Same with Mentalist & the Kickboxer and the Ghost.

Plus, going to prison now would sorta ruin the two other adventures I've got Bel in right now ("Fire and Brimstone" and "Calling Collect").

I'll think on this. In the meantime, I'll PM thelazyblank, see if she can come back to run Capricia.

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I've got an idea on how we can get out of this mess alive.

First they give us a massive beating before bringing their boss to us. They force us to agree to do a "job" sometime in the future and the promise of never coming in the casino again. If we agree, they let us go.

Sometime later, much later, they come calling on that job of some sort. I know it's not the best way of doing things, but it is a way to get out of this without prison and it sets up another teamup in the future. Of course this is all if Capricia doesn'T save our butts. :D

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