Monsters and Men Table 2 (Inactive)

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Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

I'd say since it is lying out in plain view that picking it up should be a part of your initial move (the same way you can draw a weapon as part of a movement in Pathfinder), but that's just me, of course.


Your thermal vision can make out the entity as a cold spot, but you cannot perceive it accurately because it still has concealment, so you can't use assessment on it.


Draconic Human. Hero Points 2/3

Assuming that means I still have an action:

Aaron tries to see how tangible the creature he is. He blows a blast of concentrated air at it.

Str check to Trip (Super Breath): 1d20 + 3 ⇒ (13) + 3 = 16

Add 5 to that if Super Strength adds the effective Str check to abilities from it, I was never clear on whether I was supposed to use my actual strength or modified strength.


I think you cannot use your super strength on the trip check as that is not a "sustained" application of force. What the super breath power stunt gets you is the range and not being tripped back

Loose items whip around the room in your burst of air, but the Fallen is unmoved. It doesn't appear to have a purely physical form.


Male Human Artificer | Hero points: 1; Bruises/Wounds/Conditions: 0/0/0

Latimer reaches into his pocket and pulls out an old pair of glasses. Putting them on, he makes a few odd movements, like he's focusing a pair of binoculars, almost.

Putting on his glasses, trying to activate super-senses
Mystic Knowledge: 1d20 + 16 ⇒ (7) + 16 = 23
Failure!

Unable to see any more than the rest of the group, Latimer reaches for his wand instead.

Move to put on the glasses, Move to draw his wand. Attempting to activate his devices is a Free action.


Wisp's Action:

Seeing that it's a cold spot, he reaches out with a tendril of superheated smoke to burn it.

attack: 1d20 + 7 ⇒ (8) + 7 = 15

The smoke rolls over the shadow without effect, seeming to pass through it.


Changeling Rumpelstiltskin

let's try this

moves so he is between shadow and Set (if possible)

attempts to effect the shadow, means he will be close to shadow as the range is 5'

Woe: 1d20 + 5 ⇒ (12) + 5 = 17 Stun Rnk 8 (Daze only), but most likely miss


Father Jim steps out of the circle carefully and presents the pyx in one hand and the rosary in the other, "Go away from this place, demon. You are not welcome here, you have no strength here, you have no Will here"

The room fills with a light somehow whiter but softer than Kishan's, and you are able to better see the creature in the combined light. It is like the shadow of an angel, with feathered wings and flowing hair, it would look entirely at home on the cover of a romance novel. At the same time, it is reptilian, the hair replaced by a frilled crest, the wings with dragon wings, as though you are looking at two photos superimposed.

Jamil steps forward and flicks his lighter and the flame leaps out and hovers in front of him, forming a shield sized disc.

"The Fallen is not manifest, and has no host. The Fallen can only act by permission. It seems to have come here at our invitation, but it cannot harm us without a physical form. Do not accept anything that it offers."

The Fallen shudders at the touch of your light and its voice becomes somehow more slippery.

Ah, indeed, I have brought no human to wield against you, I am not one of those silly coin dwellers. But do not think that I have come unprepared. You have taken one of my beloved children, and I will have him back.

He seems to reach behind him and then thrusts out his hands toward you. You flinch for a moment before you realize nothing happened, and then you see the snakes.

From the doorway behind the Fallen, snakes of many kinds flow like a flood.

A massive python lunges for John, closest to the Fallen

Python touch attack John: 1d20 + 5 ⇒ (13) + 5 = 18

John Reflex save DC 17: 1d20 + 10 ⇒ (16) + 10 = 26

The python manages to strike John, but John avoids the coils of the creature.

Everyone else is attacked by venomous snakes in an area of effect

Ok, I think I can make this make sense. You are affected by a poison/venom drain effect with a Fortitude save DC of 20. You lose a power point in an ability for each point you miss the save by, so if you roll a 15, you lose 5 power points. Roll a 1d3 to determine what kind of snake you are bitten by and what ability score it affects. 1 is Str, 2 is Dex, 3 is Con. This represents different kinds of snakes (Cobras do Dex damage because their venom is paralytic, vipers drain Con or Str)

That is it for me, and I don't have time to do a round summary at the moment, but go on from the top of

Round 2


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

Area attack powers usually target either Reflexes (Default Area Attack) or Defense (Targeted Area Attack), unless it is a Perception ranged attack with the Perception Area extra, or has the No Saving Throw extra (which would be really mean). That usually means we should get a chance to resist being struck by the attack, either with an attack number against our Defense, or with a DC we need to beat with a Reflex save... If we don't get a save (or have an attack to compare to our Defense), please just confirm that, as it would be atypical (though entirely possible with the previously listed methods).

Reflex Save: 1d20 + 10 ⇒ (17) + 10 = 27 -if applicable
Fortitude Save: 1d20 + 10 ⇒ (18) + 10 = 28

Kishan casts her eyes about wildly, taking in the shear number of snakes that just somehow flooded their way into the room. (I can't recall, but are we still in the 'Shop' area? I remember John inviting us further in at some point, and I wasn't sure if we were in somewhere with a threshold.) Seeing all the mortals still in the room, she tries to quickly come up with a method to attack all of the reptiles, and the demon, without harming the folks around her. Coming up with a potential solution, she shakes loose her bangle, the gold-linked bracelet and ring marked with symbols to Indra, the Hindu god of storms and lightning.

"Everyone, hold still!"

With a crackle of power, arcs of lightning blaze into the room, racing around the chamber, filling every available space, but without touching any of the room's mortal occupants, nor penetrating the boundary of the magic circle. The arcs lance about, blazing with blue light as the very air in every opening ignites into energized plasma. The arcs are not unlike snakes themselves, dancing about and shifting position randomly from moment to moment, buzzing with discordant random tones. The air burns for a few solid seconds, and then the lightning vanishes again, as if it never existed, leaving only a bright after image on the retinas, and a smell of ozone in the air.

Quote:
. . . Lightning Storm (Damage 7 (Area: Shapeable, Duration: Continuous; Fades, Full Action; Affects Insubstantial 2, Incurable, Progression 3 (70 5ft Cubes), Slow Fade (minutes)

Kishan uses a full action to bring up her lightning storm, filling up to 70 spaces with an area effect lightning attack. She guides the lightning around all of her companions without entering their spaces, and keeping it a few inches from the outer walls. 70 5ft (25 sq ft) squares is about 1750 square feet. Add in the empty spaces for 7 mortals, plus the circle (say 15 ft across ≈ 175 sq. feet), and you get about 2150 sq. ft total, which is about the exact size of an official singles tennis court (2106 sq. ft). I don't know the size of the room we are in, so I'm giving the details to illustrate how much space I could affect maximum. She will guide the storm to affect the area by the door for sure, making the demon itself a priority target. Instead of allowing the Lightning Storm to rage on, at the end of her turn she ends the power as a free action (I built it as a Wall type power, so that it would last a while on its own, holding bad guys while we retreated. However, for this use, it would get in everyone's way if I left it 'up.'

Any creature in those spaces will have to save vs. DC 17 Reflex to avoid being hit, and a DC 22 Toughness check if hit. Note the Power does affect insubstantial, so even if non-physical, the demon will have to roll to save as well.


Changeling Rumpelstiltskin

Fortitude: 1d20 + 10 ⇒ (5) + 10 = 15
1d3: 1d3 ⇒ 2
So 5 points off of Dex; Dex becomes 11. -3 to Def and Ref


[ooc]The attack does indeed have "no saving throw" and is both expensive and mean. What can I say, he is literally pure evil. On my phone, i will get the saves up soon.


Hero points: 1/0; Bruises/Wounds/Conditions: 0/0/0

fortitude: 1d20 + 7 ⇒ (2) + 7 = 9
stat: 1d3 ⇒ 3

11 points of autohit Con damage. Leaving me at 5 con. Ouch!


Male Human Artificer | Hero points: 1; Bruises/Wounds/Conditions: 0/0/0

Snake Attack: 1d3 ⇒ 1
Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16
Four points of Str damage, ouch! Proceeding as though the snakes are fried, I can edit later if necessary.
Latimer takes advantage of the shocking distraction to try and activate his True Sight again, before activating the force field in his jacket.
Mystic Knowledge (Glasses): 1d20 + 16 ⇒ (11) + 16 = 27 Failure!
Mystic Knowledge (Wand): 1d20 + 16 ⇒ (12) + 16 = 28 Success!
Obfendo (Magic 9) (mystic blast, DC 24): 1d20 + 5 ⇒ (17) + 5 = 22
Again failing to gain any more information on the demon, Latimer takes aim at the demon and desperately fires off a blast with a shout of "Obfendo!"
Free action to activate glasses (failed), free (or move, if the free actions are getting a bit excessive) to activate his force field, and a Standard to attack with the wand, with activation included in that action.


Draconic Human. Hero Points 2/3

Knew I should have put "Affects Insubstantial" on the sword.

Fort: 1d20 + 5 ⇒ (5) + 5 = 10
1d3 ⇒ 2

Whee, 4 Dex.

Aaron staggers as the venom slows his reaction time to almost nil.

Edit: How are John and Kishan's saves so good? Don't we have a maximum combined save cap of +13? I have +5/+2/+6 because I thought that was the limit. If not, and you're going to be tossing DC 20 saves at us then I need to rethink some s&#~ because it's almost impossible for me to make them.

Well, either way, I only have one real potential option:

Aaron moves in, shaking off the venom's effects as best he can, and hopes his new sword can cut the creature.

Please god let this work.

Slash: 1d20 + 7 ⇒ (10) + 7 = 17

And Damage 7 if it actually manages to connect. If it matters, it's also Nullify 5 on anything it touches, and is Piercing 5.


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

Ah, I think you've misunderstood something (either that or I have, and I've even doing it wrong for a long time - don't have the books with me to check): Saves are limited to PL +5, but that limit is for each save! Not all the saves put together. I'll double check when I get back to my office to see if I'm wrong, but if not you may y need to find some points to bump your saves up to Heroic-type levels.

Drachman wrote:

Knew I should have put "Affects Insubstantial" on the sword.

I'm sure the sword is the kind that will Increase in power to reflect the might of the warrior that wields it...

I kinda spammed Affects Insubstantial onto just about every offensive power I have... I figured that in a supernatural game, bound to have ghosts, spectres, spirits, banshees, demons, shadows, unseelie, d'jinn, and god knows how many other unnatural (and untouchable) entities, that It would be a safe bet that I'd need it fairly often. As pretty much a straight swordsman, chances are you should try to apply it to the sword sooner than later.


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

Double checked and I'm pretty sure my read is right. Reading just the discriptions under saving throws is more ambiguous than I remember:

Core Rule Book, pg 33 wrote:
Your maximum bonus with these saves (including your ability modifiers) is the campaign’s power level +5.

I always read that as "each" even though it isn't explicitly stated. Rereading it, I now see you could read it either way.

However, you have only to look to the sample Archetypes to see which interpretation is correct. At PL 10 the Paragon has a combined save total of +26. The Mystic has +25, the Martial Artist has +28; the Powerhouse and the Speedster each have one save that is +14 (with totals of +24 in both cases).

Think you may have to do a minor rebuild, as with your saves as low as they are, you will be in frequent trouble.

[ooc]Looking at those builds, I'm wondering if I didn't overspend on Saves... I'm only PL 7, and yet my saves total +27 to +34 depending on which arrays I've got running. Those are possibly a bit high for what is ostensibly a regular human...

Edit: Actually, given the attention, I just noticed that one of my saves can go above PL (to +14) with a certain selection of arrays. That's a no-no, so I'll have to change that. The extra pp won't be unwelcome... probably skill points?

Liberty's Edge

Male Human Boston Private Detective

My saves are purposely a little lower than they could be to reflect the fact that he is a normal squishy human in a world with living Haloween costumes and worse.

Fortitude Save: 1d20 + 4 ⇒ (6) + 4 = 10
Snake Type: 1d3 ⇒ 2
There goes most of my Dex...


Changeling Rumpelstiltskin

John raises his head and howls in defiance

”Fiend, you shall not harm the boy or any here! I have given him guest rights and you shall not break my word! He sought his freedom and he shall have it. Let these wounds be undone! BE RESTORED!

activates Complication (responsibility as host) for a Hero Point; uses Extra Effort for an Alternate Power for Array (18 active points), uses Hero Point to avoid Fatigue

‘Restore’
Alternate Power
1)Boost all ability scores, area (35 ft radius, does not affect source), Restorative, Full Action, Linked to 2
Rank 7 (add 7 points to any ability score reduced form their maximum, but only restores to the maximum)
14 pts
2) Boost all ability scores, Personal, Restorative, Linked to 1
Rank 4 (add 4 points to any ability score reduced from their maximums, but only restores to the maximum)

looks like my power is weaker than his, R7 is the maximum I can do with this


Changeling Rumpelstiltskin

on the off chance that the Fallen is here to protect his descendant, let's add a Diplo check to prove to him/her/it that we have the best interests of the boy in mind, to the extant that we are fighting to protect him

Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27


Sorry to disappear yesterday. Assumed I would have good internet all day and found out that wasn't the case. Max save bonus is indeed limited per save, and that is the combination of your ability score bonus and your points in the save. Note that saves could represent any flavor you want, whether luck or a force field. A magic weapon could grant save bonuses, but so could a lucky rabbit foot.

The round so far:

A swarm of snakes surrounds each of you. No matter how you dodge, some manage to sneak through your defenses, pumping venom into your bodies.

Kishan deflects several strikes with her sword, Latimer is struck by one enormous eastern diamondback rattlesnake, Aaron is surrounded by black mambas, and Wisp by fat brown and tan Gaboon vipers. Jarrod's shotgun and legs are covered with coral snakes, and John has both the immense Python and a beautiful Egyptian Cobra to deal with.

Kishan summons lightning and sizzles through the snakes like a massive bug zapper, the snakes popping and cracking as they ignite and explode. The snake on Jarrod's shotgun strikes at his face just as a lancet of lightning jabs into it.

Please notice this next bit it is very important

All of the snakes except John's massive Python clatter to the ground, transformed into smoking sticks.

Latimer lashes out with his magic blast.

Toughness save: 1d20 + 12 ⇒ (14) + 12 = 26

The blast slams into the shadow figure, doing no apparent damage.

Aaron slashes at the creature, who dodges deftly away from the blow.

It would be reasonable here to use "Extra Effort" to power stunt to give the sword "Affects Insubstantial." You gain that ability for the rest of the encounter, and become fatigued. You can spend a Hero Point to avoid the fatigue if you wish. That is how John just used a power he doesn't have

John leans in to his defiance of the invader. As John's power washes over the rest of the heroes, the venom flows out of your wounds, probably in a gross close up.

Still Wisp and Jarrod have actions in this round.


Forgot checks for the Fallen against the lightning

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

Toughness: 1d20 + 12 ⇒ (13) + 12 = 25


Hero points: 1/0; Bruises/Wounds/Conditions: 0/0/0

As the surge of energy drives the poison from him, he focuses on the shadow. His tendril of vapor narrows, growing to an incandescently hot point. Hot enough to burn something that isn't there.

Stunting Damage 7, affects insubstantial, homing 2, improved critical 4

attack: 1d20 + 7 ⇒ (18) + 7 = 25

Liberty's Edge

Male Human Boston Private Detective

Jarrod kicked the sticks away from him. He'd been bitten once, no way was he gonna be shy twice. With that, he loaded up his shotgun with solid slugs, took aim at the one enemy he could do something about, and fired upon the large python that wasn't hit in the Warden's electrical storm - and wasn't that something to see?

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 The DC gains a +7 bonus for using a slug. Can't remember what the base DC is and don't have my laptop atm. Was originally gonna go all Supernatural on the ghost by shooting with with rock salt but decided to get rid of the python.


Fallen Toughness: 1d20 + 12 ⇒ (19) + 12 = 31 vs Wisp attack

Snake Toughness: 1d20 + 3 ⇒ (1) + 3 = 4 vs Jarrod Attack

The python takes a headshot and is blown apart by the force of the shotgun shell, collapsing to the floor as a thick branch.

The white hot point of fire hits the Fallen and fire washes over his form, outlining his form in fire.

The shadow bellows into the room and into your minds,

Fire and weather? You think to attack me with the products of creation. I, who gathered dust from the four corners of the earth to make Adam and fire from the four directions to make Sawes, who Was before being became, who wove the fibers of existence. You think to attack me with my creations?

I have come for the boy, my offspring. Give him to me and I will leave you to wallow in your foolishness. Stand against me and I will undo you.

I will post actions for the religious and the Fallen in the morning


Jamil draws a hip flask from his pockets and moves toward Jarrod.

"Anoint your weapon with this, friend. I believe it may make iteffective against the shadow, though that may depend upon your faith."

Father Jim collapses from the snake bites, but once restored by John, he stands and moves toward the circle around the boy, taking a protective stance and restoring the light from his rosary.

The Fallen seems to draw in your attacks, smoke, fire, and lightning, weaving them into an egg shaped lattice about a foot larger than his form.


Round 3

Kishan 21

Latimer 19

Aaron 17

Wisp 14

Odd John

Jarrod 11


Draconic Human. Hero Points 2/3

Aaron tops pretending to be affected by the venom and concentrates.

Set said the sword needed the "Blood of the Dragon" to bring out its full power. Maybe it was literal? Worth a shot, anyway.

Aaron steels himself and draws the blade of the sword along the back of his arm. For a moment, it appears to do nothing, but then Balmung begins greedily draining his essence. The blade lights with gold fire that pushes back the darkness around it...and seems to touch the Fallen as no other light source yet has.

Aaron pants, weakened but somehow confident that the sword now has the power to slay his enemy. He gives the Fallen a smirk and swings his blade.

Un-fancy: Hero point spent for Affects Incorporeal, and now we attack.

Fatigued Attack: 1d20 + 6 ⇒ (20) + 6 = 26

Noice. Rank 6 damage because of Fatigue. Rank 11 total because it's a crit.

Fallen Toughness if you still want us to do that: 1d20 ⇒ 6 Plus whatever mods. Please say that's a failure. =)


I need to clarify some rules there, but I will do that later. Really what you are doing is using extra effort to add an alternate power and then you get a new set of effects for your sword that include the damage and affects incorporeal but probably have to lose something else. Also, the extra effort is what causes the fatigue, and spending the hero point prevents it, so you aren't fatigued at all. And wouldn't be until next round anyway. Sorry, it's complicated, and I am in a bit of a hurry. I'll do better later.

Balmung crashes through the energy lattice with the sound of breaking glass and sizzling meat, continuing on to cut into the non-body of the Fallen. The creature nods at Aaron, and the sword begins to glow with a beautiful white fire.

18 Toughness save, so Bruised and Stunned


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

The snakes dealt with, or transformed back into the sticks from which they had been created, Kishan dashes forward, striking at the shadowy spirit with her blazing bright sword.

Infinate Edge Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Disentigrate/Negate linked power w/Affects insubstantial 2 (full damage).

Shadow's Saves
Fort Save vs. Drain Attack DC 17: 1d20 ⇒ 3
Toughness save DC 22: 1d20 + 12 - 7 ⇒ (7) + 12 - 7 = 12
Will Save vs. Nullify Magic (All effects at once) DC 17: 1d20 ⇒ 13

If the strike hits, the drain will be effective unless he has a Fort of +14 or greater. It will reduce his Toughness by 7, which would mean failing the save by 10. That would leave him Staggered, Disabled, and Stunned for 1 round.

Conditions:

Core Rules wrote:


Disabled: A disabled character is conscious and able to act but terribly injured. If a disabled character performs any strenuous action, the character’s condition becomes dying on the following round. Strenuous actions include moving all out, attacking, or using any ability requiring physical or mental effort (including most powers).

Staggered: A staggered character has been badly beaten, barely holding on to consciousness. He can only take a single standard or move action each round (not both).

Stunned: The character loses any dodge bonus to Defense, takes a –2 modifier to Defense, and cannot take actions other than reactions.

If my attack came before Aaron's, it would reduce his Toughness save to 5 for that attack as well, meaning the injury might be more severe than initially posted.


The attack hits as he is stunned. The toughness drain fails, and his will save will beat that 17, but he does fail the toughness save for another bruise.


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

Wait... He's a spirit, he probably has no Con score and has immunity to Fort effects... Should have thought of that.


boo-ya


Hero points: 1/0; Bruises/Wounds/Conditions: 0/0/0

Wisp Shrugs, "Well, it's what I got." As he's speaking he gestures one way with his hand, as the tendril comes around to strike from another dimension.

Spending hero point to not be fatigued.

Move for feint. feint: 1d20 + 14 ⇒ (1) + 14 = 15
and same attack as last timeattack: 1d20 + 7 ⇒ (16) + 7 = 23


Latimer John Jarrod


Male Human Artificer | Hero points: 1; Bruises/Wounds/Conditions: 0/0/0

"Oh crap. Ohcrapohcrapohcrap," Latimer mutters under his breath. Can't fight the incorporeal with kinetic force, it's irrelevant. Wait, it's a demon isn't it? Grabbing a pitcher of water off of the table, spending a Hero Point to place it, if you like Latimer rushes over to Father Jim with it. Holding the water out to him, Latimer asks, "Don't suppose you've got the transubstantiation thing on standby, do you Father?"

Liberty's Edge

Male Human Boston Private Detective

Jarrod took the hip flask from Jamil and poured it over the barrel of his gun. "If my gun rusts from this, you're cleaning it," he said with a smirk before turning to the shadow thing. On a hunch, taking what little he knows of the supernatural, he switched ammo from slugs to rock shot and took aim. Waiting for the right moment, namely when he wouldn't hit any of his allies, he fired at the thing attacking them.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12


Changeling Rumpelstiltskin

going defensive while he thinks

switches array to {"Shield of a Maker" Deflect R8 (all melee and ranged attacks); Power Feat: Accurate R1 (+2)} to deflect 1st attack: 1d20 + 7 ⇒ (16) + 7 = 23

ponders the 'snakes' that became sticks and what the Shadow has said

Arcane Lore: 1d20 + 10 ⇒ (2) + 10 = 12
Bluff to see through his Bluff/lies: 1d20 + 12 ⇒ (1) + 12 = 13

Well, that didn't help!


Arcane Lore says that turning sticks to snakes was one of the tricks Moses did in Exodus. When Egyptian sorcerers did the same trick to show they were just as powerful, Moses' snake ate their snakes and then turned back into his staff.

Even though you know the Fallen is probably lying to you, he isn't.

As for Father Jim, "Transubstantiation is the sacramental change of the Eucharist into the body and blood of Christ, son. I think what you are looking for is Holy Water. And I do happen to have some exorcised salt with me..." . With that, he pours some salt into your pitcher and hastily says a series of prayers.

John misses wildly trying not to hit his friends.

The Fallen is stunned and can take no action, or perhaps that is what he wants you to think.

Aaron and Kishan are currently in melee range.

John is right behind them with shields up.

Wisp and Jarrod are backing them up and making ranged attacks, while Latimer is preparing his Kool-Aid of Holy Smackdown.

Jamil is praying softly over the barrel of Jarrod's gun while maintaining his fiery shield, the priest is praying over the pitcher, and Set is stirring in his circle, awakened by all of the noise.

Round 4


Draconic Human. Hero Points 2/3

Aaron grins and looks at Kishan.

"Hey, this isn't go-" he starts and then snaps his mouth shut.

"Nevermind. Don't want to jinx it."

He swings Gram at the Fallen again.

Slash: 1d20 + 7 ⇒ (11) + 7 = 18


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0
Aaron Drachmen wrote:

Aaron grins and looks at Kishan.

"Hey, this isn't go-" he starts and then snaps his mouth shut.

Don't get the reference; what was he going to say?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

"This isn't going too badly/This is going well."


Male Human Artificer | Hero points: 1; Bruises/Wounds/Conditions: 0/0/0

Why'd you have to say it!?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Blame Rigor!


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0

Oh, ok, that makes sense. For some reason I thought I was missing a callback of some sort...

No, reaction to the blade's Unmaking power; is he too powerful, or is it that he is not alive... Time to try a different technique.

Instead of lashing out with another powerful strike like her last, Kishan changes her grip on the sword ever so slightly, and instead unleashes a rapid series of cuts and thrusts, attacking the physical impression of the spirit's space with a half a dozen or more quick strikes in the space of a mere moment.

Rapid Strike: 1d20 + 9 ⇒ (18) + 9 = 27
Nice; potential critical (as long as it hits - it's based on te improved critical feat, so it does not hit automatically.) Based on the prior attacks, I'm thinking his defense is around 15? This is an Autofire 2 attack, meaning for every point she exceeds the Defence DC, the required Toughness DC will also increase by 1, to a max of +5. It's a rank 5 effect, plus 5 for the Autofire (pretty sure she exceeded its Defence by at least 5), and +5 more for a critical. That makes the Toughness save a DC 30.


Warden Kishan of the White Council | Hero points: 4; Luck 1/1; Bruises/Wounds/Conditions: 0/0/0
Rynjin wrote:
Blame Rigor!

Ya, ya. For some reason I spaced on that, thinking he was referring to something else. Too obvious, I guess.

Edit: Though, in the usual convention, I thought it was proclaiming that something was going to be easy that was the jinx. I thought talking about how badly things could go was generally fair game...


Toughness: 1d20 + 10 ⇒ (7) + 10 = 17

Fails by 10 or more, so it is Staggered/Stunned/Disabled and has 3 Injuries.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Did it save for mine, or did mine just miss?

Also, how much does it take to kill someone in this game?


Toughness: 1d20 + 9 ⇒ (16) + 9 = 25

Whoops, thought it had missed, but realize now it hit because of stunned. As for killing, in a sense it is at 0 hp. Though it is possible for it to be hit and make its toughness save and not go down. Each bruise or injury is a penalty to future toughness saves, so it is more likely to fail by a number big enough to take it out.


Male Human Artificer | Hero points: 1; Bruises/Wounds/Conditions: 0/0/0

Latimer accepts the priest's correction, sheepishly explaining, "Sorry, my folks were Baptists." Once the good father has finished his benediction, Latimer rushes towards the Fallen with the blessed water, and, with one hand on the base of the pitcher and the other holding the handle, splashes its contents over and around the Fallen.

Area attack with the pitcher of Holy Water. I have no idea how you want to rule the Power Rank of Holy Water vs the Fallen, so I'll have to leave the math up to you.


Hero points: 1/0; Bruises/Wounds/Conditions: 0/0/0

and a response to mine?

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