| Freefall |
The falling goatman will reach the ground on the 6th round after Freefall teleported him.
Freefall is teleporting Atlastic, not himself to the park.
Freefall teleported the goatman 1 mile above the ground so that when he lands he will be 120 feet away from the location Freefall saw the monstrous beast was at, (so the goatman will be farther away from downtown than where the demonic beast was.
Telporting Atlastic will be Freefall's first action on the following turn (as he already used his actions for the current turn) will be to friendly teleport other Atlastic, to where the falling goatman will be landing 5 rounds after Atlastic arrives in the park. Depending on how far the beast has moved since Freefall first spotted it 3 rounds earlier, it could still be within Atlastic's elastic reach.
Freefall will then switch back to his Freefalling power and teleport 5,000 feet back up above the city (downtown, not the park) to look for more goatmen to 'corral' back to the park.
The cop and spectators might notice that Atlastic 'blinked out' a split second before Freefall did.
| Ironperenti |
"Thanks guys!" the police officer calls out and hurries the spectators along.
As Freefall drops through the sky he sees one more goatman who has moved out into the city and it is confronting Voltage.
Voltage, your action.
I have given control of the falling goatman and all hero tokens on this board to the heroes so you should be able to move them. I put them where I think you should be but please adjust as necessary.
Round 3
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; (standard action remaining)<<<
Freefall 7/7;
Gust 8/8;
Sigil 7/7;
Voltage 8/8;<<<
Goatman (A) -1; teleported 1 mile above park
Goatman (V) -1 dazed
Imp group (S)
Imp group (G)
| Freefall |
Now that there is a map up and I am working with what Freefall knows about the layout of the park and what he had seen of the baddies there...all the baddies he teleports up will land (if they fall straight down) into the middle of the pond in the park. Atlastic to the on the ground at the south edge of the pond (as that is most central of the park around the edge of the pond.
| Voltage. |
Voltage says, "Go down! and sends another bolt of lightning into the Goatman.
Lighting Attack: 3d6 + 10 ⇒ (1, 3, 3) + 10 = 17
Lightning Damage: 3d6 + 10 ⇒ (1, 3, 1) + 10 = 15
| Ironperenti |
I was cheating. Actually, I started thinking minions should go down easier. I haven't played in a bit so I went digging through my book and lo and behold one degree of failure and a minion drops. So, even though the goatman passed this assault by Voltage, I'm going to drop him bc he should already be down.
Voltage hits the beast and the bolt is too much for it blowing it back and leaving it in a steaming heap on the construction site.
I moved Gust another 250' just to stay ahead of the imps and it puts him on the south side of the park. You may move him further.
Gust taunts the imps and powers ahead whooshing past Sigil who just appeared. The imps prove to be more aware than one would hope and change their pursuit to go after Sigil. They close in around the magician, one getting close enough to try and rake him with its claws. Another gets close enough to spit fire at the mage. The others then close the gap and surround him.
Goatman dodge Voltage: 3d6 + 6 ⇒ (1, 3, 4) + 6 = 14
Goatman resist Lightning: 3d6 + 10 ⇒ (2, 3, 5) + 10 = 20
Imps perception: 3d6 + 4 ⇒ (4, 5, 6) + 4 = 19
Imp claw Sigil: 3d6 + 5 ⇒ (3, 6, 4) + 5 = 18
Imp claw dmg: 3d6 + 3 ⇒ (5, 6, 3) + 3 = 17
Imp fire Sigil: 3d6 + 5 ⇒ (2, 3, 6) + 5 = 16
Imp fire dmg: 3d6 + 3 ⇒ (6, 2, 3) + 3 = 14
Round 3
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; (standard action remaining)<<<
Freefall 7/7;
Gust 8/8;
Sigil 7/7;
Voltage 8/8;
Imp group (G & S)
When Atlastic appears in the park he has a standard action he can use to attack anything within range. I already made the imps go so we will move to Round 4 once Atlastic bashes something.
| ATLASTIC |
Sorry gang - Xmas prep took longer than planned...
As Atlastic blinks into the park, he seemingly finds himself surrounded my an army of goatmen, squadrons of imps with a fiendish overlord...
Worst still... no audience!
The malleable muscleman grimaces as he looks around;
"Well... This seems quite the gathering! Best get the show on the road then - Act 1: Thin the herd!
Looking at the d20 map seems like Atlastic is alone in the Park? With Gust on the peripheral?
He whips out a punch towards the nearest of the big goat-men;
Unarmed Attack (Stretchy Punch): 3d6 + 10 ⇒ (6, 2, 1) + 10 = 19 (Range 120ft)
Unarmed Attack (STR Damage): 3d6 + 8 ⇒ (4, 1, 4) + 8 = 17
| Freefall |
Posting Freefall's turn now. Late night and do not want to hold up the game by waiting for me later.
Freefall switchs to his Tandem Skydive AE and attempts to get the goatman in the NW corner of the park up in the sky via doing a Turnabout Teleport Other attack (1 mile high, as he tends to port foes, and so it will be higher above the first falling goatman.
Close Combat (Teleportation array): 3d6 + 12 ⇒ (4, 6, 6) + 12 = 28
Teleport effect roll: 3d6 + 8 ⇒ (5, 1, 5) + 8 = 19
| Ironperenti |
With the goatman trying to parry the blow Atlastic catches the beast in the chest instead of the head. The monster easily shakes it off and charges the strongman, head down. The park is complete pandemonium. You see no people there other than the two in the cages and only Sigil and Freefall are aware of those at the moment. A goatman(6) moves to help its comrade with Atlastic. On the south side of the park another goatman(5) moves toward gust and rips a park trashcan from the ground to apparently throw.
A moment later, Freefall grabs the northwest goatman(1) but the thing is able to resist the energy to make it teleport and it stays where it is.
Round 4
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; <<<
Freefall 7/7;
Gust 8/8; <<<
Sigil 7/7; <<<
Voltage 8/8; <<<
Imp group (G & S)
Goatman1
Goatman5
Goatman6
Goatman4
goatman parry Atlastic: 3d6 + 6 ⇒ (3, 5, 4) + 6 = 18
goatman resist Atlastic: 3d6 + 10 ⇒ (4, 5, 4) + 10 = 23
goatman dodge Freefall: 3d6 + 6 ⇒ (4, 6, 6) + 6 = 22
goatman resist Freefall: 3d6 + 6 ⇒ (5, 6, 6) + 6 = 23
goatman atk Atlastic: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18
goatman damage Atlastic: 3d6 + 10 ⇒ (6, 5, 6) + 10 = 27
| "Sigil" Malaryth |
Sigil finds himself surrounded by a murder of imps. He seems to need an elemental burst, so he centers himself and remembers one.
Spend 1 HP to Power Stunt his AE. Suppressing: Nullify 10 [Resisted by Will] (Extras: Broad (Magical), Precise) to Magic Bursting: Damage 10 (Extras: Area Burst [30 ft], Affects Insubstantial 2, Variable [Magical effects] 2)
With some gestures, he creates a wave of polar cold to emanate from him.
Magic Bursting: Damage 10 (Extras: Area Burst [30 ft], Affects Insubstantial 2, Variable [Magical effects] 2)
Magic Bursting power effect: 3d6 + 10 ⇒ (4, 5, 5) + 10 = 24
| Ironperenti |
In a flash of light and a bunch of screeching the imps dissipate back to wherever they came from.
Sigil dodge DC: 3d6 + 10 ⇒ (3, 6, 4) + 10 = 23
Imp Dodge: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14
Imp Dodge: 3d6 + 5 ⇒ (4, 4, 5) + 5 = 18
Imp Dodge: 3d6 + 5 ⇒ (6, 4, 5) + 5 = 20
Imp Dodge: 3d6 + 5 ⇒ (1, 1, 6) + 5 = 13
Imp Dodge: 3d6 + 5 ⇒ (6, 3, 6) + 5 = 20
Imp Dodge: 3d6 + 5 ⇒ (3, 6, 1) + 5 = 15
Imp Dodge: 3d6 + 5 ⇒ (3, 6, 4) + 5 = 18
Imp Toughness: 3d6 + 3 ⇒ (3, 4, 6) + 3 = 16
Imp Toughness: 3d6 + 3 ⇒ (3, 5, 1) + 3 = 12
Imp Toughness: 3d6 + 3 ⇒ (2, 2, 1) + 3 = 8
Imp Toughness: 3d6 + 3 ⇒ (2, 2, 4) + 3 = 11
Imp Toughness: 3d6 + 3 ⇒ (3, 6, 4) + 3 = 16
Imp Toughness: 3d6 + 3 ⇒ (6, 6, 1) + 3 = 16
Imp Toughness: 3d6 + 3 ⇒ (6, 3, 6) + 3 = 18
Round 4
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; <<<
Freefall 7/7;
Gust 8/8; <<<
Sigil 7/7;
Voltage 8/8; <<<
Imp group (G & S)
Goatman1
Goatman5
Goatman6
Goatman4
| Voltage. |
Just for future reference, does the <<< indicate I should go?
| *Gust* |
Gust regards the goatman beneath him, hovering in the air. "Oh, ya need help with that buddy?"
He waves his hands and calls a surge of air to whorl around the goat man, attempting to push the trash can into the goat man's own face.
Move Object rank 8, damaging: 3d6 + 8 ⇒ (6, 3, 1) + 8 = 18
If I have to disarm him of the trash can first, then use the above check as the disarm check
| Ironperenti |
The goatman's charge hits Atlastic with a resounding thunk. The strongman gets the breath knocked out of him and he staggers back (-1 Toughness, dazed). Meanwhile, Gust tries to rip the trashcan from the goatman's grasp but is unable to blow it away.
Atlastic parry goatman: 3d6 + 8 ⇒ (3, 2, 2) + 8 = 15
Atlastic resist goatman: 3d6 + 12 ⇒ (1, 4, 2) + 12 = 19
goatman resist Gust disarm: 3d6 + 10 ⇒ (2, 3, 4) + 10 = 19
Atlastic FOR save vs daze: 3d6 + 10 ⇒ (2, 3, 3) + 10 = 18
[ooc]I just noticed Atlastic has limited immunity to bludgeoning damage reducing it to half effect. Therefore, the initial point of damage never would have occurred. And the second
Round 4
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; dazed
Freefall 7/7;
Gust 8/8;
Sigil 7/7;
Voltage 8/8; <<<
Imp group (G & S)
Goatman1
Goatman5
Goatman6
Goatman4
| Voltage. |
Voltage rockets north towards the sounds of violence and spots another goatman. He sends a blast striking out at the creature.
Move north and use a Lightning Strike against #3.
Lightning Strike Attack: 3d6 + 10 ⇒ (3, 4, 6) + 10 = 23
Lightning Strike Damage: 3d6 + 10 ⇒ (5, 1, 3) + 10 = 19
| Ironperenti |
Volatage's blast takes the monster in the chest and it explodes into ash which quickly dissipates.
The imps near Voltage are quick to react and fly in his direction. Three reach him and claw at his person but find they hit nothing. Three others fly up behind their brethren and release a gout of flame from their mouths (DC 16 Dodge for half damage, DC 16 Toughness save or DC 14 if dodge successful). The fire washes over the other imps but has no effect on them.
Dazed: A dazed character is limited to a single standard
action per round
Round 5
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12; dazed<<<
Freefall 7/7;<<<
Gust 8/8;<<<
Sigil 7/7;<<<
Voltage 8/8; <<<
Imp group (V)
Goatman1
Goatman5
Goatman6
Goatman4
| Freefall |
Freefall, currently 4,000 feet above the city, switches to his Divine Delivery I alternate power, teleports to the top of the cage containing the woman (first move action) then teleports the cage (and the woman) (second move action) to the rooftop of the police station, which will be easily seen by the people on ground in front of the front doors of the police staton.
The woman, startled at first, realizes that Freefall has removed her from the frightening predicament she was in and thanks him. Freefall points toward some people walking into the police station, and ports away technically his first action for his next turn, but storyline wise from the rescued woman's perspective, he points at the people on the ground then is no longer there). The woman yells down to get the attention of the people on the ground.
Teleport (13 ranks; move action/turnabout: 30 miles; two move actions: 8,000 miles (more than the diameter of Earth)
Action: move
Range: rank
Base Cost/rank: 2
Accurate extra (+1/rank) --> 3/rank
Extended extra (+1/rank) --> 4/rank
Easy extra (+1/rank) --> 5/rank
13 ranks at 5/rank = 65 points
Change Direction extra (1 flat-cost) --> 66 points
Change Velocity extra (1 flat-cost) --> 67 points
Turnabout extra (1 flat-cost) --> 68 points
As base power (Messenger of the Gods) with following adjustments:
Remove the Easy extra (-13 points)
Remove the Turnabout extra (-1 point)
Add 14 ranks of Increased Mass extra (14 points)
Total Point Cost of Divine Delivery I: 68 points (reduced to 1 point for AE)
14 ranks is 400 tons
rank 14 mass examples (drilling rig)
rank 13 mass examples (747, fishing trawler)
rank 12 mass examples (767, cargo jet)
rank 11 mass examples (tank, locomotive)
rank 10 mass examples (APC, humpback whale)
rank 9 mass examples (fighter jet, semi, streetcar)
rank 8 mass examples (lear jet, subway car)
rank 7 mass examples (truck)
rank 6 mass examples (luxury car, van)
I do not know if the police station is on the current map, so I placed Freefall's token in the bottom left grid square of the map.
On his next turn, Freefall will (first move action) teleport to top of cage with the man inside, and then (second move action) teleport that cage (and man inside it) to the roof of the police station, near where the roof access door is (out of way of path from door to edge of roof by front door entrance to police station, where the cage with the woman now is). I take it will take a few rounds for the police to get to the cages and bust the locks of the cages.
| "Sigil" Malaryth |
Cleared of the imps, Sigil flies toward the park hanging 60 feet in the air.
Move: Flight 1 -> 60 feet
Seeing Gust engaged with a Goatman, Sigil gestures causing orange sigils to emerge encircling his wrists until a bolt of orange energy blasts toward the Goatman.
Standard: Magic Blasting: Ranged +10, Damage 10 (Extras: Ranged, Affects Insubstantial 2, Variable (Magical effects) 2)
To hit: 3d6 + 10 ⇒ (2, 2, 2) + 10 = 16 vs 11 +Dodge of Goatman
If hit Dodge of 5 or less, resist Damage: 3d6 ⇒ (6, 2, 5) = 13 vs DC 11 base +10 effect -Toughness of Goatman
Don't know Goatman's Toughness. Hope I get this correct.
| Freefall |
Creatures engaged so far:
Goatmen Dodge 6 Parry 6 Toughness 10
Imp Dodge 5 Parry 5 Toughness 3
@GM: What is the goatmen's Will defense?
| Voltage. |
Dodge 1: 3d6 + 12 ⇒ (2, 3, 1) + 12 = 18 Success!
Toughness 1: 3d6 + 8 ⇒ (6, 4, 4) + 8 = 22 Success!
Dodge 2: 3d6 + 12 ⇒ (4, 5, 1) + 12 = 22 Success!
Toughness 2: 3d6 + 8 ⇒ (3, 2, 2) + 8 = 15 Success!
Dodge 3: 3d6 + 12 ⇒ (5, 1, 5) + 12 = 23 Success!
Toughness 3: 3d6 + 8 ⇒ (2, 3, 3) + 8 = 16 Success!
Voltage grimaces as fire roils over him and then calls out in a booming voice, "ENOUGH! as a soundwave slams out into the imps around him.
I move to hit all the imps. I do not hit any other targets with my Selective ability.
Thunderstruck (Innate, Incurable, Dimensional 1, Affects Incorporeal 2, Selective, Area= 30 ft radius): Reflex followed by +10/+5 Fortitude. Affliction vs Fortitude (One Degree: Dazed / Two Degrees: Stunned / Three Degrees: Incapacitated): 3d6 + 10 ⇒ (2, 4, 2) + 10 = 18
| ATLASTIC |
As the goatmen begin to surround him, Atlastic tries to shake off the grogginess;
"Gadzooks! Time to thin this herd!"
He eyes an advancing foe and shoots a fist to meet it;
Rubbery Punch (Unarmed Attack): 3d6 + 10 ⇒ (4, 2, 6) + 10 = 22 vs 6 Dodge so that's a success!
Goatman Toughness: 3d6 + 10 ⇒ (5, 1, 2) + 10 = 18 vs Punch Damage of 21... so that's DC+3 which is 2 successes -2 Toughness Staggered... I believe??
| Freefall |
@Atlastic
Remember to add 11 to the baddies' defenses to figure out the DC you are rolling against. Atlastic's Attack of 22 vs DC 17 resulted in 2 degrees of success on the attack roll (every three points you exceed the DC by is another degree of success).
The goatman's Toughness save netted two degrees of failure (which is the same as two degrees of success in Atlastic's favor), so yes, the goatman becomes staggered and loses 2 Toughness hit points.
I was going with the DC for the goatman's Toughness save being correct. How is it it Damage 10 for Atlastic's punch? See discussion for this query. From what I got from his profile page is +10 attack/+8 effect for his baseline punches with no way of getting a +10 attack/+10 effect punch (taking into account his various powers, skills and advantages). If it should only be 8 damage (making it a DC 19 Toughness save for the goatman), that would make the goatman's Toughness save result in 1 degree of failure ==> gaining the Dazed condition and taking 1 Toughness hit point of damage.
| *Gust* |
Gust grits his transparent teeth and just tries the direct approach with the Goatman, summoning Kaikias the Blasting Wind to slam into the creature.
Attack vs Dodge DC 17: 3d6 + 10 ⇒ (1, 5, 1) + 10 = 17
Damage Rank 10 vs DC 21: 3d6 + 10 ⇒ (3, 5, 5) + 10 = 23
As the blast successfully bludgeons the monster, Gust turns a deeper shade of transparent, becoming insubstantial in hopes of avoiding the tossed can.
| Ironperenti |
Sigil draws attention from the goatman when he flies up. Therefore, it is ready when he tries to blast it with destructive orange light and manages to dodge.
I think I put their stats on the discussion page. I'll be adding their stats to the round tracker from now on.
Voltage avoids the worst of the flames but still feels the heat (total of 2 Toughness damage). His following thunderclap sends all those near him falling to the ground where they disappear as they hit. One that was outside the radius remains.
The nearest goatman(2) to him takes notice and strides in his direction, ripping up a tree to carry as it comes.
Remember to take no damage you must have 2 degrees of success so in the case of a half strength fire breath that was 17.
Atlastic pops one of the goatmen with a tremendous punch dropping it where it stands and it disappears. The other nearby goatman(6) rushes over and brings a double handed smash down toward Atlastic. The rubbery strongman slithers to the left and avoids the powerful blow.
Next time, don't roll for the enemy but roll for the Strength of your attack to try and overcome his resistance. So you would roll 3d6+10 in this case to try and overcome the goatman's 11+10 toughness or 21.
Gust's blasting wind buffets the goatman causing it to drop its trashcan and rolling backward over the park lawn before disappearing.
These are minions so any effect that exceeds their defense causes them to suffer the full effect of the attack. In the case of damage attacks they are knocked out.
Sigil, Freefall, and Voltage see a new batch of the imps just appear on the west side of the park. Everyone notices the big Diablo monster disappear.
Freefall from his high perch sees a group of imps catch up with the police officer from earlier along with the civilians he was helping. Freefall, Gust, and Sigil see a group of imps fly to the east into a residential area with several brownstone style apartments.
Round 6
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;<<<
Freefall 7/7;<<<
Gust 8/8;<<<
Sigil 7/7;<<<
Voltage 6/8; <<<
Imp (V) (Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman1 (Dodge 6 Parry 6 Toughness 10 Will 6)
Goatman2
Goatman6
Goatman7
Goatman8 falling 4rds
Imps (South)
Imps (East)
Imp Dodge: 3d6 + 5 ⇒ (5, 1, 3) + 5 = 14
Imp Dodge: 3d6 + 5 ⇒ (5, 2, 4) + 5 = 16
Imp Dodge: 3d6 + 5 ⇒ (5, 5, 4) + 5 = 19
Imp Dodge: 3d6 + 5 ⇒ (3, 3, 6) + 5 = 17
Imp Dodge: 3d6 + 5 ⇒ (3, 1, 4) + 5 = 13
Imp Dodge: 3d6 + 5 ⇒ (2, 6, 2) + 5 = 15
Imp Tough: 3d6 + 3 ⇒ (6, 6, 6) + 3 = 21
Imp Tough: 3d6 + 3 ⇒ (4, 5, 2) + 3 = 14
Imp Tough: 3d6 + 3 ⇒ (3, 1, 4) + 3 = 11
Imp Tough: 3d6 + 3 ⇒ (3, 1, 3) + 3 = 10
Imp Tough: 3d6 + 3 ⇒ (4, 5, 1) + 3 = 13
Imp Tough: 3d6 + 3 ⇒ (1, 5, 2) + 3 = 11
gm v At: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18
| Freefall |
Freefall ports to the top of the cage in the park that contains the man (first move action) and teleports himself, the cage (with the man inside) to a 'safe to land' location on the roof of the police station. (second move action)
He then changes to his Freefalling alternate power of his Messenger of the Gods power array.
Nearly instantaneously after porting the second cage to the roof, he blinks out from view. (Technically the first action of his next turn, but from the man in woman in the cages, he was only there for an instant.)
| Voltage. |
The 15 should pass I think. I made the Reflex save so the lower DC was 14 right?
"Something is summoning these creatures. We need to find the source." Voltage calls out to the others around as he flies higher and looks around for the source.
I have Regen 5. Do I heal this round or next round?
I am going fly 50 feet further up to search for a sign of what is bringing these creatures here.
Perception: 3d6 + 6 ⇒ (6, 5, 3) + 6 = 20
| "Sigil" Malaryth |
Sigil replies to Voltage into the team commlinks, "the source is NOT magical. What else could be causing an effect that disappears the big bad demon and replaces it with a murder of imps?"
The Dökkálfar sorcerer flies toward the park.
Move: Flight 1 60 ft forward
He examines the person next to the creature to the east of the lake.
Standard: Notice person next to creature 7: 3d6 + 10 ⇒ (4, 3, 2) + 10 = 19
| *Gust* |
"They're video game monsters. So is this some kind of technological thing? Freefall, you were helping some civvies, right? Did they say who they were?"
Gust flies lower and swoops over the park to see if there's anyone in the area hurt or in trouble.
Perception: 3d6 + 1 ⇒ (2, 4, 1) + 1 = 8
| Freefall |
Parker is technically replying during his next turn (while he is freefall scouting for additional threats and looking for the Big Bad. As he can see there are no civvies near his teammates, they hear his (still unmodulated/changed) voice over their comms.
"Cages, man and woman are on roof of police station. Woman ranting they will keep coming after her. I am looking for where the big bad went to."
On the next round, Parker will be (1st move action) porting 1,000 feet above the city and making an active Perception check (2nd move action), with no penalty to his Perception check for distance due to 2 ranks of Senses (Extended Visual). His Perception modifier is +0. When he increases the base power of his Messenger of the Gods power array, he will be adding Enhanced Trait (Perception) to his Freefalling AE. He can see things on the ground as if they were within 10 feet of him, but not very good at spotting stealthed/hidden foes...yet.
| Ironperenti |
@Voltage: you did pass but 1 degree of success is a -1 Toughness hit, you need 2 degrees of success to avoid all damage. I think the countdown would start the round after you were injured so next round you will heal one.
Voltage is looking around but does not see anything that would seem to be summoning the monsters unless it was the Diablo monster before it disappeared.
A large whirlwind appears near Gust and a booming voice can be heard all around, "Young one, your services are required elsewhere." With those words, Gust is drawn into the vortex and then with a loud boom it is gone.
Sigil notices the man is dressed in a cardigan sweater and slacks. He is definitely the academic type and appears to be totally freaked out. Down at the police station the man says, "She..." and then Freefall is gone.
The park is the epicenter but people are being attacked by small gargoyles and giant goatmen all around the park. Numerous calls for assistance are being made.
Round 6
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;<<<
Freefall 7/7;
Sigil 7/7;<<<
Voltage 6/8; (standard action remaining)<<<
Imp (V) (Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman1 (Dodge 6 Parry 6 Toughness 10 Will 6)
Goatman2
Goatman6
Goatman7
Goatman8 falling 4rds
Imps (South)
Imps (East)
| "Sigil" Malaryth |
Seeing the man dressed in a cardigan sweater and slacks casually standing next to the monsters threatening civilians, Sigil finds a target. Glowing sigils encircle his wrists. After some gestures, magic reaches out to grab the man.
Ranged Combat (magic): 3d6 + 10 ⇒ (4, 2, 4) + 10 = 20
Grab effect: 3d6 + 10 ⇒ (4, 3, 4) + 10 = 21
| Voltage. |
I was trying to use my Standard action to search for what was summoning the monsters. It might not work, but that was what I spent my time on.
| Ironperenti |
Atlastic throws a big rubber fisted punch into the goatman that just missed him. He connects with a solid blow making the goatman stagger but it manages to absorb the blow and keep its feet.
punch: 3d6 + 10 ⇒ (1, 4, 5) + 10 = 20
punch effect v DC 21: 3d6 + 8 ⇒ (3, 1, 2) + 8 = 14
@Sigil: Freefall teleported the man in the cage away. There are only monsters in the park now.
Round 6
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;
Freefall 7/7;
Sigil 7/7;<<<
Voltage 6/8;
Imp (V) (Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman1 (Dodge 6 Parry 6 Toughness 10 Will 6)
Goatman2
Goatman6
Goatman7
Goatman8 falling 4rds
Imps (South)
Imps (East)
| Ironperenti |
Other than monsters wandering about the park there seems to be nothing here that could summons such creatures. Then at about the same time Freefall notices from his high vantage point, Sigil with his magic enhanced eyes sees the monstrous Diablo creature to the south-east. He believes it is near the police station. From his vantage, Freefall can confirm the monster is at the police station.
Round 7
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;<<<
Freefall 7/7;<<<
Sigil 7/7;<<<
Voltage 7/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo (Southeast)
Imps (Southwest)
Imps (East)
| Freefall |
Freefall turnabout teleports to Atlastic, "You take care of the big bad, I will start corralling the goatmen into the sky."
move action to port and back to sky (500 feet above the ground), with the standard action to teleport Atlastic beside the cage with the man inside.
| "Sigil" Malaryth |
Hanging sixty feet in the air, "Still don't see the source. Just drop the creatures, I guess," the Dökkálfar sorcerer says into the commlink.
Sigils glow and encircle his wrists as he gestures before a bolt of magic releases toward the closest creature in the park. His magic seems not convinced.
Magic Blasting: vs unmarked creature: 3d6 + 10 ⇒ (3, 2, 3) + 10 = 18
Damage 10 (Extras: Ranged, Affects Insubstantial 2, Variable 2): 3d6 + 10 ⇒ (2, 1, 1) + 10 = 14
| Ironperenti |
Atlastic rolls up into a ball and rolls with tremendous speed toward the Diablo monster. He slams into the thing causing it to grunt (1 degree of failure is still a -1 to toughness) and then roar in defiance.
Atlastic can hear the man in the cage yelling, "It's her, I don't know how but it's her."
Roll up: 3d6 + 10 ⇒ (6, 4, 6) + 10 = 26
Roll up dmg: 3d6 + 10 ⇒ (3, 6, 2) + 10 = 21
Sigil's blast hits the nearest goatman(6) but the monster shakes it off and turns its attention to the sorcerer.
Round 7
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;
Freefall 7/7;
Sigil 7/7;
Voltage 7/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo -1 toughness (Southeast) (Dodge 8 Parry 8 Toughness 12 Will 10)
Imps (Southwest)
Imps (East)
| Voltage. |
Voltage flies to a new position and sends a bolt of lightning down at the closest Goatman!
Attack Goatman 2.
Lightning Bolt Attack Roll: 3d6 + 10 ⇒ (1, 3, 1) + 10 = 15
Lightning Bolt Damage: 3d6 + 10 ⇒ (1, 1, 4) + 10 = 16
| Ironperenti |
The goatman manages to avoid Voltage's blast. It hustles toward Throws its tree. The tree falls well short. But the remaining imp flies toward Voltage and releases a fiery breath upon him. (DC 16 Dodge save; full stength DC 16, half str DC 14). All the beasts begin moving out from the park as if searching for something.
At the police station, Diablo backhands Atlastic but other than deforming his face for a moment the stretchy hero seems non-plussed by the blow. Atlastic tries to return the favor but the big monster is surprising capable and deflects the rubber man's enlarged fist. A goatman appears next to the police officer who was going to help the man in the cage.
goatman v Voltage: 3d6 + 6 ⇒ (3, 1, 6) + 6 = 16
diablo v Atlastic: 3d6 + 9 ⇒ (1, 5, 5) + 9 = 20
Atlastic resist Diablo DC 17: 3d6 + 12 ⇒ (6, 4, 4) + 12 = 26
atlastic v diablo: 3d6 + 8 ⇒ (4, 5, 4) + 8 = 21
atlastic dmg diablo: 3d6 + 10 ⇒ (6, 1, 5) + 10 = 22
Round 8
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;<<<
Freefall 7/7;<<<
Sigil 7/7;<<<
Voltage 7/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo -1 toughness (Southeast) (Dodge 8 Parry 8 Toughness 12 Will 10)
Imps (Southwest)
Imps (East)
| Freefall |
free action to swap to Tandem Skydive AE
Freefall turnabouts to behind the head of goatman #1 and lays a hand on the beastman's head.
Close Combat (teleportation array): 3d6 + 12 ⇒ (5, 4, 2) + 12 = 23 vs DC 17
Teleport Attack: 3d6 + 8 ⇒ (1, 3, 3) + 8 = 15 vs DC 17
The goatman remains rooted on the ground but before it can react Freefall blinks back to where he was and is about to make landfall by the small pond in the middle of the city not the pond in the park where the baddies are.
| Ironperenti |
Freefall tries to remove a goatman who is left in bewilderment solidly on the ground.
Round 8
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;
Freefall 7/7;
Sigil 7/7;<<<
Voltage 7/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo -1 toughness (Southeast) (Dodge 8 Parry 8 Toughness 12 Will 10)
Imps (Southwest)
Imps (East)
| "Sigil" Malaryth |
Hanging sixty feet in the air, sigils glow and encircle Sigil's wrists as he gestures before a bolt of magic releases toward the closest creature in the park to Voltage.
Magic Blasting: vs creature 2: 3d6 + 10 ⇒ (5, 6, 5) + 10 = 26
Damage 10 (Extras: Ranged, Affects Insubstantial 2, Variable 2): 3d6 + 10 ⇒ (3, 4, 1) + 10 = 18
| Ironperenti |
Sigil's bolt hits the goatman and like the others it doesn't go down but bursts into motes before those too disipate.
Round 8
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 11/12;
Freefall 7/7;
Sigil 7/7;
Voltage 7/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo -1 toughness (Southeast) (Dodge 8 Parry 8 Toughness 12 Will 10)
Imps (Southwest)
Imps (East)
| Voltage. |
Dodge: 3d6 + 12 ⇒ (4, 4, 6) + 12 = 26
Toughness: 3d6 + 8 ⇒ (3, 5, 2) + 8 = 18
Voltage deftly dodges away and launches another bolt of lightning in reply.
Lightning Bolt: 3d6 + 10 ⇒ (3, 4, 1) + 10 = 18
Damage: 3d6 + 10 ⇒ (1, 6, 4) + 10 = 21
| Ironperenti |
Voltage shakes off the flames from the imp and then blows it into dust motes before considering his next course of action.
The flocks of imps move off into the city and begin to harass and injure those who have gathered at the designating trick or treating areas as well as those just driving the streets. The goatmen, while not as quick make their brutish way into the city as well.
At the park, the goatman(6) on the southside of the pond moves toward Sigil and rips up a tree to hurl. The imp swarm near Voltage moves up on the super and try to scratch him. After the first three grab nothing but air the others release their fiery breath to injure him (4 saves Dodge DC 16, fail Tgh vs DC 16, success TGH vs DC 14).
At the police station, another goatman appears. The goatman that was moving toward the cage backhands the officer sending him sprawling on the roof. The Diablo monster tries to end Atlastic with a fiery blast from his palm.
Atlastic looks about him and tries to decide the best thing to do.
Actions for Atlastic? I'm thinking rescue people and then deal with Diablo.
Diablo hit Atlastic: 3d6 + 10 ⇒ (4, 5, 5) + 10 = 24
Diable dmg Atlastic DC 22: 3d6 + 12 ⇒ (3, 3, 2) + 12 = 20
Round 9
31 Oct 2018; 75 degrees, moderate humidity, cool breeze from the SE
Group effects: none
Atlastic 10/12;<<<
Freefall 7/7;<<<
Sigil 7/7;<<<
Voltage 8/8;<<<
Imp(Dodge 5 Parry 5 Toughness 3 Will 3)
Goatman (Dodge 6 Parry 6 Toughness 10 Will 6)
Diablo 11/12 toughness (Southeast) (Dodge 8 Parry 8 Toughness 12 Will 10)
Imps (Southwest)
Imps (East)