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Post by shockwave on Nov 29, 2009 23:34:04 GMT -5
Why do I have a feeling that my die rolling will all come crashing down at a critical moment, like a kill check.
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Post by Dead Sidekick on Nov 30, 2009 2:57:08 GMT -5
There's a good chance Oldschool and Flashdance are going to smash the Werewolf while Spellbound blasts him with plasma and Shockwave stuns him, followed by Elixir putting him in a suspended animation state.
I'd say Werewolf is having a bad night.
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Post by Spellbound on Nov 30, 2009 4:24:35 GMT -5
Don't forget while that plasma hit is doing blunt damage there is also a bright flash of light and an electrical shock to go with it.
Puppy going down.
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Post by Dead Sidekick on Nov 30, 2009 7:34:46 GMT -5
Werewolf is gonna get beat by y'all so bad he's gonna wish he was dead. But he can't be killed without silver. Just beat down, maybe even beat down to Feeble Endurance, but he's not gonna stop fighting until he's unconscious.
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Post by shockwave on Nov 30, 2009 9:20:29 GMT -5
I think Elixir and I are trying to go straight to unconsciousness (or suspended animation in his case?) instead of doing physical damage. We'll see where the rolls go. (I'm hoping he has enhanced hearing to make him less stun resistant than his presumably high endurance would indicate.)
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Post by Dead Sidekick on Nov 30, 2009 19:33:26 GMT -5
Well, the Werewolf is in danger of being hit by Oldschool, hit by Flashdance, stunned by Shockwave, put in suspended animation by Elixir, and having Spellbound blast the @#$% out of him with plasma.
And then he gets his attack(s) if he's not slammed a quarter-mile away or knocked out.
Rolling a 1 for initiative is a beeyotch!
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Post by shockwave on Dec 1, 2009 21:23:50 GMT -5
Since crashing and burning in the park, the dice have been kind to Shockwave. Looks like yellow stun for a bullseye and a RM instensity stun (IN-1CS).
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Post by shockwave on Dec 2, 2009 13:14:07 GMT -5
Werewolf is in for a really rough round.
9) Shockwave RM intensity stun (bullseye)
8) Oldschool punching werewolf (slam)
7) Flashdance hits werewolf (hit)
5) Elixir suspending animation (yellow power stunt check successful)
3) Spellbound plasma blast (bullseye)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 2, 2009 20:32:41 GMT -5
This fight is pretty crazy. BTW Dead Sidekick, how did you made it possible to add the dice funtion to the forum, Id like to know.
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Post by Dead Sidekick on Dec 3, 2009 5:08:27 GMT -5
Werewolf is in for a really rough round. 9) Shockwave RM intensity stun (bullseye) 8) Oldschool punching werewolf (slam) 7) Flashdance hits werewolf (hit) 5) Elixir suspending animation (yellow power stunt check successful) 3) Spellbound plasma blast (bullseye) It didn't turn out too bad for the Werewolf after all. His physical resistance to non-silver based attacks was strong enough to laugh off pretty much everything thing thrown at him. He made the Green Endurance FEAT to resist Shockwave's RM stun blast. Oldschool doesn't have Martial Arts D, so no damage = no slam, and his pulled punch just annoyed the Werewolf Flashdance does Strength +1CS or material strength damage with his bat (whichever is less) so he broke his bat over the Werewolf's head and made it even more mad. (I see Flashdance investing in an aluminum / titanium / graphite alloy bat in the future, LOL) The Werewolf made the Yellow Endurance FEAT roll to resist Elixir's attempt to halt his metabolism. Spellbound's plasma had no physical effect, but the electrical aspect injured it slightly... But, on the bright side, the Werewolf missed his sweep attack with his clawed hand that would have nailed Oldschool, Spellbound, and Flashdance for Amazing edged damage (but the claws are Good material strength, hence one hand's claws broke after hitting Elixir's titanium form and Oldschool's concrete tough skin) or at least made getting up close and personal with it without armor an item on the list of things not to do. The funny thing is, each character in this battle has the means to put the Werewolf out by themselves. Now my character Windchill is attempting to summon up a blizzard of razor sharp and concrete-hard ice darts spinning around him at Mach 0.5 that if successful will be up and running in 2 rounds.... but, ever the amateur hero, he probably can't yell loud enough over the howling wind force to tell the other heroes to toss the Werewolf at him... and... that might just make the Werewolf even angrier LOL
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Post by Dead Sidekick on Dec 3, 2009 5:14:20 GMT -5
This fight is pretty crazy. BTW Dead Sidekick, how did you made it possible to add the dice funtion to the forum, Id like to know. It's technically Task's (Oldschool's) forum so he has the know-how on that. I don't know how he did it, but I appreciate it greatly.
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Flashdance
In(40) Member
'Let's Dance!'
Posts: 236
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Post by Flashdance on Dec 3, 2009 13:08:28 GMT -5
I almost feel sorry for the werewolf - our characters are all used to working solo and acting accordingly so it's a bit of a pinyata-fest while we learn teamwork. My thought on what FD would do, would be go for the flashy attack, then get angry and try to knock him into next week, now he's remembering that whole teamwork concept Paladin kept preaching to him. Could have gone for the quarter-mile high piledriver, but then again everyone else wants to get licks in to :-).
Hmmm, let me think though, I'm attempting to pin a snarling, angry werewolf, bringing my bloody chest within sniffing distance. Maybe next I'll have Flashdance go swimming in a shark tank!
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Deleted
Deleted Member
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Post by Deleted on Dec 3, 2009 14:13:37 GMT -5
Werwolves are tough enemies in any game because of their high regenerative abilities, and their constant berzerker rage. The group has everything a supergroup needs, exept a psionic (Unless Spellbound has some mindspells of her own). One way to stop such a creature is to hypnotise him, or mindforce him to calm down, and make him believe the moon is not there (basicly reversing the suggestion they did to him).
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Post by Dead Sidekick on Dec 3, 2009 20:48:02 GMT -5
Not to give any hints, but
- Shockwave's stun blast and Elixir's metabolism manipulation tactics are just a failed Werewolf's Endurance FEAT from being very effective.
- Oldschool can hit harder than he has, and everyone hits harder with a sturdy blunt object than they can with their fists
- Werewolves can't fly and gravity has a vendetta against non-flyers
- Spellbound KNOWS the Werewolf can't handle silver
- Nothing natural can survive being flash frozen into liquid nitrogen conditions (though it will take Windchill a few rounds to make his air / ice blizzard that cold)
The Werewolf isn't a one shot knockout creature, but can be, and everyone in the battle has powers and / or abilities to deliver that one shot....
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Post by Dead Sidekick on Dec 3, 2009 20:49:56 GMT -5
Werwolves are tough enemies in any game because of their high regenerative abilities, and their constant berzerker rage. The group has everything a supergroup needs, exept a psionic (Unless Spellbound has some mindspells of her own). One way to stop such a creature is to hypnotise him, or mindforce him to calm down, and make him believe the moon is not there (basicly reversing the suggestion they did to him). Solo's fear gas experience and what's being done to the Werewolf to make him so crazy are... related
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