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Post by doc on Jun 28, 2013 15:31:06 GMT -5
(Scarecrow, roll your lore magic skill then you should be able to determine your course of action)
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Post by thorley on Jul 8, 2013 11:02:12 GMT -5
(( OOC-> I could be missing something but when I checked it doesn't appear Mystic Study gets Lore: Magic, it seems that the Lore skill is for those that aren't spellcasters ))
A die roll for however you want to do it:
[dice=100]
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Post by thorley on Jul 8, 2013 11:03:06 GMT -5
Errr 1d100 Keep getting commands mixed up between RPG sites.
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Post by thorley on Jul 8, 2013 11:03:44 GMT -5
Well an 8 is pretty good, even rolls under my pathetic Spell Translation percentage, so hopefully that means good things.
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Post by doc on Jul 8, 2013 11:55:47 GMT -5
The Scarecrow realizes this talisman is the only thing protecting the sheriff from the Zombies...and what allows him to control the zombies (though how they are controlled and how to control them is not mentioned on the talisman itself).
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Post by thorley on Jul 16, 2013 18:12:56 GMT -5
The Scarecrow casts multiple image in preparation for a close range gunfight as mentioned before and says "You can either give this up now, or be killed by your own zombies".
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Post by thorley on Jul 16, 2013 18:16:46 GMT -5
Combat rolls if the gunfight starts, run however many actions nessicary until these are gone. The Scarecrow cannot dodge bullets, so this is pretty much down to his armor spell and however many times the guy might miss due to illusions. He can recast armor if needed. Strikes: [dice=1d20+1] [dice=1d20+1] [dice=1d20+1] [dice=1d20+1] damage: [dice=4d6] [dice=4d6] [dice=4d6] [dice=4d6] If it looks like his multiple image is working and he can get in for a point blank shot at this guy's head he'll take it, especially if he thinks his opponent's defenses are getting low. I'll check back tomorrow to hopefully speed this up.
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Post by thorley on Jul 16, 2013 18:18:22 GMT -5
Crud I keep doing that
Strikes:
1d20+1 1d20+1 1d20+1 1d20+1
Damage
4d6 4d6 4d6 4d6
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Post by doc on Jul 16, 2013 20:11:51 GMT -5
Scarecrow's shots hit the Sheriff's own mystic shield as he casts his own spell (Save vs. magic)
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Post by thorley on Jul 17, 2013 13:32:59 GMT -5
Save Vs. Magic
1d20+5
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Post by thorley on Jul 17, 2013 13:34:22 GMT -5
Okay, whelps maybe he aimed at the wrong image. If the worst happens I can always make another character, the dice gods really didn't seem to like this on, but it happens.
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Post by doc on Jul 18, 2013 20:43:48 GMT -5
The Scarecrow finds himself once more in the trenches. The air explodes with the sounds of mortars and screams as bullets zip by. He can smell smoke and death, and hear the cries of men going. "GAS!"
He sees German troops rushing forward, melted half-skeletal faces melting like wax into distorted horrors...
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Post by thorley on Jul 19, 2013 4:27:10 GMT -5
OOC-> Ahh, well I was thinking he was about to get knocked out and Coup De Graced. Which happens.
The Scarecrow (who failed to disbelieve this illusion) apparently backpedals away from the gas (hopefully out the door, holding the talisman still so the zombies won't get him) and casts a blinding flash as he goes trying to blind the dying german soldiers in case any of them are planning on jumping into the trench to get away, carrying live grenades to take out heroic GIs with their last act or whatever. Blinded they could trip or stumble in the wrong direction....
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Post by doc on Jul 19, 2013 11:15:06 GMT -5
The Scarecrow runs away, and slams himself into a wall (5 SDC Damage to his protective aura) and hears a shout of "Dammit" as he races through his hallucinatory hellscape. He starts hearing shouts in front of him, and a pair of hands grasp at him.
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Post by thorley on Jul 24, 2013 11:56:58 GMT -5
The Scarecrow attempts to dodge the hands
Dodge:
1d20
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