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Ecalsneerg

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  1. Geckoman stumbled back as the Doc resisted his hold, something burning at his muscles. Fatigue shot through every muscle, even as his nerves fired and refused to fire and left him even weaker at the knees than before. Ugh. Why couldn't he be smart or strong, not both. It seemed a little unfair. He gritted his teeth and rolled his neck, still panting heavily. He could feel his regenerative powers removing some of the damage from the lactic acid, fighting the toxin for every nerve ending and muscle. "Nice. Try. Buddy." Geckoman leapt up vertically, the train's movement carrying him over the Doc's head. He landed on one hand, twisting his body like a coiled spring, then loosing it to send a vicious kick toward the villain's spine. "Really, it's just getting embarrassing for you now."
  2. Roll to resist grapple (1d20+23=28) Eh, let him go. DC20 Fort save vs Paralyze (1d20+9=27) Maybe don't try to deploy paralysis against the guy whose superpowers you think will cure it, Doc. Hahahahahaha. OK. Now, start of the round, Geckoman's Exhausted status kicks in. So he will drop to 3HP, because I'll buy it off to Fatigued. The Extraordinary Effort game mechanic is over, but the effort goes on *shakes fist* Move Action Acrobatic Bluff. Using Skill Mastery, even with the -2 Dex penalty, and taking -5 to do it as a move action, he's got a 19 to do it. He'll Sustain Wall-Crawling to keep hold on the train also. Standard Action Kick the asshole, All-out Attacking for 2, and Power Attacking for 4. Roll to hit. DC 22, or 24 if the feint was successful due to Sneak Attack (1d20+13=25) Right, for simplicity, since a lot of modifiers are in play: Geckoman - 3 HP, Fatigued [strength 16, Dex 26, Defence +14 (+3 flat-footed)]. Defence is down to +12 due to All-out Attack
  3. "Train!" shouted Geckoman, rushing forward. "You were just in a car crash! You can't do this, you lunatic!" He slid along the rails, going under Doc Tonic's legs and rushing up to pin his arms from behind. "Hold on tight, and don't struggle, or we both die. You are an infuriating pain in the ass, but that is a TRAIN!" He mustered up every last drop of strength left in his bones, and pushed against gravity, against Doc Tonic's giant bulk, against the screams of agony in his legs, against the thin rails upon which the two men perched, and desperately, teeth gritted and arms tense, tried to leap atop a moving train.
  4. Welp, can't let him get hit by the train. (I hate you ) Move action: Close the distance Standard Action: Power Attack for 5 to grapple him. To hit, and then to grapple (1d20+11=29, 1d20+28=42) Yay, good rolls Free Action: Invoke Extraordinary Effort, for a surge and for a +2 rank on Leaping. Right, now for the fun. Geckoman can lift 200 as a medium load, and 300 as a heavy load. I'm willing to guess the big burly doctor is in the heavy benchmark, so Chris has a -6 penalty on all actions, and moves at 2/3 speed. He needs to leap well enough, with those penalties, to get atop the moving train. He also needs to make the opposed check to move the Doc. Sheesh. Strength check (1d20+4=9) That's crud, so he'll spend a Hero Point rerolling. And the re-roll (1d20+4=22) Alright, now hopefully that works, so he can use the Move Action from the Surge to jump. From a standing start, he halves his results. So, he can do a 14' jump pre-modifiers. Acrobatics check to jump (1d20+9=17) Acrobatics only makes that up to 16'. Leaping 3, however, makes that 180', halved to a 90' leap. The heavy load makes this only 60', which is also 30' vertically. Hopefully this lands them on the train and not dead under its tracks. Either way, Chris has 3 HP and is Exhausted next round.
  5. "Oh, come on!" shouted Geckoman after the retreating Doc Tonic. "Come hit me! Please?" He shook his head. "Everyone wants to hit me when I'd prefer they didn't," he muttered to himself. Right, cleverness time. This guy was fast, really fast, and based on the jumping, likely very strong. And Geckoman had been running a lot, and was unlikely to keep up a solid pace long enough to catch him. What'd be faster. What could he do that the Doc couldn't, that would let him, if not necessarily stop him from getting to the hospital, get there faster? Geckoman looked up. A support pillar. And a long, long rail. "Monorail!" With that, he altered his course, and sprinted towards the pillar. He was going to ride that monorail!
  6. Advantage of lungs. Pshaw. Advantage of GECKOMAN. All-out move to the monorail pillar. Some of us can just ride on top!
  7. Move Action to catch up, Standard Action using Skill Mastery to get 31 on Tricking/Taunting/whatever it'd be to get the Doc to realise Gecks won't stop chasing him, so he's going to have to stand and fight
  8. Geckoman took a single step forward. "You don't have that time, smart guy. I'm Geckoman. Up until now, I've been nice. I've tried to convince you to stop, to find a different way, that what you're doing is mad, what you're doing is wrong. I asked you, please, to stop. And you won't relent." He took just one more step forward, stopping near the rising Doc Tonic. "A lot of things have told me to stop, a lot of things have been vexed by me. Aliens, gods, the Gorgon's Herald. A cyborg Centurion. And none of them stomped me flat. Doc, you drugged me, drained my blood, strapped me down and got in a car. And I still beat you on foot." He dropped into a fighting stance, fists high, legs spread for balance. "So, c'mon, big guy. You want me to stop? Get stomping."
  9. Rolling to trip with the door, and then with Str bonus. Using All-out Attack for 2 (1d20+12=32, 1d20+4=14) So that's 32 to hit, and 14 +2 Improved Trip + 5 crit = 21 on the opposed roll
  10. "Well, hot damn," breathed Geckoman as the crazy scientist broke into a dead run. That guy was surprisingly fast. A chase was just going to end up in a stalemate. Luckily, it hopefully would not come to that. He took a couple of steps forward and seizing the door firmly, yanked it from its already weakened hinges. Already sweating from the exertion of running so far, he forced himself to take a couple of quick spins, holding the door high as he did. As he felt sharp pain spasm through his muscles, he dropped to his knees and took quick aim, sending the door sliding down tarmac with a horrific SCREEEEEEEEE noise and a cloud of red-orange sparks.
  11. Geckoman screeched to a halt, hands on his knees and panting. "Come on, Doc," he gasped. "Don't do this. You don't know what my blood'll even do to your daughter. I get she's sick, and I get that you're hurting, but please." He rolled back on his heels, keeping his stance ready, but also open. He didn't want to raise fists here. "When I first got my powers, I had a horrific fit. I blacked out, lost control of my body, and nearly died. I woke up crashed into a hillside missing a hand." His voice took on a pleading tone. "This is your daughter, man. Don't make fight you."
  12. Geckonitiative (1d20+12=13) He must be tired
  13. "Call the police, sir!" shouted Geckoman, breaking into a run. "Get them to impound the living room!" He looked at the car ahead of him. Alright, factually, you can't outrun a car. Except he was faster than a normal human being. And didn't have to stick to roads. Or horizontal surfaces. He fixed his gaze on the rear bumper of the car. He took a deep breath. And then, knowing he'd be in pain later, started running at full throttle, accelerating past a brisk run to a sprint, then onwards to speeds unambiguously superhuman, muscles stretching and snapping in pain and healing up again nigh-instantly. "Stop. THAT. CAAAAAR!!!"
  14. Geckoman held up his arms as he stepped over the mess and debris. OK, the needles didn't do much damage, they'd closed already. "Alright, big guy. Let's see who can get to the hospital first." He paused to swing his shoulders and stretch his legs slightly, getting rid of the cramps and aches of his confinement. There was probably going to be a lot of running about to happen. It wouldn't do to forget to warm up. "Alright, and one two three, and one two three..." mumbled Geckoman. And then hurtled across the room and dived straight through the front window.
  15. I'll burn a HP to remove the Extra Effort Fatigue, and... Escape Artist check, DC 25 (1d20+20=33)
  16. Strength roll to try and loosen the bonds, with a +2 to the roll from using an Extra Effort. (1d20+6=25)
  17. Geckoman didn't say anything as the madman left. He just quickly reviewed his situation. He was strapped down, with needles in his veins. And the straps were firm, and the needles were in his veins. He needed those. This wouldn't be an easy one to get out of, but he'd done worse. He'd once got out of a sack at the bottom of the river while bleeding out from heavy gunshot wounds. But this wasn't one to wriggle out of. So he summoned a Herculean effort, gritting his teeth and straining hard. He didn't need to, nor was he strong enough, to just out and out bust out of his bonds. But he could escape from them, if he could just snap, or even loosen, one or two of his bindings.
  18. "Woahoahoah, hold your goddamn horses here," snarled Geckoman, struggling in vain against the harness. "Don't stick those things in there! Ugh! Have you not considered alternatives. Here's one off the top of my head, could've asked for my help!" He made a 'duh' face at Dr Tonic. "Other alternatives. I like the one that's 'seriously so sticking needles in me you loonie'." Geckoman reclined his head slightly. What to do, what to do. He wasn't escaping his bonds right now, and one way or another, the needles were going to extract stuff. What they wanted to extract specifically, he wasn't sure, but extracting would occur. And this guy was beyond reason. Even if he wasn't cuckoo banana pants, his daughter was in danger. That could make a sane man dangerous beyond reason. "Eh, screw it, you're not going to listen to reason. Hit me, big guy. Give me your worst, because here's the fun thing. I'll get up from it. Bring it."
  19. Geckoman leaned his head back hoping to avoid some of the madman's phlegm. So. This guy wanted to take his powers, give them to him and his daughter to get around some genetic disease, and because he was doing it because he'd summoned something, no doubt this would be the painful way of doing this. His mind raced over the facts and possibilities rapidly. What to do, what to say to escape this trap. One thing stuck out. One glaring inconsistency. One little snag in the facts, the thread that would unravel all the 'logic' of the plan. Just one thing. "You managed to reproduce!?"
  20. Skill Mastery 31 on Bluff to trick him into monologuing.
  21. Geckoman muzzily blinked his eyes and looked around. Dammit, a wackadoodle. A dirty one. In a big lab... were they mystic books? OK, this was worse than your bog-standard mad scientist. They didn't tend to do magic. "Oi vey. Y'know, beardy, you didn't have to go to such lengths to get me here. Ask me out, I dunno, I like Italian food. I'm on Tinder, we could swipe and see if we both swipe right? Cos, seriously, weird-ass scientist with a vendetta trying to science me isn't really a viable go-to move." He stopped and his eyes snapped open wide. "Wait. That totally does work on me. I need help." He tilted his head forward a bit. "So, big guy, what's the dealio? Whatcha working on here? And do you plan to follow NJ employment law, I think at some point you need to let me out for a smoke and cup of coffee?"
  22. Behavioural Sciences (1d20+5=15)
  23. "Oh, please," drawled Geckoman, rounding on the last man standing. He cracked his knuckles and took a step forwards. "So, tell me, who was trying to draw little old me out? And, frankly, if you'll take career advice, why take a job that likely involves a superhero throwing you across the room?" He went to shrug his shoulders, but found his arms felt rather heavy. Immediately, the green acrobat looked at his foot. "Oh, you clever girls..." he mumbled to himself. He forced his head, now lolling a bit, back up to look at the thug. "OK, this isn't going to..." He fell forward and landed flat on his face, unable to keep his eyes open...
  24. Let's drug 'im!
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