Drakka Posted January 19, 2018 Posted January 19, 2018 (edited) Here I am! Posted! Edited January 19, 2018 by Drakka
Supercape Posted January 19, 2018 Author Posted January 19, 2018 Notice check of Lobisomen please; the DC indicates at what distance you will notice the mystery! Arcturus: Can I have a sense motive check DC 20?
Drakka Posted January 19, 2018 Posted January 19, 2018 http://orokos.com/roll/586399 =Notice 1d20+12: 18 no luck I guess!
Supercape Posted January 20, 2018 Author Posted January 20, 2018 Gran, could you throw me a DC 10 Reflex roll, otherwise you get tossed about enough for a Damage 5 effect. All relatively minor, but of course he is still "normal". And enough to cause injuries to many in the carriage!
GranspearZX Posted January 20, 2018 Posted January 20, 2018 REF save: 1d20+8 23 And Arc avoids being ragdolled around the subway car!
Supercape Posted January 20, 2018 Author Posted January 20, 2018 (edited) And up on the street, above the stalled subway carriage, we shall need some initiatives! The Giant Ant is....(Peek if you want to metagame! ) - and its initiative is Initiative: 1d20+3 14 Giant Ant Power Level: 7; Power Points Spent: 87 STR: +10 (30), DEX: +3 (16), CON: +7 (24), INT: -4 (2), WIS: +1 (12), CHA: +0 (10) Skills: Stealth 8 (+3) Feats: Improved Grapple Powers: Additional Limbs 2 (2 extra limbs, Feats: Improved Grapple) Growth 8 (+16 STR, +8 CON, +2 size categories; Permanent; Innate) Protection 2 (+2 Toughness) Speed 1 (Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (wall-crawling 2 (full speed)) Super-Senses 6 (infravision, scent, tracking: Choose Sense 1 (half speed), tremorsense) Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +24)Attacks: Unarmed Attack, +4 (DC 25)Defense: +4 (Flat-footed: +2), Size: Huge, Knockback: -12Tough: +9, Fort: +8, Ref: +10, Will: +4Initiative: +3 Edited January 20, 2018 by Supercape
Drakka Posted January 20, 2018 Posted January 20, 2018 http://orokos.com/roll/586423 Initiative roll! 1d20+5: 16
Supercape Posted January 20, 2018 Author Posted January 20, 2018 Round 1 16 - Lob - Unharmed - 1 HP 14 - Giant Ant - Unharmed Lob is up!
Drakka Posted January 20, 2018 Posted January 20, 2018 Move action: move Standard Action: Unarmed attack with teeth descriptor (Piercing) 1d20+10: 30 http://orokos.com/roll/586425
Supercape Posted January 20, 2018 Author Posted January 20, 2018 OK! So thats a DC 30 TOughness save. Toughness Save vs Lob: 1d20+9 22 which means it is bruised and dazed! If you wish, it would be fair enough to apply lethal damage to the ant as its essentially mindless. Round 2 16 - Lob - Unharmed - 1 HP 14 - Giant Ant - Bruised And Lob is up again!
Drakka Posted January 20, 2018 Posted January 20, 2018 Standard Action: Unarmed attack with claws descriptor (Slashing) http://orokos.com/roll/586427 1d20+10: 21
Supercape Posted January 20, 2018 Author Posted January 20, 2018 Tough Save 2: 1d20+8 18 Another bruise! In response, it will bite Lobo! Bites Lobo: 1d20+4 7 missing. Round 3 16 - Lob - Unharmed - 1 HP 14 - Giant Ant - Bruised x2 And Lobo will spot the Truck hurtling towards them. It might swerve? It might break? Who knows? It may squish an ant! The Ant does not notice, and it is dumb as a nepotistic head of state.
Drakka Posted January 20, 2018 Posted January 20, 2018 Standard Action: Lobisomem attempts to avoid crashing truck with a 8' high jump using her Leaping power
Supercape Posted January 20, 2018 Author Posted January 20, 2018 Can you throw me a DEX roll DC 10 to do so? (Acrobatics skill would work, but you don't have it!)
Drakka Posted January 20, 2018 Posted January 20, 2018 http://orokos.com/roll/586536 1d20+5: 7 Aww, no good
Supercape Posted January 20, 2018 Author Posted January 20, 2018 And thus, a DC 20 Tough Save from the impact!
GranspearZX Posted January 20, 2018 Posted January 20, 2018 So Arc is going to try to help the guy with the busted arm... no Medicine skill so what's the DC for first aid?
Drakka Posted January 20, 2018 Posted January 20, 2018 1d20+10: 20 http://orokos.com/roll/586567 Whoop!
Supercape Posted January 20, 2018 Author Posted January 20, 2018 Yes please, Gran! Standard Medicine rolls, but at -2 due to very poor light. DC 10: Compound Fracture of Right Arm, Arterial bleed! Yoikes! You can also apply a torniquet to temporarily stop the bleeding (partially). Should keep him stable for half an hour or so. DC 15: Expertly stop the bleeding to stabilise him. DC 20: Surgical master, stop the bleeding set, the bone!
GranspearZX Posted January 20, 2018 Posted January 20, 2018 This is PERFECT then. Well... not ideal. Medicine: 1d20+2 16 I forgot the -2, so that's 14. Stopped the bleeding, at least! But... I'd also like to try something. Arc's going to have a mini-crisis here and realize 'hey... I can make magic things!' and jury-rig a runestone from a quarter with the following effect: Healing 8 (Flaws: Empathic, Limited to Others) [4pp] Essentially, he's going to try and heal this guy's broken arm by taking on the injury himself.
Supercape Posted January 20, 2018 Author Posted January 20, 2018 (edited) That both costs a hero point, and gains one. Ill give Arc an injury and bruise from that. You are also free to have a temporary complication: Broken Arm! for the rest of the thread! Arcturus: Bruised, Injured, 3 HP Edited January 21, 2018 by Supercape
Supercape Posted January 21, 2018 Author Posted January 21, 2018 MEanwhile, Lob takes a tumble and is prone. The Giant Ant may well get squished! Its a damage 10 effect to get run over (narrative licence and all), and it has two bruises already: Tough vs Truck: 1d20+8 21 except I made a mistake, its tough is actually +9, and thats a 20 result vs a DC 25 Save. It takes ANOTHER bruise and is dazed. Round 4 16 - Lob - Unharmed - Prone -1 HP 14 - Giant Ant - Prone - Dazed - Bruised x3 Lob is up again!
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