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Golgotha Tenement Blues OOC


angrydurf

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Magic saves for like sleep are usually alt saved for will.  No cost difference though so up to you.

 

three groups of minions in the hall will be in the area of effect 3 will make the save (5 if it's fort not will like I perhaps erroneously assumed)  the group by Judex will still be active though.  Once that group and the three that made the save are taken care of you'll be free to start heading down the stairs though there are some more still on the stairs you'll encounter on the way.   Can probably run past the ones that made the save as they are just the last single members of their groups so not very effective and spaced out more.

 

Initiative: Round 2  

Dr. Thorne       17  (Unharmed, 4HP)

Judex               15  (Unharmed, 5HP)

Mr. Strix           10  (Unharmed, 3HP)

Minions!             8  (1 group of 5, 3 three individuals)

 

Judex is up

 

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Right, let's see here. 

I think Judex is going to try and grapple 1-2 of the dudes, since he's very much built as a grappler/wrestler. With his feat selection, he can grab and grapple and also punch. This is gonna be great. 

 

Melee Attack: 19, that hits. DC 19 Toughness.

Grapple Check: 23.

 

Not sure how we want to use Takedown Attack here. 

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Mister Strix is going to try to engage the lowest group of thugs directly, so he can work his way up while the others work their way down.

 

Move Action: Strix hops over the hand rail and drops straight down the middle of the stairwell. If there are any thugs on the ground, he'll drop all the way down. If the lowest group is higher than that, then Strix will use his super-strength or Wall-Crawling or whatever he needs to in order to break his fall.

Free Action: Swap the Vampiric Power array over to the slot with the Autofire Strength.

Standard Action: Start beating up thugs.

All-Out Attack for +2 Attack / -2 Defense.

Attack +10. Since they're (presumably) Minions, he'll take 10 to hit DC20.

Damage +8 = DC23. Autofire gives +1 damage for every 2 points he gets over their defense.

Takedown Attack 2 as available.

 

Strix is at -2 Defense (DC16) until his next action.

 

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Wait..."vending machines," you say?

 

Grumblefloof Googles "how much does a vending machine weigh".

 

"400 to 900 pounds"

 

Strix's light load is 612 pounds.

 

At one point in the chain of Takedown Attacks, he'll grab a machine to use as an improvised weapon. Since his Strength bonus is +8, which is "solid iron" on the object Toughness chart, it'll probably break after the first swing or two, since that's generally what happens to improvised weapons with Toughness lower than your Strength bonus.

 

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Minions a floor below are setting up to attack the next thing to go past, now a bit away from the middle stairwell not being sure what just plummeted down there.

 

Initiative: Round 3  

Dr. Thorne       17  (Unharmed, 4HP)

Judex               15  (Unharmed, 5HP)

Mr. Strix           10  (Unharmed, 3HP)

Minions!             8  (one group of ten a floor below thoren and judex one group of ten a floor above Strix.)

 

Thorne is up.

 

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  • 2 weeks later...

The edit request finally went through, so Mister Strix lost his Luck ranks, and gained +4 Initiative.

(His Super-Senses powers also got reworked, so that previous reference to his "keen senses" is now accurate!)

 

Mister Strix heads up one level to take on the next group.

 

Move Action: He'll use his Leaping to jump up through the stairwell to the level above.

Standard Action: If the leap brings him within touch-range of one of the thugs, then he'll start attacking. If it doesn't, then he'll Charge toward the nearest one (and get +2 Attack / -2 Defense until his next action).

 

He'll All-Out Attack for +2 Attack / -2 Defense and Power Attack for -2 Attack / +2 Damage.

 

That's Attack +8, or +10 if he had to Charge. He'll take 10 against the minions, hitting DC18 (or DC20 if he had to Charge).

 

Damage +10 = DC25. Still on Autofire, so he'll get another +1 for every 2 points he gets over the defense DC (if any).

 

He'll continue to use Takedown Attack 2 if possible.

 

Until his next action, his Defense is at +6 (DC16), or +4 (DC14) if he had to Charge.

 

I'll get an IC post up after we get the results.

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First group facing off with Judex is gonna try to break their buddy out of the grapple, grapple check is: 24

 

Second group will attack Judex, and will get a 16 to hit, which I think misses.

 

Guy facing off against strix is gonna pull a gun and unload the clip at the monster.  all-out attack +2 power attack +2 (defense will be at 12 this round) 17  misses, I'll fiat a hit take an HP for Strix and that'll be a DC 22 Toughness save.

 

The group between the floors are pulling guns and going down taking two move actions but will be able to attack strix on their action next round.

 

and that brings us back to the top of hte next round

 

 

Initiative: Round 4  

Dr. Thorne       17  (Unharmed, 4HP)

Judex               15  (Unharmed, 5HP)

Mr. Strix           10  (Unharmed, 3HP)

Minions!             8  (Two groups with Judex one group and a solo with Strix)

 

KD you can go for Judex if Tiff doesn't have anything for thorne by the time you get around to it 

 

(Taking into account Strixs edits I believe he loses an HP due to edits and gains one from the fiat leaving it unchanged)

 

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