Amelia Posted August 3, 2019 Share Posted August 3, 2019 @Dr Archeville Feel free to make the first IC post at your leisure. Link to comment
Amelia Posted August 3, 2019 Author Share Posted August 3, 2019 Strix's olfactory Notice check with his Analytical Tracking smell/taste: 17, good enough to pick up the Woodchuck Man's trail. I'm just gonna say none of these PL0-3 bystanders can make the Will save to break through Strix's Phantasm Concealment. Strix's Notice check for the blood-based Postcognition: 24. I'm giving him the Feedback flaw on his Postcognition as a Complication. I'll call it a rank 8 Damage effect with Alternate Save (Will). Strix's Toughness save (DC23): 17. He fails by 6, so he's Injured and Dazed for a round. He's not in combat, so he's got time to let the Dazed condition clear, and the Injured condition is going to go away in a few seconds. But it keeps him from spoiling the whole plot up-front, so I'll still call it a setback and give him a Hero Point. Link to comment
Dr Archeville Posted August 4, 2019 Share Posted August 4, 2019 Mutt's got Scent (Acute for Olfactory) plus Tracking for Olfactory (with Dimensional 3, so he can smell things across dimensions), and Skill Mastery on Notice and Survival, getting 25 on the former and 20 on the latter. So once Burt gets him focused, he should be able to help. Link to comment
Amelia Posted August 4, 2019 Author Share Posted August 4, 2019 Thanks for the reminder. I just did another IC post for Strix. Let me know if you want to get one more IC post in for Dead Head, or if I should follow up with a GM post to move things forward. Link to comment
Dr Archeville Posted August 4, 2019 Share Posted August 4, 2019 Using a combo of Comprehend (Spirits) -- or Comprehend (Objects/Corpses) if the spirit's not available -- and Animate Object/Corpses, to see if he can get any info. Link to comment
Amelia Posted August 5, 2019 Author Share Posted August 5, 2019 Dead Head also gets a Hero Point for his divination magic yielding such vague results. Link to comment
Dr Archeville Posted August 5, 2019 Share Posted August 5, 2019 Groovy. Do the burned corpses have anything in common? Like, say, were they all men? Link to comment
Amelia Posted August 5, 2019 Author Share Posted August 5, 2019 No, the gender breakdown was even and there was a even a fairly large age range. Link to comment
Dr Archeville Posted August 6, 2019 Share Posted August 6, 2019 About how long is the alley? Distance between Woodchuck-Man and Mob, and Mob and Floating Baldy? Can DH tell if Floating Bald Man is some sort of spirit? Maybe something that the others can't see? Link to comment
Amelia Posted August 6, 2019 Author Share Posted August 6, 2019 Floaty Blue Bald Man looks solid. And the men are definitely reacting to him, at least as much as the Woodchuck Man. The alley is...let's say 50 feet long, 10 feet wide. The Woodchuck Man and Dead Head are at the mouth of the alley on one side. Floaty Blue Bald Man is at the mouth on the other end, moving slowly inward. The fratboys are right in the middle. They seem to want to either attack or flee, but they can't seem to decide which to do, or which direction to do it in. Link to comment
Amelia Posted August 6, 2019 Author Share Posted August 6, 2019 We should probably do Initiative at this point, since things are getting violent. Link to comment
Dr Archeville Posted August 7, 2019 Share Posted August 7, 2019 1d20+2: 18 [1d20=16] Nice Link to comment
Amelia Posted August 8, 2019 Author Share Posted August 8, 2019 Mister Strix: 12 Grim Diddle: 4 Woodchuck Man: 27 Fratboys: 20. That's weird. [Other]: 19 Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Fratboys (6): 20, Prone [Other]: 19, Unharmed Dead Head: 16, 2HP, Unharmed Mister Strix: 12, 1HP, Unharmed Grim Diddle: 4, Unharmed Woodchuck Man: Standard Action: He uses Total Defense. With one rank of Improved Defense, he gets +6 to his dodge bonus until his next action. Move Action: None. Fratboys: Standard Action: Four of them attack. Two of them take a swing at Dead Head. Attack rolls: 8, 17. One hits. That would normally be a DC17 Toughness save, but the +2 damage falls well under Dead Head's 10 ranks of Impervious, so he succeeds automatically. Two of them Charge at Grim Diddle. Attack rolls: 20, 4. One hits. Grim Diddle's Toughness save (DC17): 17. He takes no damage. The other two use Full Defense to get +4 to their dodge bonuses. Move Action: None. [Other]: Standard Action: Uses a rank 8 Area Trip attack against Dead Head and the Fratboys. Trip check: 13. Fratboy Reflex saves (DC18): 19. Wow. Fratboy Strength/Dexterity checks (against rank 4, so DC9): 4. The Fratboys all get knocked down. Move Action: Give a new order to the Mind Controlled animals, to change the text. @Dr Archeville : Gimme a DC18 Reflex save for half, and then an opposed Trip check. Dead Head's +7 Strength and +1 Super-Strength, +8 total, is better than his +1 Dex and nonexistent Acrobatics, so he'll make the check at +8 (he can use the shovel to help himself stay upright). The trip check to stay upright is DC13 if he fails the Reflex save, or DC9 if he makes it. Also, gimme a DC25 Notice check. Link to comment
Dr Archeville Posted August 8, 2019 Share Posted August 8, 2019 Reflex save 1d20+5: 6 [1d20=1] He's wobblin'... Opposed STR Check (DC 13) 1d20+8: 16 [1d20=8] ... but he don't fall down! Notice check (DC 25) 1d20+11: 23 [1d20=12] Ah, so close! Link to comment
Amelia Posted August 8, 2019 Author Share Posted August 8, 2019 Cool. Dead Head is up. Link to comment
Dr Archeville Posted August 8, 2019 Share Posted August 8, 2019 (edited) Free Action: Extra Effort for a power stunt off his Necromancy Array (17pp): AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [astral, ethereal, and afterlives], Selective, Subtle) {7} plus Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} Free Action: Communicate with Strix Quote Heh. @Dr Archeville, that's literally what Strix has been planning to do since Init got rolled. So feel free to take back that telepathy power stunt and edit your IC post and just have Dead Head assume that's what his partner is about to do. Alright, then, let's do Free Action: Delay to give Strix a chance to do that. Free Action: Switch Necromancy Array to "Boo" Standard Action: Fearsome Presence 10 vs. the frat boys. (And, unfortunately, probably against Woodchuck Man, too.) That's got a 50 ft. range, and they need to make a DC 20 Will save. Those who fail are shaken. Those who fail by 5+ flee from Dead Head. Those who fail by 10+ panic, dropping any held items and flee from DH as quickly as possible. (Unless they're Minions, in which case I believe any failure counts as the worst possible failure? Or is that just for Toughness saves?) Move Action: If anyone's left, Intimidate to Demoralize. DH's got Skill Mastery, so I'll Take 10, for 24. And I guess that moves DH to Initiative count 11, yeah? Edited August 8, 2019 by Dr Archeville Link to comment
Amelia Posted August 10, 2019 Author Share Posted August 10, 2019 (edited) Mister Strix: Standard Action: Strix Charges at Grim Diddle, trying to Trip him. All-Out Attack for +2/-2. That puts him at +12 Attack, +4 Defense. Strix's Attack roll (DC19): 24. Strix's Trip check: 15. Grim Diddle's Trip check: 14. Grim Diddle is Prone. Free Action: Surge for a second attack. Strix will attempt to grapple him. Strix is at +4 Attack since Grim Diddle is Prone. He'll Power Attack for -2/+2. Strix's Attack roll: 24. That hits. Strix's Grapple check: 21. Grim Diddle's Grapple check: 11. Grim Diddle fails by 5+, so he's Bound. Dead Head's scare goes off. Not using the Minion rules for this one, no. Most of them are PL0 Bystanders. I figure that's useless enough. Fratboy Will saves (DC20): 17, 13, 16, 4, 5, 16. All six fail. Three of the fratboys, including Ethan Pfeffner, are Shaken. One of them is Frightened. The last two are Panicked. SETBACK: As described in the IC thread, the gas can that Dead Head failed to Notice has been spilled, and then ignited. The homeless man, four of the fratboys, and Dead Head are all at risk of getting burned. Dead Head can make a DC15 Reflex save to avoid the flames. If he fails, then he needs to make a DC20 Toughness save against the flames (Lethal damage). Fratboy Reflex saves (DC15): 2, 7, 20, 10. One of them, I'll say Ethan, makes it. Fratboy Toughness saves (DC20): 6, 3, 19. One fails by 1, so he's just Bruised and Injured. One fails by 14, so he's Bruised, Injured, Staggered, Disabled, and Dazed. The last one fails by 17, so he's Bruised, Injured, Staggered, Disabled, Dying, and Dazed. Fortitude save (DC10) for the Dying fratboy: 14. Lucky bastard's still alive. The homeless man doesn't get a Reflex save to avoid the fire. Homeless Man's Toughness save (DC20): 12. Fortunately for him, he's not a Minion, so he's only Bruised, Injured, and Dazed. When Mister Strix sees the fire, he has to make a Will save against an Emotion Control (Fear) effect, with a rank equal to the Damage rank of the fire (5). Mister Strix's Will save (DC15): 18. He's OK for now. Dead Head gets a Hero Point for the setback. Grim Diddle: Move Action: He tries to Escape from the grapple. Grim Diddle's Grapple check: 27. Mister Strix's Grapple check: 36. He fails to escape. Standard Action: He uses Drain Constitution on Mister Strix, who is Immune. Free Action: He uses GM Fiat to Surge for another Standard Action. Standard Action: He uses Paralyze on Mister Strix. Mister Strix's Will save (DC19): 23. He makes it. The homeless man is in a drunken stupor, incapable of taking any actions, so I'll throw him at the bottom of the Initiative order. I'm also adding the fire to the Init order, because everyone who was burned by it is going to keep burning until they take a move action to stop, drop, and roll, or until someone else takes a move action action to smother their flames. No rolls are necessary to put out the flames, but anyone who tries to put out someone else's fire will have to make another DC15 Reflex save, and another DC20 Toughness save (lethal) if they fail that. Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Ethan Pfeffner, Fratboy #1: 20, Prone, Shaken Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Shaken, Prone, Dazed Fratboy #3: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Shaken, Prone, Dazed Fratboy #4: 20, Bruised, Injured, Frightened, Prone Fratboy #5: 20, Panicked, Prone Fratboy #6: 20, Panicked, Prone [Other]: 19, Unharmed Mister Strix: 12, 2HP, Unharmed Dead Head: 11, 3HP, Unharmed Fire: 10 Grim Diddle: 4, Prone, Bound Homeless Man: -, Helpless, Bruised, Injured, Dazed Next round: Woodchuck Man: The back alleys won't allow for him to move all-out. Move Action: He runs away from the alley, normal 30ft movement. Move Action: He runs away some more. Ethan Pfeffner: Move Action: He stands up. Standard Action: He takes another swing at Dead Head. Attack roll: 5. He misses. Fratboy #2: He does nothing, because he's Dazed. Fratboy #3: He does nothing, because he's Dazed. Fratboy #4: Move Action: He stands up. Move Action: He moves away from Dead Head, toward the side of the alley with Strix and Grim Diddle. His 30ft of movement is enough to get him outside. Fratboy #5: Move Action: He stands up. Move Action: He moves away from Dead Head, toward the side of the alley with Strix and Grim Diddle. His 30ft of movement is enough to get him outside. Fratboy #6: Move Action: He stands up. Move Action: He moves away from Dead Head, toward the side of the alley with Strix and Grim Diddle. His 30ft of movement is enough to get him outside. [Other]: Free Action: Extra Effort for a power stunt. He's going to gain a temporary Ranged Damage 8 AP. Standard Action: He attacks Strix, who is flat-footed, since he's grappling. Attack roll (DC14): 25. He hits. Strix's Toughness save (DC23): 13. He fails by 10, so he's Injured, Disabled, and Dazed. He falls over, becoming Prone as well. [Other] uses GM Fiat to avoid Fatigue. Mister Strix gains a Hero Point from the Fiat. Mister Strix: He does nothing, since he's Dazed. He can start recovering next round. He also becomes Fatigued from last round's Extra Effort. His grapple on Grim Diddle is broken. Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Ethan Pfeffner, Fratboy #1: 20, Shaken Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Shaken, Prone, Dazed Fratboy #3: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Shaken, Prone, Dazed Fratboy #4: 20, Bruised, Injured, Frightened Fratboy #5: 20, Panicked Fratboy #6: 20, Panicked [Other]: 19, Unharmed Mister Strix: 12, 2HP, Injured, Disabled, Fatigued, Prone Dead Head: 11, 3HP, Unharmed Fire: 10 Grim Diddle: 4, Prone Homeless Man: -, Helpless, Bruised, Injured, Dazed Dead Head is up. After Dead Head's action, all those who are burning shall burn some more. Edited August 11, 2019 by Grumblefloof Link to comment
Dr Archeville Posted August 10, 2019 Share Posted August 10, 2019 (edited) From ye olde discord: Quote howelljbToday at 6:58 PM So to make sure I've got this right: - Ethan & one other frat boy are in melee range of Dead Head. Non-Ethan frat boy is on fire. - There's one frat boy still in middle of alley (25 ft. away), and he's on fire. - Homeless guy in middle of alley (25 ft. away) is on fire. - The other three frat boys made it out of the alley, though one of them is on fire. Which on-fire frat boy is the one that's unconscious & dying, the one that's in melee range of DH, or the one in the middle of the alley near the homeless guy? Also, about how much do these fools weigh? B/c DH may be chucking one or two out of the alley. (If they're 175 lbs. or less, he can chuck 'em 25 feet.) GrumblefloofToday at 7:11 PM Those bulletpoints are all correct. Let's say the dying fratboy is the one next to the homeless man. They're more than 175 pounds, closer to 180-200, so he'll have to use Extra Effort for +5 lifting strength to huck 'em the full 25 feet (which would be enough to send anyone out of the alley). howelljbToday at 7:12 PM If the alley's 50 ft., and he's at one end, wouldn't chucking (say) Ethan 25 feet just get them to the middle? GrumblefloofToday at 7:13 PM Dead Head and the two who were wailing on him aren't at the mouth of the alley, more like 10ft in. So you're right, wouldn't get them all the way out, just most of the way, like 70%. howelljbToday at 7:13 PM cool, cool Fire is not one of the things that can bypass Dead Head's Impervious, so he'll just take it. Ah, better clarify something: Quote howelljbToday at 7:29 PM So if I chose not to make a Reflex save for DH, and let him burn (which won't do any damage, since fire is not one of the things that bypasses his Impervious), would that hamper his ability to put out other people who are on fire (like the Dying frat boy)? GrumblefloofToday at 7:30 PM Nope, won't hamper him at all. But keep in mind, if he spends his actions moving to the dying fratboy and putting him out, then the homeless guy will burn again, and he might not get so lucky on his next save. Okay.... Standard Action: Attempt to Intimidate Ethan & On-Fire-But-Not-Dying-Fratboy to help their Dying companion who is behind them. His Forceful Intimidation challenge feat might be relevant. I believe I can use the Fast Task Challenge to do so as a Standard action (instead of a Full Round one) by taking a -5 penalty. That'd put him at +9. I've got Skill Mastery on that, but I'm going to try for a better result. 1d20+9: 29 [1d20=20] ... that'll do. Move Action: move to Dying Frat Boy & homeless guy. Free Action: Extra Effort to Surge, gain another Move Action. Move Action: Extinguish Dying frat boy homeless guy. Free Action: Tell Homeless Man to run. Edited August 11, 2019 by Dr Archeville Link to comment
Amelia Posted August 10, 2019 Author Share Posted August 10, 2019 Looks like I need to clarify: Homeless Man is Helpless. He's in such a drunken stupor that being on fire isn't motivating him to do anything. Feel free to modify accordingly. Link to comment
Dr Archeville Posted August 11, 2019 Share Posted August 11, 2019 Ah, no, I had missed that. Okay, DH'll extinguish homeless guy, in the hopes that dying frat boy's friends will be moving in to save him. Link to comment
Amelia Posted August 11, 2019 Author Share Posted August 11, 2019 Thanks to Dead Dead, Homeless Man is no longer on fire. The fratboys couldn't possibly resist that Intimidation, and all your mechanics look correct to me. Two things: 1) Ethan's the only fratboy who isn't either Dazed or fleeing right now, so he's the only one who's going to help put out the fires. 2) The fire gets a turn before anyone else, being next in the Init order behind Dead Head. Fire: I'd give Fratboy #2 a Reflex save to put himself out, but he's Dazed. Fratboy #2's Toughness save (DC20), at -2 for being Shaken: 10. He's Dazed again, and since he was already Disabled, his condition upgrades to Dying. Fortitude save (DC10), also at -2: 1. He's Dead. Fratboy #3, being Dazed, Unconscious, and Dying, doesn't get a Reflex save to put himself out either. Fratboy #3's Toughness save (DC20), at -2 for being Shaken: 13. That's another Bruise and Injury. Since he took damage again, I'm going to force him to make another Fortitude save. DC goes up by +1. Fortitude save (DC11), also at -2: 12. Tough little bastard might pull through. Toughness save for Fratboy #4, who escaped the alley last round but is still running (DC20): 11. He takes another Bruise and Injury, and he's Dazed. So he'll stop running for a round. Grim Diddle: Move Action: Stand up. Move Action: He floats out of the alley and into the street, away from the fire. That's it for that round. Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Ethan Pfeffner, Fratboy #1: 20, Shaken Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Prone, Dazed Fratboy #3: 20, Bruised x2, Injured x2, Staggered, Disabled, Unconscious, Dying, Shaken, Prone Fratboy #4: 20, Bruised x2, Injured x2, Shaken, Frightened, Dazed Fratboy #5: 20, Shaken, Frightened, Panicked Fratboy #6: 20, Shaken, Frightened, Panicked [Other]: 19, Unharmed Mister Strix: 12, 2HP, Injured, Disabled, Fatigued, Prone Dead Head: 11, 3HP, Unharmed Fire: 10 Grim Diddle: 4 Homeless Man: -, Helpless, Bruised, Injured Next round: Woodchuck Man: Two more Move Actions to keep moving. Ethan Pfeffner: Move Action: Ethan tries to put out the Dying fratboy. Reflex save (DC15), at -2 since he's still Shaken: 2. Fail. Toughness save (DC20), also at -2: 11. He fails by 9, so he's Bruised, Injured, and Dazed. I'm gonna say he fails to put out his Dying friend. Fratboy #2: Dead. Fratboy #3: Unconscious & Dying. Fratboy #4: Dazed. Fratboys #5-6: Now that they're out in the open street, they both take Full Actions to Move All-Out away from the alley. [Other]: He uses Telepathy, setting off Dead Head's Mental Awareness. Mister Strix: He takes a full action to Recover. He automatically recovers from his Disabled condition. Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Ethan Pfeffner, Fratboy #1: 20, Bruised, Injured, Shaken, Dazed Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Prone Fratboy #3: 20, Bruised x2, Injured x2, Staggered, Disabled, Unconscious, Dying, Shaken, Prone Fratboy #4: 20, Bruised x2, Injured x2, Shaken, Frightened Fratboy #5: 20, Shaken, Frightened, Panicked Fratboy #6: 20, Shaken, Frightened, Panicked [Other]: 19, Unharmed Mister Strix: 12, 2HP, Injured, Fatigued, Prone Dead Head: 11, 3HP, Unharmed Fire: 10 Grim Diddle: 4 Homeless Man: -, Helpless, Bruised, Injured Dead Head is up, followed by FIRE. Link to comment
Dr Archeville Posted August 11, 2019 Share Posted August 11, 2019 Beginning of Round: Become fatigued from having used Extra Effort last round. Reaction: Spend HP to nix that. Move Action: Extinguish Dying Frat Boy. Skipping the DC 15 Reflex save, Dead Head'll take it. Move Action: Extinguish Ethan. Ditto. Free Action: Instructions. Free Action: Extra Effort to surge to get another Move action. Move Action: Move to Dead Frat Boy. 2 HP, Unharmed, will be fatigued at start of next round. Link to comment
Amelia Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) Fire: Fratboy #4 is now the only one who's both alive and on fire, so he's the only one who burns. Fratboy #4's Toughness save (DC20): 7. With his Injuries, that's actually 5. He fails by 15, so he's Bruised, Injured, and Dazed again, and also now Staggered, Disabled, Unconscious, and Dying. Fortitude save (DC10): 1. He's Dead, outside the alley and just around the corner. You can probably still smell him. Grim Diddle: Move Action x2: Responding to the telepathic instructions, he takes two move actions to move out of the street and back toward the alleys, but not the alley that he came from, since there's still scary fire, but the next one over. End of round. Initiative & Conditions Summary Woodchuck Man: 27, Unharmed Ethan Pfeffner, Fratboy #1: 20, Bruised, Injured, Shaken, Dazed Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Prone Fratboy #3: 20, Bruised x2, Injured x2, Staggered, Disabled, Unconscious, Dying, Shaken, Prone Fratboy #4: 20, Bruised x3, Injured x3, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Frightened, Prone Fratboy #5: 20, Shaken, Frightened, Panicked Fratboy #6: 20, Shaken, Frightened, Panicked [Other]: 19, Unharmed Mister Strix: 12, 2HP, Injured, Fatigued, Prone Dead Head: 11, 2HP, Unharmed Fire: 10 Grim Diddle: 4, Unharmed Homeless Man: -, Helpless, Bruised, Injured Beginning of Next Round: Woodchuck Man: His previous move actions got him around the next building and at the mouth of the next alley over, and Grim Diddle's last move action put him next to the Woodchuck Man, who will now Delay his action so that he and Grim Diddle can both move together on GD's turn. Ethan Pfeffner: Dazed. Fratboy #2: Dead. Fratboy #3: Unconscious and Dying. Fratboy #4: Dead. Fratboys #5-6: New Will saves: 13, 3. Still Panicked. Full Action: Move All-Out away from the alley. [Other]: Standard Action: Uses Mind Reading on Dead Head. Mind Reading power check: 12. Dead Head beats him if he rolls anything but a "1" on his Will save. Move Action: More Mental Communication. Both the Communication to someone else and the attempt to read Dead Head's mind will ping Dead Head's Mental Awareness. Mister Strix: Reaction: He spends a Hero Point to get rid of his Fatigued condition. Move Action: He stands up. Notice check (DC10): 22. He's still got the Woodchuck Man's scent. Move Action: He follows the Woodchuck Man's trail around the building into the next alley over. With 500ft, he's easily got enough to reach him. He stops at least 10ft short of him. Free Action: Swap his array to the Mind Reading blood drain. Free Action: Surge. Standard Action: Charge the Woodchuck Man to initiate a grapple. All-Out Attack for +2/-2. That's +12 Attack, +4 Defense. Attack roll (DC20): 13. Natural "1". Reaction: He'll burn his last Hero Point to re-roll. Attack roll (DC20, Hero Point re-roll): 20. Just barely. Grapple check: 19. Another. Natural. One. Woodchuck Man's Grapple check: 16. He only fails by 3, so he's Pinned. That's enough for Strix's Requires-Grapple power to go off. Strix's Mind Reading power check: 19. Woodchuck Man's Will save: 16. That fails against the Mind Reading power check, so Strix gets to ask his first question, and that fails by 3 against the Nauseate effect, so he's Sickened (-2 to all rolls). Strix's Mind Probe Question: "Where is the little girl?" Initiative & Conditions Summary Woodchuck Man: 27, Pinned, Sickened Ethan Pfeffner, Fratboy #1: 20, Bruised, Injured, Shaken Fratboy #2: 20, Bruised, Injured, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Prone Fratboy #3: 20, Bruised x2, Injured x2, Staggered, Disabled, Unconscious, Dying, Shaken, Prone Fratboy #4: 20, Bruised x3, Injured x3, Staggered, Disabled, Unconscious, Dying, Dead, Shaken, Frightened, Prone Fratboy #5: 20, Shaken, Frightened, Panicked Fratboy #6: 20, Shaken, Frightened, Panicked [Other]: 19, Unharmed Mister Strix: 12, 0HP, Injured Dead Head: 11, 2HP, Unharmed Fire: 10 Grim Diddle: 4, Unharmed Homeless Man: -, Helpless, Bruised, Injured Dead Head is up again. Edited August 15, 2019 by Grumblefloof Link to comment
Dr Archeville Posted August 15, 2019 Share Posted August 15, 2019 Will save 1d20+10: 22 [1d20=12] Yeah, no, that ain't happening. Beginning of Round: Become fatigued from having used Extra Effort last round. I'm gonna take it. Move Action: Pick up Frat Boy #2. Move Action (partial): Move ~50 feet to other end of alley Free Action: Drop Frat Boy #2 next to the other three rat Boys at the end of the alley, see Frat Boy #4 is also dead. Move Action (cont'd): Move ~25 feet to Homeless Guy. Free Action: Extra Effort to surge to get another Move action. Move Action: Pick up Homeless Guy. 2 HP, Unharmed but Fatigued, will be Exhausted at beginning of next round. Link to comment
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