Ecalsneerg Posted June 21, 2010 Posted June 21, 2010 Following on from Life Is A Rollercoaster, Gecks has 4 HP. 5, when you factor in the No Save Nullify.
Ecalsneerg Posted June 25, 2010 Author Posted June 25, 2010 A HP for now having to save Liz. I'll let her insta-pass the first save to keep from dying as an apology for just dropping her. In an hour, that won't be the case. Bwahaha. Geckoman's Trick can't get beaten by Rick. So he un-Nullifies Geckoman, but leaves him tied up. Then Rick just mauls him, flat-footed and unable to dodge, into unconsciousness. I'll disregard his costume as Equipment for now, since he's unmasked and getting hit in the face. Repeated Toughness saves against Rick mauling him. DC 18 : [[20, 4],[14, 4],[15, 4],[6, 4],[6, 4],[1, 4],[18, 4],[8, 4],[8, 4],[19, 4]] So... pass by 10, fail by 4 (bruised+injured), fail by 5 (bruised + injured), fail by 15 (dying). The rest is just insult to injury.
Ecalsneerg Posted June 27, 2010 Author Posted June 27, 2010 So, two bruises, two injuries, disabled and unconscious. Stop being unconscious (1d20+4=22) Disabled and tied-up people can't resist this sort of thing 6 Hero Points as consolation?
Ecalsneerg Posted June 27, 2010 Author Posted June 27, 2010 Let's call this current situation a DC 25 Escape Artist check. And let's say that whole inner monologue took like 20 seconds. 7 rounds until he starts suffocating. HERO POINT! Act unhindered! HERO POINT! Start healing from Disabled. Dice gods, smile on Geckoman! Let him not die! (1d20+4=21) Six rounds until imminent death. HERO POINT! Finish healing with another standard action. Five rounds until imminent death. Extra Effort - Power Stunting Quickness 6 (x100) off Enhanced Dexterity. So I can do what'd normally take 20 minutes (200 rounds) in 2 rounds! Take 20 on Escape Artist for 28. Three rounds until he starts suffocating. Let's say roughish water, DC 15, and he needs to swim 30' (2 full-round actions) to surface. Some swim rolls! (1d20+2=21, 1d20+2=11, 1d20+2=18) He makes it just as he runs out of air!
Ecalsneerg Posted August 19, 2010 Author Posted August 19, 2010 After ditching the Fatigue, I'm down to 2 HP. And I'm going to spend one of those HP on the Rage feat, and activate it. For a total of Attack +13 unarmed, Str 20 (+5 damage) Defence +13/+11, +2 Flat-Footed Fort +8/+6 Will +7 Power Attacking for 5, he'll go through the door. Well, Dc 25: PUNCH THROUGH DOORS (1d20+8=19) I'll assume the door can't make the save by more than failing it by 10, and thus forcing a hole. Because it's not a special door, it's made of heavy wood. And now it's gone. Next post: initiative. And Gecks has 4 rounds of Rage left.
Ecalsneerg Posted September 20, 2010 Author Posted September 20, 2010 OK, here's the deal. There are 3 groups of soldiers, not thugs. They're armed for bear, and it's simpler to handwave it this way. Rick: Slim Rick (PL6 Agent with an assault rifle) Group 1: 3 snipers on roof Group 2: Two guys with rifles Group 3: 8 guys, again with rifles Geckomam, Rick, Groups 1, 2, 3 (1d20+10=20, 1d20+2=5, 1d20+1=16, 1d20+1=8, 1d20+1=13) Geckoman - 20 - 1HP - Unharmed, 4 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Unharmed Slim Rick - 5 - Unharmed OK, GECKOMAN He'll blow his last HP on Takedown Attack. And charge the two guys. He'll take 10 while Power Attacking for 5. They've not acted, so are flat-footed, it hits easily. For DC 27. Geckoman is hitting so hard that he can't be resisted. The snipers use the aim action. The gang also use the aim action. Slim Rick just opens fire. Autofire DC 20 vs Def 13, and saving throw... (1d20+9=24, 1d20+7=15) He hits by 10, so gets his shiny +2 DC. Against the DC 22 attack, Gecks fails by 7 and is now bruised, injured, and stunned. Oh, poop. Geckoman - 20 - 1HP - Unharmed, 3 rounds of Rage Group 1 [snipers] - 16 - Unharmed, aiming Group 3 [gang] - 13 - Unharmed, aiming Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed
Ecalsneerg Posted September 20, 2010 Author Posted September 20, 2010 Geckoman - 20 - 1HP - Bruised, injured, stunned, 3 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed Ok, Gecks is stunned, but still regenerates: Recovery check (1d20+4=15). And once more, they all open fire on him. However, due to being prone, his +4 Defence cancels out their measly +2 from aim, for a net -2. At effective Defence 25, all but Rick hit only on a 20. They all miss. Including Rick. Geckoman - 20 - 1HP - Bruised, 2 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed
Ecalsneerg Posted September 20, 2010 Author Posted September 20, 2010 Geckoman uses Instant Up due to hitting DC 20 Acrobatics with skill Mastery, and heals his Bruise as a no action. Then charges Slim Rick head-on, All-out Attacking for 2, Power Attacking for 5, and using the Charge action. That's a net -1 to hit (+12), -4 Defence (to +11) and DC 25 if it connects. Def 18 to hit, and DC 25 to save (1d20+12=16, 1d20+4=18) He'll use Extra Effort to up that to 18, Stunning Rick and Bruising him. So the snipers open fire. DC 20 attacks! (1d20+5=21, 1d20+7=25, 1d20+5=10, 1d20+7=18, 1d20+5=25, 1d20+7=15) OMFG, two hits! The first is saved against outright, the second one is failed by 5, bruising, injuring and stunning Gecks again! OK, and the gang open fire. Gecks is on Defence 16 from a combination of factors, effectively 20 as lying next to Slim Rick means they need to avoid shooting their leader. (1d20+5=10, 1d20+5=23, 1d20+5=21, 1d20+5=17, 1d20+5=11, 1d20+5=10, 1d20+5=18, 1d20+5=25) 3 hits. DC 20 saves (1d20+6=25, 1d20+6=12, 1d20+6=14) 2 more injuries. Geckoman - 20 - 0HP - Bruisedx3, injuredx3, stunned, last round of Rage, Fatigued at start of next round. Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Bruised
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