Supercape Posted August 28, 2010 Posted August 28, 2010 Free Action: Scream "Fire!", Assume aggressive posture (+2 attack, -4 defence) from being so darn angry. Standard Action: Smash Thug in face 1d20+9=27 that should work! DC 22 Toughness Move Action: Grab a heavy object (to throw next round!) EDIT: Toughness save! 1d20+7=27 Even being vulnerable, the luck is rolling in now!
Fox Posted August 28, 2010 Posted August 28, 2010 Reflex Save vs. Area Attack, DC19 (1d20 + 6=7) Well, crap. Toughness Save vs. Area Blast, DC24 (1d20 + 6=13) Crap. Reroll! Goodbye, my new HP. I hardly knew ye. Reroll: Toughness Save vs. Area Attack, DC24 (1d20 + 6=8) With the reroll rules, this is 12 + 6 = 18, which is...still ouch. But less ouch. Stunned + Bruised, if I'm not mistaken. EDIT: Woop. I'm braindead tonight. Forgetting important things! Dragonfly's force field is ablative. The previous save took her down to 4 Toughness, so this latest save becomes 16. Still just Stunned and Bruised, though. For the record, her toughness is now 2.
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 Yeah, that... is not good. You are, in fact, stunned. Slick, however, manages to have fully dodged the fire. Now let's see how that thug stands up... and the answer is, he doesn't. So, we are down to two gangsters at the top of the round. Cannonade: 24, Unharmed, 0HP Gangsters 2: 18, Unharmed, 0HP Dragonfly: 9, Bruised, Stunned, 0HP Scientist: 7, Unharmed, 0HP Slick: 5, Unharmed, 1HP So Cannonade's up next, and will of course go smashy on the next Gangster, using an Accurate stance to trade +2 accuracy for -2 damage. And that's a hit. Now let's see how it works against a DC20 Toughness save... It works damnably well. Buggerance. Now the other Gangsters, then the Scientist. Gangster 2 opens fire on Cannonade, and misses. Gangster 4 loses his wits, opens fire on the Scientist, and misses. The Scientist then gets angry and decides to nuke his side of the room. Reflex saves galore! Cannonade does not make it, but manages to tough it out anyway. Gangster 2 does not make it, but also manages to tough it out. I swear to God, this man is made of titanium. Gangster 4 does not make it, and spends some serious time stop, drop, and rolling. Slick is up next.
Supercape Posted August 28, 2010 Posted August 28, 2010 Slick Reflex Roll 1d20+3=22 whaddyaknow? I'm making that a DC 20 Toughness save now?, DC 21 due to his vulnerability 1d20+7=26 Woohoo! So, its going to be a straightforward throw of the door into Mr. Hot. Unfortunately, his ranged attack not so good, only +4 1d20+4=6 And the luck runs out...
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 Okay, top of Round 3: Cannonade: 24, Unharmed, 0 HP Gangster 1: 18, Unharmed, 0 HP Dragonfly: 9, Bruised, 0 HP Scientist: 7, Unharmed, 0 HP Slick: 5, Unharmed, 1 HP Cannonade moves to strike the scientist... but does not. The gangster decides to get the hell out of there, as he's now the only man standing between a mad scientist he betrayed and three heroes. Dragonfly is up next.
Fox Posted August 28, 2010 Posted August 28, 2010 Ranged Attack Roll vs. Gangster (Blast) (1d20 + 7=19) DC22 toughness if it hits. Was going to surge to boost the odds of taking the guy down, but with a guy on fire dangerously close to collapsing the floor...well. At the end of the day she is a hero, after all. I'll save the surging for desperate measures.
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 And the gangster goes down, leaving just the scientist. And seeing as it's his turn, he's going to turn on Cannonade and hit him with a blast of fire. ...yeah, this is gonna suck. That ups the Toughness save to DC29, which Cannonade gets a DC22 on. So, that leaves him Bruised and Stunned for the round. Slick is up next.
Supercape Posted August 28, 2010 Posted August 28, 2010 Right then. Move Action: Move to Doctor (yes, lets face those flames) Standard Action: Flying Kick! (i.e melee attack) 1d20+7=8 Hey, our luck is back! So, HP to reroll 1d10+17=21 Another fantastic roll. If it hits (I'd guess it does), then DC 22 Toughness save
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 Yeah, about that luck... 23 versus a DC22 Toughness save. So, start of Round 4: Cannonade: 24, Bruised, Stunned, 0 HP Dragonfly: 9, Bruised, 0 HP Scientist: 7, Unharmed, 0 HP Slick: 5, Unharmed, 1 HP Dragonfly's up next, as Cannonade is discovering just how much fire burns.
Fox Posted August 28, 2010 Posted August 28, 2010 Attack Roll vs. Scientist (Blast) (1d20 + 7=26) So close to a crit! So close.
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 And... it doesn't matter, as he scores a 24 on his Toughness save. I swear to Christ, I made this guy not ungodly Toughness specced, and he's better at taking a beating than the Hulk rip-off! Well, it's now his turn. He's letting out a burst of fire and Dragonfly and... missing, for once in his miserable life. Cannonade is no longer Stunned, and Slick is up next.
Supercape Posted August 28, 2010 Posted August 28, 2010 Another swing 1d20+7=13 I'm guessing thats a miss Move Action: Looking around for a fire extinguisher or tap/water
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 There is, in fact, a fire extinguisher at your end of the room. And we're on Round 5, so Cannonade's gonna try and knock the scientist on his butt. But he doesn't. Son of a... Cannonade: 24, Bruised, 0 HP Dragonfly: 9, Bruised, 0 HP Scientist: 7, Unharmed, 0 HP Slick: 5, Unharmed, 1 HP Dragonfly is up next.
Fox Posted August 28, 2010 Posted August 28, 2010 Ranged Attack Roll vs. Scientist (Blast) (1d20 + 7=22) Horray! The dice don't completely hate her.
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 You've got that right. Our scientist made a 16 on a DC22 Toughness save, which means he's actually Bruised for once (thank Christ) and Stunned as well. Which means he misses his next turn, setting him up for Slick's next attack. Slick is up next.
Supercape Posted August 28, 2010 Posted August 28, 2010 1d20+7=21 for the punch. Should be enough? DC 22 Toughness save
Supercape Posted August 28, 2010 Posted August 28, 2010 1d20+7=21 for the punch. Should be enough? DC 22 Toughness save
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 And yet, it's not. I forgot to factor in the Bruised modifier, but even then, he makes a 24. Even when Stunned off his nuts, this guy makes incredible Toughness saves. Now, in Round 6, it's Cannonade's turn. ...a 9. Screw this, I'm Surging. Okay, that's a 24, which is much better. Now the scientist needs to make a DC22 Toughness save... Which he most certainly does not, as he becomes staggered. Here's where we stand: Cannonade: 24, Bruised, Fatigued, 0 HP Dragonfly: 9, Bruised, 0 HP Scientist: 7, Bruised x2, Stunned, Staggered, 0 HP Slick: 5, Unharmed, 1 HP Dragonfly is up next.
Fox Posted August 28, 2010 Posted August 28, 2010 Ranged Attack Roll vs. Scientist (Blast) (1d20 + 7=13) ....not the greatest roll in the world. Sorta doubt that hits, even with the stun, but I'll give it a shot. So to speak. DC22 in the unlikely event it does hit.
trollthumper Posted August 28, 2010 Author Posted August 28, 2010 Yeah, it hits. The wonders of getting Stunned. Let's see how it goes... Well, my finger slipped before I could input the whole equation, but given that his Toughness is currently at 5... that's a 12. Which fails the save by 10, which means he's Staggered... but he's already Staggered, so now he's Unconscious. Doo doo doo DOO, doo, doo, DOO doo DOO! Of course, now the heroes have to deal with the problems of a burning building, the club goers downstairs, and "Subject M." EDIT: Oh, and because the building's now on fire, Hero Points for all.
trollthumper Posted August 29, 2010 Author Posted August 29, 2010 And Cannonade rolls a 19 on his Diplomacy check, which is enough to turn an Indifferent room Friendly.
Supercape Posted August 29, 2010 Posted August 29, 2010 Two things from Slick, having a moment to look at the girl. Firstly, a notice check - acute olfactory sense in particular (although feel free to use it for any other senses) 1d20+5=21 Pretty good Secondly, although he isn't a medic, a life Sciences check 1d20+5=13 Not so good, but I suppose may pick up something. Finally, for reference re: smoke inhalation, a fort check, although he will hold his breath as long as possible if in smoke. 1d20+7=20
trollthumper Posted August 31, 2010 Author Posted August 31, 2010 Bah. Sorry for delay. Things have been weird. Okay, you most certainly pass on the smoke inhalation. For the Notice check, you realize that it's obvious the girl's body is adapting to the decreasing oxygen levels. For scent stuff, you can definitely feel the sharp chemical qualities of the barbiturates in the IV drip. As for the Life Sciences roll... you're pretty sure that barbiturates such as phenobarbital typically don't have sudden withdrawal complications. And given how she seems to be adapting, she might be able to wake faster than someone else who's been dosed that heavily.
Supercape Posted September 1, 2010 Posted September 1, 2010 Actually Phenobarbitones are one of the most lethal drugs around to withdraw from, if you have been on them for a while! Have you met my new hero, Captain Pedantic? :ugeek:
trollthumper Posted September 1, 2010 Author Posted September 1, 2010 And that shows that I need to do more research in the future. And to understand the difference between phenobarbital (what I called it in OOC) and pentobarbital (what I called it in IC). So, yeah, it's actually pentobarbital -- which also has the potential to cause death when undergoing withdrawal. As far as Slick can tell, the girl's body may adapt to having the drugs removed... but then, she may have been given more than the usual dosage to adjust for such adaptation, so removing the drip may be risky.
Recommended Posts