trollthumper Posted February 3, 2011 Author Posted February 3, 2011 All right, then, Dead Head is officially Interposing himself on the next attack. Here's where we stand: Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x1, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Hounds (1): 15, Unharmed, 0 HP Dead Head: 15, Unharmed, Exhausted, 0 HP Ironclad: 8, Unharmed, 2 HP Mutt: 4, Unharmed, 0 HP Ironclad is up next.
Raveled Posted February 3, 2011 Posted February 3, 2011 Ironclad goes full All-Out, full Power Attack on the sorcerer. 1d20+9=19 -.- Gonna be rerolling that. 1d20+9=18 :argh:No, wait, that's +10! 28! Toughness DC 29
trollthumper Posted February 3, 2011 Author Posted February 3, 2011 And the sorcerer rolls a 22. He is Stunned. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Hounds (1): 15, Unharmed, 0 HP Dead Head: 15, Unharmed, Exhausted, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP It is now Mutt's turn.
Dr Archeville Posted February 3, 2011 Posted February 3, 2011 Mutt's keeping an eye on things. No effective actions.
trollthumper Posted February 4, 2011 Author Posted February 4, 2011 Then we are back at the top of the round. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 1 HP Hounds (1): 15, Unharmed, 0 HP Dead Head: 15, Unharmed, Exhausted, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Cannonade's turn, and he runs up to the sorcerer and hits him in the breadbasket. A 20 most certainly hits, so the Sorcerer must make a DC23 Toughness save. ...oh, crap in a hat. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 1 HP Hounds (1): 15, Unharmed, 0 HP Dead Head: 15, Unharmed, Exhausted, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Push is up next. IC post coming soon.
Quinn Posted February 4, 2011 Posted February 4, 2011 You keep forgetting I have one HP in there, d00d! Anyway, Push takes a swipe at the hound that's worrying his arm. Ouch-time! And after a -REDACTED- roll, troll is permitting Push to take 10 on the minion hound. That hits, DC 27 TOU save.
trollthumper Posted February 4, 2011 Author Posted February 4, 2011 So I do. Duly noted. And as the hound cannot possibly make that Toughness save, it's puppy chow. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 1 HP Dead Head: 15, Unharmed, Exhausted, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Dead Head is up next.
Quinn Posted February 4, 2011 Posted February 4, 2011 Ok, I have an idea for a Combined Attack next turn...and it's a bit of a doozy. Cannonade and Push'll go with the Fastball Special idea, to hopefully stun and stagger the evil nasty, but as a capper, Dead Head'll yank the nasty evil energy out of that sorc and shove it into either Push, Cannonade, or Ironclad to hold for now. I've still got an HP to burn to stave off Exhaustion or another Fatigue if I end up catching the mojo, but Ironclad's uninjured too. After the energy's gone, the two remaining not-focusing-on-keeping-evil-nasty-energy-down will pound the daylights out of the now depowered sorcerer. Thoughts?
trollthumper Posted February 4, 2011 Author Posted February 4, 2011 I've up on the Fastball Special, but it'd be up to Doc or Rav to determine where the energy goes.
Raveled Posted February 4, 2011 Posted February 4, 2011 Clad might be the best choice. She's uninjured and has a HP left.
Dr Archeville Posted February 4, 2011 Posted February 4, 2011 A fine idea, plagued by a few problems, at least according to the rules as written (RAW). (How much of this is actually a problem and how much trolthumper's willing to let go due to Rule of Awesome/Rule of Cool is a separate matter ) As-written, DH stunted Nullify Necromancy, which just temporarily suppressed what that Nazi-Ghoul had in him. (If it was some sort of 'possessing spirit,' it would have driven that thing out, but it could try and get back in once DH stopped his counter-mojo). RAW, there's no real way to transfer that energy to someone else... unless he stunted a Transfer power. Problem there is 1) Transfer's a really wonky power, and 2) I'd need to stunt that, and doing so would KO Dead Head. Also, the Nullify he's got now is Fatiguing, so using it again will also KO Dead Head. And it's touch range, he can't nullify from a distance, he'd need to get into melee range. Which he would be willing to do, but that might change some aspects of the plan. Would throwing DH at the guy, so he tries to Nullify as he soars over him (and falls into an unconscious heap when he lands due to using a Fatiguing power and already being exhausted) work? EDIT: Another problem, per the RAW: as soon as he's KO'd, the Concentration Duration Nullify ends, and he'll get his mojo back. So any follow-up attack would need to happen in the same initiative count as the Nullify itself.
Quinn Posted February 5, 2011 Posted February 5, 2011 I could throw both? EDIT: Eh, it doesn't look possible at this point, but I say keep it on the back burner in case things go south. Carry on, Herr Doktor!
trollthumper Posted February 9, 2011 Author Posted February 9, 2011 Doing so might work, DH, but it would be risky and wouldn't add to Push and Cannonade's Combined Attack. Push could easily lift both Cannonade and Dead Head. But as Cannonade and Push's attacks would require a Toughness save, and DH's would require a Will, it wouldn't exactly yield much benefit. Honestly, the Nullify action, if it's taken, might be best from at range.
Dr Archeville Posted February 9, 2011 Posted February 9, 2011 DH's Nullify is ranged, but the exhaustion gives him penalties on the attack (and since he's mostly melee, he's at +1 total on ranged attacks), and he's too exhausted to stunt a Perception version to make sure he hits. Ah! "At the beginning of the round immediately after extra effort, the hero becomes fatigued," and fatigued --> exhausted and exhausted --> unconscious. So he can stunt something, he'll just get KO'd at the beginning of the following round. Full Round: Refocus. This will changed Dead Head's initiative to 23. (Then Ironclad, then Mutt, who'll just keep flying around overhead) Next round, Cannonade delays to go with Push (and maybe Ironclad). DH goes Free Action: Use Extra Effort to stunt Nullify 12 (all Necromantic effects at once; Extra: Duration [Concentration], Range [Perception]; Flaws: Action [Full Round], Distracting, Side-Effect 2 [Mental Damage], Side-Effect 2 [Enhanced Mental Damage]) [cost 4 ranks/1pp, 3pp total] Side Effect: Mental Damage 6 (DC 21) Full Round: Use Nullify on Ragnarok-Cultist. Nullify check (1d20+12=28) Will save, DC 21 (1d20+6=21) Then the Sorcerer goes (unless Ironclad stunned him with her attack!) Then Cannonade & Push can get in a combined attack vs. the Sorcerer. Or, they could both delay, and Ironclad could join in on the combined beat-down. How's that sound?
trollthumper Posted February 9, 2011 Author Posted February 9, 2011 Sounds fine to me! So here's where we are now... Cannonade: 25, Bruised x3, 1 HP Dead Head: 23, Unharmed, Exhausted, 0 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP
Raveled Posted February 9, 2011 Posted February 9, 2011 Clad's gonna attack, and she's gonna knock that sorcerer out before any other awesome happens! Blast with full Power Attack and All-Out Attack (1d20+9=10) ... Or not.
trollthumper Posted February 9, 2011 Author Posted February 9, 2011 You see? This is why we can't have nice things. Cannonade: 25, Bruised x3, 1 HP Dead Head: 23, Unharmed, Exhausted, 0 HP Sorcerer: 20, Bruised x2, Stunned, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Mutt is up next.
Dr Archeville Posted February 9, 2011 Posted February 9, 2011 (Then Ironclad, then Mutt, who'll just keep flying around overhead) Mutt keeps on keepin' on. (Mutt ain't built for combat, at least not against actual threats.)
trollthumper Posted February 9, 2011 Author Posted February 9, 2011 And we're back at the top of the round. Cannonade: 25, Bruised x3, 1 HP Dead Head: 23, Unharmed, Exhausted, 0 HP Sorcerer: 20, Bruised x2, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Cannonade holds off, as he's waiting for Push to unleash the fury, and the Sorcerer shakes off his Stunned on the end of Cannonade's turn. Dead Head is up next.
Dr Archeville Posted February 10, 2011 Posted February 10, 2011 Next round, Cannonade delays to go with Push (and maybe Ironclad). DH goes Free Action: Use Extra Effort to stunt Full Round: Use Nullify on Ragnarok-Cultist. Nullify check (1d20+12=28) Will save, DC 21 (1d20+6=21) Need checks from the Sorcerer to see what gets nixed.
trollthumper Posted February 10, 2011 Author Posted February 10, 2011 Well, that's a Nullified Sorcerer, all right. Good job, Doc. Of course, Dead Head is also unconscious but, y'know. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x2, 0 HP Push: 19, Unharmed, Fatigued, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Dead Head: Unconscious So the Sorcerer, deprived of his great and mighty magics... charges the heroes with a knife. Specifically, Push. It's not even going to dent his Toughness, so I won't bother rolling. Push is up next.
Quinn Posted February 10, 2011 Posted February 10, 2011 Showtime! All Out Attack! (+5 Attack, -5 Defense) Enhanced Hammer Strike! (1d20+11=20) EDIT: Having been told in chat that a 20 would miss (O_o Yeesh), I'll spend an HP to take off that Fatigue at last, and add the missing +2 to the attack. Which'll let it hit, and not wind up having all this planning be for naught. >.< Cannonade!
trollthumper Posted February 10, 2011 Author Posted February 10, 2011 And Cannonade hits. Push's Enhanced Hammer Strike has a Damage of 12; with Cannonade's contribution, that ups to 14. Which means the Sorcerer must make a DC29 Toughness save. ...oh, you are f***ing kidding me. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x3, 0 HP Push: 19, Unharmed, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Dead Head: Unconscious The Hound is up next, and it goes for Cannonade, who fends off its teeth with his Impervious. Ironclad is up next. EDIT: Oh, look, I forgot about the Nullify. Happy birthday to me. With the protection of darkness gone, the sorcerer has only a +2 Toughness save. Which means he's Stunned and Staggered as well. Cannonade: 25, Bruised x3, 1 HP Sorcerer: 20, Bruised x3, Stunned, Staggered, 0 HP Push: 19, Unharmed, 0 HP Ironclad: 8, Unharmed, 1 HP Mutt: 4, Unharmed, 0 HP Dead Head: Unconscious Ironclad is still up next, and I'll reflect the changes in my post.
Raveled Posted February 10, 2011 Posted February 10, 2011 Burning that last HP to Surge and attack the sorcerer twice. As usual, full Power Attack, full All-Out Attack. 1d20+9=26, 1d20+9=16 Boo-ya. DC 29 Toughness if those hit.
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