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The Closing of the Year [OOC]


trollthumper

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Posted

Quick post, as I'm on my way out from work:

I was hung up on two things: Quinn saying "everyone in the area" got hit, and not having fully read the IC post he made, and seeing that he is pushing (heh) for some character development (a Very good Thing!). Now fully aware of all that's going on, I see he was indeed right (though I still stand by the "use more KB, not Trip" construction).

Which means DH was not hit and thus not injured + stunned. Everybody wins!

(In the future, though, if you're not exactly copy/pasting something, then make sure you're not just copy/pasting. Clarity is key in communicating, and communication is what this site is built on.)

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Posted

DH had attacked Nazi #2, and he's out. So, new target.

Free/No Action: Regeneration knocks off 1 Injury, he's now at 'full health.'

Standard Action: Charge Nazi #3 (the stunned one)

Charging (+2 Attack, -2 Defense), All-Out Attack (+2 Attack, -2 Defense), Power Attack (-5 Attack, +5 Damage), Sneak Attack due to flat-footed target. DC 30 Toughness (1d20+11=22)

If he falls, then Move Action to speed-shamble over to the last standing Naz-Ghoul.

Posted

Then it most certainly hits, as the guy is Stunned off his ass. The DC on it is 29 with the full Power Attack, and he gets a 21. He's still Stunned and takes another Bruised, but he's not yet out.

Nazi 1: 24, Bruised x1, 0 HP

Cannonade: 23, Bruised x2, 1 HP

Push: 20, Unharmed, 0 HP

Dead Head: 17, Unharmed, 0 HP

Ironclad: 16, Unharmed, 2 HP

Mutt: 10, Unharmed, 0 HP

Nazi 3: 8, Bruised x3, Stunned, Staggered, 0 HP

And we are now at the top of the round once more. Nazi 1 swings at Cannonade, scoring a hit (thank God he didn't have Improved Critical 2). Cannonade needs to make a Toughness save of DC25... and fails it by 8, Bruising him once more and Stunning him.

Nazi 1: 24, Bruised x1, 0 HP

Cannonade: 23, Bruised x3, Stunned, 1 HP

Push: 20, Unharmed, 0 HP

Dead Head: 17, Unharmed, 0 HP

Ironclad: 16, Unharmed, 2 HP

Mutt: 10, Unharmed, 0 HP

Nazi 3: 8, Bruised x3, Stunned, Staggered, 0 HP

Push is up next.

Posted

Got an idea, but it may be too much a stretch for TT's liking. He's GM here, so he's free to veto it.

Dead Head's going to try to de-necromancy-fy the staggered Nazi-Ghoul-Thing he's standing next to, hoping that doing so will make him more pliant to our requests. Lacking any sort of Magic Array, I'll be stunting it off the closest thing I can think of: his Anatomic Separation [3PP], using the pervasive necromantic energy he's got coursing through him (and under his mental control) which lets him control separated bits of himself to reach out, sync up to the necromantic energy coursing through the Nazi-Ghoul-Thing, and remove it. (TT said these guys are in fact alive, but heavily necromancy'd, like a person possessed by a demon.) Yes, this is probably going to hurt.

Free Action: Extra Effort to stunt

Nullify 12 (all Necromantic effects at once; Extra: Duration [Concentration]; Flaws: Action [Full Round], Distracting, Side-Effect 2 [Mental Damage], Tiring) [cost 4 ranks/1pp, 3pp total]

Side Effect: Mental Damage 3 (DC 18)

Full Round: Nullify

Nullify check: Nullify check (1d20+12=31) :rock:

Will save vs. Damage: Will save vs. Mental Damage, DC 18 (1d20+6=16) fails by 2, takes an injury.

And he's exhausted, having suffered 2 fatigue conditions (one from Extra Effort, one form the Tiring power).

Posted

All right, then. The order goes as such:

Cannonade: 25, Bruised x3, 1 HP

Sorcerer: 20, Bruised x1, 0 HP

Push: 19, Unharmed, Fatigued, 0 HP

Hounds (6): 15, Unharmed, 0 HP

Dead Head: 15, Unharmed, Exhausted, 0 HP

Ironclad: 8, Unharmed, 2 HP

Mutt: 4, Unharmed, 0 HP

So Cannonade's up first, and he's going to take advantage of the fact that all the other heroes are somewhat behind him to unleash a Shockwave. Length's 80, width's 80, so that's gonna catch everyone on the other end.

Sorcerer makes his save to halve damage, and then makes his Toughness save.

Hound 1 makes its Reflex save, fails Toughness and dies.

Hound 2 makes its Reflex save, fails Toughness utterly and dies.

Hound 3 makes its Reflex save, fails its Toughness save and dies.

Hound 4 fails its Reflex save, makes its Toughness save.

Hound 5 fails its Reflex save, fails its Toughness save and dies.

Hound 6 makes its Reflex save, but fails its Toughness save and dies.

The Sorcerer responds to the death of his hounds with a blast of pure ice right at Cannonade. The blast hits, and Cannonade must make a DC27 Toughness save. And thank God, that happens. So, 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

Push goes up next.

Posted

Dead Head is still holding the necrotic powers from that Nazi-Ghoul (since his Nullify was a Concentration duration deal), so he has to devote a standard action each round to hold it, and if he's jostled will need to make a Concentration check to keep it. (Why's he still holding it? B/c he's not sure when the cops'd get there to put the Nazi-Ghoul safely behind bars.)

DH is exhausted, so he can't run or charge, moves at half normal speed, is at -3 attack and defense and -6 to Str and Dex.

At such a reduced ability to deal damage, he's falling back on his standard tactic: setting himself to interpose (for any ally within his movement rate, which at the moment is 50 feet).

He's partially hoping that the Sorcerer will see him holding the Nazi-Ghoul's mojo and target him directly anyway in an attempt to disrupt it and force DH to let it go. And that by now the cops have that Nazi-Ghoul well secured.

IC post coming up.


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