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Fire to the Bone [OOC]


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And he gets Staggered and just misses Unconsciousness. As I don't have the book with me and Knockback rules are a pain in the ass to remember, especially when the target plows through multiple obstacles, I'm Fiating here and giving Push a Hero Point to neglect the Knockback.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 2 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Stunned (Push's Action), Staggered, Bruised x2, 0 HP'

Wisp is up next.

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Wisp's going to do another goon-sweep style attack.

Free action: Power-attack -5atk/+5tough

Standard action: 1d20+8=18, pretty sure that hits Einherjar 3 and Ritualist for 15 (base) + 7 (strength) + 5 (power-attack) + 2 (autofire bonus) = DC 29 toughness save. Sadly, as 'Jars 1 & 2 unstunn on my action, I miss them entirely.

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The Ritualist is down! And the Einherjar takes another Bruise.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Staggered, 0 HP

Push: 19, Unharmed, 2 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x2, Stunned (Atlas's Action), Bound, 0 HP

Einherjar 2's turn. He attempts to strike Atlas, who's got his buddy in a grapple... and hits. DC26 Toughness save for Atlas.

Atlas is up next.

EDIT: Okay, I only now just realized that I had the roll, but did not post it. I also realize that it has vanished from IC forever. So, the blow did not hit.

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  • 2 weeks later...

Bringing his form to this page

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 5 (100ft ) [5pp]

Immunity 5 (falling damage) [5pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critical (unarmed), Move By Action, Takedown Attack 2) [9pp]

Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp]

Atlas' action is quite simple, he'll first maintain his grapple as a free action, then he'll take a Full-Round Action to Coup de Grace to the target he is grappling, provoking a DC 32 Toughness save. If he takes damage from that, he needs to make a DC 27 Fort save to remain conscious.

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And he's down.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Staggered, 0 HP

Push: 19, Unharmed, 2 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, 0 HP

Atlas: 12, Unharmed, 3 HP

Which means it's Cannonade's turn. Cannonade punches the Einherjar again and uses Improved Grab to try and establish a grapple if it connects.

(14:11:55) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 18.

I really need to talk to Sorus about our naming scheme. Anyway, that's a 27, which hits the Einherjar. First comes the DC24 Toughness save.

(14:12:55) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 17.

Which he makes on a 28. But as the hit connected, now comes the Grapple check.

(14:13:48) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 17.

(14:14:10) AvengerAssembled: Hah-hah

(14:14:10) Geez3r: heh

(14:14:18) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 3.

And that's Cannonade's 39 versus the Einherjar's 25. He's Bound.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Staggered, Bound, 0 HP

Push: 19, Unharmed, 2 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 1 will not stand for this, so he tries to break the Grapple.

(14:19:49) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 7.

(14:19:53) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 4.

Einherjar gets 29, Cannonade gets 26. He breaks it, but as he's Staggered, that's his turn. Actually, wait... the regeneration powers are kicking in, so he's no longer Staggered. He uses this chance to attack Cannonade.

(14:23:19) Wander, Dark Lady of the Terminus: trollthumper rolls 1d20 and gets 5.

Or he would, if he didn't roll a 16 total and miss.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, 0 HP

Push: 19, Unharmed, 2 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, 0 HP

Atlas: 12, Unharmed, 3 HP

Push is up next.

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Regeneration? Well, we can't have that now can we? Time for :science:!

Using his kinetic leeching, Push will drain as much energy as he can from the zombies' cells, slowing down their tissue regeneration to an imperceptible rate. In other words, NO REGEN FOR CHOO!

Nullify Regeneration 8 (Cellular Slowdown, Power Feats: Selective, Independent; Extras: Area [General, 50?-ft Burst.], Increased Duration 3; Flaws: Action [Full])

I have no idea if I got my math right on this one or not, honestly; Nullify Power Check! (1d20+8=14) Well, that won't do. *murders HP* Nullify Power Check! (1d20+8=17) With the +10 from the HP, that's a DC 27 Will save, and the power itself is now Sustained (means I have to take a Free Action each turn to maintain it).

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And Einherjar 1 is Bruised and Stunned, while Einherjar 2 gets Stunned and Staggered.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Bruised x1, Stunned (Wisp's Action), Regen Suppressed, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), Staggered, Regen Suppressed, 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 2 is Stunned, so it moves to Atlas.

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Melee Attack roll vs Einherjar 2; All Out Attack 5, DC 27 Tough; Atlas Defense set to +7 (1d20+17=30)

If that doesn't drop Einherjar 2, I'll use Improved Grab to grapple him: Grapple roll vs Einherjar 2 (1d20+34=39)

If the initial attack does drop Einherjar 2, I'll use Takedown Attack to attack #1: Melee Attack roll vs Einherjar #1, Takedown Attack, All Out Attack 5, DC 27 Tough, Atlas Defense set to +7 (1d20+17=25)

Should #1 not drop from that attack, I'll use Improved Grab on him: Grapple roll vs Einherjar #1 (1d20+34=45)

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Einherjar 2 makes his Toughness save, but fails his Opposed Grapple check and is Bound.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Bruised x1, Stunned (Wisp's Action), Regen Suppressed, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 0 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), Staggered, Bound, Regen Suppressed, 0 HP

Atlas: 12, Unharmed, 3 HP

So we're at the top of the round, and it's Cannonade turn. Once more, he All-Out Attacks for +2 ATT/-2 DEF. It hits the Stunned Einherjar, necessitating a DC24 Toughness save. It makes a 13, so the Stun refreshes and it's now Staggered.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Bruised x1, Stunned (Cannonade's Action), Staggered, Regen Suppressed, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 0 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), Staggered, Bound, Regen Suppressed, 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 1 is still Stunned, so Push is up next.

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Push takes a Free Action to recharge those links, then aims for Einherjar 1 with a solid hammerblow; if the Knockback works then let's just say he dents the wall above the ritualist. And then falls on the ritualist. :D

All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Hammerblow! (1d20+10=12) Well, that won't do.

All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Hammerblow! (1d20+10=18) Hero Point Redux, let's see if that hits. DC 34 Toughness save if it does.

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Given that Atlas has a +29 to his Grapple checks, I'm going to say he beats it. And because it worked the first time, he'll do it the second time:

He'll first maintain his grapple as a free action, then he'll take a Full-Round Action to Coup de Grace to the target he is grappling, provoking a DC 32 Toughness save. If he takes damage from that, he needs to make a DC 27 Fort save to remain conscious.

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