Dr Archeville Posted February 25, 2012 Posted February 25, 2012 You didn't post the link/result for Necromme's Toughness check! Dead Head's Initiative (1d20+2=9) Though since it's just the two of us, and neither of us are surprised, I don't think initiative really matters. DH has 1 HP and is (still) Fatigued. Dead Head did crawl/leap into the incinerator, so that's Damage 10. Which his Impervious 12 absorbs. So his flesh regenerates as fast as its burned away. To hasten the clock's destruction, DH will also be putting the squeeze on it as they are in the fire. BREAKING OBJECTS If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively. This requires a full-round action. Instead of rolling, assume the object's Toughness save result is equal to (5 + Toughness). Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way). If your damage bonus is equal to the object's Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically. It's like a coup de grace, you're effectively power attacking, there's no attack roll, so you can't use Power Attack to increase the damage further. The clock's Toughness is +16, so that's a result of 21. DH's unarmed damage is DC 21 (15 + Str mod +7, -1 for Fatigue). Sneak Attack -- he's got it in-hand, he can see joint and where panel meets and where best to apply pressure -- adds +2 more, to 23. With his Body Weaponry AP on his Necromancey/Stupid Dead Tricks Array -- in this case, pushing magically-charged and -sharpened bones through his fingers to dig into/rake the clock -- brings it up to 29. And he can use Extra Effort to increase the rank of his power by +2, so that brings it to DC 31. In other words, a Damage 16 effect... which equals the Toughness of the clock, so it's broken. What does "broken" mean in this context? Well, for a regular lethal attack, a Toughness save result of 21 vs. a DC 31 Damage effect fails the Toughness save by 10, leading to Dazed (per our House Rules) + Disabled + Staggered. Dazed: A dazed character can take no actions, but retains dodge bonus to Defense. Disabled: A disabled character is conscious and able to act but badly injured. He can take only a single attack or move action each round, and if he performs any strenuous action, his condition changes to dying after the completing the action. Strenuous actions include moving all out, attacking, or using any ability requiring physical exertion or mental concentration (including any power requiring a standard action). Staggered: A staggered character can take a single move or standard action each round, not both. Any further damage to a staggered character shifts the character’s condition to unconscious. My rough image is that DH manages to rend/tear open the clock, exposing the jerky-like organs within. And then there'll be the save it must make vs. the incinerator! DH will be Exhausted at the beginning of the next round (and still have 1 HP).
Supercape Posted February 25, 2012 Author Posted February 25, 2012 Mechanically my only concern with above is Breaking Objects action under combat as I dont think it would fall under the "taking 10" situation. However, I don't want to be an arse about the rules on this. An attack on the object (which I think in this situation would be auto hit as there is no physical way he could miss) would be DC 31 To, with a standard toughness save. This also makes more sense to me as opposed to the auto crush attack (of course there is a very good chance with that DC that there is significant damage). Thoughts? NB - Great IC posting. V Dramatic!
Supercape Posted February 26, 2012 Author Posted February 26, 2012 Right as discussed in chat! 1 Hero Point for throwing yourself in an incinerator to save a little girl! (how heroic do you need to get????) Necrommes toughness versus your hand! 1d20+16=20 even worse! So dazed, disabled, and staggered. Round 2 - Heat is Damage 12 11 -Necromme - Dazed (until 9), Staggered, Disabled 9 - Dead Head - 2 HP - Exhausted Necromme technically has initiative, but of course dazed this round. And he now has a DC 31 Toughness to make: 1d20+16=36 Proving resilient! Dead Head up, DC 27 Toughness save from the flames.
Dr Archeville Posted February 26, 2012 Posted February 26, 2012 DMG 12 equals his Impervious, so he will need to make a save. Toughness save vs. fire, DC 27 (1d20+18=36) No problem! Reaction: Use HP to reduce Exhausted to Fatigued. 1 HP left. Full Round Action: Coup de grace the immobile (nil Dex) Necromme/clock. COUP DE GRACE As a full-round action, you can deliver a coup de grace to a helpless opponent adjacent to you. You automatically hit and score a critical hit. If the defender takes damage but is not knocked out or dying, he must make a Fortitude save (DC 10 + damage bonus) or be knocked out (for a nonlethal attack) or dying (for a lethal attack). You can’t deliver a coup de grace against a target immune to critical hits. You can deliver a coup de grace against a target with total concealment, but doing this requires two consecutive full-round actions (one to feel around and accurately perceive the target and another to deliver the coup de grace). Necromme's immune to Fort effects, so that Fort save won't come into effect, but the "score a critical hit" does. So, Damage equals (15 +7 [str] -1 [Fatigued] +2 [snk Attk] +6 +5 [Crit]) DC 34
Supercape Posted February 26, 2012 Author Posted February 26, 2012 Post away IC! 1d20+16=29 for Necromme. Round 3 11 - Necromme - Injured, Staggered, Disabled, Dazed (until 9) 9 - Dead Head - 1 Hero Point - Fatigued. So, first off, Necromme saves vs the now Damage 14 (for him 21) effect so DC 36, rolling 1d20+15=25 so he is toast! Dead Head needs a DC 29 toughness roll in the flames - although as long as he can survive that, he can crawl out!
Dr Archeville Posted February 26, 2012 Posted February 26, 2012 Toughness save, DC 29 (1d20+18=28) fails by 1, he takes an Injury, which he'll regenerate next round (when he's out of the incinerator!)
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