Supercape Posted January 8, 2012 Author Share Posted January 8, 2012 Zobos Stat's Zombie Archetype, but boosted: STR 20, Protection +6 (Attack +1 Unarmed for DC 20, Defence +0, Tough +6, Fort -, Reflex -1, Will - Zobos Initiative 1d20-1=14 Synth Initiative 1d20+10=11 Catalyst is up! The two currently visible Zobo's are about 50 feet from the Van (and in the way on the small road). Link to comment
Aoiroo Posted January 8, 2012 Share Posted January 8, 2012 Snare attack, 15, did that hit? Link to comment
Supercape Posted January 8, 2012 Author Share Posted January 8, 2012 With there mighty defence of 0, yes! and +2 to DC from the Autofire. 1d20+0=1, 1d20+0=8 Both fully snared! Machine gun Catalyst shoots again! The Snare, as far as I can see has toughness 5 for reference. Link to comment
Aoiroo Posted January 8, 2012 Share Posted January 8, 2012 It has 7 toughness with autofire. Link to comment
Aoiroo Posted January 8, 2012 Share Posted January 8, 2012 SC, can Catalyst stick herself to the roof of the van with her snare while Synth drives so she can shoot out all the Zobos to make they're escape? Link to comment
Supercape Posted January 9, 2012 Author Share Posted January 9, 2012 Wow, of course That deserves an HP for being outrageously cool and entertaining! Link to comment
Supercape Posted January 9, 2012 Author Share Posted January 9, 2012 For Reference: Catalyst - 3 Hero Points Synth needs a drive Roll (and has Jack of all Trades and Dex 30!) 1d20+10=27 more than enough to position Catalyst suitably. Ok, I will call this 4 groups of Zobos approaching from four Quadrants, each with 3 Zobos in (12 total). With your improved range, you can fire three times without penalty before the Zobo's reach the Van. Take those rolls away. I appreciate this is somewhat fudged but best way I can think of doing it. Link to comment
Aoiroo Posted January 9, 2012 Share Posted January 9, 2012 How far away are they now, her area attacks only cover a diameter of 25 feet, so she'll use those if they get that close, but until then, she'll use her long rang blast by hitting the zobos in a line with autofire. 13, ouch, that still hit? If so, DC 20 for each zobo in that quadraunt. Link to comment
Supercape Posted January 9, 2012 Author Share Posted January 9, 2012 They have a defence of 0! EVen with a penalty for "walking" the fire, thats enough. Lets say this is North quadrant for simplicity. This round they wont be close enough for area attacks, the next round you can use area at -2 penalty, the final round all guns blazing (incidentally they are immune to fort saves, so careful with those Areas!) Anyway Round 1: Autofir hits all 3 Zobos: DC 20 Saves 1d20+6=21, 1d20+6=8, 1d20+6=22 2 Survive, one drops (for genre convenience, its a head shot!) Round 2! Link to comment
Aoiroo Posted January 10, 2012 Share Posted January 10, 2012 Okie dokie, so area snare then, -2 for penalty, 10, that's a natural one, epic fail. Link to comment
Supercape Posted January 10, 2012 Author Share Posted January 10, 2012 Gulp then round three and eleven zoos at the van... Of course you can delay till they are all within area effect although without selective that will also effect the van and you Link to comment
Supercape Posted January 10, 2012 Author Share Posted January 10, 2012 Take it away for round 3 then, if you delay till they are all by the Van, you can catch all eleven of them!" Link to comment
Aoiroo Posted January 10, 2012 Share Posted January 10, 2012 16, shifted by 3 and they're all close enough cause of lag. That's a snare then, DC 21 reflex if you include autofire. Link to comment
Supercape Posted January 10, 2012 Author Share Posted January 10, 2012 Which none of them can possibly make! Post away! Link to comment
Aoiroo Posted January 10, 2012 Share Posted January 10, 2012 Umm, so, should I post for all three rounds then? The Zobos don't seem like they're doing much and Synth's busy driving. Link to comment
Supercape Posted January 11, 2012 Author Share Posted January 11, 2012 Yeah ZObos are just shambling to Van... go post for your 3 rounds of gunmanship! Link to comment
Aoiroo Posted March 14, 2012 Share Posted March 14, 2012 Right so, search save for the soup kitchen, or notice or something. Link to comment
Supercape Posted March 15, 2012 Author Share Posted March 15, 2012 Give me both! Also, a Knowledge (Physical Sciences Roll)! Its your call, but the feel of the situation is that things are going down, fast. Taking 20 would allow more havoc to occur. Link to comment
Aoiroo Posted March 16, 2012 Share Posted March 16, 2012 9 search roll, taking ten on Notice is 20, taking ten on Knowledge (Physical Sciences) is 25. So what do we got? Link to comment
Supercape Posted March 16, 2012 Author Share Posted March 16, 2012 Ok, so you don't find any clues. You do notice some organic debris around the soup kitchen. It looks like the poor Zobo's are moulting, or rotting. The tissue has a very faint odour. With your physical sciences roll, and your mobile lab, you can analyse the tissue. It is necrotic human tissue (i.e. dead) with some powerful metabolic agent in it, like a concentrated form of Zoom, that is both the cause of tissue death and, perversely, keeps it "going" at the same time. Catalyst would be able to concoct an anti-dote serum, and track the trace chemicals if she so wished, or do anything else you think is cool and funky (as you have outstanding Knowledge, Chemical Craft skills, and a fully equipped van!). Link to comment
Aoiroo Posted March 20, 2012 Share Posted March 20, 2012 Umm, well a cure would just stop them from being zombies, it wouldn't like bring them back to life, they're braindead right? Link to comment
Supercape Posted March 20, 2012 Author Share Posted March 20, 2012 Thats the idea, although if you fancy reincarnating them in the spirit of silver age, we can do that too! Link to comment
Aoiroo Posted March 21, 2012 Share Posted March 21, 2012 No, not really, anyway, checks aside how long would it take to make? Link to comment
Recommended Posts