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A Fool's Errand (OOC)


GranspearZX

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Posted

TOU check: (1d20+7=20)

And Trigger earns himself another bruise.

Smokey attempts to overcome the Dazzle again: FORT check to overcome Dazzle (+1): (1d20+10+1=13)

And he fails, but that doesn't stop him from hurling fireballs at Supercape: Concealment Roll 50% (Success on 51-100): (1d100=44)

And he misses, hitting everything BUT Supercape.

Trigger makes a run for it, scrambling to a door towards the back of the room! (IC post incoming!)

Posted

TOU check (Bruised x2): (1d20+6-2=11)

And that renders poor Trigger unconscious.

Naturally, this enrages Smokey:

FORT check to overcome Dazzle (+2): (1d20+10+2=26)

And he can see! Thus, he tries to incinerate Supercape one more time!

Blast 12 (Fire blast): (1d20+8=10)

-1 makes it 9, but he misses either way.

Round 4!:

Supercape :: 3 HP :: Bruised x1

Smokey :: Unharmed, Insub2

Trigger :: Bruised x2, Unconscious

Posted

Well this is going to be quick!

Switching atromic array to a straight irradiate power, microwaving him (er...in a non-lethal way, of course)...its a perception attack so DC 27 Toughness roll.

Posted

(It occurs to me that I missed the marker for Round 5. Derp.)

FORT save: (1d20+12=19)

And he fails, making him Sickened.

Recognizing his problem and what Supercape is really doing, he backs off, launching another burst of flame at Supercape (Blast 12) while moving as far back as he can with his move action.

Ranged attack (Blast 12): (1d20+8=9)

And he whiffs it. REALLY whiffs it.

GM Fiat! His shot goes high and hits some of the pipes in the ceiling. The explosion doesn't damage anything but it sends a cloud of steam everywhere, obscuring the whole room. (Visual).

IC post forthcoming!

Posted

not much of a disadvantage for Supercape with his plethora of senses!

In any case, he will let loose another pulse of gamma, another DC 23 Fort check - hopefully another fail which will push him to nauseated!

Let me know if thats ok and I will post.

  • 4 weeks later...
Posted

There's a definite dimensional disturbance, one that takes up a space equal to about half of one of the building's floors. It's a few stories down, but the drastic change in the way the surrounding looks seems to be part of it. The tear isn't widening, but whatever is causing it seems to be in a static place--likely wherever the yelling is coming from.

  • 3 weeks later...
Posted

For the record, this is the statblock I'm using for our demonic friend... because proper formatting takes me hours. Seriously.:

Taraxus

Power Level: 12; Power Points Spent: 180/180

STR: +13 (36), DEX: +2 (14), CON: +5 (20), INT: +2 (14), WIS: +0 (10), CHA: +0 (10)

Tough: +14, Fort: +12, Ref: +2, Will: +5

Skills: Acrobatics 8 (+10), Climb 8 (+9), Intimidate 14 (+16), Knowledge (arcane Lore) 12 (+14), Notice 8 (+8), Search 8 (+10), Stealth 8 (+6)

Feats: Chokehold, Fearsome Presence 5, Improved Grab, Improved Pin, Power Attack, Startle

Powers:

Density 8 (+16 STR, +4 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate)

. . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)

. . Super-Strength 2 (+10 STR carry capacity, heavy load: 58.9 tons; +2 STR to some checks)

Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Hellfire Control 14 (DC 29)

. . Corrosion 9 (Alternate; DC 24)

. . Drain 12 (Alternate; drains: single trait - constitution, DC 22; Contagious)

. . Fatigue 12 (Alternate; DC 22)

. . Nauseate 12 (Alternate; DC 22)

Immunity 10 (aging, life support)

Protection 5 (+5 Toughness; Impervious)

Super-Strength 2 (+10 STR carry capacity, heavy load: 58.9 tons; +2 STR to some checks)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +28/+32)

Attacks: Corrosion 9, +10 (DC Fort/Tou ), Drain 12, +10 (DC Fort/Staged 22), Fatigue 12, +10 (DC Fort 22), Hellfire Control 14, +10 (DC 29), Nauseate 12, +10 (DC Fort/Staged 22), Unarmed Attack, +10 (DC 28)

Defense: +10 (Flat-footed: +5), Size: Large, Knockback: -17

Initiative: +2

Drawbacks: Disability, uncommon, minor, No Sense of Smell, Touch, Taste, Vulnerable, uncommon, major, Holy Attacks, Weakness, common, minor, Bright Light +1, Weakness, uncommon, moderate, Holy Ground +4

Languages: Native Language

Totals: Abilities 16 + Skills 17 (66 ranks) + Feats 10 + Powers 94 + Combat 44 + Saves 12 - Drawbacks 13 = 180

That said:

Initiative: (1d20+2=19)


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