GranspearZX Posted January 27, 2013 Author Share Posted January 27, 2013 Oh, and before I forget: 1 HP for the rousing battle speech. Round 1 19 :: Taraxus :: Unharmed 5 :: Supercape [2HP] :: Unharmed Trigger is still in the area, but he's still uncertain about getting involved. Taraxus opens up with a volley of hellfire at Supercape: Hellfire Control (DC29): (1d20+10=16) And I'm pretty sure that misses Supercape. ^^ Link to comment
Supercape Posted January 27, 2013 Share Posted January 27, 2013 Move Action: Fly to figure (I guess its in range?) Free Action: Shift Atomic Force Array into "Supercape", the Damage 12 Aura. Standard Action: Supercape attack! 1d20+12=32 Well hows about that. His first ever critical! Thats a DC 32 Toughness save (or 27 if immune to crits). Link to comment
GranspearZX Posted January 28, 2013 Author Share Posted January 28, 2013 He is, in fact, in rang. So: TOU check: (1d20+14=22) No dice (ha!) Which leaves him Bruised and Stunned, forcing him to miss his next action. GM post up shortly, and then SC is up again! Link to comment
Supercape Posted January 28, 2013 Share Posted January 28, 2013 Well, lets try a punch inna face! 1d20+12=24 Looks pretty good, so its another DC 27 Toughness. Link to comment
GranspearZX Posted January 30, 2013 Author Share Posted January 30, 2013 TOU Save: (1d20+14=22) -1 from the previous Bruise is 21... So that's another Bruise for Taraxus. This time, he attempts to use his hellfire to sap your CON! Drain CON: (1d20+10=30) FORT save for SC. Link to comment
Supercape Posted January 30, 2013 Share Posted January 30, 2013 Thats gonna hurt! 1d20+10=21 Link to comment
GranspearZX Posted January 31, 2013 Author Share Posted January 31, 2013 DC 22 (I should've mentioned that, d'oh) So he fails by 1. Ow. So his CON drops to 2... Hoo. Link to comment
Supercape Posted January 31, 2013 Share Posted January 31, 2013 No wish to be a rules lawyer here, but I think after UP, that drains affect 1 point per failure of the opposed roll (in this case 1 CON)? If you want to play it a CON drop to 2, go ahead - I just point this out - I think it was felt that drain was a little to powerful as it stood, and they wanted a staged effect, hence the UP change. (My memory may serve me badly of course!) Anyway, let me know - I don't want to be a dick about this. Consider this a memory jog rather than a rule. Your the GM here, its your call! Link to comment
GranspearZX Posted January 31, 2013 Author Share Posted January 31, 2013 Ooh. I was reading the core book, but I don't really mind the UP version. In fact, I did think that version of Drain might have been a little much... Failure by 1 means just a 1 CON drop; that's perfectly acceptable for me. :) Link to comment
Supercape Posted January 31, 2013 Share Posted January 31, 2013 Dont worry, thats cool. In my view GM has choice here! I think the reason UP changed was a) Drain was way overpowered (it could cripple a character with one shot failing by 1), and they wanted staged effects for it, like pretty much every other effect. I think you can see the reason why! Ill wait for Mysterious figures IC post! Link to comment
GranspearZX Posted January 31, 2013 Author Share Posted January 31, 2013 The IC post is already up; feel free take your next shot! Although... Trigger actually has Initiative now! Initiative: (1d20+15=31) Which puts the current situation at: Trigger :: Unharmed Supercape :: -1 Con Taraxus :: Bruised x2 GM post forthcoming! Link to comment
Supercape Posted February 2, 2013 Share Posted February 2, 2013 Ouchies! Although the aura power does mean he takes another DC 27 Toughness save muahaha! Let me know what the outcome of Trigger and the Aura is and Ill go from there! Link to comment
GranspearZX Posted February 4, 2013 Author Share Posted February 4, 2013 Trigger's going to try taking a shot at it: Ranged Attack roll: (1d20+15=32) vs his TOU check (DC 27): TOU check: (1d20+14=27) -2 from the bruising means he's damaged by the aura, and takes a 3rd bruise. [bruised x3] And vs Trigger's arrow (DC22): TOU check: (1d20+14=28) -3 is 25, so the arrow is ineffective. IC post forthcoming, and then it's SC's turn! Link to comment
Supercape Posted February 4, 2013 Share Posted February 4, 2013 OK, Supercape will go for extra effort this time, fatiguing himself, and boosting his Strike Aura to rank 14. Standard Action: Punch! 1d20+12=28 which I think hits, and would be a DC 29 Toughness save! Move Action: Nothing! Link to comment
GranspearZX Posted February 6, 2013 Author Share Posted February 6, 2013 Okay! So first, Taraxus needs a TOU save: TOU Save: (1d20+14-3=19) Ouch. And he's Bruised (x4) and Stunned. And Trigger takes the opportunity to hit him with another arrow: Ranged Attack: (1d20+15=35) And it crits. DC25 TOU check for Taraxus: TOU Save: (1d20+14-4=30) Wow, these dice. o.o IC post forthcoming, and then Supercape's turn again! Link to comment
Supercape Posted February 6, 2013 Share Posted February 6, 2013 Ok so as Supercape is Fatigued, he will back off as a move action, flying say 30 foot away. As a standard action he will irradiate the guy, a perception range attack so automatic hit and another DC 28 toughness save. Link to comment
GranspearZX Posted February 7, 2013 Author Share Posted February 7, 2013 TOU Save: (1d20+14-4=17) Bruised x5 and stunned again. With Taraxus in the shape he's in, would you mind if combat were to end here? Link to comment
Supercape Posted February 7, 2013 Share Posted February 7, 2013 No, that's a good gm call in my opinion. 5 Bruises staggered and dazed... Link to comment
Supercape Posted March 6, 2013 Share Posted March 6, 2013 1d20+5=19 for disguise roll if its needed (whatever attire he eventually dons!) Link to comment
Supercape Posted March 10, 2013 Share Posted March 10, 2013 Teleporting to the Karma - with whoever is coming! Link to comment
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