Fox Posted November 30, 2012 Posted November 30, 2012 GK stays where he is, and tries to snare the android captain. Ranged Attack Roll vs. Android Captain (snare) (1d20 + 12=31) So close to crit! But alas, not quite, and I'm not going to spare the HP to make it one. DC22 reflex, I do believe.
Supercape Posted November 30, 2012 Author Posted November 30, 2012 1d20+8=24 Lucky escape! post away, then I will do the Grue minions
Supercape Posted December 1, 2012 Author Posted December 1, 2012 The Gibbering Buffoons will split! The Injured ones (1,2,4,5) will attack the rock, which has 1 injury, so toughness 17, again Ill take the liberty of rololing touchness of rock. DC 23 Toughness saves... 1d20+17=37, 1d20+17=33, 1d20+17=35, 1d20+17=22 One more injury. The three uninjured minions will attack Giain Knight, the man who is creating all that pesky stone! 1d20+8=27, 1d20+8=9, 1d20+8=25 which I think is two hits. So thats two DC 23 Toughness saves for GK, and two Nauseate attacks DC 15
Fox Posted December 2, 2012 Posted December 2, 2012 Toughness Saves vs. Grue, DC23 (1d20 + 15=28, 1d20 + 15=33) Significantly tougher than he looks! Fortitude Saves vs. Nauseate, DC15 (1d20 + 10=19, 1d20 + 10=14) Bah, with his fort save he would roll a 4! GK is unharmed but sickened.
Supercape Posted December 4, 2012 Author Posted December 4, 2012 Round 5 24 - Gabriel - 2 HP - Bruised x2 23 - Fleur - 3 HP - Nauseated, Bruised 19 - Andriod Captain - Unharmed 14 - Giain Knight - 1 HP - Sickened 5 - Grue Mutant 1 - Bruised x3, Shaken 5 - Grue Mutant 2 - Bruised x2 5 - Grue Mutant 4 - Bruised x2 5 - Grue Mutant 5 - Shaken 5 - Grue Mutant 6 - unharmed 5 - Grue Mutant 7 - unharmed 5 - Grue Mutant 8 - unharmed Misc: Stone covering capsules: Injured x2 Gabe up!
KnightDisciple Posted December 4, 2012 Posted December 4, 2012 Right then. Since GK has the gibberers busy, and the fleshy Captain is down, time for the Android. Free Actions: All-Out Attack: 2 (free version), so Attack is +14, Defense is +10 Power Attack: 2, so Attack is +12, Save DC is 29 Standard Action: Charge, so Attack is back up to +14, Defense is down to +8. Attacking with the Spear, so a Melee Attack: 20. Argh, nope. I've got 2HP left, so. Hero Point Reroll: 28 DC 29 Toughness Save.
Supercape Posted December 4, 2012 Author Posted December 4, 2012 Gabriel - 1 HP Toughness roll 1d20+10=21 Injured, Dazed. Post away!
Supercape Posted December 6, 2012 Author Posted December 6, 2012 Fleur is up! Also: Optional HP for Gabriel: spear is so far impaled in the android +/- is electrically active, that Gabriel is disarmed. (Let me know if you want, KD).
KnightDisciple Posted December 6, 2012 Posted December 6, 2012 Fleur is up! Also: Optional HP for Gabriel: spear is so far impaled in the android +/- is electrically active, that Gabriel is disarmed. (Let me know if you want, KD). Sure. It's not his whole arsenal, just a thematic way to open the attack. He'll be disarmed.
Supercape Posted December 6, 2012 Author Posted December 6, 2012 Feel free to interject with an additional post to say that, KD...in the mean time... Gabriel 3 HP And Fleur is up!
KnightDisciple Posted December 7, 2012 Posted December 7, 2012 Feel free to interject with an additional post to say that, KD...in the mean time... Gabriel 3 HP And Fleur is up! I'll just roll it into his next post, so don't wait on me!
Supercape Posted December 7, 2012 Author Posted December 7, 2012 Scraps' Heal Roll 1d20+15=33 With the total extra, Scraps is back to new! Andriod Captain is up again, so GK is now up!
Fox Posted December 8, 2012 Posted December 8, 2012 GK isn't particularly keen on letting the grue chip away at his rock. He put effort into making that rock! It has sentimental value. Ranged Attack Roll vs. Grue 1,2,4 (3-target autofire blast; -3 multi-target penalty, +2 all-out attack, -2 sickened) (1d20 + 12 - 3 + 2 - 1=20, 1d20 + 12 - 3 + 2 - 1=26, 1d20 + 12 - 3 + 2 - 1=29) DC27 Toughness for those hit. GK's at -2 defense until his next turn, 'cos that couldn't possibly end badly.
Supercape Posted December 8, 2012 Author Posted December 8, 2012 1d20+8=14, 1d20+8=27, 1d20+8=12 ouch, that is going to hurt! thats without the bruise penalties - attacking 1,2,and 4 means net rolls of 11, 25, and 10, against DC 27 Toughness. Grue 2 makes it. Grue 1 and 3 fail by over 15, so Knocked out! Post away!
Supercape Posted January 3, 2013 Author Posted January 3, 2013 Arise! Arise! Sorry for being out of action for a few weeks with festive season etc! Grue Mutants still sort of up...1,3, and 4 all KOd. Thats five gibbering fanatic mutant Grue poiuncing on Giain Knight... 1d20+8=24, 1d20+8=20, 1d20+8=27, 1d20+8=25, 1d20+8=17 with a defence of +9, that means 4 nasty Grue Talons! 4 x DC 23 Toughness rolls 4 x DC 15 Fortitude Rolls (Nausea poison).
Fox Posted January 4, 2013 Posted January 4, 2013 Toughness Saves vs. Grue Attacks, DC23 (1d20 + 15=28, 1d20 + 15=29, 1d20 + 15=28, 1d20 + 15=22) One bruise! Fortitude Saves vs. Grue Nauseate Attacks, DC15 (1d20 + 10=27, 1d20 + 10=27, 1d20 + 10=18, 1d20 + 10=11) One failure! Oh dear. In the interests of not stacking him up to nauseated status, I'm going to spend GK's last HP to re-roll that - which means he's incapable of failing. But it also means he's out of HP! Hmm. And since it's been a round, I believe he gets to try to recover from his previous Sickened (though if the effect is actually +Poison, he'll have to re-save in a minute even if he recovers - dang Grue!). Fortitude Save vs. Nauseate (recovery), DC15 (+1, one previous failure) (1d20 + 10 + 1=12) ...ooooor not. GK takes a bruise, and remains Sickened.
Supercape Posted January 4, 2013 Author Posted January 4, 2013 Round 5 MB: renaming the Grue Mutants for ease. Mistakenly I jumped Gabs from 1HP to 3HP for the disarmed complication, sorry. I'm also noting the cumulative bonuses for save to Sickened for those effected. Fleur can, as she has cleaned the air, also recover at this point. 24 - Gabriel - 2 HP - Bruised x2 23 - Fleur - 3 HP - Sickened (+0), Bruised 19 - Andriod Captain - Injured 14 - Giain Knight - 0 HP - Sickened (+1), Bruised 5 - Grue Mutant 1 - Bruised x2 5 - Grue Mutant 2 - Shaken 5 - Grue Mutant 3 - unharmed 5 - Grue Mutant 4 - unharmed 5 - Grue Mutant 5 - unharmed Misc: Stone covering capsules: Injured x2
KnightDisciple Posted January 4, 2013 Posted January 4, 2013 Move Action: Back up about 10 feet from the Android. Standard Action: 22 DC 27 at base, with Autofire applying as needed. EDIT: That actually misses. So. Hero point reroll: 14, +10 becomes 24. Just hits.
Supercape Posted January 4, 2013 Author Posted January 4, 2013 Gabriel - 1 HP That hits, so its a DC 27 Toughness Roll for the already Injured Andriod... 1d20+9=27 Yikes! Fleur is up!
Supercape Posted January 5, 2013 Author Posted January 5, 2013 For healing a child who then runs back into danger... Fleur - 4 HP
Supercape Posted January 5, 2013 Author Posted January 5, 2013 So, Andriod Captain will pull out Gabriels Spear and use it against him! I don't really want to give him the full benefits (a PL 19 attack) so I will compromise here, and say it retains it Accurate 2 bonus, and acts as an improvised weapon (+2 DC). That gives him a +18 Attack at Damage 12. However, its going to take him a standard action to pull the thing out of him. And then a move action to get to Gabe. So no attack this round. GK is up!
Fox Posted January 5, 2013 Posted January 5, 2013 Moar autofire! All the autofire! GK holds position and attacks Grue 1, 2, and 3. Ranged Attack Rolls vs. Grue 1, 2, 3 (autofire blast; -3 autofire multi-target penalty, +2 All-Out Attack, -2 Sickened) (1d20 + 12 -3 + 2 - 2=16, 1d20 + 12 -3 + 2 - 2=16, 1d20 + 12 -3 + 2 - 2=13) ....well, that could have gone better. Not sure any of those hit, but I'll wait for confirmation.
Supercape Posted January 6, 2013 Author Posted January 6, 2013 I'm afraid not! that nausea setting in (defence +8) You also get a fort save vs the sickened status (at +1), which may come in handy as... Those pesky Grue are going to wail on poor GK again! 1d20+8=25, 1d20+8=20, 1d20+8=12, 1d20+8=19, 1d20+8=22 ...They roll well, huh? thats 4 more toughness DC 23 Rolls, 4 more fort saves at DC 15...yoikes!
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