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Sanctuary: Panacea (OOC)


Supercape

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Posted

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

Posted

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!

Posted

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.

Posted

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).

Posted

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.

Posted

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.

  • 4 weeks later...
Posted

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.

Posted

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

Posted

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.

Posted

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!


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