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Sanctuary: Panacea (OOC)


Supercape

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Posted

Its getting epic!

Adding in the Kids at 23, as they effectively delayed till that action to add to the drama. However, are essentially non-combatant.

Round 6

24 - Gabriel - 1 HP - Bruised x2

23 - Kids

23 - Fleur - 4 HP - Sickened (+0), Bruised

19 - Andriod Captain - Injured

14 - Giain Knight - 0 HP - Bruised x2, Dazed until [5]

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

Gabriel is up! but de-speared!

Posted

Right then.

Move Action: Try to put some distance between myself and the Captain. I probably can't put 30ft between us (I have Flight 1, so I could of course go further than that in 1 action), but I'll do what I can.

Standard Action: Ranged Attack, ker-blasting!

14. Argh.

I was going to Surge, but I might as well just ReRoll.

15, which becomes a whopping 25. So, it hits. Barely.

DC 27 Toughness Save.

And I have 0 HP now. :?

Posted

Knowledge (Tech) check to work out how to deactivate the andriod DC 20. I'll allow untrained as the Captain will help to a degree with his speech.

It's a DC 15 disable device of craft (electronics) check to actually do it, and it will take a full round of him being immobile. Which he is, when snares, but I'll say the fact the snares actually get in the way mean a -5 penalty to that roll (unless you have some cunning abilities to work remotely!).

Posted

There is always extra effort to surge, of course!

And we are back up to Gabs!

Round 7

24 - Gabriel - 0 HP - Bruised x2

23 - Fleur - 3 HP - Bruised

19 - Andriod Captain - Injured x2, Bound

14 - Giain Knight - 0 HP - Bruised x4, Nauseated (+0)

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

Posted

The whole 'hitting multiple enemies' thing doesn't seem to be working out so well! GK will focus fire a bit. Also, he'll throw an extra condition on himself by using extra effort, because he's gotta complete the collection.

GK surges for a standard action:

Ranged Attack Roll vs. Grue 1 (autofire blast) (1d20 + 12=24)

I believe that should hit, and since he isn't technically sickened, no penalty! Woo!

DC27 Toughness save, +1 for every 2 his attack exceeded defense, to a max of DC33.

Posted

Well, that hits by 6 over required, so a DC 30 Toughness save.

Grue 1 already has two bruises, so:

1d20+6=16 is a fail by 14...Grue 1 is bruised, dazed, staggered!

Giain Knight - Fatigued!

The remaining 4 Grue are going to attack the plants now!

2-4 Attack the Trees...

1d20+8=25, 1d20+8=18, 1d20+8=18

They all hit. DC 23 Toughness, DC 15 Fort.

Trees toughness saves (I hope you are OK with my rolling for them for expediencies sake, Electra...)

1d20+10=16, 1d20+10=22, 1d20+10=15

Thats Tree 1: Bruised/Dazed, Tree 2: Bruised, and Tree 3: Bruised/Dazed.

Fort Saves

1d20+9=25, 1d20+9=22, 1d20+9=23 is much better!

Grue 5 Attacks Fleur!

1d20+8=22 which I think is a hit, so DC 23 Toughness and DC 15 Fort Save

Waiting for Fox to Post IC, then Ill post IC.

Posted

Fleur handily makes the toughness save.

As far as I know, the Grue's nauseate effect is explicitly a poison attack, so unless you tell me otherwise I will assume that her immunity to poison negates the need for a fort save.

Also, rolling for the trees is fine, I think they're under your control and all I can do is use move actions to command them anyway.

Posted

Round 8!

24 - Gabriel - 0 HP - Bruised x2

23 - Fleur - 3 HP - Bruised

23 - Trees [2 Remaining] - Unharmed

19 - Andriod Captain - Injured x2, Bound

14 - Giain Knight - 0 HP - Bruised x4, Fatigued (+0)

5 - Grue Mutant 2 - Shaken

5 - Grue Mutant 3 - unharmed

5 - Grue Mutant 4 - unharmed

5 - Grue Mutant 5 - unharmed

NB: Poison effects will start kicking in Round 11? ( I know, Poison may actually do something as an extra!)


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