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Earth Victoriana: On Track


Supercape

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Posted

Save Vs Soporific: 1d20+10=24

 

Completely ignore the cultists next to me and move over to assist singh, spending a HP to gain access to the takedown feat

 

Attacking the thug whoms knife is currently in singh 1d20+8=27

 Takedown Attacking the Second if applicable 1d20+8=16

 

Moving back to engage his own if they're removed from the combat and he's got enough movement left.

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Posted

Singh is up: Standard Action: Bleed over the floor. 

 

Which means...

 

Round 2:

 

17 - Synapse - Unharmed - 1 HP

13 - Cultists [3]

13- Priest - Bruised

4 Ulysses

3 Singh

 

Fort Save DC 11 vs the drugs. 

 

Synapse is up!

Posted

So the two standing Cultists' one tries to stab Ulysses (And I will say hits but of course impervious, so no effect!)

 

The other tries to stab Synapse 1d20+2=3 and misses. 

 

The priest will try Mind Control 4 on Ulysses, which means a WILL DC 14 Save from Ulysses. 

Posted

Ok so you can knock down one Cultist, and with your surge, the Priest too. 

 

That effectively ends the combat, so lets say you knock out both remaining thuggee cultists (to keep things neat). 

 

Post awaaaay!

 

I make current status

 

Synapse - 2 HP (Forgot to add the 1 HP for fiat above, so make it 2)

Ulysses - 1 HP - Fatigued. 

Posted

Dee will use that new hero point to get Jack of All Trades and then treat Singh with Medicine (+8 from Wis), so she will take 10 to treat him, getting an 18.

Posted

Thats all cool. 

 

So we are probably due a scene cut to a cave at the edge of the town? How soon, any preparations? Do you need a guide? Etc etc! Thoughts please!

Posted

Well, Dee does not have any real preparations to make, so she is ready to head straight there once Ulysses returns.  As for a guide, she can just get the directions out of the minds of the unconscious Thugee as she waits for him to return.

Posted

Bomb!

 

This would be a damage 15 area effect, limited to 8 ranks for those with protection (and Ulysses would be completly unharmed!)

 

It is of course easy to step around. It is DC 15 DIsable Device or Craft (Mechanical) to disarm. Modifications or other stuff, higher DC, depending on what or if you want to do with it. 

Posted

Synapse cannot miss that Disable Device roll, so she will disarm the trap.

Also, as I mentioned, Synapse had her forcefield up, which would qualify as protection.

Posted

Yup, got that! It was more if anybody else stepped on it!

 

So if you guys are going in - pacing bravely or stealth? (the latter requiring a stealth roll). 

 

And, sorry to be a pain, more notice rolls from you both?


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