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Hazard Lane


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  • 1 month later...
Posted

Done. You notice several security cameras around the entrance and inside the building. All seemed to be controlled by the reception area where the two guards are. 

  • 3 weeks later...
Posted

Quick notes:

 

Biohazard suits give protection (hot, cold, radation environments, poison and disease). They also are bulky and slow, so reduce Notice rolls by 4, and a -1 penalty to attack, and defence. net effect...0 EP! ;)

  • 3 weeks later...
  • 3 weeks later...
Posted

The Gas is a Fatigue 10 Area (Cloud) Effect. Feel free to Reflex roll that (DC 20) to half effect!

 

It also has the Sleep Extra. (Yes, its sleeping gas!)

 

Of course even if unaffected you may wish to bluff falling asleep, if so,...you know what skill to roll!

  • 4 weeks later...
Posted

Just misses, I am afraid (I made her flat footed)

 

So, Hazard responds by backing off down the corridor to the Zap machine (Move Action)

 

And firing at you! (Standard Action)

 

1d20+12=20 A miss!

 

Post away!

  • 2 months later...
Posted

It does indeed

 

1d20+10=25 She just makes it!

 

In response, she backs right up to the Zap Machine, now clearly malfunctioning, and fires again: this time a Gas Pellet. It is an Area of Effect (Cloud) Fatigue 10 Chemical effect (So DC 20 Reflex to 1/2 the DC....And a DC 20 Fort Save vs Fatigue (or 15 if you make the Reflex) )

 

 

 

 

Round 2:

 

8 Triasoka - 3 HP - Unharmed

2 Hazard - Unharmed

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