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Death Must Die


Supercape

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Posted

Sorry I thought you had fatigued the gun rather than yourself?

 

Even so you could drop to exhausted as one option. Or be blinded. Or have a power loss for one of your powers. 

 

As its your character I would rather you choose something that you thinks befits and defines him, rather than me impose one on you. 

Posted

 

Also, Bloodline starts off fatigued and with a hero point!

 

Bloodline - 2 HP - Fatigued

 

First post in the thread. Exhausted make sense but is risky.

  • 3 weeks later...
Posted

which hits true. As the Gun is fatigued, its a blast 7 effect, so a DC 22 Toughness save for Daybreak. 

 

1d20+6=18, a bruise!

 

So we move to

 

Round 2

 

17 - Daybreak - Bruised

6 - Hunters [4]

5 - Bloodline - Fatigued - 2 HP - Gun Fatigued (-2PP)

 

Daybreak will order his hunters to try to grapple you as a move action, and then fire a flare of celestial light at Bloodline:

 

1d20+10=27 which hits. His flare is a damage 6 and dazzle 6 effect. 

 

So that means a DC 21 Toughness save and a DC 16 Reflex Save vs Dazzle. 

 

The untrained hunters (all four) will move to melee range next to Bloodline. 

 

Then Bloodline is up! (provided he is not dazed!)

  • 2 weeks later...
  • 2 weeks later...
Posted

No worries!

 

So for all out movement there is an absence of rules for how long you can go. Throwing it about chat, I think everyone sort of thought "Forever" for how long you can run all out! Benefits of undead legs!

 

With the sewers, you can easily outpace the hunters with Speed 2. Lets drop out of combat for a bit. Although I suspect he is getting hungry!

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