Supercape Posted September 10, 2014 Author Posted September 10, 2014 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.
RobRX Posted September 10, 2014 Posted September 10, 2014 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.
Supercape Posted September 10, 2014 Author Posted September 10, 2014 Ah yes, me bad. Your call on what you want to happen (or, not happen if you dont want the HP).
RobRX Posted September 26, 2014 Posted September 26, 2014 Shooty time on Daybreak. http://orokos.com/roll/224246 1d20+11: 21 [1d20=10]
Supercape Posted September 26, 2014 Author Posted September 26, 2014 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!)
RobRX Posted October 9, 2014 Posted October 9, 2014 Toughness roll: http://orokos.com/roll/227291 1d20+8: 27 [1d20=19] Aaaand Bloodline runs off....
Supercape Posted October 9, 2014 Author Posted October 9, 2014 Still need that DC 16 Reflex save vs Visual dazzle - and sure, post the run! (also, note if you are moving all out)
RobRX Posted October 9, 2014 Posted October 9, 2014 Still need that DC 16 Reflex save vs Visual dazzle - and sure, post the run! (also, note if you are moving all out) Oops, my bad. http://orokos.com/roll/227344 1d20+7: 17 [1d20=10]
Supercape Posted October 10, 2014 Author Posted October 10, 2014 Cheers Rob, so not blinding. Just to clarify, is he moving all out or accelerated? (p33 Core rules)
RobRX Posted October 22, 2014 Posted October 22, 2014 Moving all out. Sorry, completely forgot to post.
Supercape Posted October 29, 2014 Author Posted October 29, 2014 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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