olopi Posted April 29, 2016 Share Posted April 29, 2016 Same as before, another DC18 Reflex or in this case just toughness against Damage 8 Link to comment
Supercape Posted April 29, 2016 Author Share Posted April 29, 2016 Save vs volcano: 1d20+6 18 and its toast! Link to comment
Supercape Posted April 30, 2016 Author Share Posted April 30, 2016 Could I have a Knowledge (Physical Sciences) roll (for Bonfire, an untrained INT roll DC 15), and a notice roll, please! Link to comment
olopi Posted April 30, 2016 Share Posted April 30, 2016 1d20 = 6 Intelligence fails, meanwhile... 1d20 + 10 = 24 Notice goes alright Link to comment
Supercape Posted May 1, 2016 Author Share Posted May 1, 2016 Might be initiative time! Link to comment
olopi Posted May 1, 2016 Share Posted May 1, 2016 1d20 + 5 = 24 You say that like there's a choice! Well, there you go, that should be pretty high up the list Link to comment
Supercape Posted May 1, 2016 Author Share Posted May 1, 2016 Initiative: 1d20+5 21 for Drillbots Initiative: 1d20+4 20 for Marie Casey has a nominal Initiative of 10 Round 1 24 Bonfire - 1 HP - Unharmed 21 Drillbots [5] 20 Marie Bonfire is up! Link to comment
olopi Posted May 2, 2016 Share Posted May 2, 2016 Standart Action: Conclealment on Bonfire and Friends Move: Flying upwards Not a whole lot for now. Link to comment
Supercape Posted May 2, 2016 Author Share Posted May 2, 2016 Ill give an HP for complication (Heat signature), which the drillbots can sense. And now, they will track on to that, and FIRE..... ...LASER BEAMS! Fire Laser Beams: 5#1d20+8 10 18 11 22 24 Two beams hit, each giving a toughness 20 Save. Marie will return fire Fires at Drillbot: 1d20+10 22 A DC 25 Toughness save for one drill bot, which, giving it is a minion with a toughness of 5, Im just going to say explodes. Link to comment
olopi Posted May 2, 2016 Share Posted May 2, 2016 2#1d20 + 10 = 16, 21 Well, bruised one, that's okay. Standart Action: Area 8, DC 18 Reflex for all robots caught in it, then a DC23/19 Toughness save Move action: Moving into some sort of cover, if there is any Link to comment
Supercape Posted May 2, 2016 Author Share Posted May 2, 2016 Will do - Shapeable area might be tricky in this confined area and with various equipment, Marie, and Casey standing around. Doable, but tricky. I would suggest either playing it as inclusive (meaning machinery) damaged and a 50% chance of hitting Marie or Casey, but catching all bots), medium (Catch all the bots but they get +5 situational bonus on reflex save and 50% chance of machinery damage or narrow (hitting all the bots, but at half rank damage 4 effect). One of the issues with Shapeable is that whilst you do get to choose which areas are hit is is a) still not selective (adjacent things are hit), and b) you still have to fill up all the area of effect equal to your rank. I hope that on the fly ruling is ok - let me know how wide you want to hit the bots. Move action: There isn't really any effective cover for you - unless you want to dive into the pool of green gunk (Which would, admittedly, be good cover!) You could arguably squeeze in between some machinery but that probably would need an escape artist roll and would flat foot you... Link to comment
olopi Posted May 2, 2016 Share Posted May 2, 2016 Let's go with narrow! Also yes, the shapeable thing is one of the character aspects of bonfire: he just destroys everything around him! And for cover: No cover then, just a bit of flying around for now reason Link to comment
Supercape Posted May 2, 2016 Author Share Posted May 2, 2016 Right-o! So DC 14 Reflex Saves first Reflex Saves: 4#1d20+8 12 20 21 12 #2 and 3 make it. And then a DC 19 or 17 Toughness Save Toughness Save: 4#1d20+5 15 7 21 19 2 more destroyed, 2 scuttle out of the way. Marie is going to respond to the bubbling goo. Round 3 24 Bonfire - 2 HP - Bruised 21 Drillbots [2] 20 Marie The Goo now releases a massive blast of heat and radiation. Marie, in her suit, is immune. Bonfire is of course immune to the heat but takes a Nauseate DC 20 Save from radiation poisoning. This effect is essentially continuous until you escape from the dumping cell (to stop us getting bogged down with repeated saves). Casey is Fort Save vs Radiation: 1d20 13 Nauseated. Link to comment
olopi Posted May 2, 2016 Share Posted May 2, 2016 1d20 + 7 = 26 I swear, if these rolls continue .... This is unbelievable, ugh Should I do my next action too? Link to comment
Supercape Posted May 2, 2016 Author Share Posted May 2, 2016 (edited) Go ahead! Its not for everyone, but do remember you can always choose to auto-fail a roll (and take the consequences) for a hero point. which you may feel inclined to if your winning streak of rolls feels unattractive. Edited May 2, 2016 by Supercape Link to comment
olopi Posted May 2, 2016 Share Posted May 2, 2016 Move: Flying over to Casey Free: Switch to the selective insubstantial form Standart: Assist Casey in getting out of the room Link to comment
Supercape Posted May 2, 2016 Author Share Posted May 2, 2016 Combat over: Energy Tsunami Ahoy! This is a nasty Drain 10 (CON) Effect, with the disease modifier. Fort DC 20 Save please. Fort Save vs Radiation Disease: 1d20 3 for Casey. Meaning she will die! In the mean time, a hero point to Bonfire for rescuing her - sort of... Bonfire - 3 HP - Bruised Link to comment
olopi Posted May 3, 2016 Share Posted May 3, 2016 Does she die immediately at the blast, or just during the time afterwards? Also, Fort Save: 1d20 + 7 = 23 Bonfire continues to be unaffected by all this radiation business Link to comment
Supercape Posted May 3, 2016 Author Share Posted May 3, 2016 Actually I looked it up - she does not die at all! (or she might). She makes another save in a days time - which if she fails, she will suffer the effects. However, she is infected with radiation poisoning now, and won't be able to shake it off until she has two successive fort saves. Link to comment
olopi Posted May 3, 2016 Share Posted May 3, 2016 Okay, so: Give Casey the pills Bonfire pocketed earlier. Extra Effort to add Selective Feat onto the Insubstantial 2 with flying and spend a HP to negate the Fatigue from it Then grab onto her and fly her out as quickly as possible. If necessary to actually grab onto her another Extra Effort (and HP) for carrying capacity to actually lift her up through the funnel. Feel free to add in something, this is just in case there's nothing interfering. Link to comment
Supercape Posted May 3, 2016 Author Share Posted May 3, 2016 (edited) More heroics means you gain an hp which counters the go expenditure No need for more extra effort to lift Casey. I'll post ic when I can! Edited May 3, 2016 by Supercape Link to comment
olopi Posted May 4, 2016 Share Posted May 4, 2016 1d20 + 10 = 24 Notice Check, as requested in chat! Link to comment
Supercape Posted May 6, 2016 Author Share Posted May 6, 2016 I had planned for someone else to be coming up the stairs (whilst Green appears at the top) - is this ok? Link to comment
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