Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Switched over to Lono and used my healing power. so I guess I make a recovery Check with my heal power added?
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Healing of Lono: 1d20+10 27 if that's not the right roll let me know!
Supercape Posted April 25, 2017 Author Posted April 25, 2017 Not quite: as per Ultimate Power, Healing allows you to recover damage conditions, which does not include ability damage (or status effects), so you still have CON 3 drain. On the positive side, HEaling gives you a bonus to the Poison effect which would kick in after a minute (another Drain 4 effect) - after which no further saves needed. With a Fort save of +3 and the Healing 10 power giving another +10, a total of +13, means you cannot fail the poison save! Feel free to narrate that as you wish (e.g. the poison pouring out of the bite marks).
Supercape Posted April 26, 2017 Author Posted April 26, 2017 (edited) For now, yes! I'm adding a few ranks of Slow Fade to the drain to make it meaningful: Recover 1 point every hour. As far as I know the only way to recover from a drain effect is a boost effect. So with extra effort / HP expenditure we could hand waive a recovery as a stunt? As I understand it the healing power does have these limitations by design so that it is not a "ping back from anything" kind of power (which, in array costing 1 PP would be pretty cheesy!) Edited April 26, 2017 by Supercape
Kolohehonu Posted April 26, 2017 Posted April 26, 2017 That's fine, I'll just treat it as he fixed the magic, but he still got bit by a snake.
Kolohehonu Posted April 26, 2017 Posted April 26, 2017 Ok so with Kanaloa active I'm taking ten on a search check to find vines to make bonds. So a 16. If i find those, I'm taking ten on a craft check to make some bonds and a gag. Bonds are the priority. 15 on those.
Supercape Posted April 26, 2017 Author Posted April 26, 2017 All good; not sure you need those rolls but we'll use them. As per standard rules, escaping from those bonds would be 20+Dex modifier (20 for you but arguably 25 if you are using Agility of Laka). However, thats unlikely to come up. The Search will reveal something else as per IC!
Kolohehonu Posted April 26, 2017 Posted April 26, 2017 Swapping over to Puenui, yeah Kimo is definitely feeling the effects of all the changes and being weakened by snake venom. I'm kinda letting him go a little loopy. Gonna use my mind reading and I guess wait until Vesper wakes on up.
Supercape Posted April 26, 2017 Author Posted April 26, 2017 Ok so with a bit of handwaving the recovery rules about rolls, lets say its just a minute until she wakes up. Toughness save vs mind reading: 1d20+12 15 will get your her surface thoughts and I will post accordingly!
Supercape Posted April 29, 2017 Author Posted April 29, 2017 Initiative rolls please. Vesper will have a nominal initiative of 10, as will Rosa, although both will essentially be non-combatative (Vesper is only about PL 2 combat wise, and already staggered). Zombie Witch: initiative: 1d20 3 Swamp Horror: Initiative: 1d20+0 13 Also, can Kimo make a DC 10 Reflex save to avoid the grasping Zombie hands (this is a kind of fudged surprise attack, but rather than use defence, whether he can jump out of the way fast enough, or kick the hands away etc).
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 Reflex save: 1d20+0 11 good enough! Actually should be 16, forgot to add his save modifier and not just dex. Initiative: 1d20 16
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 So I guess Kid Kamehameha is up first. Pele again. Shockwave at Vesper and the witch. DC 19 reflex. And if they don't make it it's another DC 24 toughness save.
Supercape Posted April 29, 2017 Author Posted April 29, 2017 Right, given Vesper is essentially prone, staggered, and barely resisting, and physically is PL 2, I'm just saying that knocks her clean out. The Zombie, on the other hand, as its just hands, I'm ruling the other way, in that she is so covered, she automatically makes the reflex save, although must roll the toughness save, which is DC 19. Toughness save vs Shockwave: 1d20+2 21 And she just makes it. For her action however, she will just be climbing out of the soil. Duke and Billy Bob are now in the fray, although still 30' from the temple/shrine. Initiative: 1d20+10 14 Billy Bob, and Initiative: 1d20+4 13 Duke So I will post some IC stuff and then we are up to Round 2: 16 - Kid K - 3 CON drained- 2 HP 14 Billy Bob 13 Duke 13 - Swamp Horror 10 - Dr Rosa Sanchez 3 - Zombie Meaning Kid K is back up.
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 Kid K will in that case go for the witch. Making an attack. Punch the Witch: 1d20+5 14 if that hits it's a DC 24 toughness save. And I Grapple her. Grapple: 1d20+22 37
Supercape Posted April 29, 2017 Author Posted April 29, 2017 You fail the grapple. Her toughness save is Toughness: 1d20+2 11 which is enough to blast her to pieces in whatever you want. Not enough to grapple! You still have a move action.
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 Ok then I'm gonna get between the brothers and Rosa. Switch on over to Hina. I have a plan!
Supercape Posted April 29, 2017 Author Posted April 29, 2017 Billy Bob is delay action. Duke will go into a rage (literally, using the feat), and fire his shotgun at Kid K Fires Shotgun at Kimo: 1d20+6 25 thats a hit, but not a critical. However, as Kimo has protection activated (as per core rule book) its a lower damage, so a DC 18 Toughness Save be mindful you have a 3 point CON plenalty so -2 to toughness. If you would like, perhaps post a reaction to be shot in the chest IC (plus any thought processes internal monologue, etc)? You are not up yet however. If you would just like to pass to the rest of the round without posting, let me know.
Supercape Posted April 29, 2017 Author Posted April 29, 2017 OK, so finishing off the round, Rosa will fire the Flare Gun at the Swamp Thing. It isn't dodging, so its going to explode on him, and the shrine. He has a damage 5 effect: tough Save vs Flare Gun: 1d20+8 19 he receives a bruise and an injury. The shrine is now on fire! Round 3: 16 Kid K - 3 CON drained, 2 HP, Inside burning Shrine 14 Billy Bob, 30' away, outside burning shrine 13 Duke, 30' Away, outside burning shrine, raging [1 rnd] 13 Swamp Horrow, Bruised, Injured, Just outside splintered remains of burning shrine. 10 Rosa Sanchez Kid K is up!
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 Kid K will use his action to mind control Duke. Mind control: 1d20+7 16 Which is hopefully enough. If it is I'm going to give him the command to beat up Billy Bob.
Supercape Posted April 29, 2017 Author Posted April 29, 2017 Ok so Billy Bob does not normally have a high will save (+2) but currently is Raging, bringing him up to +4. Will Save vs Mind Control: 1d20+4 6 he is fully mind controlled! post IC and I will continue the round from there.
Supercape Posted April 29, 2017 Author Posted April 29, 2017 Could you throw me a CHA roll DC 10 to calm down Rosa?
Kolohehonu Posted April 29, 2017 Posted April 29, 2017 Call me down check: 1d20+5 23 Hinaa charm chickaplow!
Supercape Posted April 29, 2017 Author Posted April 29, 2017 So Billy Bob is going to spend his action moving towards the burning shrine (though the difficult terrain), but not entering it. Duke is going to try and charge him, Charges Billy Bob: 1d20+6 16 which just hits Billy Bob. Duke, Raged, has a STR of 24 so a damage 7 effect on Billy Bob (DC 22), who rolls Tough save vs Duke: 1d20+2 14 meaning dazed and bruised. The Swamp Horror is going to bust into the burning shrine as per upcoming IC. Round 4: 16 Kid K - 3 CON drained, 2 HP, Inside burning Shrine 14 Billy Bob, just outside burning shrine, bruised, dazed (until init 13) 13 Duke, just outside burning shrine, raging [2 rnd] 13 Swamp Horrow, Bruised, Injured, Inside burning shrine. 10 Rosa Sanchez Kid K is up but with burning embers landing on him Ill ask for a DC8 Concentration check to maintain the Mind Control (not enough to injury him more than superficially but hard to concentrate!)
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