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I don't really feel the need for a GM post yet, so let's keep going with them just hanging out and setting the scene a bit before I get the action started.

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Right then, opposed intimidate: 35

Sorry, no such luck, HOWEVER... See IC.

 

And throwing the couch, Forever Boy and Gauss are close enough that he can hit them both, so let's see: 10, missing both.

 

Let's get some initiative, then we'll go from there in turn order.

 

Captain Ahab: 20

Forever Boy: 1d20+ 9 = 28

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Well, good rolls all around.

 

28 - Forever Boy - 4HP - Unharmed

24 - Gauss - 3HP - Unharmed

20 - Captain Ahab - Unharmed

 

Forever Boy is gonna throw some fireworks at the good captain: 1d20+16 = 33, that's a hit.

DC18 Ref save to avoid being blinded and deafened for Ahab: 17

 

And Gauss is up

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Gonna make good on the threat.

 

1d20+7=27

DC 27 toughness save from the steampunk cyborg...

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Crits too, so let's see his TOU: 24

Not too bad! A bruise for Ahab. I'll roll for his recovery from dazzled and whatever else he does after your IC.

 

28 - Forever Boy - 4HP - Unharmed

24 - Gauss - 3HP - Unharmed

20 - Captain Ahab - Bruise (x1), Dazzled (Visual, Auditory)

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Right then. Ahab is blinded and deafened, so he'll rampage around a bit, but without hitting anything. He'll get to roll next round to get rid of dazzled.

 

And going for Forever Boy, gonna throw a Binding Bands snare at him: 1d20+12 = 21, that's a hit

And reflex save to avoid being hit by Ahab, vs DC22: 9, bound and helpless... and you're up, if you want to attack, because Ahab is still struggling.

 

28 - Forever Boy - 4HP - Unharmed

24 - Gauss - 3HP - Unharmed

20 - Captain Ahab - Bruise (x1), Dazzled (Visual, Auditory), Bound and Helpless.

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He's bound and helpless, Gauss is going to deliver a coup de grace to knock him out.  Another DC 27 Toughness save and, if Ahab doesn't fail hard enough to get knocked out, DC 17 Fort save to remain conscious.

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