Jump to content
Sign in to follow this  
Ecalsneerg

Geckoman R.I.P [OOC]

Recommended Posts

Following on from Life Is A Rollercoaster, Gecks has 4 HP.

5, when you factor in the No Save Nullify.

Share this post


Link to post

A HP for now having to save Liz. I'll let her insta-pass the first save to keep from dying as an apology for just dropping her. In an hour, that won't be the case. Bwahaha.

Geckoman's Trick can't get beaten by Rick. So he un-Nullifies Geckoman, but leaves him tied up.

Then Rick just mauls him, flat-footed and unable to dodge, into unconsciousness. I'll disregard his costume as Equipment for now, since he's unmasked and getting hit in the face. Repeated Toughness saves against Rick mauling him. DC 18 : [[20, 4],[14, 4],[15, 4],[6, 4],[6, 4],[1, 4],[18, 4],[8, 4],[8, 4],[19, 4]]

So... pass by 10, fail by 4 (bruised+injured), fail by 5 (bruised + injured), fail by 15 (dying). The rest is just insult to injury.

Share this post


Link to post

Let's call this current situation a DC 25 Escape Artist check. And let's say that whole inner monologue took like 20 seconds. 7 rounds until he starts suffocating.

HERO POINT! Act unhindered!

HERO POINT! Start healing from Disabled.

Dice gods, smile on Geckoman! Let him not die! (1d20+4=21)

Six rounds until imminent death.

HERO POINT! Finish healing with another standard action.

Five rounds until imminent death.

Extra Effort - Power Stunting Quickness 6 (x100) off Enhanced Dexterity. So I can do what'd normally take 20 minutes (200 rounds) in 2 rounds!

Take 20 on Escape Artist for 28.

Three rounds until he starts suffocating. Let's say roughish water, DC 15, and he needs to swim 30' (2 full-round actions) to surface. Some swim rolls! (1d20+2=21, 1d20+2=11, 1d20+2=18) He makes it just as he runs out of air!

Share this post


Link to post

After ditching the Fatigue, I'm down to 2 HP.

And I'm going to spend one of those HP on the Rage feat, and activate it.

For a total of Attack +13 unarmed, Str 20 (+5 damage)

Defence +13/+11, +2 Flat-Footed

Fort +8/+6

Will +7

Power Attacking for 5, he'll go through the door. Well, Dc 25: PUNCH THROUGH DOORS (1d20+8=19) I'll assume the door can't make the save by more than failing it by 10, and thus forcing a hole. Because it's not a special door, it's made of heavy wood. And now it's gone.

Next post: initiative. And Gecks has 4 rounds of Rage left.

Share this post


Link to post

OK, here's the deal. There are 3 groups of soldiers, not thugs. They're armed for bear, and it's simpler to handwave it this way.

Rick: Slim Rick (PL6 Agent with an assault rifle)

Group 1: 3 snipers on roof

Group 2: Two guys with rifles

Group 3: 8 guys, again with rifles

Geckomam, Rick, Groups 1, 2, 3 (1d20+10=20, 1d20+2=5, 1d20+1=16, 1d20+1=8, 1d20+1=13)

Geckoman - 20 - 1HP - Unharmed, 4 rounds of Rage

Group 1 [snipers] - 16 - Unharmed

Group 3 [gang] - 13 - Unharmed

Group 2 [two guys] - 8 - Unharmed

Slim Rick - 5 - Unharmed

OK, GECKOMAN

He'll blow his last HP on Takedown Attack. And charge the two guys. He'll take 10 while Power Attacking for 5. They've not acted, so are flat-footed, it hits easily. For DC 27. Geckoman is hitting so hard that he can't be resisted.

The snipers use the aim action.

The gang also use the aim action.

Slim Rick just opens fire. Autofire DC 20 vs Def 13, and saving throw... (1d20+9=24, 1d20+7=15) He hits by 10, so gets his shiny +2 DC. Against the DC 22 attack, Gecks fails by 7 and is now bruised, injured, and stunned.

Oh, poop.

Geckoman - 20 - 1HP - Unharmed, 3 rounds of Rage

Group 1 [snipers] - 16 - Unharmed, aiming

Group 3 [gang] - 13 - Unharmed, aiming

Group 2 [two guys] - 8 - Down

Slim Rick - 5 - Unharmed

Share this post


Link to post

Geckoman - 20 - 1HP - Bruised, injured, stunned, 3 rounds of Rage

Group 1 [snipers] - 16 - Unharmed

Group 3 [gang] - 13 - Unharmed

Group 2 [two guys] - 8 - Down

Slim Rick - 5 - Unharmed

Ok, Gecks is stunned, but still regenerates: Recovery check (1d20+4=15). And once more, they all open fire on him. However, due to being prone, his +4 Defence cancels out their measly +2 from aim, for a net -2. At effective Defence 25, all but Rick hit only on a 20. They all miss. Including Rick.

Geckoman - 20 - 1HP - Bruised, 2 rounds of Rage

Group 1 [snipers] - 16 - Unharmed

Group 3 [gang] - 13 - Unharmed

Group 2 [two guys] - 8 - Down

Slim Rick - 5 - Unharmed

Share this post


Link to post

Geckoman uses Instant Up due to hitting DC 20 Acrobatics with skill Mastery, and heals his Bruise as a no action. Then charges Slim Rick head-on, All-out Attacking for 2, Power Attacking for 5, and using the Charge action. That's a net -1 to hit (+12), -4 Defence (to +11) and DC 25 if it connects. Def 18 to hit, and DC 25 to save (1d20+12=16, 1d20+4=18) He'll use Extra Effort to up that to 18, Stunning Rick and Bruising him.

So the snipers open fire. DC 20 attacks! (1d20+5=21, 1d20+7=25, 1d20+5=10, 1d20+7=18, 1d20+5=25, 1d20+7=15) OMFG, two hits! The first is saved against outright, the second one is failed by 5, bruising, injuring and stunning Gecks again!

OK, and the gang open fire. Gecks is on Defence 16 from a combination of factors, effectively 20 as lying next to Slim Rick means they need to avoid shooting their leader. (1d20+5=10, 1d20+5=23, 1d20+5=21, 1d20+5=17, 1d20+5=11, 1d20+5=10, 1d20+5=18, 1d20+5=25) 3 hits. DC 20 saves (1d20+6=25, 1d20+6=12, 1d20+6=14) 2 more injuries.

Geckoman - 20 - 0HP - Bruisedx3, injuredx3, stunned, last round of Rage, Fatigued at start of next round.

Group 1 [snipers] - 16 - Unharmed

Group 3 [gang] - 13 - Unharmed

Group 2 [two guys] - 8 - Down

Slim Rick - 5 - Bruised

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...