Jump to content

The Straw Death [OOC]


Recommended Posts

Assuming the soldiers follow her outside, Thrude's going to stunt the following power off of her Divine Power array:

Healing 6 (Extras: Area [General, Burst, 30ft radius], Total, Flaws: Limited [Others], Feats: Indirect 2) [20PP] (Divine Lightning)

The Extra Effort from that is going to leave her Fatigued, and once her Rage finally times out, that'll leave her Exhausted. However, Rage-fatigue only lasts for as long as the Rage lasted, so she'll only be Exhausted for a minute.

Link to comment
  • 1 month later...

Well, gee, it looks like Gunnr might be a little unreasonable! Whodathunkit? Anyway, she auto-lands a blow on Cannonade - not gonna take an HP for that one - and he takes a Bruise. Time for Initiative! Now, for this fight, we'll be using AA's Ymir, the Radioactive Viking for Gunnr - only with caps adjusted for PL11 (STR/CON 32, Attack +7 (+11 Melee), Defense +11 (+3 Flat-Footed), TOU +11, FORT +11, REF +6, WILL +8) and Drain Radiation stripped out of the Array.

Cannonade goes on 21.

Gunnr goes on 13.

Link to comment

Well, gee, it looks like Gunnr might be a little unreasonable! Whodathunkit? Anyway, she auto-lands a blow on Cannonade - not gonna take an HP for that one -

Why not?

- and he takes a Bruise. Time for Initiative! Now, for this fight, we'll be using AA's Ymir, the Radioactive Viking for Gunnr - only with caps adjusted for PL11 (STR/CON 32, Attack +7 (+11 Melee), Defense +11 (+3 Flat-Footed), TOU +11, FORT +11, REF +6, WILL +8) and Drain Radiation stripped out of the Array.

Cannonade goes on 21.

Gunnr goes on 13.

Thrude's Initiative: 12.

Link to comment

Why not?

I guessed in the interests of "not completely dominating things," but that's why I'm silly sometimes - I think taking an HP for an honest-to-God unstoppable action in a thread I happen to be running might be unfair. So, I'll take the HP. And here's our order:

Cannonade: 21, Bruised x1, 2 HP

Gunnr: 13, Unharmed, 0 HP

Thrude: 12, Bruised x1, 0 HP

Cannonade goes first, trying to sucker punch Gunnr. He matches her DC21 Defense... and runs right into her Impervious Toughness 11 part of the Array. As his un-Power Attack'd damage bonus is 9, nothing happens.

Gunnr's turn. She returns Cannonade's blow, and he needs to make a DC26 Toughness save. He makes a 12. Hero Point! Make that a 21. It still sucks, but at least he's not Staggered. He does, however, go flying back a good few feet due to Knockback from being Stunned.

Cannonade: 21, Bruised x1, Stunned (Gunnr's Action), 1 HP

Gunnr: 13, Unharmed, 0 HP

Thrude: 12, Bruised x1, 0 HP

Thrude is up next.

Link to comment

Free Action: Thrude reconfigures her Divine Power array, selecting Blast+Flight as the active power. That's a static AP, so she can't have anything else active.

Full Action: Thrude attacks Gunnr with her Blast 12.

It has 2 ranks of Homing, so if it misses on this round, it will try again next round, and if necessary, the round after that.

Thrude's Attack roll (DC21): 17. Whiff.

Link to comment

All right. It might come back next round. Cannonade, meanwhile, is spending an HP to shake off his Stunned and attacks, this time with a -3 DEF/+0 ATT/+3 DMG All-Out/Power Attack Combo. It hits. Gunnr needs to make a DC27 Toughness save. She takes a Bruise.

Cannonade: 21, Bruised x1, 0 HP

Gunnr: 13, Bruised x1, 0 HP

Thrude: 12, Bruised x1, 0 HP

Gunnr then responds by unleashing a Shockwave of thunder. DC21 Reflex and DC26 Toughness saves for Cannonade and Thrude. Cannonade most certainly fails his Reflex save and gets Bruised and Stunned again. Ow.

Cannonade: 21, Bruised x2, Stunned (Gunnr's Action), 0 HP

Gunnr: 13, Bruised x1, 0 HP

Thrude: 12, Bruised x1, 0 HP

Thrude is up next.

Link to comment

Reaction: The lightning tries to hit Gunnr again.

Attack roll (DC21): 11. Whiff again. Third time's the charm?

Move Action: Thrude will attempt to make an unskilled Intimidate check to Demoralize her former comrade. This seems like the sort of check her Special Effects Feature would give the +2 circumstance bonus to. That brings her CHA bonus from +8 to +10, -5 for trying it as a Move Action, for a total bonus of +5. Gunnr's Intimidate and Sense Motive are both +10, which is higher than her Will save, so she'll resist with +10. Can Thrude do it when her enemy has twice her bonus? Let's find out!

Thrude's Intimidate check: 17.

Gunnr has the higher bonus, so if she rolls a 7+, she resists. Otherwise, she's Shaken for a round.

Free Action: Thrude pops Rage.

Free Action: Thrude reconfigures her Divine Power array.

  • Strike 4 (Feats: Extended Reach [10ft], Improved Critical [19-20], Incurable, Knockback 5 [DMG 19], Mighty, Variable Descriptor) [14PP]

    Super-Strength 5 [10PP]

    14 + 10 = 24PP

Standard Action: Thrude attacks Gunnr with her Strike power.

She will Accurate Attack for +2 ATK / -2 DMG and All-Out Attack for +2 ATK / -2 DEF, putting her total Attack bonus at +10. 50/50 chance.

Thrude's Attack roll (DC21): 17. Whiff.

I need to buy some Luck ranks, pronto.

Free Action: Thrude uses Extra Effort to Surge for another Standard Action this round.

Standard Action: Thrude tries that same attack again.

Thrude's Attack roll (DC21): 19.

At the beginning of Thrude's next turn, she will become Fatigued.

Thrude's Defense is +2 (DC12) until her next turn. (+6, -2 for Rage, -2 for All-Out Attack = +2.)

Her Grapple bonus is +21.

Link to comment

All right, so Gunnr's not hit this turn.

Cannonade: 21, Bruised x2, Stunned (Gunnr's Action), 0 HP

Gunnr: 13, Bruised x1, 0 HP

Thrude: 12, Bruised x2, 0 HP

Cannonade's still Stunned, and has no way to shake it off without HP. Gunnr gets Shaken by Thrude's barrage.

Cannonade: 21, Bruised x2, 0 HP

Gunnr: 13, Bruised x1, Shaken, 0 HP

Thrude: 12, Bruised x2, 0 HP

She then tries to smack Thrude across the face. And... oh, this is gonna suck. Gunnr crits on her attack, meaning Thrude needs to make a DC31 Toughness save.

Link to comment

All right. I have now realized that I've been stingy on Hero Points. Shaen, take two - one retroactively for the side eye she got from Cannonade at the whole "Thor's daughter" thing (Reputation) and one for the roleplay with Gunnr and the speech that concluded it.

Cannonade: 21, Bruised x2, 0 HP

Gunnr: 13, Bruised x1, 0 HP

Thrude: 12, Bruised x3, Stunned (Gunnr's Action), 2 HP

Cannonade is up. He's going to be doing a -4 DEF/+4 ATT All-Out Attack, then doing a -2 ATT/+2 DMG Power Attack, leading to a +2 ATT, +2 DMG, and -4 DEF (so, effectively Defense of 13 for the round), followed by an Improved Grab just in case. Cannonade scores a 29, so Gunnr needs to make a DC26 Toughness save. She makes it. Well, ass. So, the Grapple attempt. Cannonade scored a 36. Gunnr scored a 34. So she's Pinned, at least.

Cannonade: 21, Bruised x2, 0 HP

Gunnr: 13, Bruised x1, Pinned, 0 HP

Thrude: 12, Bruised x3, Stunned (Gunnr's Action), 2 HP

Gunnr decides to retaliate by first trying to break the hold as a Move Action. She makes a 42 versus Cannonade's 38, so it breaks easily. She then hits him for all she's worth, using an All-Out Attack/Power Attack combo to reduce her Defense to +9 and raise her Damage bonus to +13. Oh, well, at least she didn't crit. Cannonade needs to make a DC28 Toughness save. He takes another Bruise.

Cannonade: 21, Bruised x3, 0 HP

Gunnr: 13, Bruised x1, 0 HP

Thrude: 12, Bruised x3, 2 HP

Thrude is up next.

Link to comment

Woo, end-of-month upgrades!

OK, one more attack roll for the Homing Blast (DC21): 8. Rolled a freaking 2. No luck there.

Thrude will burn a Hero Point to get rid of her Stunned condition, so she can act during this round.

At the top of the round, Thrude becomes Fatigued from her use of Extra Effort on the previous round. That's -1 ATK, -2 STR (-1 damage), -1 DEF, and -2 DEX (-1 Initiative, -1 Reflex).

Move Action: Thrude will attempt to Demoralize Gunnr again, as a Move Action.

Thrude's Intimidate check: 7.

Gunnr gets +1 to resist this attempt, since it is Thrude's second during this scene.

Free Action: Thrude changes her Strike descriptors for the round, to "Bludgeoning," "Cold," and "Electricity."

Standard Action: Thrude tries to hit Gunnr with her hammer. Nonlethal damage. She will Accurate Attack for +2 ATK / -2 DMG, and All-Out Attack for +2 ATK / -2 DEF.

Thrude's Attack roll (DC11): 25.

Gunnr needs to roll a DC24 Toughness save.

Thrude will then take a Free Action to reconfigure her array, another Free Action to use Extra Effort to Surge, and another Standard Action to zap Gunnr with her lightning. Nonlethal damage, unless the first blow knocked her Unconscious. Then it becomes Lethal.

I want to stop short of actually killing her, but I'm fine with rendering her Disabled, or even Dying, since she's got more than enough CON/FORT to make the checks to survive (and having worked alongside her for so long, Thrude would know what she can and can't take).

Thrude's Attack roll (DC11): 29. :shock: Natural 20.

That's a DC34 Toughness save for Gunnr.

Thrude's Defense is +5 (DC15) until her next turn.

Link to comment

Gunnr easily deflects the Demoralize with a Sense Motive check, and then gets Stunned and Staggered. That opens her upon for ANOTHER onslaught, and she takes another Bruise and her Stun gets... refreshed, I guess.

Cannonade: 21, Bruised x3, 0 HP

Gunnr: 13, Bruised x2, Stunned (Thrude's Action), Staggered, 0 HP

Thrude: 12, Bruised x3, Fatigued, 1 HP

Cannonade pulls another All-Out/Power Attack combo of -3/+3 to try and hit Gunnr, whose Defense is effectively 11 at this point. He hits, and she needs to make a DC27 Toughness save. She takes another Bruise.

Cannonade: 21, Bruised x3, 0 HP

Gunnr: 13, Bruised x3, Staggered, 0 HP

Thrude: 12, Bruised x3, Fatigued, 1 HP

Gunnr's Stunned wears off at the end of her turn, but she still can't do crap. Thrude is up next.

Link to comment

Gunnr had 1 Bruise, effectively dropping her Toughness from +11 to +10. She rolled a 5 to save against DC24, getting 15, failing by 9. That's a second Bruise and a Stun.

Then she rolled a 16 to save against DC34, with an effective Toughness of +9. She gets a 25, failing by 9 again. So she picks up a 3rd Bruise.

That ends the round, since Thrude goes last.

Since Thrude Stunned her, unless you Fiat and give someone a Hero Point, Gunnr is Stunned for 1 round, meaning until Thrude's next turn. She'll wind up having to skip her own.

At the top of the next round, Cannonade attacks her.

Then she has to save against Cannonade's DC27 attack with an effective Toughness of +8, and she rolls a 16, getting a 24 and failing by 3. So that's a 4th Bruise.

Then Gunnr's turn comes up. But she's Stunned until Thrude's action, so she does nothing.

At no point was Gunnr Staggered. She never failed a Toughness save by 10+. She has 4 Bruises, that's all.

I'll get an IC post for Thrude's action last round up soon, before I handle her stuff this round.

Link to comment
  • 2 weeks later...
×
×
  • Create New...