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I'll allow it.

Nick Cimitiere: 21, Bruised x1, 5 HP

Rene: 19, Unharmed, 4 HP

Equinox: 18, Unharmed, 7 HP

Kid Cthulhu: 11, Unharmed, 3 HP

Hecatonchire 1: 11, Bruised x3, -5 Wisdom, 0 HP

Dead Head: 11, Dazed (Hecatonchire 2's Action), Staggered, Disabled, 0 HP

Mutt: 11, K.O.'d, 0 HP

Hecatonchire 2: 11, Unharmed, 0 HP

Phantom: 2, Bruised x1, 3 HP

Rene is still up next.

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Equinox has 6 HP. However, she has to spend 1 one of these to make her Fatigued rather than Exhausted. This brings her down to 5 HP.

And then she's going to use Extraordinary Effort again.

This time, she's going to first use it for an Alternate Power:

Drain Toughness 11 (Extras: Range - Ranged [+1], Flaws: Action - Full [-1]) [11PP] and Blast 11 (Extras: Penetrating [+1], Flaws: Action - Full [-1]) [22PP], with the Power Feats Knockback 2 [2PP] = 35PP total.

The other use of Extra Effort given by Extraordinary Effort bumps this up to Rank 13.

Which is one hell of a big, scary magical power, but my justification is this: fire, physically, is a powerful destructive force. Spiritually... ditto. Fire ends magic spells. And, since intent is important, wanting to use fire to scourge a spell, like the one knitting the Grue corpses into one big form, means that your fire can possibly do that.

Also, it's like insanely hot fire. Equinox uses a lot of fire. This is a theme here.

So, I'm also going to buy a Heroic Feat, Power Attack. Down to 4 Hero Points.

And then I'm going to All-out Attack for 2 while Power Attacking for a full 5. The spell of death... DC 28 Fortitude for the Drain Toughness 13 effect, and DC 33 Toughness save for the Penetrating Blast 13 effect. (1d20+7=21)

So, big boom. Also, Equinox will be Unconscious next round if she doesn't spend a HP, and until that round, is at Defence 18. Fun.

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And Hecatonchire 2 loses 2 Toughness (ignore the "1" on the IC listing) and promptly gets incinerated.

Nick Cimitiere: 21, Bruised x1, 5 HP

Rene: 19, Unharmed, 4 HP

Equinox: 18, Unharmed, 7 HP

Kid Cthulhu: 11, Unharmed, 3 HP

Hecatonchire 1: 11, Bruised x3, -4 Wisdom, 0 HP

Dead Head: 11, Unharmed, 0 HP

Mutt: 11, K.O.'d, 0 HP

Phantom: 2, Bruised x1, 3 HP

Kid Cthulhu is up next. As one round has passed, the Hecatonchire has regained 1 Wisdom, but still has a -2 to all Will saves (screwed up the math the first time - my bad). So KC unleashes his Mental Blast 8, which necessitates a DC23 Will save. And it gets Stunned and Staggered.

Rene: 19, Unharmed, 4 HP

Equinox: 18, Unharmed, 7 HP

Kid Cthulhu: 11, Unharmed, 3 HP

Hecatonchire 1: 11, Bruised x3, -4 Wisdom, Stunned (KC's Action), Staggered, 0 HP

Dead Head: 11, Unharmed, 0 HP

Mutt: 11, K.O.'d, 0 HP

Phantom: 2, Bruised x1, 3 HP

I'll let DH and Mutt go next instead of having the Hecatonchire shake it off via the power of Fiat.

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Mutt's KO'd, so he's sleepin' it off.

DH is listed as

    Dead Head: 11, Unharmed, 0 HP


But since he interposed on Equinox's behalf against Hecatonchire #2 (last round), he was
    Dazed (Hecatonchire 2's Action), Staggered, Disabled, 0 HP
      Disabled: take a standard or move action, but if strenuous (attack, standard-action power), becomes dying

    Staggered: can take a standard or a move action

Phantom didn't heal him, did she? It looks like she'd tried blasting the Hecatonchire again.

If he is Dazed/Staggered/Disabled (which he should be, I believe), he can't do anything, b/c he doesn't have an HP to break the Dazed. (Actually, check my latest RefCave post re: this.)

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Bah. I copied the wrong section. My bad. And I forgot I was using the Dazed rules for this thread. I apologize again for the mess up.

Nick Cimitiere: 21, Bruised x1, 5 HP

Rene: 19, Unharmed, 4 HP

Equinox: 18, Unharmed, 4 HP

Kid Cthulhu: 11, Unharmed, 3 HP

Hecatonchire 1: 11, Bruised x3, -4 Wisdom, Dazed (KC's Action), Staggered 0 HP

Dead Head: 11, Dazed (Hecatonchire 2's Action), Staggered, Disabled, 0 HP

Mutt: 11, K.O.'d, 0 HP

Phantom: 2, Bruised x1, 3 HP

Okay, so with all that fixed, Phantom is up. She notices that Dead Head is having issues, so she Heals him. Dead Head can make an instant recovery check at +13.

So it's the next round, and Nick's up. He tries to use Ereshkigal's Talons again. And again misses. Screw it. Hero Point. At least that's a 23, which does it. DC31 Toughness save. It makes a 20, so it's down. We're out of rounds.

I'll let you get an IC post in if you want, Doc. After that, I'll wrap up the combat.

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Recovery/Healing check, +13 Healing +9 Regen = +22 (1d20+22=31) That's enough to heal up everything

1 HP spent to clear the Dazed condition, so he can act. 0 HP now.

Dead Head's going to borrow a page from Equinox's book, and work his own version of a Big Magical Whammy. In his case, it's stripping the preservational magic (i.e., re-starting/accelerating the decompositional processes that are halted/slowed) in the big Undead Grue nasty, though doing so accelerates his own body's decomposition.

Reaction: Extraordinary Effort; will be Exhausted at beginning of next round

Part 1: Alternate Power off his Necromancy Array

Drain Toughness 12 (Extras: Affects Objects, Range 2 [Perception]; Flaws: Action [Full], Side Effect 2 [suffers Drain Toughness 12 automatically]) {12/12}

Part 2: Increase Power to bump up +2 ranks, to 14.

Full: Attack Hecatonchire #1.

Per our House Rules for Constructs (they make Reflex saves to resist Affects Objects Fort effects), it must make a DC 24 Reflex save.

As must Dead Head: Reflex save, DC 24, vs. Drain Toughness 14 (1d20+6=22) Fails by 2, so he only loses 1 point of Impervious Toughness

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