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Sanctuary: Panacea (OOC)


Supercape

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Its getting epic!

Adding in the Kids at 23, as they effectively delayed till that action to add to the drama. However, are essentially non-combatant.

Round 6

24 - Gabriel - 1 HP - Bruised x2

23 - Kids

23 - Fleur - 4 HP - Sickened (+0), Bruised

19 - Andriod Captain - Injured

14 - Giain Knight - 0 HP - Bruised x2, Dazed until [5]

5 - Grue Mutant 1 - Bruised x2

5 - Grue Mutant 2 - Shaken

5 - Grue Mutant 3 - unharmed

5 - Grue Mutant 4 - unharmed

5 - Grue Mutant 5 - unharmed

Gabriel is up! but de-speared!

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Right then.

Move Action: Try to put some distance between myself and the Captain. I probably can't put 30ft between us (I have Flight 1, so I could of course go further than that in 1 action), but I'll do what I can.

Standard Action: Ranged Attack, ker-blasting!

14. Argh.

I was going to Surge, but I might as well just ReRoll.

15, which becomes a whopping 25. So, it hits. Barely.

DC 27 Toughness Save.

And I have 0 HP now. :?

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Knowledge (Tech) check to work out how to deactivate the andriod DC 20. I'll allow untrained as the Captain will help to a degree with his speech.

It's a DC 15 disable device of craft (electronics) check to actually do it, and it will take a full round of him being immobile. Which he is, when snares, but I'll say the fact the snares actually get in the way mean a -5 penalty to that roll (unless you have some cunning abilities to work remotely!).

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There is always extra effort to surge, of course!

And we are back up to Gabs!

Round 7

24 - Gabriel - 0 HP - Bruised x2

23 - Fleur - 3 HP - Bruised

19 - Andriod Captain - Injured x2, Bound

14 - Giain Knight - 0 HP - Bruised x4, Nauseated (+0)

5 - Grue Mutant 1 - Bruised x2

5 - Grue Mutant 2 - Shaken

5 - Grue Mutant 3 - unharmed

5 - Grue Mutant 4 - unharmed

5 - Grue Mutant 5 - unharmed

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The whole 'hitting multiple enemies' thing doesn't seem to be working out so well! GK will focus fire a bit. Also, he'll throw an extra condition on himself by using extra effort, because he's gotta complete the collection.

GK surges for a standard action:

Ranged Attack Roll vs. Grue 1 (autofire blast) (1d20 + 12=24)

I believe that should hit, and since he isn't technically sickened, no penalty! Woo!

DC27 Toughness save, +1 for every 2 his attack exceeded defense, to a max of DC33.

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Well, that hits by 6 over required, so a DC 30 Toughness save.

Grue 1 already has two bruises, so:

1d20+6=16 is a fail by 14...Grue 1 is bruised, dazed, staggered!

Giain Knight - Fatigued!

The remaining 4 Grue are going to attack the plants now!

2-4 Attack the Trees...

1d20+8=25, 1d20+8=18, 1d20+8=18

They all hit. DC 23 Toughness, DC 15 Fort.

Trees toughness saves (I hope you are OK with my rolling for them for expediencies sake, Electra...)

1d20+10=16, 1d20+10=22, 1d20+10=15

Thats Tree 1: Bruised/Dazed, Tree 2: Bruised, and Tree 3: Bruised/Dazed.

Fort Saves

1d20+9=25, 1d20+9=22, 1d20+9=23 is much better!

Grue 5 Attacks Fleur!

1d20+8=22 which I think is a hit, so DC 23 Toughness and DC 15 Fort Save

Waiting for Fox to Post IC, then Ill post IC.

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Round 8!

24 - Gabriel - 0 HP - Bruised x2

23 - Fleur - 3 HP - Bruised

23 - Trees [2 Remaining] - Unharmed

19 - Andriod Captain - Injured x2, Bound

14 - Giain Knight - 0 HP - Bruised x4, Fatigued (+0)

5 - Grue Mutant 2 - Shaken

5 - Grue Mutant 3 - unharmed

5 - Grue Mutant 4 - unharmed

5 - Grue Mutant 5 - unharmed

NB: Poison effects will start kicking in Round 11? ( I know, Poison may actually do something as an extra!)

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