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[Gamma World PbP] The Steading of the Iron King - Encounter 1; Round 2
Posts
Feeling a surge of energy around him, 83 attempts to boost this force with his own mental fortitude. Sparks fly off 83 as he is encased in a blue light, and he is yanked towards the largest metal object nearby (if there are any). He is slightly injured by the impact, but is also enraged, and attempts to hate Badder 2 to death. To his pleasure, Badder 2 drops to the ground.
Overcharge: 1d20=9, Damage: 3d8=8 (Not sure if 83 is actually being moved, or if 83 takes damage if he doesn't move)
Psychic Assault on Badder 2: 1d20+6=20 vs. Will, 1d10+7=9 Damage
Edit: Oh hey, I have Resist 10 Physical. Do I take any damage at all anyways?
Suddenly the ground erupts in a horror show of small dirt coated rodents which begin pouring out of the soil in numbers too horrible to even imagine. Whiplike tails made electrical wiring rend the air producing sharp snaps with each sway. Dozens of glowing red eyes survey the scene while tiny mechanical clawed hands dig small furrows in the ground. Each of the robotic rats seems to have some sort of a...a laser turret mounted to it's head. The lasers are lazily aiming at everything in sight with wild abandon.
Suddenly one of the rats, this one with a number 1 painted on it's shoulder, focuses it's full attention on the porker closest to it. "Primary Target: Porker Identified. Initiate attack procedure epsilon 1 with extreme savagery."
Each of the rats nods it's small head simultaneously and says "Agreed."
The rats charge towards the porker marauder and swarm over the creature. The tiny robotic rodents swarm over the startled porker in a mad mob biting every inch of exposes teeth they can work their jagged little teeth into. The horrible squeals of the porker do not stop for several seconds until finally with a last wet gurgle the creature stops shuddering beneath the mob of rats now resting atop it's body.
Each of the rats turns it's red eyes on the remaining porker. The #1 rat actually smiles a very toothy smile at it. "You're next piggy."
Appear J9, Move to I13
Swarm! on Porker Marauder 2 Attack Roll :1d20+5= 24 Damage Roll 1d8+6=12
GM of Star Wars Sagas Into the Unknown
GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- WIthdrawn due to injury.
Vinesly is now provides minor concealment and not much else.
Lugg charges and hits, but cannot shift as charging takes up his entire action this turn.
83 is pulled to the door, and due to his immunity to physical damage escapes without being hurt. The jarring trip has left him immobilized, however. Please make a save roll, Peccavi.
Tunnel Rat makes bacon and devours Porker 2.
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
---->Marishka [21/28 HP; Granting Combat Advantage to Adjacent Enemies]
Badder Steading Guard 3
Krondil [0/23 HP; DYING]
Kraft [28/28 HP]
Badder Steading Guard 1
Porker Marauder 1 [16/29 HP]
Lugg [26/26 HP] charged to F-9 impaled Porker Marauder 1 for 13.
83 [23/23 HP; Resist 10 Physical] pulled to B-8, used Psychic Assault on Badder 2 for 9, killing it.
Tunnel Rat [25/25 HP] moved to I-13, swarmed Porker 2 for 12, killing it.
Red indicates Bloodied.
Round 1 Actions
Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka for 7 damage.
Krondil [0/23 HP; DYING] landed d-10, and slashed at Badder 2 twice for 13 and blinding.
Kraft [28/28 HP] shifted to K-10 and shot Porker 1 for 5.
Badder Steading Guard 1 moved to B-6 and fired Clever Shot at Krondil hitting for 11.
Badder Steading Guard 2 [DEAD; BLINDED] swung a mace at Krondil as well, and missed spectacularly.
Porker Marauder 1 [16/29 HP] moved to E-9 and uses a Minor to Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
Lugg [26/26 HP] charged to F-9 impaled Porker Marauder 1 for 13.
83 [23/23 HP; Resist 10 Physical] pulled to B-8, used Psychic Assault on Badder 2 for 9, killing it.
Tunnel Rat [25/25 HP] moved to I-13, swarmed Porker 2 for 12, killing it.
Porker Marauder 2 [0/29 HP] was engulfed by Ratoids.
Adversaries (Defenses listed for your convience)
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
You cause a creature to find hilatiry in everything.
Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).;
Overcharge 10+ The target also falls prone and takes a -5 penalty to savings throws against this power.
9 or less: You also hit yourself with the power.
Saving Throw: 1d20 = 18
83 manages to break free from his magnetic entrapment.
Good times.
Oh and also EvilBadman, I just realised that I rolled a 1 to damage the porker last time I attacked. This means I re-roll my Alpha Mutation yes?
Edit: Ah. Upon review it only works on d20 rolls. I am safe.
Marishka is hit for 7, and is still granting combat advantage to adjacent enemies.
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
Marishka [21/28 HP; Granting Combat Advantage to Adjacent Enemies] moved to e-11 and chucked a boomerang at Badder 3 for 10 damage
Badder Steading Guard 3[12/22 HP; Granting Combat Advantage] shifted to B-11 and fired a clever shot at Marishka for 7 damage.
---->Krondil [0/23 HP; DYING]
Kraft [28/28 HP]
Badder Steading Guard 1
Porker Marauder 1 [16/29 HP]
Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Tunnel Rat [25/25 HP]
Red indicates Bloodied.
Round 1 Actions
Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka for 7 damage.
Krondil [0/23 HP; DYING] landed d-10, and slashed at Badder 2 twice for 13 and blinding.
Kraft [28/28 HP] shifted to K-10 and shot Porker 1 for 5.
Badder Steading Guard 1 moved to B-6 and fired Clever Shot at Krondil hitting for 11.
Badder Steading Guard 2 [DEAD; BLINDED] swung a mace at Krondil as well, and missed spectacularly.
Porker Marauder 1 [16/29 HP] moved to E-9 and uses a Minor to Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
Lugg [26/26 HP] charged to F-9 impaled Porker Marauder 1 for 13.
83 [23/23 HP; Resist 10 Physical] pulled to B-8, used Psychic Assault on Badder 2 for 9, killing it.
Tunnel Rat [25/25 HP] moved to I-13, swarmed Porker 2 for 12, killing it.
Porker Marauder 2 [0/29 HP] was engulfed by Ratoids.
Adversaries (Defenses listed for your convience)
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
You cause a creature to find hilatiry in everything.
Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).;
Overcharge 10+ The target also falls prone and takes a -5 penalty to savings throws against this power.
9 or less: You also hit yourself with the power.
1d20+3 = 10
D'oh. I'll teleport to D9, please.
Death save: 17, no worse.
roll lookup
Minor Action: Fondly pat Vinesly goodbye.
Move: Move to H11
Standard: Fire Rifle at Porker 1
Attack Roll: 1d20+6= 22
Damage Roll: 1d10+4= 7
GM of Star Wars Sagas Into the Unknown
GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- WIthdrawn due to injury.