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[Gamma World PbP] The Steading of the Iron King - Encounter 1; Round 2

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Posts

  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    the_more_you_know.jpg

    farangu.png

    Come join my Let's Play of Total War: Rome II! Boss around some Gauls!
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Yeah and Second Wind is a minor for yourself to gain 1/2 HP.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • PeccaviPeccavi oh... oh my!Registered User regular
    edited November 2010
    83

    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?

    kvhn.png
  • SakutianSakutian Registered User regular
    edited November 2010
    Tunnel Rat

    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

    My Games

    GM of M&M "And Justice For All."
    GM of Dresden Files Low Life

    Spoiler:
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Vinesly finds himself completely in touch with his roots, and unfortunately turns into a 8 foot tall shrub! Then, Lugg charges and impales the Porker with a Yield sign, but will the Porker take the advice? Without warning, 83 rockets across the battlefield, colliding with the tower door's elaborate knocker. After dusting himself off from the minor inconvenience, 83 fires a salvo mind bullets at the nearest Badder. The resulting cranial explosion litters the ground in grey matter. Inexplicably a mass of cybernetic rodents assemble from under ground, their target is Porker 1 whom succumbs to the mass with horrified squeals.

    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:
    enc1.jpg

    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
    Spoiler:

    Adversaries (Defenses listed for your convience)
    badder1.png Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23

    porker1.png Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3

    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.
    Spoiler:
    Krondil sprouts humongous feet.
    Spoiler:
    Kraft becomes in tune with his inner ear.
    Spoiler:
    Lugg develops the ability to go with the flow. Literally.
    Spoiler:
    Marishka seems to be ahead of himself here, or behind.
    Spoiler:
    Tunnel Rat ponders the requirement of serious thought in this new world.
    Spoiler:

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Marishka is slightly overwhelmed by the appearance of these new creatures that looked suspiciously like food. But they did take down the bad pig thing, so she resorted to her original plan of stabby-stabby. Or in this case, bangy-bangy. She runs over to the badder guard, pulls out her boomerang, and hurls it. It clonks the badder on the head, and successfully returns to her clawed hand.
    Spoiler:

    farangu.png

    Come join my Let's Play of Total War: Rome II! Boss around some Gauls!
  • PeccaviPeccavi oh... oh my!Registered User regular
    edited November 2010
    83

    Saving Throw: 1d20 = 18

    83 manages to break free from his magnetic entrapment.

    kvhn.png
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Let's remember the best times we had with our shrubby friend. Remember that time he signed up? I do. And that one time when he rolled for a mutation and he grew organs? That put a smile on my face. Vinesly was always able to do that.
    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.

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Marishka channels his inner green-tights-clad-forest-elf and chucks a boomerang at a Badder. Thankfully, he catches it effortlessly upon its return. Said badder retaliates with another crossbow bolt after hopping back a couple feet. The badder grins smugly as another bolt hits his target.

    Marishka is hit for 7, and is still granting combat advantage to adjacent enemies.

    Map:
    enc1.jpg

    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
    Spoiler:

    Adversaries (Defenses listed for your convience)
    badder1.png Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23

    porker1.png Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3

    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.
    Spoiler:
    Krondil sprouts humongous feet.
    Spoiler:
    Kraft becomes in tune with his inner ear.
    Spoiler:
    Lugg develops the ability to go with the flow. Literally.
    Spoiler:
    Marishka seems to be ahead of himself here, or behind.
    Spoiler:
    Tunnel Rat ponders the requirement of serious thought in this new world.
    Spoiler:

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    I think I'll use my interrupt on that attack.

    1d20+3 = 10

    D'oh. I'll teleport to D9, please.

    farangu.png

    Come join my Let's Play of Total War: Rome II! Boss around some Gauls!
  • KlangKlang Registered User
    edited November 2010
    Krondil drifts in and out of consciousness, seeing the battle as a blurry haze of motion.

    Death save: 17, no worse.

    roll lookup

  • KlangKlang Registered User
    edited December 2010
    Krondil mumbles in his delirium. Kraft, it's your turn. I can haz cheezburger?

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited December 2010
    Oops. Life is tough. I'll get my flavour text in later but here're my actions for now.

    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

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited December 2010
    I'm going to properly update this Saturday night just so everyone is aware the forums are alive again.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • KlangKlang Registered User
    edited December 2010
    The great thing about Saturdays is that there is one every week.

  • KlangKlang Registered User
    edited January 2011
    a month later, and a year later... is this thing still on?

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited January 2011
    Looking at people's profiles, it seems that all the players are still active on the forums.

  • SakutianSakutian Registered User regular
    edited January 2011
    I'm still around but I assume this is dead since it's been inactive for so long.

    My Games

    GM of M&M "And Justice For All."
    GM of Dresden Files Low Life

    Spoiler:
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited January 2011
    My thoughts as well.

    farangu.png

    Come join my Let's Play of Total War: Rome II! Boss around some Gauls!
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