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

2

Posts

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Time seems to slip away in Mesa, until you are suddenly snapped back to reality by a small blast outside. Perhaps that is something that should be dealt with.

    Unless anyone has any major objections, I am assuming that the group is willing to depart Mesa and head toward the steading. Getting off work and will be moving forward with the first encounter (as the encounters are where more of the meat of the game takes place) when I wake back up. I will still RP any town NPC you want to mingle with prior to leaving.

    If you want to be a super special teacher's pet, you can roll initiative and a d100 roll to determine your first Alpha Mutations.

    EvilBadman on
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  • PeccaviPeccavi Registered User regular
    edited November 2010
    83

    83 pretends to not see any messages on the screens, and states "Hmm, I have had a burst of intuition that it would be a good idea to determine where these robots come from."

    Alpha Mutation: 70
    Initiative Check: 1d20+0=5

    Peccavi on
  • KlangKlang Registered User regular
    edited November 2010
    Krondil takes a good look at the robot parts that have been collected before heading out. He's good at spotting small details, though he probably won't understand their significance until it's too late.

    perception 14, mechanics 4, science 14, initiative 13, alpha mutation 17

    Klang on
  • KlangKlang Registered User regular
    edited November 2010
    on the trip toward the robots' presumed origin, Krondil will fly about 15 feet (3 squares) high - enough to perhaps see ahead a bit farther, but low enough to stay in contact with the rest.

    Klang on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Kraft

    Kraft finishes playing robot cars with Grimmsly and decides to go check out the voice he heard in his head earlier.
    Kraft ends up standing in the shadow of a massive beast of a person. Kraft still feels strangely pacified though and so he crawls up the Empath's back and onto his shoulder.
    For some reason Kraft holds absolutely no animosity to this being, even though he's not a cockroach. A ringing endorsement of friendship if ever there was one.
    Perhaps Kraft could accompany this Lugg and find out what those damn robots were up to.

    Alpha Mutation: 1d100= 46
    Initiative: 1d20+3= 11

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  • romanqwertyromanqwerty Registered User regular
    edited November 2010
    Lugg

    Lugg, completely failing to notice the cockroach on his shoulder, and not really understanding what's going on treads along following the others.

    Maybe there'll be something to lift up here.

    Alpha Mutation: 1d100 47

    Initiative: 1d20-1 6

    romanqwerty on
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Marishka

    Marishka wants to be kind, and try to repay the kindness of the being that just gave her milk. After hearing that these robots were something to be investigated and possibly jabbed at with her sharp stick, she set out.

    Never added 13 to an initiative check before...

    Initiative: 1d20+13 = 25
    Mutation: 1d100 = 12

    Now at some point, someone might have to explain to me how these mutation things work.

    Farangu on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Prior to departing, Krondil notices a STUPENDICO logo adorning a selection of the robot parts.

    After a couple of hours of backtracking the latest robot's trail, Krondil is the first to see an rough-hewn stone tower upon raised ridges. Outside it is a guard contingent of three badders and a pair of humanoid pigs called Porkers. A glowing crater lies a scant distance from the towers' doors. As the group approaches the structure, the badders ready their crossbows and the porkers snort anxiously behind giant boulders, their flails clinking quietly.


    I am under the general assumption that everyone's played 4e, but can provide a primer if necessary.

    Map:
    enc1.jpg
    Please place yourself within the green square at combat start, and I'll throw the token on the 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 Kraft.
    Marishka
    Badder Steading Guard 3
    Krondil
    Kraft
    Badder Steading Guard 1
    Badder Steading Guard 2
    Porker Marauder 1
    Lugg
    83

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

    porker1.pngPorker 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.
    Shimmershield (Dark, Healing)
    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).
    Krondil sprouts humongous feet.
    Footus Ginormicus (Bio)
    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?
    Kraft becomes in tune with his inner ear.
    Hyper-Balance (Bio)
    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.
    Lugg develops the ability to go with the flow. Literally.
    Liquid Bones (Bio)
    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.
    Marishka seems to be ahead of himself here, or behind.
    Reflexive Teleport (Dark, Teleportation)
    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.
    Vinesly needs to roll initiative and a d100 for a mutation.

    EvilBadman on
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  • romanqwertyromanqwerty Registered User regular
    edited November 2010
    All of those images are broken for me, google is saying i don't have permission to view them.

    romanqwerty on
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Yea, I'm not seeing a map either.

    Farangu on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    That work?

    EvilBadman on
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  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Indeed it does. I'll take J9.

    Farangu on
  • KlangKlang Registered User regular
    edited November 2010
    Krondil: J7, +3 squares up.

    Klang on
  • romanqwertyromanqwerty Registered User regular
    edited November 2010
    I'll take J2.

    romanqwerty on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    I'll take J2.

    Not a choice.
    Availible: J8, K7-K9, L7-L9.

    EvilBadman on
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  • romanqwertyromanqwerty Registered User regular
    edited November 2010
    errr...i totally meant J8...I'm just dumb

    romanqwerty on
  • PeccaviPeccavi Registered User regular
    edited November 2010
    83 takes K8

    Peccavi on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Kraft is gonna be L8 (Read: Late) to the battle. AHAHAHAHA!

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  • Gregorian ChantGregorian Chant Registered User regular
    edited November 2010
    Sorry guys. I'll get right on rolling shall I?
    Also I'll take my K9 (Read: Canine) YEEEEEAAAAAAAAAAAAAAAAAAAH!


    Mutation= 81
    Initiative= 21

    Gregorian Chant on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Is it just me or does Porker Marauder 1 look like he's drooling radioactive slobber?

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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    COMBAT IS GO

    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 [28/28 HP]
    Vinesly [60/60 HP; Vulnerable Fire 5]
    Badder Steading Guard 3
    Krondil [23/23 HP]
    Kraft [28/28 HP]
    Badder Steading Guard 1
    Badder Steading Guard 2
    Porker Marauder 1
    Lugg [26/26 HP]
    83 [23/23 HP; Resist 10 Physical]

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

    porker1.pngPorker 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.
    Shimmershield (Dark, Healing)
    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).
    Krondil sprouts humongous feet.
    Footus Ginormicus (Bio)
    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?
    Kraft becomes in tune with his inner ear.
    Hyper-Balance (Bio)
    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.
    Lugg develops the ability to go with the flow. Literally.
    Liquid Bones (Bio)
    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.
    Marishka seems to be ahead of himself here, or behind.
    Reflexive Teleport (Dark, Teleportation)
    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.
    Vinesly determines that more organs make better human. Er.. plant.
    Redundant Organs (Bio)
    Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
    Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
    Overcharge: When you start your turn, you can roll a d20.
    10+: You gain a +2 bonus to all defenses while this card is readied.
    9 or less: Your new organs don’t fully function and you are dazed (save ends).

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
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  • KlangKlang Registered User regular
    edited November 2010
    Hey Marishka, I'll trade you my giant feet for your place-swapping - would love to switch places with someone while I'm 50 feet up.

    Klang on
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Something tells me I don't think we can trade.

    Also, question: Since my Alpha mutation is a reaction, can I try to overcharge it anytime I get hit?

    Farangu on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    You cannot trade alpha mutations between one another.

    Alpha mutations are encounter powers unless they have a continual benefit. You may only overcharge it the one time you are using it.

    Also, combat started, and you (or vinesly) can act.

    EvilBadman on
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  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Alrighty then.

    Marishka looked back at these new...things she was traveling with. They seemed nice enough to the townsfolk to be trusted. Some of them even liked milk. But these badder things...she could just tell they had to go. She had a sense about these things.

    Lightning-fast, Marishka ran to the nearest Porker and began to jab it with her really pointy stick. She manages to slide it deep inside the thing's ribcage, and began to salivate with the thought of roasting it on a spit.

    Move to H13, using my stick on the porker: Hits for 12.

    Farangu on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Gregorian Chant. Your turn.

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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    I work nights, so please take turns without waiting for an update if its to your point in the initiative order. Also, larger map!

    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 [28/28 HP] moved to H13 and stabbed Porker Marauder 1 for 12 hit points.
    ---->Vinesly [60/60 HP; Vulnerable Fire 5]
    Badder Steading Guard 3
    Krondil [23/23 HP]
    Kraft [28/28 HP]
    Badder Steading Guard 1
    Badder Steading Guard 2
    Porker Marauder 1 [17/29 HP]
    Lugg [26/26 HP]
    83 [23/23 HP; Resist 10 Physical]

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

    porker1.pngPorker 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.
    Shimmershield (Dark, Healing)
    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).
    Krondil sprouts humongous feet.
    Footus Ginormicus (Bio)
    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?
    Kraft becomes in tune with his inner ear.
    Hyper-Balance (Bio)
    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.
    Lugg develops the ability to go with the flow. Literally.
    Liquid Bones (Bio)
    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.
    Marishka seems to be ahead of himself here, or behind.
    Reflexive Teleport (Dark, Teleportation)
    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.
    Vinesly determines that more organs make better human. Er.. plant.
    Redundant Organs (Bio)
    Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
    Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
    Overcharge: When you start your turn, you can roll a d20.
    10+: You gain a +2 bonus to all defenses while this card is readied.
    9 or less: Your new organs don’t fully function and you are dazed (save ends).

    EvilBadman on
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    I should note that Badman is fucking awesome
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  • KlangKlang Registered User regular
    edited November 2010
    We last heard from our leafy friend a week ago.... does anyone know what is up? Should we NPC him or delay him for this round?

    Klang on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    I am slightly wary since Gregorian Chant has 8 total PA posts. He has until 8 PM PST before I roll mobs moves and delay him. If he doesn't act before the end of this round, replacement.

    EvilBadman on
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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    I don't think we'll see the foliage of our leafy friend any more. Prove me wrong Mr. Chant!

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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    The middle Badder Steading Guard fires a clever shot from his crossbow at Marishka, having shifted forward beforehand.

    The attack will hit for 7, and Marishka will grant combat advantage to adjacent enemies, unless Marishka uses his alpha mutation.

    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 [28/28 HP] moved to H13 and stabbed Porker Marauder 1 for 12 hit points.
    Vinesly [60/60 HP; Vulnerable Fire 5] DELAYED
    Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka.
    ---->Krondil [23/23 HP]
    Kraft [28/28 HP]
    Badder Steading Guard 1
    Badder Steading Guard 2
    Porker Marauder 1 [17/29 HP]
    Lugg [26/26 HP]
    83 [23/23 HP; Resist 10 Physical]

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

    porker1.pngPorker 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.
    Shimmershield (Dark, Healing)
    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).
    Krondil sprouts humongous feet.
    Footus Ginormicus (Bio)
    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?
    Kraft becomes in tune with his inner ear.
    Hyper-Balance (Bio)
    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.
    Lugg develops the ability to go with the flow. Literally.
    Liquid Bones (Bio)
    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.
    Marishka seems to be ahead of himself here, or behind.
    Reflexive Teleport (Dark, Teleportation)
    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.
    Vinesly determines that more organs make better human. Er.. plant.
    Redundant Organs (Bio)
    Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
    Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
    Overcharge: When you start your turn, you can roll a d20.
    10+: You gain a +2 bonus to all defenses while this card is readied.
    9 or less: Your new organs don’t fully function and you are dazed (save ends).

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  • KlangKlang Registered User regular
    edited November 2010
    Krondil flies toward the crossbow-wielding badders and lands between two of them, slashing at one with his claws. He rakes its face, sending blood into its eyes, even as he threatens its companion.


    Fly to D10 and land. Hit B2 with slashing claws, hitting twice. 13 damage, and B2 is blinded till start of Krondal's next turn. roll lookup.

    Klang on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Kraft scuttles around and loads a pebble into his tiny rifle. He fires it at the Pig-man that the kitty attacked. The Porker takes the pebble in the foot. He doesn't seem to mind that much until Kraft Coerces his mind into thinking he's been hit with a real bullet. The Pig roars in pain.

    Move to K10
    Use Tiny Rifle Power on Porker Marauder 2


    Attack Roll: 1d20+6= 21
    Damage Roll: 1d10+4= 5

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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Left my book at work, on accident, will update properly when I get it back tomorrow. Ruling that Marishka doesn't use his reflexive teleport this turn since other action came in.

    EvilBadman on
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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    The leftmost Badder moves closer to the tower door, and fires at Krondil. The bolt flies true and hits the Flying Feline squarely in the wing. A wild swing from the now blinded Badder is easily dodged by Krondil, or would have been if the Badder if swung the right direction. A Porker follows suit, moving closer to attack Krondil with his flail. As soon as he reaches Krondil, the Porker belches loudly in the Catbird's face causing Krondil to collapse from his injuries.

    Badder 1 Moves to B-6 and fires Clever Shot at Krondil hitting for 11, Krondil is granting combat advantage to adjacent enemies.
    Badder 2 Swings a mace at Krondil as well, and misses spectacularly.
    Porker Maurader 1 moves to E-9 and uses a Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
    Fixed the lack of Porker 2 on the initiative list and the fact that he was getting hurt, not number 1.


    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 H13 and stabbed Porker Marauder 2 for 12 hit points.
    Vinesly [60/60 HP; Vulnerable Fire 5] DELAYED
    Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka for 7 damage.
    Krondil [0/23 HP; DYING]
    Kraft [28/28 HP]
    Badder Steading Guard 1 moved to B-6 and fired Clever Shot at Krondil hitting for 11.
    Badder Steading Guard 2 [9/22; BLINDED] swung a mace at Krondil as well, and missed spectacularly.
    Porker Marauder 1 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]
    83 [23/23 HP; Resist 10 Physical]
    Porker Marauder 2 COLOR="red"]12/29 HP[/COLOR
    Red indicates Bloodied.

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

    porker1.pngPorker 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.
    Shimmershield (Dark, Healing)
    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).
    Krondil sprouts humongous feet.
    Footus Ginormicus (Bio)
    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?
    Kraft becomes in tune with his inner ear.
    Hyper-Balance (Bio)
    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.
    Lugg develops the ability to go with the flow. Literally.
    Liquid Bones (Bio)
    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.
    Marishka seems to be ahead of himself here, or behind.
    Reflexive Teleport (Dark, Teleportation)
    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.
    Vinesly determines that more organs make better human. Er.. plant.
    Redundant Organs (Bio)
    Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
    Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
    Overcharge: When you start your turn, you can roll a d20.
    10+: You gain a +2 bonus to all defenses while this card is readied.
    9 or less: Your new organs don’t fully function and you are dazed (save ends).

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  • KlangKlang Registered User regular
    edited November 2010
    Krondil steals a kidney and a liver from Vinesly, who has more than he needs, and tries to install them in his battered torso. Unfortunately they only fit in plants.

    Klang on
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2010
    Klang wrote: »
    Krondil steals a kidney and a liver from Vinesly, who has more than he needs, and tries to install them in his battered torso. Unfortunately they only fit in plants.

    It seems the plant is a vegetable. Ohohohohoh </statlerandwaldorf>.

    Seriously, he's getting replaced as soon as I get a reply from Sakutain.

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  • romanqwertyromanqwerty Registered User regular
    edited November 2010
    Lugg

    "Noooo!!! Birdy-Kitty!!!" Lugg screams as he watches Krondil be vomited upon.

    He immediately grabs his pole firmly in two hands and charges towards porker 1.

    Charge J9 -> F9
    Charging F9: 1d20+7 24
    Damage: 2d8+4 13


    His pole connects solidly with the porkers chest inflicting 13 points of damage after which he moves to defend his fallen comrade.

    Shift F9-> E10

    romanqwerty on
  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited November 2010
    Doh. Poor Krondil. Those darn Hawkoids think they're so much better than everybody else.
    Until they fly way ahead of the group and get killed.

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  • KlangKlang Registered User regular
    edited November 2010
    btw, in GW there is no heal skill. Any character can spend a standard action to trigger an adjacent downed character's second wind.

    Klang on
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