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Shadowrun.DnD5 'DNA/DOA'
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<blockquote data-quote="GreenKarl" data-source="post: 7474809" data-attributes="member: 6801242"><p>[gm]Sorry... I did get that backwards and it messed up. So the vent was to the east of your entry point and the troll killed a watcher spirit down the western hallway. Sorry. Anyway, badguys are first...[/gm]</p><p></p><p>As Juno's senses speed up she heard a wild howl from down below where she was hiding when a large clawed hand reach up and wrenched the vent-messing way!!! A misshaped head with its eyes and nose in the wrong places appear before her! And are those mandibles on the side of its head? It lets lose another howl that is repeated farther down the hallway! The creature reeks of rotten meat and filth, causing the cyber-op to almost gag!</p><p></p><p></p><p>[gm]The mutant goes first. It uses its move climb speed to crawl up the wall and then its action to remove the mess-venting. Heroes turn. Crawling in the venting is considered difficult terrain. For the troll, he needs an athletics or acrobatics check DC 15 or it costs him an extra space to move through the vents (i.e. it costs him 15ft of movement to move 5ft). </p><p></p><p>Juno is 15ft away from the team while Davos is 30ft away from them and 45ft from Juno. Only Juno can see the mutant thing (and you both have Light Cover/+2 AC, verses each other). </p><p></p><p>Juno needs to make a Constitution saving throw vs. DC 10 or gain the Poisoned condition. </p><p></p><p>Mutants -20</p><p>NTensity -18</p><p>Juno -16</p><p>Davos - 8</p><p>Diggs - 3</p><p>Sovereign -3</p><p></p><p>[sblock=Virus-Strain I-Variant Mutants][ATTACH]100063[/ATTACH]</p><p><em></em></p><p><em>Medium sized mutant humanoids, insane</em></p><p><strong>Armor Class</strong>: 13 (natural; hardness 1/+1)</p><p><strong>Hit Points</strong>: 22 (5d8); <strong>Threshold</strong>: 18 (recover +3)</p><p><strong>Speed</strong>: 30ft, climb 10ft</p><p>STR 13, DEX 15, CON 10, INT 7, WIS 10, CHA 6</p><p><strong>Condition Immunity</strong>: Charmed, Frightened, Poisoned. </p><p><strong>Senses</strong>: Darkvision 60ft, pass Perception 10</p><p><strong>Saves</strong>: Strength +4, Dexterity +5</p><p><strong>Skills</strong>: Stealth +5 </p><p><strong><em>Foul Stench</em></strong>: these mutant reek of soiled meat and blood. Anyone within 5ft of one must make a Constitution save DC10 or gain the <em>Poison</em> condition. At the start of its next turn and each turn afterwards, the target can make a new constitution save. Succeed ends the condition. You only need to succeed once verses and individual mutant to be immune to its stench for 24 hours. </p><p>ACTIONS</p><p><strong><em>Bite</em></strong>: <em>melee weapon attack</em>: +3 to hit, reach 5ft, one target; <em>Hit</em>: 2d6+2 piercing damage, +1d6 toxic (poison) damage. </p><p><strong><em>Claw</em></strong>: <em>melee weapon attack</em>: +4 to hit, reach 5ft, one target; <em>Hit</em>: 1d6+2 piercing damage, +1d6 toxic (poison) damage.[/sblock][/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7474809, member: 6801242"] [gm]Sorry... I did get that backwards and it messed up. So the vent was to the east of your entry point and the troll killed a watcher spirit down the western hallway. Sorry. Anyway, badguys are first...[/gm] As Juno's senses speed up she heard a wild howl from down below where she was hiding when a large clawed hand reach up and wrenched the vent-messing way!!! A misshaped head with its eyes and nose in the wrong places appear before her! And are those mandibles on the side of its head? It lets lose another howl that is repeated farther down the hallway! The creature reeks of rotten meat and filth, causing the cyber-op to almost gag! [gm]The mutant goes first. It uses its move climb speed to crawl up the wall and then its action to remove the mess-venting. Heroes turn. Crawling in the venting is considered difficult terrain. For the troll, he needs an athletics or acrobatics check DC 15 or it costs him an extra space to move through the vents (i.e. it costs him 15ft of movement to move 5ft). Juno is 15ft away from the team while Davos is 30ft away from them and 45ft from Juno. Only Juno can see the mutant thing (and you both have Light Cover/+2 AC, verses each other). Juno needs to make a Constitution saving throw vs. DC 10 or gain the Poisoned condition. Mutants -20 NTensity -18 Juno -16 Davos - 8 Diggs - 3 Sovereign -3 [sblock=Virus-Strain I-Variant Mutants][ATTACH=CONFIG]100063._xfImport[/ATTACH] [I] Medium sized mutant humanoids, insane[/I] [B]Armor Class[/B]: 13 (natural; hardness 1/+1) [B]Hit Points[/B]: 22 (5d8); [B]Threshold[/B]: 18 (recover +3) [B]Speed[/B]: 30ft, climb 10ft STR 13, DEX 15, CON 10, INT 7, WIS 10, CHA 6 [B]Condition Immunity[/B]: Charmed, Frightened, Poisoned. [B]Senses[/B]: Darkvision 60ft, pass Perception 10 [B]Saves[/B]: Strength +4, Dexterity +5 [B]Skills[/B]: Stealth +5 [B][I]Foul Stench[/I][/B]: these mutant reek of soiled meat and blood. Anyone within 5ft of one must make a Constitution save DC10 or gain the [I]Poison[/I] condition. At the start of its next turn and each turn afterwards, the target can make a new constitution save. Succeed ends the condition. You only need to succeed once verses and individual mutant to be immune to its stench for 24 hours. ACTIONS [B][I]Bite[/I][/B]: [I]melee weapon attack[/I]: +3 to hit, reach 5ft, one target; [I]Hit[/I]: 2d6+2 piercing damage, +1d6 toxic (poison) damage. [B][I]Claw[/I][/B]: [I]melee weapon attack[/I]: +4 to hit, reach 5ft, one target; [I]Hit[/I]: 1d6+2 piercing damage, +1d6 toxic (poison) damage.[/sblock][/gm] [/QUOTE]
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