Curious Key Posted December 21, 2017 Posted December 21, 2017 (edited) A thread is here! Also, I think I've hit you with two things. Brought drama on Rat's head in the middle of her job, and also by messing with SLAVE. That feels like two HP. The 'SLAVE' array is no longer accessible, for now. Edited December 21, 2017 by Curious Key
Supercape Posted December 24, 2017 Posted December 24, 2017 Having a listen in with the Ratcopters Microphones: Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) Listening in on Warehouse 450, taking 20 on notice for 31. Can hear through walls. BUT! Happy for you to fiat that away if you feel it would be best!
Curious Key Posted December 24, 2017 Author Posted December 24, 2017 Okay, so I can totally answer that, but first, how long did it take for her to go back to her hideout, grab all her stuff and fly over?
Supercape Posted December 24, 2017 Posted December 24, 2017 PLOT! Seriously I am not sure. Whatever suits best for drama and stuff. Driving to the Safehouse probably half an hour at that time of night and with her fairly good driving skills. Grabbing two pistols and costime change probably a minute. Flying over would be minutes too, I think. The Ratcopter is 500mph flight, so it wouldn't take long to reach anywhere in Bedlam? At a guess 45 minutes, but feel free to expand or contract that according to your PLOT
Curious Key Posted December 24, 2017 Author Posted December 24, 2017 (edited) Alright, before we talk about what happens up in the sky and what her helicopter senses, there'll have to be a little scene about twenty minutes in, where something else happens. Edited December 24, 2017 by Curious Key
Supercape Posted December 24, 2017 Posted December 24, 2017 I made edit to the previous IC post and made another post!
Curious Key Posted December 25, 2017 Author Posted December 25, 2017 (edited) Nice! Can you do a roll to see how convincing she is? Bluff if she's blowing smoke, Diplomacy if she's being earnest. Bluff would be contested. Diplomacy would be . . . Let's say DC15. Edited December 25, 2017 by Curious Key
Supercape Posted December 25, 2017 Posted December 25, 2017 Diplomacy: 1d20+7 10 for diplomacy. Well, lets see what they say!
Curious Key Posted December 27, 2017 Author Posted December 27, 2017 Rat is going to end up falling 50 feet. The default DC for a fall of that height is TOU DC 20. You can try to reduce that DC with an acrobatics check.
Supercape Posted December 27, 2017 Posted December 27, 2017 Taking 10 on Acrobatics (Skill Mastery) to get 20, reducing fall to 35', or DC - well I am not actually sure - it says Damage 1 per 10' but not whether it rounds up or down or its every full 10 feet. I suspect its the latter for a DC 18 save? Tough Save vs Fall: 1d20+5 9 for toughness save so dazed and bruised (or maybe injured and bruised)?
Curious Key Posted December 27, 2017 Author Posted December 27, 2017 Let's say dazed and bruised, we don't have to make this a dangerous thread.
Curious Key Posted January 7, 2018 Author Posted January 7, 2018 Initiative feels like it would be wise, here, if you plan to take part in the altercation.
Curious Key Posted February 4, 2018 Author Posted February 4, 2018 (edited) Initiative Order Operative 02 - 14 Wolframe Operatives [5] - 17 Red Rat - 13 Mechabeasts [9] - 9 The operatives are clearly not expecting to see you here, so they're going to forego their first round, because you're an unexpected element. I'm going to give you a hero point for that, because knowing Red Rat's prerogatives I think she's going to regard that as a negative, because the mechabeasts are not hesitating at all. Cause this seems like it would be a bit unfair to red rat and the operatives if this was all shaken out normally, I've messed with a couple things about how combat'll work this time to try to make it more interesting. The unspecified operatives are all minions, and so are the mechabeasts. Only Operative 02 is not a minion. The Mechabeasts are going to descend on the operatives with intent to kill, but it's going to work like this: once any operative has failed a toughness save, they count as not dead but unconscious. With An uninterrupted full action a mechabeast can finish off a downed Operative. The operatives are using what would normally be lethal force as well, but they seem quite intent on the machines, rather than the people, so that may not matter to Red. Edited February 4, 2018 by Curious Key
Curious Key Posted February 4, 2018 Author Posted February 4, 2018 (edited) You're up! At long last, I know. Edited February 4, 2018 by Curious Key
Supercape Posted February 4, 2018 Posted February 4, 2018 Thank you! Well they are all a bunch of thugs as far as the Rat is concerned, so... Move action: Take cover (I guess partial cover?) Standard action: Fire High Ex Round into a bunch of them. (Area effect Damage 5) At the moment she considers Op2 relatively benign so trying to avoid him for now, but with a bit of luck thinning the herd, so to speak.
Curious Key Posted February 4, 2018 Author Posted February 4, 2018 (edited) Alright, since your area burst looks like it's only about 25 feet, and the robots are real spread out, you can't get a lot of them. I'll say you got three of the closest, while clipping the edge of the operatives. Let's say you get two of them in range. I'll roll for the operatives first. Agent 03 Reflex - 18 SUCCESS Agent 03 Toughness - 18 Success again! Agent 04 Reflex - 8 FAILED Agent 04 Toughness - 21 Annnnd he makes it by a nose! Machine 1 Reflex - 7 expected faaaaail Machine 2 Reflex - 19 unlikely success However, that amount of damage doesn't seem to be enough to overcome their impervious either way . . . Eight of the mechabeasts march toward the operatives. One is going to turn and try to get at red rat. It seems to be using its exposed wires to use some kind of stun attack. Machine 3 Attack - 21 I'mma be real i did not expect it to get that high. Still, it misses! Four of the eight others reach the operatives. The rest are still running! Machine 1 Attacks 03! - 13 Swing and miss. Machine 2 Attacks 03 like it's going out of style - 18 Hit! Can 03 beat 25 toughness? - 9 ABSOLUTELY not. Down! Machine 4 Attacks 04 - 26 Oh dang, that's a crit. Luckily they're minions, so i don't think they get bonus damage. Toughness - 23 So close! But he still goes down. Machine 5 goes around and attacks 05 - 9 Good, someone's gonna live today. The remaining operatives minion operatives engage! 05 Pulls out some kind of stun baton and hits Machine 5 with it - 12 . . . Or not. Agile machines! 06 opens fire on machine 1 - 18 That'll hit! Can Machine 1 beat 21? - 15 No! Down. Which leaves 07 to fire on machine 2 - 22 Hit! Does it go down? - 25 It does not! Which makes it 02's turn. She pulls out some kind of electrified nightstick and leaps into the fray, attacking Machine 2 - 18 It looks like electricity does not agree with the machine at all! Can it beat a 24? - 27 Apparently it can. General Status - (AKA Wow i put too many characters in here) Init Order 17 - Wolframe Operatives [3] 14 - Operative 02 13- Red Rat 9 - Mechabeasts [8] Operative 02: Unharmed Operative 03: Down Operative 04: Down Operative 05 Unharmed, Engaged with Machine 5 Operative 06 Unharmed Operative 07 Unharmed Machine 1: Scrap Metal Machine 2: Engaged with 02 Machine 3: Engaged with Red Rat Machine 4: Looming over 04, Unharmed Machine 5: Engaged with 05 Machine 6: Running toward the operatives Machine 7: Running toward the operatives Machine 8: Running toward the operatives Machine 9: Running toward the operatives Which brings it back around to Rat's turn. Next I'll try to turn this into an actual post. Yeeesh. And to think I thought the combat would be too simple. Well . . . If things remain as they are 04 is dead meat. Those who are loomed over them are clear in their intentions. Edited February 4, 2018 by Curious Key
Supercape Posted February 4, 2018 Posted February 4, 2018 Wow you deserve a medal for all of that! Standard Action: Take 10, shifting +2 Damage, for a 21 attack roll on the Machine attacking her. Thats a Damage 7 effect, with penetrating so should work! (DC 22 Tough Save) Move Action: Move (to another cover point)
Curious Key Posted February 4, 2018 Author Posted February 4, 2018 That hit beats their impervious anyway! Let's see... 27. Yeeesh, the dice are not being kind today. It takes the hit, but keeps going. Let's see. For her attempts to appeal to whatever is talking over the intercom, I think, maybe . . . A quick diplomacy roll? i know this kind of violates the action economy but I think it fits the moment. The higher the better, but you're aiming for a DC15 . . . It REALLY wants to kill them.
Curious Key Posted February 4, 2018 Author Posted February 4, 2018 Looks like the machines are all pausing in indecision as a result of Rat's words! They lose their next turn. Which safeguards poor 04's life, for now. They might have even stayed paused, except the operatives are still focused on getting rid of them. 05 is going to take a swing at machine 5! 13 Yeah, that doesn't connect. 06 is taking fire on machine 4! 15 You're supposed to be accuracy shifted! Miss. 07 does the same. 19 A hit, barely! Can Machine 4 beat 21? 15 No, they apparently cannot! Down it goes. Which brings us around to 02. She's going to go after Machine 2 again. 14 Wow, orokos REALLY doesn't like them General Status - (AKA Wow i put too many characters in here) Init Order 17 - Wolframe Operatives [3] 14 - Operative 02 13- Red Rat 9 - Mechabeasts [7] Operative 02: Unharmed Operative 03: Down Operative 04: Down Operative 05 Unharmed, Engaged with Machine 5 Operative 06 Unharmed Operative 07 Unharmed Machine 1: Scrap Metal Machine 2: Engaged with 02 Machine 3: Indecisive, at Red Rat's former location Machine 4: Scrap Metal Machine 5: Engaged with 05, Indecisive Machine 6: Indecisive Machine 7: Indecisive Machine 8: Indecisive Machine 9: Indecisive
Supercape Posted February 4, 2018 Posted February 4, 2018 OK the Rat is not going to do anything but fire off an ultimatum! If you want to make that a diplomacy / intimidate / bluff of straight CHA roll, feel free to roll that for the Rat!
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