Thejoshie Posted October 21, 2009 Posted October 21, 2009 OOC thread for Battle of the Century... bridge.
quotemyname Posted October 22, 2009 Posted October 22, 2009 I'm down Guess I'll roll initiative in case you need it. init (1d20+10=27)
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Init Time! Breakdown already has 27. Otaku's init roll (1d20+3=15) Bugbots Init. (1d20=14) And for good measure... Tarantula's Init Roll (1d20+18=31) INIT and Conditions: Tarantula (31) Undamaged, no HP (used for Quick Change) Breakdown (27) Undamaged, 1 HP Doc Otaku (15) Bugbots (14) Need Razor Wing's Init roll.
ex3lev3n Posted October 22, 2009 Posted October 22, 2009 Sorry, the innerwebz crapped out on me last night. Initiative (1d20 7=12)
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Well All Yuki can do fairly is move from under the bridge to the top via leapimg. End of turn. Breakdown is up.
quotemyname Posted October 22, 2009 Posted October 22, 2009 OOC stuff: Move action: teleport Free action: Switch to Rock form Standard action: Attack!
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Toughness roll. On a a status of Disabled, a hole will form for Breakdown to get through: (1d20+14=18) And since I can't allow things to be THAT easy so early on. Re-roll (Breakdown gets a hero point) The Re-Roll (1d20+14=24) So Doc Otaku is stunned. (The Tripod, not Him.) Going on to the Bugbots, A few leaps onto he Tripod with Breakdown and are moving towards him. They'll reach him next turn. The others are continuing their programming, whatever that is. Be mindful of some of the desasters. Opportunities for Hero Points!. Razor, you're up!
quotemyname Posted October 22, 2009 Posted October 22, 2009 Roger that! I now have 4 HPs. Don't worry, I'll keep my eyes on the civilians. I just figured I would do some damage while I could :)
ex3lev3n Posted October 22, 2009 Posted October 22, 2009 ok, one move action to grapple gun his way up a column, and one move action to make a Notice check. Skill Mastery Notice +11 = 21
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Move Action: Yuki Leaps to the Bugbots attacking the cops. Standard Action: Yuki takes 10 on her attack on one of them. The Attack succeeds. Toughness against Yuki's Attack. DC 24. (1d20+8=22) And One Bugbot down. Tarantula gains an HP for helping the police. Breakdown. GO!
quotemyname Posted October 22, 2009 Posted October 22, 2009 Okay standing on top of the tripod - walker - thingy... Free Action: Dance Form Full Round: Selective Area Burst DC 21/Ref, DC 26/Tou I am including all the bots and the tripod, I am not including the bridge, cars, civilians, etc. I am including Doc Otaku (if he can be hurt since he's still inside his thingy) I am also including any school girls that happen to be in range (only the bad ones, though)
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 For sanity of mind, I'm going to Assume that the Bugbots are nailed by the attack, turning into pieces of robot junk. (Ex3, keep your mouth shut). As for the Tripod, no Reflex Save for it. It's just too big. Unfortunately, it also has a high Impervious rank, so the Attack is nullified. Those Schoolgirl's you mentioned won't be out till AFTER your tun, sao no, your attack don't affect them. On to Otaku's Turn. First off, Otaku switches on one of his counter meeasures... His Electrified Hull. Aura Stun 11, so I need a Fortcheck from Breakdon DC 21. Three Bugbots Pounce on yuki! Adding +3 to their attack! TARANTULA SANDWHICH! (1d20+7=11). The miss. Pitiful. Finally, Enter the New Challengers: Aki (Red): Aki's Init roll (1d20+12=21) Aya: (Blue): Aya's Init Roll (1d20+12=24) Ako (Green): Ako's Init roll (1d20+12=15) All the Other Bugbots do their thing. New Init's After Razor is as follows: Tarantula (31) Undamaged, 1 HP (used for Quick Change) Breakdown (27) Undamaged, 4 HP Aya (24) Aki (21) Doc Otaku (15) -1 Toughness for Tripod Walker Ako (15) Bugbots (14) Razor (12) Razor. GO!
ex3lev3n Posted October 22, 2009 Posted October 22, 2009 Alright, here we go. Glide under the Tri-Pod (move), grapple gun up into the undercarriage (move), spend an HP to Surge a Stealth check (Skill Mastery + 11 = 21 Stealth check; 0 personal HP/2 utility belt HP; move action)
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Yuki takes 10 to take on another Bugbot. DC 24 Toughness Check. (1d20+8=13) Another one bites the dust.
quotemyname Posted October 22, 2009 Posted October 22, 2009 Free action: Trance Form Standard Action: Hypnosis Move action: Teleport If she fails the DC 21 will save from hypnosis, I'll HP for a surge to command her. EDIT: I was just told that they are immune to mental effects! Now at 5HPs
Thejoshie Posted October 22, 2009 Author Posted October 22, 2009 Aya: Move, flies towards Breakdown. Standard: Aid. Aya is 'showing her assets' to Breakdown. Aid Roll must beat DC 10. If it does, then Aki will gain a +4 to her Attack Roll (All Three irl andoroids has Teamwork and Setup.) (1d20+10=13) Aki: Flies In behind Aya and fires off a Laser Beam Towards Breakdown! Lasebeam cannon (Blast 12 autofire 2 (reduced interval), accurate. DC 27 Toughness) (1d20+14=34) MAJOR EDIT: Miscalculation on my part. Aid is +2 with a +1 bonus for Teamwork. Setup doesn't apply to it. Thus, the roll is 19, NOT 20. No critical hit. However, 33 beats 21 by more then 5, thus the Toughness DC is 32 instead of 27. Doc Otaku: Notice check against RW's Stealth: Notice vs. DC 21 (1d20+7=26) Razor is Spotted, and he sends orders to Ako to deal with him... Bugbots gang on yuki again... Bugbots Gang up on on Poor Yuki... (1d20+9=22). Still missed. Ako: Flies in to attack Razor Wing... Lasebeam cannon (Blast 12 autofire 2 (reduced interval), accurate. DC 27 Toughness) (1d20+10=25) Razor, Go!
quotemyname Posted October 22, 2009 Posted October 22, 2009 TOU DC 32 (1d20+11=13) Yea. Totally gonna HP that! TOU DC 32 (1d20.minroll(11)+11=25) Bruised and Stunned. I'll HP the stunning away. Down to 3 HP remaining.
ex3lev3n Posted October 24, 2009 Posted October 24, 2009 Toughness save DC 27 (1d20+8=22) fail by 5 Concentration check (1d20+3=7) and falling to his doom!
quotemyname Posted October 27, 2009 Posted October 27, 2009 See the male dancers at 0:45 and 0:53 of thisvideo.
quotemyname Posted October 27, 2009 Posted October 27, 2009 Okay so the DC for the Dancing Feint comes in at 31 from skill mastery, -5 for performing it as a Move Action, and the result is a 26. If it doesn't pass DC 26, its flat-footed. Attack Roll: Power Attack 5; DC 31 on hit. HP Reroll. (1d20.minroll(11)+6=21)
Thejoshie Posted October 28, 2009 Author Posted October 28, 2009 Sense Motive Roll (1d20+9=29). Feint fails, thus the attack falls short. Aya: Move: Moves to striking distance. Standard: Another Aid (Her bonus is already +10, thus automatic. Surge: Feint (Adds Attractive 2 to it): The DC of her Feint. Thanks to Setup, this will also affect the attack of the Other two angels... (1d20+10=23) Clears Fatigue, Breakdown recieves HP. Aki: Another Laser Beam blast... Lasebeam cannon (Blast 12 autofire 2 (reduced interval), accurate. DC 27 Toughness) (1d20+13=20). If Breakdow isn't feinted, that's a miss. Doc Otaku is sitting this turn out and uses a VP to gain Seize Init. He's first next round. HP for Yuki, Razor and Breakdown. Ayo attacks Yuki as she lands... Lasebeam cannon (Blast 12 autofire 2 (reduced interval), accurate. DC 27 Toughness) (1d20+10=27) HIT! Yuki's Toughness Roll... DC 27... (1d20+6=7) ...And let's hp that... HP re-roll (1d20+6=14) Another sucky roll. +10 = 24. So Yuki has a bruise. Bugbots begin to approach Yuki and Razor. Another Group is climbing after Breakdown again. Razor... GO!
quotemyname Posted October 28, 2009 Posted October 28, 2009 Wow. Got myself 2 HPs this turn. That puts me at 4HPs. Countering Bluff with Bluff; DC 23 (1d20+10=12) I would really rather not take that hit again. I'll HP that. Countering Bluff with Bluff; DC 23; HP Re-roll (1d20.minroll(11)+10=24) Yay! Back down to 3HPs
Thejoshie Posted October 30, 2009 Author Posted October 30, 2009 Yuki's attack on Ako... (1d20+13=30) Hit! Ako's Toughness... Toughness DC 24 (1d20+8=18) Stun and Knockback... Knockback: 25 feet and prone on the ground... dangling on the edge of the bridge! Breakdown... go!
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