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Terror of MechaOtaku! (OOC)


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Posted

I can see how the phrasing as "Totally open to anybody Solo Adventure" is a bit oxymoronic, yeah. Basically, it's a solo adventure if nobody feels like joining in, but if anybody wants to, they're welcome to it. :D

Posted

Oh, and I forgot to mention it.

This encounter trips Aiko's Enemy complication, and her Deep Ties feat. So she nets 2HP on top her starting one. :D

Posted

All right. Standard Action: Strike 5 (Energy Weapon; Extras: Autofire 3, Penetrating 6; Power Feats: Mighty, Improved Critical 2, Affects Insubstantial 2, Precise) [32/32PP] Base DC:25 + Accurate Attack = Base DC:20

1d20+15=30 Which means the DC goes up from Autofire by a full 10 if I'm correct.

Next, Surge

Standard Action: Create Object 10 (Energy; Extras: Moveable; Power Feats: Selective, Tether ) [32PP] Make a 50ft Cube around us good guys and the bad guy, so that he can't touch any civilians or the mall right away if he wanted to.

Posted

Right, so it's my turn.

Aiko is going to run up and leap at the big bastard and throw a full on Power Attack Kick; still throwing out profane language of course.

Round 1: Power Attack [-5 Attack & +5 DC] vs Otaku (stunned), DC 30 it hit (1d20+5=22) I'd wager that's a hit.

And that's it I think, no spending those shiny HP. If the ----er falls down at this point Aiko is going to dig him out of that thing and berate him for being such a wimp. Mind you, she's already pretty much doing that, but she'll feel better about doing in his face.

Posted

Huh. But doesn't the book list his defense as +10?

I know John made some changes to the character, so I just want to double-check with him before I choose my bonuses for Power Attack and All-Out Attack.

Posted

The +8 bonus is after he loses 2 points for being Huge sized.

And given that you're not generally supposed to have an opponent's character sheet handy before you attack him, you should probably make decisions re: all out and power attack without any extra information, VC.

Posted

Oh, ok. It's just what happened with the other adventure I played in, so that's how I thought it worked.

Anyways...

Guardian

Free Action: All-Out Attack (+5 attack, -5 defense)

Free Action: Power Attack (+5 damage, -5 Attack)

Full Action: Charge MegaOtaku

Standard Action: Attack MegaOtaku (1d20+8=22) (As part of charge)

Posted

Finally got that post up (had storms moving around over here. The rain is welcome, the thunder and blinding lightning less so.)

And regarding the mecha being remote controlled; must have missed that. Not that Aiko would know it right now if it is so; one more thing for her to be pissed about when she finds out.

Posted

At the request of Nyrath, I'm posting the Initiative List:

Sparksmith: 23 Currently Uninjured, 1 HP

Nyrath: 21 Currently Uninjured, has 3 HP

Beacon: 20 Currently Uninjured, has 3 HP

Doctor Otaku: 11 Stunned, Staggered, and Bruised

Guardian: 6 Currently Uninjured, 1 HP

Beacon, not wanting to risk blinding his erstwhile allies or the civilians below, decides to go the uncreative path on this particular fight, and blasts the giant robot as hard as he can, Power Attack +/- 5 1d20+3=9 which does not work out for him. Spending one of his HPs to Reroll gives him Power Attack +5 (1d20+3=18) a hit against the flat-footed MechOtaku.

DC: 29 for a +12 Blast with +5 power attack applied

The good Doctor Whiffs (1d20+10=16) his saving throw, which upgrades a second Staggered result to unconcious, demonstrating the two-fold point that Straight-out-of-the-book villains suck and that being heavily outnumbered is really nasty.

Posted

You rolled a six on initative, VC, so you came after Doctor Otaku, who didn't get a turn, and Beacon, who had a 20 and took his turn.

Taking 10 on the untrained Knowledge: Pop Culture checks on Doc Otaku and Scraper.

Inititave: 1d20=6

Guardian's also nearby, and heard a police radio transmission.

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