JackgarPrime Posted November 9, 2010 Share Posted November 9, 2010 Wherein Victory, Miss Americana, Gabriel and Geckoman protect a parts shipment! Link to comment
KnightDisciple Posted November 9, 2010 Share Posted November 9, 2010 Gabriel isn't winged. However, his long coat could give the impression of wings, if you want to play off of that. Especially since it's bright white. Link to comment
JackgarPrime Posted November 9, 2010 Author Share Posted November 9, 2010 Haha, my bad. I think I was getting his description mixed with someone else's. Edited. Link to comment
JackgarPrime Posted November 10, 2010 Author Share Posted November 10, 2010 Everyone do your reactions, and then we'll roll initiative. Link to comment
Ecalsneerg Posted November 10, 2010 Share Posted November 10, 2010 Geckonitiative! (1d20+11=13) Damn you, Invisible Castle! Link to comment
JackgarPrime Posted November 10, 2010 Author Share Posted November 10, 2010 Well they don't fare any better on their initiative (granted, they have a much lower bonus, but still!) Collective initiative for Power Corps. (1d20+5=12) And rolling for Victory... Victory Initiative (1d20+5=7) The terrible initiative rolls continue! Hopefully Miss A and Gabriel will break this trend! Link to comment
Electra Posted November 10, 2010 Share Posted November 10, 2010 Sorry, no help here! 1d20+6=10 Link to comment
KnightDisciple Posted November 11, 2010 Share Posted November 11, 2010 Might as well round out or poor showing with an 11. Maybe we're getting the bad rolls out of the way now? Link to comment
JackgarPrime Posted November 11, 2010 Author Share Posted November 11, 2010 Well, at least everyone was consistently lousy on those init rolls. Now we'll begin! Geckoman (2 HP) Power Corps Gabriel (1 HP) Miss A (5 HP) (That's a lotta Luck!) Victory (2 HP) Link to comment
Ecalsneerg Posted November 11, 2010 Share Posted November 11, 2010 OK, it's time for some Gecko fu! Using Skill Mastery on Pilot, I can get 30, so: Standard action: Using the One Hand on the Wheel challenge alongside evasive maneuvers to give the Pitchoo defence 23 (30 - 5 for one hand on wheel, -2 for size). This makes it Defence +13, Toughness +12. Hurrah. Now, One Hand on the Wheel lets me also take a normal Standard Action. As I'm still not exceeding PL13, I think that's A-OK I'll take a shot at #4, who you told me was a minion. Extra Standard Action: Take 10 with the Pitchoo's cannons. Defaults to 20 to hit, DC 25 to save. Move Action: Fly upwards a good 500'! Link to comment
JackgarPrime Posted November 11, 2010 Author Share Posted November 11, 2010 That's quite a bit you got there. They're all still flat-footed (in the sky...take that as you will), so 20 is enough to hit. Alright, rolling Toughness for 4: Toughness Save (1d20+11=18) And being a Minion, he's blasted out of the sky! One down, 7 to go. And now time for their moves.... Number 1: Charges the Pitchoo. He rolls like crap and whiffs. Charge (1d20+13=19) Number 2 and 5: Both Charge+Power Attack Miss A to do a Combined Attack at +8 to-hit. Number 2 gets real lucky and crits Number 2 PA+Charge (1d20+8=28) While Number 5 barely gets it due to Miss A being flat-footed. Number 5 Charge + PA (1d20+8=14). So that's a +2. And with the +5 for the crit, that's a +16 Damage, so Miss A's got a DC 31 Toughness check to make. Number 3 and 6 try the same trick on Victory, with Charge + PA Combined: Number 3 rolls like poopy against the flat-footed-but-Uncanny-Dodge-having Victory Number 3 Charge + PA (1d20+8=12). And 6 doesn't do any better. Number 6 Charge+PA (1d20+8=11) 7 and 8 (both minions) also do the same maneuver to Gabriel, who is still flat-footed: 7 continues the crappy rolling from 3 and 6: Number 7 Charge + Power Attack (1d20+8=12) , and Number 8 does even worse than any of his comrades: Number 8 Charge + Power Attack (1d20+8=9) Alright, so Miss A's the only one to get hit. Roll DC 31 toughness and then the baddies will post IC. Link to comment
Electra Posted November 11, 2010 Share Posted November 11, 2010 Miss A rolls 31 exactly. Justice prevails again! She will just smile bigger when they hit her. Link to comment
JackgarPrime Posted November 11, 2010 Author Share Posted November 11, 2010 Good (and close) save! Gabriel's turn. Link to comment
KnightDisciple Posted November 12, 2010 Share Posted November 12, 2010 Move Action: Put space between Gabriel and the Power Corps guys. Standard Action: Blast attack. Take 10 against...8. 20 to Hit. DC 26 Toughness. Link to comment
JackgarPrime Posted November 12, 2010 Author Share Posted November 12, 2010 Their total defense is _9, so the Take 10 hits. Rolling for Toughness.... Wow, he literally could not have saved worse. Number 8 Toughness save (1d20+11=12) Although failing at all is a KO, so that's one more down. Miss A's turn. Link to comment
Electra Posted November 12, 2010 Share Posted November 12, 2010 Miss A is going to blast Number 2 with her lasers! Pew-pew! She rolls a 21! DC 27 toughness save! In fact, that went so well, she's going to spend an HP and take out 5 as well. Taking ten actually gives her a better result than rolling did, a 22. DC 27 toughness save! Link to comment
JackgarPrime Posted November 12, 2010 Author Share Posted November 12, 2010 Number 2 Toughness save (1d20+11=13) Number 5 toughness save (1d20+11=15) What's with all these lousy rolls? Anyway, 5 is KO'd, and 2 is Staggered + Stunned, but she managed to just avoid being knocked out,too. Link to comment
JackgarPrime Posted November 12, 2010 Author Share Posted November 12, 2010 Victory's gonna switch his attay to Flight 5/Strike 9, and All-Out Attack Number 6, putting his Attack at +11, and bringing his Defense down to 6, and he's gonna take 10 to hit him. That's a DC 31 Toughness for him. Toughness save for Number 6 (1d20+11=25) He rolls okay for them so far, but it's still not enough, and he goes down, as well. They were close together from their attack, so Victory can Takedown Attack to Number 3 with the same stats (+11 Attack, +16 Toughness, with 5 less Defense All-Out Attack (1d20+11=18) Darn my luck today! Well he's gonna burn an HP to Improve Roll Improve Roll (1d20+11=28) Well that's more like it! DC 31 save for Number 3: Number 3 Toughness save (1d20+11=14) And that's a KO! They each have a Knockback result of 13, so they go flying off roughly 2 miles each. And here's where we stand at the end of this turn: Geckoman (2HP) Number 1 and 8: Fresh Number 2: staggered and knocked away 100 ft All others KO'd (Number 5 knocked away 100 feet, 3 and 6 smashed 10,000 feet away!) Gabriel (1HP) Miss A (4HP) Victory (1HP) Nasty, nasty, nasty. Geckoman's turn. Link to comment
Ecalsneerg Posted November 12, 2010 Share Posted November 12, 2010 Once again, use One Hand on the Wheel alongside evasive maneuvers for Defence 23. And, while diving a few hundred feet, fire at #1 with eeeelectric cannons. POWER ATTACK FOR 5! DC 30 Blast (1d20+5=14) Well, apparently now I'm on 1HP: Shoop da woop! (1d20+5=6) ... well, at least the roll gets increased to 16? Link to comment
JackgarPrime Posted November 12, 2010 Author Share Posted November 12, 2010 Unfortunately, that's still not enough and Number 1 shows why he's the leader by being the only to get attacked but not hit! And he also shows he's smart enough to not continue an assault when it's 4-on-2(and a half, if you count the staggered Number 2) As such, he and 8 are going to move straight towards the truck, and Number 1's gonna force his way inside it, while Number 8 guards the hole he made. Number 2, poor condition she's in, is stunned, and does a whole lot of nothing. She did happen to fall near the truck, though. Link to comment
KnightDisciple Posted November 13, 2010 Share Posted November 13, 2010 Hm. Move to within 70 feet of the truck. Take 10 to attack #8. DC 26. Link to comment
JackgarPrime Posted November 13, 2010 Author Share Posted November 13, 2010 20 is just barely enough, soooo... Number 8 Toughness Check (1d20+11=19) Number 8's down now, as well. And he gets shot just into the hole. Link to comment
Electra Posted November 13, 2010 Share Posted November 13, 2010 Screw Number 2. I hate her now. She is the focus of all my rage for the idiotic rules of this system, and tonight that rage knows no bounds. She's lucky Miss A is too good for lethal damage, or she'd be a fine red mist. Laser blast! 1d20+12=19 It hits, that's a DC 27 toughness save for her. Spending an HP to surge, same attack. Second laser blast! 1d20+12=20 It hits, that's another DC 27 toughness save. Link to comment
JackgarPrime Posted November 13, 2010 Author Share Posted November 13, 2010 First save Number 2 Toughness (1d20+11=21) That's a Bruise + Stun Second Save Number 2 Toughness (1d20+11=21) I forgot to subtract 1 for the Bruise, but 20 is still Bruise + Stun range again. So that's 2 Bruises and she's Stunned again. Still hanging on, though! Link to comment
JackgarPrime Posted November 13, 2010 Author Share Posted November 13, 2010 Alright, well, the first thing to do is get that hole unclogged. So Victory's going to take a move action to get to the hole (excusing himself as he goes in front of Gabriel, naturally), and he's gonna drag the body out and look in. And even though it's dark inside, his infravision sees Number 1 picking up a briefcase inside. Link to comment
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