Raveled Posted February 6, 2011 Author Posted February 6, 2011 Geckoman -- Uninjured -- HPx3 Protectron -- Uninjured -- HPx1 Victory -- Uninjured -- HPx2 Blueshift -- Uninjured -- HPx2 Ironclad -- Uninjured -- HPx3 PC 7 -- Uninjured -- GM PC 5 -- Uninjured -- GM PC 3 -- Uninjured -- GM PC 1 -- Uninjured -- GM PC 6 -- Uninjured -- GM Hulk 2 -- Uninjured -- GM Hulk 8 -- Uninjured -- GM I think this is the biggest combat I've ever run.
Raveled Posted February 7, 2011 Author Posted February 7, 2011 After some consultation with Archy, I'm going to be running the non-modified members of the PC as minions. They'll basically be supporting the Hulkers instead of taking actions on their own; this'll hopefully make the fight a little more manageable. Initiative order has been altered to reflect the fact that the guys aren't going to do anything until just before the Hulkers.
Ecalsneerg Posted February 7, 2011 Posted February 7, 2011 I'm stunting Quickness 6 (x100 speed) off of Geckoman's Enhanced Dexterity, hopefuly to make it less time consuming to free the hostages. Because mobile innocent bystanders are easier to save.
Dr Archeville Posted February 13, 2011 Posted February 13, 2011 Sorry, all, didn't realize it was my turn! Move Action: Move to intercept a Centaur Stand Action: Attempt to grapple. Attack roll vs. Centaur (1d20+7=23) Grapple check vs. Centaur (1d20+17=32) Remember that, per our House Rules on Grappling, if Protectron beats the opposed Grapple check by 5+, the Centaur is pinned/helpless.
Raveled Posted February 13, 2011 Author Posted February 13, 2011 No way the centaur is gonna get out of that, so let's just say he's pinned.
JackgarPrime Posted February 13, 2011 Posted February 13, 2011 Victory will switch to his high-Strike arrangement ( Strike 11, Flight 7) and Charge (with All-Out Power Attack) right at Number 1. (Gotta neutralize the leader first!) Is he one of the ones being run as a Minion? Or is he one of the Hulks? If he's one of the minions, since he hasn't acted in combat, I'm assuming he's got the flat-footed penalty to Defense, and would be hit on an 18 from Taking 10?
Raveled Posted February 13, 2011 Author Posted February 13, 2011 PC 2 and 8 are in the Hulk suits. PC 4 was the sniper on the roof. PC 1, 3, 5, 6, and 7 are the minions. 18 does indeed hit flat-footed Defense. Toughness for Power Corps 1 (1d20+11=24). Vic's Damage should be (15 + 11 + 5) 31, more than enough to knock him out.
JackgarPrime Posted February 14, 2011 Posted February 14, 2011 36,, actually (Mighty Strike 11 + 5 from Strength +5 from Power Attack), but that's just splitting hairs. How many, if any, are within Takedown range? Vic has Takedown 2, so he can take 5 feet in between each person he KO's. So if, say, there's a line separated by 5 feet a person...
Raveled Posted February 14, 2011 Author Posted February 14, 2011 (19:52:17) ChatBot: Raveled rolls 1d5 and gets 2. Two! Two mercenaries down! Ah-ha-ha!
quotemyname Posted February 14, 2011 Posted February 14, 2011 Standard Action to re-configure gadgets. Move Action to gain a vantage point if necessary. Free Action to take 20 on notice/search as appropriate. Gadgets: to add to my currently active Visual super senses: Super-Senses 3 (Extras: Analytical, Tracking, Feats: Dimensional 3) [5PP] I'm just assuming that that'll work, considering I can see the portal with normal vision by default. If it doesn't, I'll go with the less powerful, more guaranteed form: Super-Senses 3 (Detect [Portal]; Extras: Analytical, Tracking, Feats: Dimensional 2) [5PP]
Raveled Posted February 14, 2011 Author Posted February 14, 2011 The portal is generated by technological means and doesn't appear to be generated on Earth. In fact, it seems like the portal itself is being generated by something on the other side. Is Blueshift moving to a point where she can actually see through the portal? The view through the portal reveals a large, metal-floored and -walled room with a the far wall simply missing, revealing a starscape. There's a pile of crates in the room, more of the silver centaurs, and a number of curious, beetle-like robots.
Raveled Posted February 14, 2011 Author Posted February 14, 2011 Ironclad attacks. Power Attack + All-Out Attack on PC 3 (1d20+9=24). Toughness of 29... PC 3 Toughness DC 29 (1d20+11=28) Which just barely succeeds. Three of the minions down! Remaining two both using Aid Another to boost the Attacks of the Hulks. Aid Another (1d20+11=29, 1d20+11=17) Both succeed, so both Hulks have +3 Att this round. Speaking of which, one punches Victory ('cause he took out the leader) and the other punches Protectron (because he's grappling and flat-footed). 1d20+8=9, 1d20+8=13 And even with that they both wiff. Ini now looks like this. Geckoman -- Uninjured -- HPx2 Protectron -- Uninjured -- HPx1 Victory -- Uninjured -- HPx2 Blueshift -- Uninjured -- HPx2 Ironclad -- Uninjured -- HPx3 PC 7 -- Uninjured -- GM PC 5 -- OUT! -- GM PC 3 -- OUT! -- GM PC 1 -- OUT! -- GM PC 6 -- Uninjured -- GM Hulk 2 -- Uninjured -- GM Hulk 8 -- Uninjured -- GM
quotemyname Posted February 14, 2011 Posted February 14, 2011 Posting a chat with Raveled here more for my notes than anything else (16:33:43) quotemyname: Auto 35 on Physical Sciences. Auto 27 on Streetwise (She can take 20 on Knowledge checks as a free action with datalink. She can make Knowledge checks untrained with Eidetic Memory) (16:34:33) quotemyname: Auto 35 on Well-Informed check (assuming Data Link, Online Research, and Computer Skill applies) Results: (Spoilered because none of you know this stuff until she's done analyzing the portal). Passing DC 35 Knowledge Physical Sciences: (16:34:47) Raveled: The stars visible mean that the exit point for the portal is still somewhere in the solar system. Passing DC 35 Streetwise: (16:36:24) Raveled: (whispers) As for the Streetwise, the little beetle-bots have been seen at bases belonging to the Foundry. She can't actually reveal any of the info yet, though. (16:35:43) quotemyname: And she just made a crapload of checks and stuff as a free action. You may wish to call upon her complication: (16:35:44) quotemyname: Migraine: Rachel's brain processes information at an incredible rate. Sometimes, using her brain's full capacity causes her to have terrible headaches. She gains a Hero Point when using her Maximum Mental Quickness to take twenty on a skill check at an increased speed causes her to be stunned the following round due to having a brief migraine. So she'll be stunned for a round. This earns her a HP. She can give her findings when she shakes off the migraine.
Ecalsneerg Posted February 15, 2011 Posted February 15, 2011 Basically, pilot the Pitchoo down properly to the window, and boss people around. Crowd control!
Dr Archeville Posted February 23, 2011 Posted February 23, 2011 Protectron Free Action: Maintain Grapple! Move Action: Anatomic Separation! Move Action: Flight! Free Action: Express concern!
JackgarPrime Posted February 23, 2011 Posted February 23, 2011 Victory's going to attack against the brute that swung at him. I'm assuming he's too close to Charge, so I'm going to All-Out Power Attack, putting me up 5 damage but down 5 defense this turn. Awww, so close to a crit! All-Out Power Attack (1d20+6=25) I'm assuming this hits, so it'd be a DC 36 (due to Power Attack) save for the big guy. How's he roll?
Raveled Posted February 24, 2011 Author Posted February 24, 2011 Toughness DC 36 (1d20+14=29) Rather well, all things considered, but not well enough. Sunned + Bruised
quotemyname Posted February 24, 2011 Posted February 24, 2011 That all said, it would be my turn. But Blueshift is stunned this round until the end of her turn. She can take no actions. Would you still like me to make an IC post reflecting her recovering from her headaches? Either way, I still have to wait until the description of Victory's attack gets up on IC.
JackgarPrime Posted February 24, 2011 Posted February 24, 2011 Yeah,I usually don't post the attacks IC until after the results get in. Speaking of, I'm gonna Surge (and burn an HP to avoid fatigue) to hit the same guy while he's Stunned. Awww, this one was really close to a crit,too! I may have to invest in Improved Crit just for that! Surged All-Out Power Attack (1d20+6=24) Again, DC 36 save (at -1 due to the Brute's Bruise)
Raveled Posted February 24, 2011 Author Posted February 24, 2011 1d20+13=20 Ouch! That one is down for the count. Quote, if you want to make a post about Blueshift having an almighty headache, I won't complain.
quotemyname Posted February 24, 2011 Posted February 24, 2011 Keep in mind, JP, you can always blow a hero point to get Improved Crit for a round if you roll that 19 Roger that, Raveled. I'll throw up a post after JP finishes his.
JackgarPrime Posted February 24, 2011 Posted February 24, 2011 Oh, you can declare HPing that in AFTER you roll?
JackgarPrime Posted February 24, 2011 Posted February 24, 2011 Hmmm, I'll keep that in mind. Good to know.
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