Supercape Posted April 15, 2011 Share Posted April 15, 2011 A solo thread describing Lord Steam's entrance to Freedom City / Origin. Open to any ideas or even guest appearances later if people want to pip in. Link to comment
Supercape Posted April 15, 2011 Author Share Posted April 15, 2011 Using slightly modded "Mob Boss" for Hampstead Hatchet 1d20+1=13 Init HH 1d20+3=12 Init LS HH up first 1d20+6=14 Miss. LS will feint as a move action 1d20+5=22 vs 1d20+10=23 done And proceed to attack! 1d20+9=11 missing Link to comment
Supercape Posted April 16, 2011 Author Share Posted April 16, 2011 HH Attack url=http://invisiblecastle.com/roller/view/2983489/]1d20+6=26 Critical! DC 22 Tough Save 1d20+7=13 Bruised and Injured. Shaking off the Stun this round, for HH to attack again url=http://invisiblecastle.com/roller/view/2983493/]1d20+6=20 A regular hit DC 17 Toughness save with 1 Injured 1d20+7=16 Moves to Injured x2 And his retaliation 1d20+5=25 for a fast feint vs 1d20+10=18 Meants the Hatchet is Flat Footed +2 dam / -2 Attack from Lord Steam 1d20+7=19 A comfortable hit, DC 22 Toughness 1d20+3=6 Staggered, Bruised, Stunned. Link to comment
Supercape Posted April 16, 2011 Author Share Posted April 16, 2011 Next Round follow up from LS (HH shaking off stun) 1d20+9=26 DC 20 Toughness save (Bruised x1) 1d20+2=18 ENd of round LS Injured x2 HH Bruised x2, Staggered Next round HH Attack 1d20+6=22 LS Toughness 1d20+7=24 resisted, even with 2 Injuries LS Attack 1d20+9=10 Miss Next Round HH Attack 1d20+6=15 Miss LS Attack 1d20+9=19 Hit HH TToughness vs DC 20 1d20+1=6 Staggered again, meaning Knocked out! Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Diplomacy Roll 1d20+10=25 Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Complex Repair, Jury Rigging. DC 15 1d20+10=15 just made it! Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 And arbitary smoke damage, a DC 15 Fort check. 1d20+4=15 just made, again. Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 2 Luddite Thugs with Clubs. Initiative: 1d20=16 for Luddites 1d20+3=11 Luddites Swinging first 1d20+2=7, 1d20+2=21 Toughness save for Steam: 1d20+7=22 Steam punching back: 1d20+8=23 Zing! 1d20+3=4 KO Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Next round: Luddite: 1d20+2=8 miss. Steam: 1d20+8=11 Bah! Again! 1d20+2=21 not quite a critical. Toughness SC 19. 1d20+7=14 stunned, bruised. Next Round: 1d20+2=13 A miss (just) Steam fights Back 1d20+7=11 sigh. Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Try again: 1d20=11 for loddite, forgot to add +2 but still a miss. 1d20+8=21 for Steam, hitting resolutely. 1d20=13 again somehow screwed the mouse click, forgot to add +3, but still a KO! (vs DC 18) Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Lord Steam burning an HP for Jack of All Trades, giving him Pilot +3 Ability. Landing (perfectly) in this circumstance is difficult: 1failure means a bump, 2 failures a crash... 1d20+3=10 bump! Link to comment
Supercape Posted April 30, 2011 Author Share Posted April 30, 2011 Steamy crashing through the window and dropping two floors! 20 foot drop, DC 17 1d20+7=20 Link to comment
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