Quinn Posted June 23, 2011 Author Posted June 23, 2011 Robo-Turrets Initiative! (1d20+5=16, 1d20+5=15, 1d20+5=21) Wyrd's Initiative! (1d20+7=16) Push's Initiative! (1d20+8=16) Ok, here's the SO&E. Robo-Turret 3 - 21 - Uninjured Glowstar - 20 - Uninjured - 4 HP Equinox - 17 - Uninjured, Fatigued - 4 HP Push - 16 - Uninjured - 3 HP Wyrd - 16 - Uninjured Robo-Turret 1 - 16 - Uninjured Robo-Turret 2 - 15 - Uninjured Blueshift - 13 - Uninjured - 3 HP Note, these three robo-turrets (basically AA's Robot From Beyond build with no arms or legs) are the only ones currently active and pointing at you. There may be more in the ground, there may not. Or there may be other leetle surprises that you might run into crossing the cavern to get at Wyrd! It's a two to three round movement to get into the mole machine's cargo bay and up the gantries to where Equinox stated Wyrd is, incidentally; can be shortened by Speed or Flight, of course, but please alert me beforehand if you wish to simply go forward instead of fighting your way through. So I may plan accordingly. :twisted: Right, Wyrd fires up the turrets, and the first one takes aim at Glowstar...Fire ze lazers! (1d20+8=10) and misses by a mile. Rav's up! Not Ecal! My bad!
Raveled Posted June 23, 2011 Posted June 23, 2011 Glowstar's Multi-blast w/ All-Out Attack, vs Wyrd's mole machine. (1d20+15=34) Big boom, big boom!
Quinn Posted June 23, 2011 Author Posted June 23, 2011 DC 35 Toughness save...on the headquarters. (1d20+25=39) No big boom. And Wyrd laughs at your feeble attempts to damage his headquarters!
Ecalsneerg Posted June 23, 2011 Posted June 23, 2011 Well, he can just shut up. Free Action: Activate Force Field + Shield Free Action: Maintain Flight Free Action: Switch array to Area Blast 11 Free Action: Extra Effort: +2 ranks, for Area Blast 13 Standard Action: Make things go kablooie. So, Reflex DC23 for half damage, then DC28 damage itself. And remember, radius means the damage is going to go downwards as well, and possibly wreck a lot of the floor.
Quinn Posted June 25, 2011 Author Posted June 25, 2011 And boom goes the dynamite. DC 28 Toughness saves (Turrets) (1d20+10=23, 1d20+10=19, 1d20+10=26, 1d20+10=13) Ok, Turrets 1-3 are Bruised + Injured, and now for the HQ. DC 28 Toughness save! (1d20+25=45) And Wyrd mocks your feeble attempts to damage his headquarters. DC 28 Toughness save...on a floor. (1d20+5=8) And promptly ducks in cover as the cavern floor turns into a crater. Ok, Quote, after some WTFery, I'll need you to edit your IC post as Blueshift would not have bolted into the cavern at that point; once that's done, I'll post Push, Wyrd and the Turrets' actions.
quotemyname Posted June 27, 2011 Posted June 27, 2011 I'll make it so she's READY to dash into the cavern.
Quinn Posted June 30, 2011 Author Posted June 30, 2011 Ok, that's Equinox, which means it's Push's turn! He aims for a turret...Attack the turret! (1d20+10=19) And that'll hit, so we'll see if Robo-Turret 3 can cut the mustard! DC 29 Toughness save! (1d20+9=29) And apparently it can. Wow, resilient little bugger. Okay, Wyrd's up. Aaaand you guys can't see what he's doing, so you get to find out when you enter the cargo bay! :twisted: So the other two Robo-Turrets are up, and they promptly lock onto Equinox and try to...Burn the witch! (1d20+8=14, 1d20+8=19) If either of those hit, that's a DC 27 Toughness save. And Blueshift's up. For my own convinience, here's the new SO&E for next round. Robo-Turret 3 - 21 - Injured Glowstar - 20 - Uninjured - 4 HP Equinox - 17 - Uninjured, Fatigued - 4 HP Push - 16 - Uninjured - 3 HP Wyrd - 16 - Uninjured Robo-Turret 1 - 16 - Injured Robo-Turret 2 - 15 - Injured Blueshift - 13 - Uninjured - 3 HP
quotemyname Posted July 1, 2011 Posted July 1, 2011 Is there anything that needs to be done to make with the more sneaky sneaky closer to the objective thingy? How far do I get etc. etc. I'll need the info to write a decent post.
Quinn Posted July 14, 2011 Author Posted July 14, 2011 Nope; and through the power of PLOT, amongst all that chaos you can just reach the entrance to the cargo bay; enough to see what Wyrd is up to! (Which you'll see in my IC post following yours.)
quotemyname Posted July 14, 2011 Posted July 14, 2011 I've had enough of not actually having new threads after I made the additions to Mac. You okay with me bringing him out? He would have been hanging attached to her belt, likely... Whichever, IC post incoming.
Quinn Posted July 15, 2011 Author Posted July 15, 2011 MAC and Push in a fight at the same time? Oh dear... Okay, top of the round! Robo-Turret 3 reacquires Equinox, aims, aaaaaand....Burn the witch! Again! (1d20+8=27) Poom. That's a DC 27 Toughness save if that hits, Ecal. And Equinox is up!
Ecalsneerg Posted July 15, 2011 Posted July 15, 2011 Suffer not the witch to burn (1d20+11=21) I'll spend a HP to clear the stun, bringing her total down to 2, and the Extra Effort... well, it Exhausts her. Well, it would, had you not apparently spent one of her 4 HP on her behalf to negate it. Ho hum, the net result is still her being Bruised, not Stunned, and Fatigued instead of Exhausted, with 2 HP left to use. Free Action: Maintain Flight, Force Field and Shield. Move Action: Fly up into centre of first cavern. Standard Action: Cast fire down upon the turret which fired at her. All-out Attacking for 2, DC26 fire Blast on that damn turret. (1d20+12=32) So... DC31 fire blast, which is also Penetrating 11... it's not Impervious 27, is it? She's Defence 18 for a round, though. :cry:
Quinn Posted July 15, 2011 Author Posted July 15, 2011 DC 31 TOU save! (1d20+9=29) The turret laughs at you! It laughs at you! And I bollixed something up there, Rav goes before Ecal. Ecal's said that he'll Delay that action until after Glow makes his attack, so get down with your explody self; what you gonna do?
Raveled Posted July 16, 2011 Posted July 16, 2011 Move Action: Move deeper into the cavern. Free Action: Switch the Terminus Energy Control Array to Focused Entropic Blast. Standard Action: Attacking Turret 1. Full All-Out Attack, full Power attack. Focused Blast with full All-Out and full Power. DC 30 (1d20+10=22)
Quinn Posted July 16, 2011 Author Posted July 16, 2011 DC 30 Toughness save! (1d20+9=19) Well, that turret's not hurting anyone anytime soon. Turret #1 is now Injured x2 + Stunned, Stun breaking on Glowstar's next turn. Nicely done! Ecal, your action still stands, feel free to post IC. Push and Wyrd are up next, too! Push lets rip with a blast on Turret number two...Blast! (1d20+10=22) Huh. Well, that'll hurt. DC 29 Toughness save! (1d20+9=14) And boom goes the dynamite. I don't think Wyrd can make a Notice check against Blueshift right now, seeing as how he's a tad distracted by STUFF HAPPENING ELSEWHERE!, but he's cognizant of the fact that STUFF IS GOING TO HAPPEN HERE very soon! He Readies an Attack with his PDP (Personal Defense Pistol) on the next d00d who comes through that door (or next-next d00d, since he hasn't seen Blue), and continues doing something on his computers. What could he possibly be planning?! And since Robo-Turret 1 is Stunned and Robo-Turret 2 is a smoking pile of slag, it's Blueshift's turn. So, after all that, here's the SO&E: Robo-Turret 3 - 21 - Injured x2 Glowstar - 20 - Uninjured - 4 HP Equinox - 17 - Bruised, Fatigued - 2 HP Push - 16 - Uninjured - 3 HP Wyrd - 16 - Uninjured Robo-Turret 1 - 16 - Injured x2, Stunned (Glowstar's Action) Blueshift - 13 - Uninjured - 3 HP
quotemyname Posted August 25, 2011 Posted August 25, 2011 Firstly, Turret one rolled a 19 vs a DC 30 save. That fails by 11. Wouldn't that make it Stunned, Disabled, and Staggered if you're using lethal damage on it (which is okay because it's a construct), not just Injured and Stunned? MAC Move Action: fly up to the giant robot Free Action: use Extra Effort to gain an AP on his Robotics array (9pp available). Enhanced Intelligence 6 {4pp} (Total 26 (+8)) Enhanced Skills 12 (Disable Device 10, Notice 2) {3pp} Standard Action: Disable Device Disable device is currently at 10, +8 from INT is a +18. +20 if his benefit gives him a synergy bonus (GM discretion. Currently rolling without it). Benefit (counts as MW tools for any Craft Check) IC is down (10:27:38) quotemyname: MAC Disable Device check +18: (10:27:42) ChatBot: quotemyname rolls 1d20 and gets 1. Even more frowning face. Reaction: HP that @#$% (10:28:45) quotemyname: HP Re-roll: MAC Disable Device check +18: (10:28:50) ChatBot: quotemyname rolls 1d20 and gets 10. (10:28:54) quotemyname: Win Add +10 for the re-roll and that becomes a result of a 38. Too bad I already blew EE and can't bump it further! >_< --- Blueshift Move Action: Approach the console near Dr. Wyrd Standard Action: @#$% with his @#$%! She's going to use any and all skill checks she can to undo whatever he's doing, starting with disabling any active communications he has with the robots or other systems. What do I need to roll?
quotemyname Posted August 25, 2011 Posted August 25, 2011 Quinn you still need to answer my question, what do I have to roll?
Quinn Posted August 29, 2011 Author Posted August 29, 2011 And we're back, after me being briefly scared off by Quote's Big OOC Post Of Doom! Okay, the activation of the big robot has been...delayed! (Because you really want to not fight the Big Freaking Robot? Shaaaame on you.) That'd be a straight Disable Device check, Quote; through whatever means you'd devise of accessing his computers. But there are hazards involved; tappity-tapping on the keys or futzing with his important stuff might let him spot Blueshift! DRAMA!
quotemyname Posted August 29, 2011 Posted August 29, 2011 Just as doors are the bane of every invisible wizard's existence, any object that moves when interacted with would in fact expose her. Unfortunately, that's not really an issue for a hero that can talk to machines. Communication 2 (Mental, 100ft, Extras: Linked [Comprehend]; Flaws: Limited to Machines) {1PP} + Comprehend 2 (Electronics; Speak and Understand) {4PP} ("Audito Apparatus") [5PP] Hopefully, that will let me roll my disable device uninterrupted. What the hey, she's got HP to burn. I'll have her surge for a standard action and reconfigure her gadgets. 5pp to spend on that: Enhanced Skills [Disable Device 4] [1pp] Enhanced Intelligence 3 [3pp] Enhanced Feats (Second Chance: Disable Device) [1pp] Raising her totals to Disable Device 17 (+21/+25) with one free re-roll if I don't like the original roll. Here goes nothing! Disable Device! (1d20+25=42) I think I'll stick with that! Anything else to sort out before I throw up an IC post?
Quinn Posted August 29, 2011 Author Posted August 29, 2011 Nope, you're good. Get down wit yo technology-futzing self.
Quinn Posted September 8, 2011 Author Posted September 8, 2011 Okay, Robo-Turret 3's turn, it aims at the very glowy fellow and...Burn...the other witch! (1d20+8=18) Normally that would miss, but All Out Attacking last turn leaves him wide open; DC 27 Toughness save from Glowstar! And then it's Glowstar's turn.
Raveled Posted September 8, 2011 Posted September 8, 2011 Glowstar's Toughness, vs DC 27. (1d20+10=12) I think I'm going to reroll that one. Glowstar's Toughness save with HP reroll, vs DC 27. (1d20+10=30) MUCH better result!
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