Supercape Posted June 4, 2011 Posted June 4, 2011 Just in case its relevant, ill throw in a few rolls as Steamy has been on the case. 1d20+10=26 EDIT also as per discussion a quick little invention: Supersense 1 (Detect chemical composition [gustatory], Acute, Analytical) [3PP] This is basically a copper tube, some cogs, dials, and a steam powered whistle, as per Steams steampunk background. Its just a sophisticated litmus test - a chemical analyser. Rolls: Design Check DC 13 Ill just take 10 on that for 20. It takes 3 hours to design. Construction Check, 12 Hours, ill halve that two 6 hours to add +5 to DC. DC 18 Again, Ill just take 10 on that for 22 (+10 Skill, +2 Masterwork Tools). So in 9 Hours should have something workable for his investigation.
Dariusprime Posted June 4, 2011 Posted June 4, 2011 Darwin is using Chameleon mimicry for Blending and Enhanced Stealth. It's regular detection range, and here is a Stealth roll: Stealth (1d20+15=24)
Raveled Posted June 4, 2011 Author Posted June 4, 2011 Notice check for Night Crawlers (1d20=17, 1d20=16, 1d20=14, 1d20=18) Ha. None come close. Pistol attacks, vs Lord Steam (1d20+2=11, 1d20+2=3, 1d20+2=12, 1d20+2=17) One hits. Toughness DC 17, please. Also, Initiative for Night Crawlers (1d20+1=19)
Semi-Autogyro Posted June 4, 2011 Posted June 4, 2011 Current Weapon Config: Tranquilizer Rifle - Sleep 5 (Drawbacks: Reduced Range [350 ft.]; Feats: Sedation, Subtle) Stealth Check for Myrmidon 1d20+10=17 Initiative Check for Myrmidon 1d20+1=2 D'oh!
Supercape Posted June 5, 2011 Posted June 5, 2011 1d20+3=12 for Steams Initiative. I am a bit unclear if Steam has been flat footed here, I presume he is - in which case he probably looses his defensive roll feat? Could you clear that up for my tough roll?
Raveled Posted June 5, 2011 Author Posted June 5, 2011 Yes, Lord Steam is currently still flat-footed.
Supercape Posted June 5, 2011 Posted June 5, 2011 Not sure if Steam is up? Looks like the goons have another volley at him if the last one was a surprise round.
Dariusprime Posted June 5, 2011 Posted June 5, 2011 Move Action: Circle out and approach Lord Steam from his right. Free Action: Switch Animal Mimicry to Crocodile. Standard Action: Rush Lord Steam behind the cover of the plant's outer wall. Strength Check: Rush Strength Check vs Lord Steam (1d20+8=17) I'll move him based on the margin I beat his strength check (if any). Free Action: Drop prone (enemy -4 ranged attacks)
Supercape Posted June 5, 2011 Posted June 5, 2011 Invisible castle seems to be down, so I will gladly let anyone roll on Steams behalf for that (STR 16 +3 bonus). Of course, I doubt he would actually resist, which means he gets Carries as far as Animus wants
Dariusprime Posted June 5, 2011 Posted June 5, 2011 If that's the case, Supercape, then they'll just move behind cover and away from the minion munitions. ;)
Semi-Autogyro Posted June 5, 2011 Posted June 5, 2011 Free action drop prone. Current Weapon Config: Tranquilizer Rifle - Sleep 5 (Drawbacks: Reduced Range [350 ft.]; Feats: Sedation, Subtle) Okay, -6 for range (300 feet). All-out attack for full (+5 Atk, -5 Def). According to Rav this still hits. He's shooting the the one with the rifle, so that one has to make a DC 20 Save vs. Fort or go to dreamland. Subtle on the rifle should go a long way for making them not know where he's shooting from. Move action - Assessment on the hobos Assessment check - 1d20+5=23
Raveled Posted June 5, 2011 Author Posted June 5, 2011 Fort save, vs DC 20 (1d20+5=12) So he is Stunned for now! Steam's up; technically his action comes before Myr's, but I'll let it slide.
Supercape Posted June 6, 2011 Posted June 6, 2011 Ok, Shooters are quite a way from Steam and he has no ranged attacks (its coming, it coming). So, for now using both move actions to run to Bessie, his car.
Raveled Posted June 6, 2011 Author Posted June 6, 2011 He can get there and get in with two move action. Thugs waste their bullets against Bessie and Myr already took his action, so Animus is up next.
Dariusprime Posted June 6, 2011 Posted June 6, 2011 Free: Switch to Kickin' Kangaroo Style! Free: Acrobatics Check DC 20 to stand up as free action Acrobatics Check DC 20 to stand up (1d20+9=24) Move: Race to the shooters at kangaroo speed (50 mph). Standard: Kangaroo kick the rifle user! If the shooters are minions, his attack total is 16 and Toughness DC is 20.
Raveled Posted June 7, 2011 Author Posted June 7, 2011 Thug's Toughness save, vs DC 20 (1d20+3=19) And he's down! That's one of four down. Steam's up next!
Supercape Posted June 7, 2011 Posted June 7, 2011 UNfortunately Invisible Castel is down for me :oops: So, feel free to roll for him. Driving up to range as melee action, then opening fire with gatling guns: Its a +7 attack with +5 Blast (Autofire)
Raveled Posted June 8, 2011 Author Posted June 8, 2011 Before we roll, I'll tell you these are minions. So do you want to use the multiple-target rules for Autofire and try to clear them all at once?
Raveled Posted June 9, 2011 Author Posted June 9, 2011 Autofire against 4 minions (1d20+3=22) So that's DC... 25 total. Knocks them all out. Nice.
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