quotemyname Posted June 8, 2011 Posted June 8, 2011 This thread is for Ferros, Thrude, Fulcrum, and Wisp. They will be battling giant robots. The stats for the giant robots are custom so I'll be posting them below in a spoiler. It's your choice as a player whether you want to spoil it for yourself or not. But I will tell you that they are PL11 versions of the PL13 robot in the back of the core book (page 215 I think). However these robots are HUGE size. They're essentially a construct brick build with the usual brick stuff (impervious, immovable, etc.) They also carry 1 of three different weapon systems which each consist of two weapons mounted on two different arms. A: A large Cannon, and a Large, magically enchanted freezing axe (drawback no actual hands). B: A pair of armor piercing fists capable of great feats of strength (being the all melee robot it is also the only one with hands). C: A Flamethrower and a Giant Flywheel saw blade (again, no actual hands). Point of Order: UP States that for Transform, you need to be able to affect the weight of the entire object to Transform it. These things weigh 2.5 tons. That's out of Ferros' ability to Transform even with Extra effort. However, in order to keep things fair, and not allow him to power stunt and effect that could simply turn each of the robots to slag in a single round (Corrosion limited to objects, limited to metal), I'm going to allow him to Transform different parts of each robot. They have five different "systems" 2 arms, 2 legs, and chest. The arms and legs can be slagged by one use of transform. The chest takes two. Slagging an arm ruins the weapon on that arm. Affecting a leg will lower the bot's ranks in speed. The chest can only be affected after ruining at least two of the other systems. I know fulcrum is super strong, if she manages a grapple, she can attempt to ruin these systems as well, essentially treating it as an object made of steel six inches thick If anyone objects, please let me know. I can change this! I tried to come as close to 15pp/PL as I could (which would be 165 at PL11) and I think I got pretty close. Stats: Stats: [16pp] Str 36 (+13) Dex 10 (+0) Con - Int 10 (+0) Wis 20 (+5) Cha - Saves: [0pp] Tou: +16 Fort: - Ref: +0 Will: +5 Skills: [4pp] Notice 16 (+21) Feats: [9pp] Accurate Attack, All out Attack, Power Attack, Dodge Focus 4, Attack Specialization 2 (Weapons System A/B/C) Powers: [128pp] Construct Immunities 30 [30pp] Protection 16 (Extras: Impervious 11) [27pp] Super Strength 8 (Heavy Load: 1600 tons [includes Growth]) [16pp] Growth 8 (Flaws: Permanent; PF: Innate) [17pp] Huge Size; Combat -2; Grapple +8; Stealth -8; Intimidation +4; Height 16ft; Weight 5k lbs; Space: 15ft; Reach 10ft; Carrying Capacity +10 Str Speed 2 [2pp] Immovable 3 (Extras: Unstoppable) [6pp] Container 6 Weapon System A: Bombard & Ice Axe [30pp] Blast 16 (PF: Indirect, 1 Alternate Power) [34pp] AP: Strike 3 (Descriptors: Cold, Magical; Extras: Penetrating 16; PF: Mighty, Improved Crit 2) {22} Drawbacks: No Hands [-4pp] Container 6 Weapon System B: Armor Piercing Fists [30pp] Strike 3 (Extras: Penetrating 16; PF: Mighty, 1 Alternate Power) [20pp] AP: Trip 10 (Extras: Knockback; Flaws: Range/Touch) {20} Enhanced Traits 4 (Feats: Improved Grab, Improved Grapple, Improved Pin, Improved Throw) [4pp] Immovable 3 (Extras: Unstoppable) [6pp] Container 6 Weapon System C: Torch & Thresher [30pp] Strike 16 (Extras: Autofire; PF: Improved Crit, 1 Alternate Power) [34pp] AP: Strike 11 (Descriptors: Fire; Extras: Area/Cone; PF: Incurable) {23} Drawbacks: No Hands [-4] Combat: [8pp] Attack: +4 (+2 Base, +4 Weapons System, -2 Size) [4pp] Defense: +4 (+2 Base, +4 Dodge Focus, -2 Size); 9 FF [4pp] Knockback: -13; -16 [Weapon System B] Grapple: +33 Damage: +16 Initiative: +0 16+4+9+128+8=165pp
quotemyname Posted June 8, 2011 Author Posted June 8, 2011 I've included six robots, because Shaen specifically requested that Thrude be allowed to do battle with at least two of them. I decided between four heroes we could take down six! Everyone gets an introductory post before initiative kicks off. Please roll initiative immediately, so I can start setting up the order.
quotemyname Posted June 9, 2011 Author Posted June 9, 2011 To simplify things, the robots will act in groups. Two at a time. Like pairs. Ferros Initiative (1d20+3=7) Mmmm I know how you feel. Destroyer: Weapon System A; Initiative (1d20=17) Kodiak: Weapon System B; Initiative (1d20=14) Decimator: Weapon System C; Initiative (1d20=8) Those are some damn fast robots.
quotemyname Posted June 10, 2011 Author Posted June 10, 2011 Still waiting on Shaen, and initiative from Wisp...
N/A Posted June 10, 2011 Posted June 10, 2011 Thrude's (reactionary) Notice check: 7. It's usually DC0 to Notice something obvious and out in the open. Huge-sized creatures suffer a -8 Stealth penalty, so that's DC(-8). Thrude had Extended 1 on her hearing and vision, so she suffers a -1 Notice penalty per 100ft increment between herself and the target. So, doing some math...Thrude notices the havoc-wreaking robots 1,500ft away. It's +10DC to notice specific details about a target, so they'll come into clear focus at 500ft. But she'll have decided her actions for the first round or two before then.
quotemyname Posted June 10, 2011 Author Posted June 10, 2011 Sounds good to me. I'd still like to see an intro post before combat starts (besides I still need Wisp's initiative). So have Thrude radio in to Fulcrum or something.
N/A Posted June 10, 2011 Posted June 10, 2011 Sounds good to me. I'd still like to see an intro post before combat starts (besides I still need Wisp's initiative). So have Thrude radio in to Fulcrum or something. Oh, I was planning on an intro post. And there it is.
quotemyname Posted June 11, 2011 Author Posted June 11, 2011 Initiative and Status: Round 1 Destroyer; 17; Unharmed Wisp; 16; HPx2; Unharmed Kodiak; 14; Unharmed Thrude; 12; HPx1; Unharmed Decimator; 8; Unharmed Ferros; 7; HPx3; Unharmed Fulcrum; 3; HPx1; Unharmed As no one has attacked yet, the Destroyers are going to keep going about their business of wrecking buildings. Azuth, Wisp is up.
Azuth65 Posted June 11, 2011 Posted June 11, 2011 1d20+8=27. Blowing a hero point and power stunting improved critical onto the AoE. Base DC 22 + autofire (+3), +critical (+5) = DC 30 toughness save.
quotemyname Posted June 11, 2011 Author Posted June 11, 2011 She's swinging at the Decimators, (can only get two, they're pretty spread out). TOU DC 30 (1d20+16=23) D1 fails. Bruised and Stunned. TOU DC 30 (1d20+16=25) D2 fails. Bruised and Stunned. You're pitiful rank 12 attack sends them NOWHERE! (-13 KB mod) Destroyer1; 17; Unharmed Destroyer2; 17; Unharmed Wisp; 16; HPx1; Unharmed Kodiak1; 14; Unharmed Kodiak2; 14; Unharmed Thrude; 12; HPx1; Unharmed Decimator1; 8; Bruisedx1, Stunned @ 16 Decimator2; 8; Bruisedx1, Stunned @ 16 Ferros; 7; HPx3; Unharmed Fulcrum; 3; HPx1; Unharmed That'll bring up the kodiaks. I'll continue running this at a later time. I'm tired now...
quotemyname Posted June 12, 2011 Author Posted June 12, 2011 Kodiak 1 is going to toss that building a few feet. Destruction ensues. Full round. Kodiak number two is going to move to where Wisp is and take a swing (she's the only one that's acted as aggressive yet, and therefore the only one they see as a threat). I believe she all out and power attacked for 5, yes? If that's the case her defense is down to 18. All Out Attack vs Wisp (1d20+9=27) Whack! Improved grab goes off, and it'll attempt to throw. I'm going to simplify that math and round Wisps weight down to 100lbs (Heavy load for STR 10). It's heavy load is 1600tons (str 85), That's 75 points higher than is required to throw wisp. divide by 5 gives me rank 15 on the T&V progression table. 50,000 feet. O.o Shaen, can you double check that math? That seems rather... far... (Didn't realize how strong these things were!) Also, it'll be Thrude's turn after this is resolved.
Azuth65 Posted June 12, 2011 Posted June 12, 2011 Kodiak 1 is going to toss that building a few feet. Destruction ensues. Full round. Kodiak number two is going to move to where Wisp is and take a swing (she's the only one that's acted as aggressive yet, and therefore the only one they see as a threat). I believe she all out and power attacked for 5, yes? If that's the case her defense is down to 18. All Out Attack vs Wisp (1d20+9=27) Whack! Improved grab goes off, and it'll attempt to throw. I'm going to simplify that math and round Wisps weight down to 100lbs (Heavy load for STR 10). It's heavy load is 1600tons (str 85), That's 75 points higher than is required to throw wisp. divide by 5 gives me rank 15 on the T&V progression table. 50,000 feet. O.o Shaen, can you double check that math? That seems rather... far... (Didn't realize how strong these things were!) Also, it'll be Thrude's turn after this is resolved. Actually it was only a power attack but it still hits her defence of 23.
quotemyname Posted June 12, 2011 Author Posted June 12, 2011 It occurs to me that I totally skipped the actual roll for the grapple! Natural grapple is +33, +5 from All Out Attack is +38: Opposed Grapple (1d20+38=48)
N/A Posted June 12, 2011 Posted June 12, 2011 Shaen, can you double check that math? That seems rather... far... (Didn't realize how strong these things were!) Yeah, the math checks out. The robot is strong enough to throw a Wisp-massed object 50,000ft, or about 10 miles (the range and area tables in this game seem to round off a mile to 5,000ft rather than 5,280). There are several options I'd recommend. First, Wisp could burn a Hero Point as a Reaction (using HPs is always a Reaction) to double her dodge bonus for a round. That would add +9 to her Defense, and probably cause the robot to miss her in the first place. Second, you could continue with the attack, grapple, and throw. From there, you have to decide if the robot threw her in such a way that she's just going to go flying over or between buildings for the full distance, or if it threw her in such a way as to hit the buildings potentially in her path. If she just goes flying over the city, then I'd suggest going ahead and throwing her the full distance (halfway across the city), forcing a single Toughness save at the end against the robot's STR damage when she hits the ground, and giving Wisp a HP. She's got a short-range Teleport power with more than enough points in it to stunt a long-range version. So she loses a round and suffers some Fatigue getting back into the fight. That's a setback worth a HP. If you decide to throw her through the city, then it plays out a bit differently. Both Wisp, and any object she hits, are going to suffer damage equal to the robot's STR bonus (+13, DC28). I'd assume an average Toughness of around +5, maybe +6 for the obstacles in her path. Wood is +3, Stone is +5, and Iron and Steel are +8 and +10 (but there isn't a lot of that). If you assume that the inanimate objects Take 10 on their Toughness saves (which you're allowed to do, even if it's lazy when you have access to an automatic die roller! ), then they fail by 12-13. Not enough to leave them completely Destroyed, but enough to Disable them, which is what it takes to knock someone through a wall. By the RAW, that damage stays constant. Even if you drop the damage by 1 for every object she punches through, that's 3-4 walls she's crashing through before she finally just crashes into one (hits it for enough damage to inflict an Injured condition, but not to Disable it). I strongly recommend against forcing her to make 3-4 additional, separate Toughness saves in one round. That's just mean. And jokes aside, I definitely don't recommend rolling for every potential obstacle in her path, because with a 10-mile stretch, you'll be in Invisible Castle all night (and she'll almost certainly wind up Unconscious). Instead, what I'd recommend is just forcing one Toughness save for Wisp, when she hits the first wall. If you really want to, maybe treat it like either an Autofire attack or a Combined Attack, giving that one Toughness save a +1 or +2 damage bonus for each additional wall past the first that she punches through or rams into. Then I'd suggest giving her a HP. Regardless of how this plays out, I'd recommend Wisp start using the Defensive Attack maneuver for a full -2 ATK / +2 DEF from here on out (she can't go all the way to +/-5 without the actual feat). She's a melee specialist, but she obviously can't afford to let one of these things get its hands on her.
Azuth65 Posted June 12, 2011 Posted June 12, 2011 Thanks Shaen, I think I'll pop that reactionary HP. Which would make Wisp's effect defense for the round 32.
quotemyname Posted June 12, 2011 Author Posted June 12, 2011 Thus causing the attack to miss (for the record, I'd just have flung her up and over into the middle of the city to land in the street somewhere, I'm not that mean). Thrude is up! Destroyer; 17; Unharmed Wisp; 16; HPx1; Unharmed Kodiak; 14; Unharmed Thrude; 12; HPx1; Unharmed Decimator; 8; Unharmed Ferros; 7; HPx3; Unharmed Fulcrum; 3; HPx1; Unharmed
N/A Posted June 15, 2011 Posted June 15, 2011 Full Action: Thrude uses her Environment Control power to summon up a storm. Wind, rain, dark clouds, lightning, thunder, the works. She'll create a rank 10 storm (1-mile radius). Since it's touch-range, it's centered on her, a 2-mile diameter thunderstorm. The melee is only about a quarter-mile away from her, so the entire battlefield should be well within the AoE. Everyone in the AoE suffers the following effects, unless they have Environment Adaptation, Immunities, Super-Movement (Sure-Footed), or some other trait that counteracts them: Hamper Movement: Everybody's movement rate gets cut in half. Doesn't matter of you're running, jumping, or flying (it's as much wind resistance as it is rain-slicked surfaces). Teleporters are probably OK.Intense Cold: Everyone in the area makes a DC10 Fort save. Anyone who fails loses 1 point of CON and is Fatigued. Everyone saves again in 10 minutes (100 rounds) against DC11.Visibility: -4 to all visual Notice and Search checks. It's dark and raining.Wind: -2 to all throwing attacks and auditory Notice checks. All unprotected fires are snuffed out. Thrude's got Environmental Adaptation for this weather specifically, and Immunity to Cold Environments, so she suffers none of these penalties or effects. In the land of the blind, the one-eyed woman is queen. It's an Independent power, so if someone has Readied an action to counter it, or pops a HP/fiat for an instant counter, as she's activating it, that'll force an opposed power check. But if anyone tries to counter it after the fact, it'll be a DC20 power check (power rank +10). Unless/until it's countered, the storm will Fade by 1PP (and drop down to 1/2 size) once per hour until it's gone, 10 hours from now. Since it's a Distracting power, Thrude loses her dodge bonus against any incoming attacks until her next turn. Free Action: Thrude reconfigures her Divine Power array so that Flight is the active power.
quotemyname Posted June 16, 2011 Author Posted June 16, 2011 Okay, that's all good. I'll just go ahead and ask. Can the robots with Weapons system C even USE their flamethrowers now? It's like a napalm based flame, so I know rain won't put it out, and wind will just blow it around, but I'm not sure how that actually interacts with the Environmental Control... Fort DC 10 (1d20+8=17) Ferros makes it, and the Robots are immune to Fort Effects. The Decimators are up. They are Stunned! Ferros' turn. Flight five, half speed gets him a 1250ft move action. Plenty of distance to get in close. As mentioned in the mechanical section in the first post, he's going to start melting stuff. His Transform is Perception Range, so he doesn't need to roll, but they get a REF because I'm treating their weapons as held items, to be fair. He's targeting the cannons on the arms of the Destroyers because he thinks they have the biggest potential to cause collateral damage. He's also using extra effort to surge and get the other one. Both fail: REF DC 20 Destroyer1, Destroyer2 (1d20=17, 1d20=12) Destroyer1; 17; Unharmed, Cannon Disabled Destroyer2; 17; Unharmed, Cannon Disabled Wisp; 16; HPx1; Unharmed Kodiak1; 14; Unharmed Kodiak2; 14; Unharmed Thrude; 12; HPx1; Unharmed Decimator1; 8; Bruisedx1, Stunned @ 16 Decimator2; 8; Bruisedx1, Stunned @ 16 Ferros; 7; HPx3; Unharmed, Fatigued at the start of the next turn if he doesn't HP. Fulcrum; 3; HPx1; Unharmed That'll make it Fulcrum's turn.
N/A Posted June 16, 2011 Posted June 16, 2011 Okay, that's all good. I'll just go ahead and ask. Can the robots with Weapons system C even USE their flamethrowers now? It's like a napalm based flame, so I know rain won't put it out, and wind will just blow it around, but I'm not sure how that actually interacts with the Environmental Control... Actually, depriving it of oxygen is the best way to put out a napalm or grease fire. I think the "Wind" effect of Environment Control (it's actually described under "Weather Control" in the dreaded green chapter of UP, and nowhere else) just puts out mundane fires. The tier Thrude has it at right now doesn't even blow out "protected flames, like a lantern." If the robots set something on fire, or inflicted something like a Secondary Effect on a victim, I think the wind would probably put it out. But I don't think it would stop them from using the flamethrowers in the first place. If she had a higher tier, one that put out protected flames as well, then there'd be a chance she could kill the flamethrowers from the inside before they had a chance to fire. But she doesn't.
quotemyname Posted June 16, 2011 Author Posted June 16, 2011 Frankly, I'm REALLY glad she doesn't have it at a higher tier, so I don't have to worry about it futzing with the flames burning the coal in their boilers/steam engines. :P
N/A Posted June 16, 2011 Posted June 16, 2011 Frankly, I'm REALLY glad she doesn't have it at a higher tier, so I don't have to worry about giving her a Hero Point because I didn't let her power-as-written end the entire fight in one round. Fixed that for you.
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