trollthumper Posted February 29, 2012 Author Posted February 29, 2012 We should probably break this up by sector, at this time. Cannonade's going to come storming in and pick up three spares, Crow will deal with the two in the security office, Ironclad will deal with the two in her section, Silhouette will deal with the two in her section (and Wilkins), and Gecks will be in the office. Also, assume that each of these little conflicts is about 60 feet from each other, taking a full-round action to get between unless you have a movement power of heightened speed. Guard 1: 27, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Guard 2: 25, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Guard 7: 11, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Guard 3: 23, Unharmed, 0 HP Crow: 15, Unharmed, 2 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Unharmed, 4 HP Guard 8: 8, Unharmed, 0 HP Geckoman: 25, Unharmed, 3 HP Guard 1 takes a swing at Ironclad. He hits, necessitating a DC23 Toughness save from Ironclad. Geckoman is up next.
Raveled Posted February 29, 2012 Posted February 29, 2012 Ironclad's Toughness save, vs DC 23. (1d20+15=32) Toughness shifting? Yes, it works.
Ecalsneerg Posted February 29, 2012 Posted February 29, 2012 Alright, Charge attack on the guard that just slugged Ironclad. Gecks can move at 100' as a move action, so should be able to easily do that. He'll take 10, while Power Attacking for 5. Due to charging, he has +12 to hit after Power Attacking, so that's a 22, at DC 23 Toughness save.
trollthumper Posted March 2, 2012 Author Posted March 2, 2012 Guard 1 goes down. Guard 2 goes on active guard, searching the surroundings for signs of wrongness, and as there's no chance he can beat a Skill Mastery'd Silhouette taking 10, he misses Sil. Guard 3 completely misses Crow, while Guard 4 takes a swing at Cannonade, Power Attacking for -4/+4. He succeeds, meaning Cannonade needs to make a DC25 Toughness save. Cannonade takes a Bruise. Geckoman: 25, Unharmed, 3 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Guard 2: 25, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Guard 7: 11, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Guard 3: 23, Unharmed, 0 HP Crow: 15, Unharmed, 2 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Ironclad is up next.
Raveled Posted March 5, 2012 Posted March 5, 2012 Ironclad is going to goo up the other guard, Taking 10 on the attack 'cause it's a Minion. If Attack 20 hits, it's a DC 20 Reflex check.
trollthumper Posted March 5, 2012 Author Posted March 5, 2012 All right. That will hit, as the guy has a Defense of 5, and as he's unconscious, he can't quite make a Reflex save, so he's Bound. Geckoman: 25, Unharmed, 3 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Guard 2: 25, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Guard 7: 11, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Guard 3: 23, Unharmed, 0 HP Crow: 15, Unharmed, 2 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Guard 5 attempts to break his bonds. He crits on striking his prison - not that it matters, as he's a Minion - but his prison beats the DC23 Toughness save. Guard 6, meanwhile, strikes at Cannonade. He hits, but bounces off of Cannonade's Impervious. Silhouette is up next.
Quinn Posted March 25, 2012 Posted March 25, 2012 Crow drops the Concealment and goes for broke; Taking 10 with an All Out Attack of +2 (-2 Defense) on the first mook, then Takedown Attack 2 on the second mook with the same dealie if the first one goes down. If both go down, Morgan burns an HP to add Castling to his Teleport, and switches places with Silhouette. If first one does -not- go down, then burn an HP for another Standard Action and do it again, and I'll add Castling next turn after downing the second mook. Yes, it's confusing. >_< Morgan is sitting at Defense +6 until his next turn.
trollthumper Posted March 25, 2012 Author Posted March 25, 2012 First one saves, but then goes down, and second one stays up. Geckoman: 25, Unharmed, 3 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Guard 2: 25, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Guard 7: 11, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Silhouette is up next.
trollthumper Posted April 12, 2012 Author Posted April 12, 2012 The two Guards go down easily, as they can't make a DC27 Toughness save. We'll say that Wilkins is turned away, as he'll be moving to try and intercept Ironclad and Geckoman. Geckoman: 25, Unharmed, 3 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Cannonade is up next, and he's beating up bad guys. He moves to intercept Guard 4, but just manages to miss. It's now Wilkins' turn, and, as was established, it'll take a full-round action to get to any conflict. So he races for... just before his office, having the presence of mind to set up an ambush position. Meanwhile, Guard 8 attacks Cannonade, and misses wildly. Guard 9 strikes at Crow, and hits due to lowered Defense. DC23 Toughness save for Crow. Geckoman: 25, Unharmed, 3 HP Ironclad: 22, Unharmed, 5 HP Guard 5: 21, Unharmed, Pinned, 0 HP Wilkins: 10, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Guard 4: 22, Unharmed, 0 HP Guard 6: 19, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Geckoman is up next.
trollthumper Posted May 9, 2012 Author Posted May 9, 2012 Ecal says Geckoman is holding his action, so... Ironclad is up next.
Raveled Posted May 9, 2012 Posted May 9, 2012 :facepalm: Okay, Ironclad will jet to the front door and help Cannonade with his end of the fight. Move action to, well, move, and punch, um, Guard 6 I suppose. Ironclad's melee attack check, vs Guard 6's Def. DC 27 Tou (1d20+12=18) Ehn, she has the HP, I'll reroll that. Ironclad's melee attack check, vs Guard 6's Def. DC 27 Tou, reroll (1d20+12=18) Le sigh. Effective of 28.
trollthumper Posted May 9, 2012 Author Posted May 9, 2012 He fails, which means he's down. Geckoman: 25, Unharmed, 3 HP Guard 5: 21, Unharmed, Pinned, 0 HP Wilkins: 10, Unharmed, 0 HP Silhouette: 15, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Guard 4: 22, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Guard 5 attempts to break his bonds once again. He strikes at it, but it really holds up this time. Silhouette is up next.
Aoiroo Posted May 29, 2012 Posted May 29, 2012 Whatever, no HP, whatever, Sil's gonna run in is direction then charge him to iniate a Grapple. She's concealed cause she's in her alternate form, taking 10 for stealth, which is thirty notice to not be caught flat-footed, 19 attack roll for iniating grapple, actual grapple roll, 26
trollthumper Posted May 31, 2012 Author Posted May 31, 2012 I'll rule that Wilkins does not yet have any part of his Array up, so he's got his standard Grapple bonus of +8. And he's Bound. Geckoman: 25, Unharmed, 3 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Guard 4: 22, Unharmed, 0 HP Cannonade: 15, Bruised x1, 4 HP Guard 8: 8, Unharmed, 0 HP Cannonade takes on some guards, meanwhile. Or not. Hero Point! That's a 24, at least, meaning it hits and Guard 4 needs to make a DC24 Toughness save. He fails, which means Cannonade gets to use Takedown Attack to attack Guard 5. It hits, and Guard 5 falls. He then takes what's left of his Move Action to start moving towards Wilkins. Geckoman: 25, Unharmed, 3 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Cannonade: 15, Bruised x1, 4 HP Wilkins, meanwhile, activates the Enhanced Strength part of his Array as a Free Action and tries to break his Grapple as a Move Action. He makes a 33. I'll need an Opposed Grapple check from Silhouette to see if he escapes.
Aoiroo Posted May 31, 2012 Posted May 31, 2012 Sil can't beat that with a natural 20, so he gets free.
trollthumper Posted June 1, 2012 Author Posted June 1, 2012 All right, then. As he's free to attack, Wilkins goes after Silhouette, because he burned his Move Action breaking the grapple and can't get to Geckoman. Aaaaand swing and a miss. Also, I realized I have completely skipped Crow. So... he is up next. My bad.
Quinn Posted June 19, 2012 Posted June 19, 2012 Simple enough. Taking 10 with an All Out Attack of +2 (-2 Defense) on the leftover mook, DC 23 Toughness save. If he goes down, then Crow's going to spend a Move Action to bar the door with a pair of the seats, and then find those recordings! Improvised Computers check! (1d20+7=14) If I've got insufficient Actions for this, then he does the digging next turn. /shrug
trollthumper Posted June 19, 2012 Author Posted June 19, 2012 Guard 9 goes down, so Crow gets to dig up recordings. He's able to find the file in general, but realizes that recalling the recordings from the guard post isn't something he can do. Maybe if he went to the office... Geckoman: 25, Unharmed, 3 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Cannonade: 15, Bruised x1, 4 HP And with that little flaw corrected, we're onto the next round. Geckoman is first.
Ecalsneerg Posted July 11, 2012 Posted July 11, 2012 How far away from Cannonade and Ironclad is Geckoman?
trollthumper Posted July 11, 2012 Author Posted July 11, 2012 Geckoman is right next to Silhouette and Wilkins, and Cannonade and Ironclad are likely one Move Action away from him.
Ecalsneerg Posted July 18, 2012 Posted July 18, 2012 I'm going to use my Full-Round Action to make Diplomacy at a -10 penalty. I'll burn a HP on a Challenge feat so he can do it quickly, at a -5 instead of -10 penalty. And... Diplomacy! (1d20+10=14)
trollthumper Posted July 18, 2012 Author Posted July 18, 2012 That... won't quite go well. Geckoman: 25, Unharmed, 2 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Cannonade: 15, Bruised x1, 4 HP Ironclad is one move action away from Wilkins, and up next.
Raveled Posted July 18, 2012 Posted July 18, 2012 Ironclad will swoop in and Snare Wilkins all up! Ironclad's range attack check, vs. Wilkins' Def. DC 22 Ref. (1d20+12=17)
trollthumper Posted July 20, 2012 Author Posted July 20, 2012 First, however, it needs to hit, which it does not on a 17. Geckoman: 25, Unharmed, 2 HP Guard 5: 21, Unharmed, Pinned, 0 HP Silhouette: 15, Unharmed, 0 HP Wilkins: 10, Unharmed, 0 HP Crow: 15, Unharmed, 0 HP Guard 9: 8, Unharmed, 0 HP Ironclad: 22, Unharmed, 5 HP Cannonade: 15, Bruised x1, 4 HP Guard 5 is up next. His prison gets dented, but he's still stuck, so he does little else, even as Wilkins flips out. Crow is up next.
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