Dr Archeville Posted September 9, 2011 Share Posted September 9, 2011 1D20+5=ERROR Hrm... (12:01:08) System: Dr_Archeville rolls 1d20 and gets 6. + 5 = 11 Link to comment
Avenger Assembled Posted September 10, 2011 Share Posted September 10, 2011 Freedom Angel's Initiative: 12 Link to comment
KnightDisciple Posted September 10, 2011 Share Posted September 10, 2011 Raveled: If I understood our conversation a couple days ago, I'm not rolling init with CT yet because he's on the boat with Glowstar, and things are moving at a slightly difference pace there. If I'm wrong, I'll whip up some init post haste. Link to comment
Raveled Posted September 10, 2011 Author Share Posted September 10, 2011 Given what happens in the next post, CT might as well get an Initiative up anyway. The Prof and Squirt are going for the ship; Screech and Bruiser are going to engage the baddies on the pier with Protectron and FA. Bruiser, Screech, Prof, and Squirt's Ini. (1d20+5=20, 1d20+10=30, 1d20+3=21, 1d20+11=16) Battlesuit, Gunner, Marital Artist, and Pyro's Ini. (1d20+8=9, 1d20+5=22, 1d20+17=23, 1d20+6=19) Glowstar's Ini. (1d20+6=9) So the Ini order, broken up into Ship and Pier, is as follows. Pier 30 Screech -- Uninjured -- GM 23 Martial Artist -- Uninjured -- GM 22 SWAT 1 -- Uninjured -- Minion 21 SWAT 2 -- Uninjured -- Minion 20 Bruiser -- Uninjured -- GM 20 Soldier 3 -- Uninjured -- Minion 12 Freedom Angel -- Uninjured -- HPx1 12 Soldier 2 -- Uninjured -- Minion 11 Protectron -- Uninjured -- HPx1 11 SWAT 3 -- Uninjured -- Minion 9 Battlesuit -- Uninjured -- GM 7 Solider 1 -- Uninjured -- Minion 5 SWAT 4 -- Uninjured -- Minion 4 Soldier 4 -- Uninjured -- Minion Ship 24 Cobalt Templar -- Uninjured -- HPx3 22 Gunner -- Uninjured -- GM 21 Prof -- Uninjured -- GM 19 Pyro -- Uninjured -- GM 16 Squirt -- Uninjured -- GM 9 Glowstar -- Uninjured -- HPx5 Link to comment
KnightDisciple Posted September 13, 2011 Share Posted September 13, 2011 Right then: Cobalt Templar: 24 Link to comment
Raveled Posted September 13, 2011 Author Share Posted September 13, 2011 For the record, I am using AA's Fire Agent for the Pyro, Geez's Gun Bunny for the Gunner, his Martial Artist for the, well, Martial Artist, and his Mass Driver Battlesuit for the Battlesuit. Link to comment
Raveled Posted September 13, 2011 Author Share Posted September 13, 2011 Screech goes first, charging into the SWAT guys because they have the bigger guns. They're minions, so Taking 10 on attack gives him 20, more than enough to hit the minion. DC 25 Toughness roll. (13:11:34) System: Raveled rolls 1d20 and gets 8. That's a fail, so he's down. Martial Artist goes next. He steps up and punches Screech. (13:13:36) System: Raveled rolls 1d20 and gets 20. Yikes. That's a result of 35, and a crit. DC 25 damage. (13:14:22) System: Raveled rolls 1d20 and gets 17. +10 for 27. He's fine. SWAT 1 is down so it's SWAT 2 next. He'll use Aid Action to give the Battlesuit a bonus to Def. (13:15:47) System: Raveled rolls 1d20 and gets 4. And it just succeeds. Bruiser charges in, going after Soldier 3. Taking 10 for attack gives him 15, just enough to hit. DC 30 Damage. (13:16:56) System: Raveled rolls 1d20 and gets 16. Ends up being 21, so not quite enough. Soldier 3 is down. To recap: 2 Minions down, Battlesuit had boosted Def, and Freedom Angel is up. Link to comment
KnightDisciple Posted September 13, 2011 Share Posted September 13, 2011 I think we'll do just a regular attack. Hm. He'll start off up close and personal. Move Action: Get up next to Pyro Standard Action: Melee Attack! (12:45:47) System: KnightDisciple rolls 1d20 and gets 2.(12:45:51) KnightDisciple: :argh: Yeah, that's 13. So no. Gonna spend a Hero Point to at least have a chance. (12:46:42) System: KnightDisciple rolls 1d20 and gets 11. So 22. ...But she's Defense 24. So it goes. Link to comment
Avenger Assembled Posted September 13, 2011 Share Posted September 13, 2011 Freedom Angel attacks the goons, readying an Interpose for anyone attacked by the two bad guys. He takes ten and power attacks. He'll start with Soldier 3, inflicting a DC 30 Tou save on everyone within his reach. Link to comment
Raveled Posted September 13, 2011 Author Share Posted September 13, 2011 Gunner takes some pot-shots at Glowstar. Since he's technically flat-footed, this isn't likely to end well. (14:27:53) System: Raveled rolls 1d20 and gets 2. That's a 15, so it still hits his flat-footed Def, but the Autofire only adds +1 Dam. So DC 24. (14:29:10) System: Raveled rolls 1d20 and gets 8. +12 makes it 20. So a Bruise. Prof's up next. He swings up and tries to smack the sniper! (14:30:37) System: Raveled rolls 1d20 and gets 7. That's a 17, so no. Pyro... is gonna try and Dazzle CT. (14:35:30) System: Raveled rolls 1d20 and gets 18. +10 makes it 28. That hits nearly. CT needs to make a DC 20 Reflex save for half effect and a DC 20 Fort save, or be blind and deaf. Squirt will try to snare the Pyro, to make it easier for CT to smack her. (14:36:52) System: Raveled rolls 1d20 and gets 6. Comes out as an 18. No dice. Glowstar will try to shoot the sniper. (14:39:10) System: Raveled rolls 1d20 and gets 5. (14:39:19) Raveled: Ew. Rerolling that. (14:39:22) System: Raveled rolls 1d20 and gets 12. (14:39:30) Raveled: You hate me, don't you System? That turns into a 24, which is just enough to hit the Gunner. DC 26 + 1 from Autofire. (14:40:26) System: Raveled rolls 1d20 and gets 20. And that's a 28 Toughness save. No damage at all. CT needs to do those saves and he'll be up. Ship 24 Cobalt Templar -- Uninjured -- HPx2 22 Gunner -- Uninjured -- GM 21 Prof -- Uninjured -- GM 19 Pyro -- Uninjured -- GM 16 Squirt -- Uninjured -- GM 9 Glowstar -- Bruisex1 -- HPx4 Link to comment
Raveled Posted September 13, 2011 Author Share Posted September 13, 2011 In my effort to clear out as many minions as quickly as I can, I'll say Soldier 3 and 2 are within Takedown distance of each other. Attack of 15 just barely hits the Soldiers. (15:01:01) System: Raveled rolls 1d20 and gets 9. That's a 14 for Soldier 3, he's down. (15:01:47) System: Raveled rolls 1d20 and gets 10. And a 15 for Soldier 2, he's down! Protectron's up next on the Pier. Link to comment
KnightDisciple Posted September 13, 2011 Share Posted September 13, 2011 (14:07:14) System: KnightDisciple rolls 1d20 and gets 5. Reflex of 7, so not half. (14:07:57) System: KnightDisciple rolls 1d20 and gets 15. 25 on the Fort. So he should be Okay. Link to comment
Dr Archeville Posted September 15, 2011 Share Posted September 15, 2011 Protectron Uninjured, 1 HP Standard Action: Charge Martial Artist, strike and (thanks to Improved Grab) start a grapple as a reaction. Charge (+2 Attack, -2 Defense), Accurate Attack maneuver (+2 Attack, -2 Damage) (10:25:47) Dr_Archeville: Protectron charge (10:25:49) System: Dr_Archeville rolls 1d20 and gets 8. +2+2+11 = 23, which (I believe) just hits the Martial Artist (unless she'd used Defensive Attack earlier) (10:26:59) Dr_Archeville: Protectron grapple check (10:27:01) System: Dr_Archeville rolls 1d20 and gets 11. +2+17 = 30 If that beats the Martial Artist's grapple check, Protectron will then Move Action: Throw Martial Artist into Battlesuit (10:28:01) Dr_Archeville: Protectron throw (10:28:03) System: Dr_Archeville rolls 1d20 and gets 17. +2+2+6 = 27 that definitely hits, and calls for a DC 24 Toughness save from both of them. (Well, from the Martial Artist, the Suit's Impervious protects it.) If that does not beat the Martial Artist's grapple check, then Move Action: Fly up 100 feet Free Action: radio position & situation to nearest port authority, and tell them not to let this ship out. Link to comment
Avenger Assembled Posted September 15, 2011 Share Posted September 15, 2011 I'll get an IC post up in jussec Link to comment
Raveled Posted September 15, 2011 Author Share Posted September 15, 2011 Martial Artist's opposed grapple check.(19:26:57) System: Raveled rolls 1d20 and gets 7. +20 for 27. Not quite enough to avoid Protectron's grasp, so he goes flying. Toughness save. (19:30:28) System: Raveled rolls 1d20 and gets 4. +7 for a total of 11. Misses by 13, so Dazed + Staggered. Link to comment
Dr Archeville Posted September 16, 2011 Share Posted September 16, 2011 I just realized that's two Toughness saves the martial artist needs to make -- one for being thrown into Bruiser, but also one for the original unarmed strike Protectron made (at DC 22)! Link to comment
Raveled Posted September 16, 2011 Author Share Posted September 16, 2011 (11:10:38) System: Raveled rolls 1d20 and gets 18. +7 for 25. Yeah, that one wasn't so much of a problem. Link to comment
Dr Archeville Posted September 20, 2011 Share Posted September 20, 2011 I think it's time for Battlesuit & Minions to go on the Pier, and Glowstar on the ship? Link to comment
Raveled Posted September 20, 2011 Author Share Posted September 20, 2011 I'm waiting on IC posts from both you and KD, Archy. Link to comment
KnightDisciple Posted September 21, 2011 Share Posted September 21, 2011 I'm waiting on IC posts from both you and KD, Archy. Wait, is it my turn? Link to comment
Raveled Posted September 21, 2011 Author Share Posted September 21, 2011 On the ship, yes it is. Link to comment
Dr Archeville Posted September 21, 2011 Share Posted September 21, 2011 I made my IC post five days ago... Link to comment
Raveled Posted September 21, 2011 Author Share Posted September 21, 2011 Ah. I missed that because it was before AA's. Alright, bad guys go... tomorrow, probably. Link to comment
KnightDisciple Posted September 21, 2011 Share Posted September 21, 2011 Well then! Move Action: Make sure I'm in hittin' range of the crazy lady. Standard Action: Melee Attack! 19. Not good enough. Hero Point Reroll. 18 becomes 28, so it IS good enough. DC26 Toughness Save! Link to comment
Raveled Posted September 21, 2011 Author Share Posted September 21, 2011 Pyro's Toughness save, vs DC 26. (1d20+6=8) Yowch! Gonna Fiat that; she gets Bruise x2, and CT gets a HP back. Link to comment
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