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Power Struggle! OOC


angrydurf

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Posted

Protectron

Free Action: Extra Effort a power stunt off its existing super-senses, trading Microscopic Vision 2 for Radius on all Vision (it can now see out of the daka crystal lenses on its chest and shoulderpieces). Will be fatigued at beginning of next round.

Move Action (Head): Flies around, trying to find the source of the voice that is ordering the steambot.

Notice check (1d20+7=14) poop

Standard Action: Body Charges closest small steambot, intent to punch and grapple (thanks to Improved Grab)

Charge (-2 Def, +2 Att), All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg); DC 26 Toughness if it hits (1d20+13=17) Well, it's the beginning of the round, so maybe it's flat-footed

Reaction: Grapple check; includes mods from prior maneuvers (1d20+19=32) not bad!

Move Action (Body): Tosses grappled steampbot at large steambot (I'm assuming the small steambot weighs less than 2,400 lbs.; if not Protectron can't toss it!)

Throwing small steambot at large steambot (with all prior modifiers); DC 26 Toughness save for both if it hits (1d20+8=19)

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Posted

Small steam bots are minions BTW You hit either way though so that's fine.

Small bot is destroyed somewhere in there.

Toughness save DC 26 (1d20+15=20) Injured and Dazed for the large bot.

INITIATIVE

Protectron 22 1HP Uninjured

Large Robot #1 16 Injuredx1 Dazed

Large Robot #2 14 Uninjured

Harrier 10 4HP Uninjured

Ironclad 9 4HP Staggered

Small Bots 3 Uninjured

Large Robot #3 3 Uninjured

I'll post once Docs IC goes up.

Posted

Large Robot 1 Is dazed.

Large Robot 2 will Charge the Headless Protectron for fist smashy! Charge! Attack VS Protectron (1d20+7=13) Failure!

DC 15 notice checks If successful DC 20 Knowledge: technology Check.

INITIATIVE

Protectron 22 1HP Uninjured

Large Robot #1 16 Injuredx1 Dazed

Large Robot #2 14 Uninjured

Harrier 10 4HP Uninjured

Ironclad 9 4HP Staggered

Small Bots 3 Uninjured

Large Robot #3 3 Uninjured

Harrier is up.

*Edit* 14 is not a high enough notice to pinpoint the mastermind behind this all.

Posted

That hits.

DC 29 Toughness Save (1d20+14=28) Another Injured

INITIATIVE

Protectron 22 1HP Uninjured

Large Robot #1 16 Injuredx2 Dazed Until Protectrons action

Large Robot #2 14 Uninjured

Harrier 10 4HP Uninjured

Ironclad 9 4HP Staggered

Small Bots 3 20 Remain

Large Robot #3 3 Uninjured

Ironclad is up once Harriers IC goes up.

Posted

Ironclad's going to stunt an AoE attack against the Minions. Strike 10 (Extra: Area/Burst [Targeted])

Since they're Minions, she'll just Take 10 on that attack for a flat 20. DC 25 if it hits.

Posted

She can hit the Notice check with SM and the Knowledge check by Taking 10 + Mental Quickness. Heck, Taking 20 + Mental Quickness.

Posted

everyone gets a shot at that BTW but to keep things moving I'll go ahead and give you the success information.

There is a low hum of the devices capacitors charging up. Soon it'll be ready to activate. It's hard to say as best guess much of it is extraneous bits and bobs but it looks like at its core it is a giant electro magnet of some kind and soon it'll be ready to activate to whatever its creators deranged will may be.

Posted

Alright getting this rolling on then.

Small bots are going to fire on Ironclad who so Effectively wiped out half their numbers wiped out half their numbers.

Two groups of five will attack as follows

Bot 1+2 Aid Bot 5 Aid actions Roll 1-2 Group 1, Roll 3-4 Group 2 (1d20+11=14, 1d20+11=15, 1d20+11=18, 1d20+11=12) all hit Granting +4 Attack to Bot 5 in each group.

Bot 3-4 Combined attack Bot 5 Roll 1-2 Group 1, Roll 3-4 Group 2; Combined attack Rolls (1d20+11=21, 1d20+11=31, 1d20+11=23, 1d20+11=22) All will hit, +4 DC to Bot 5 in each group.

Bot Five attack Attack rolls first Group one, Second Group 2; (1d20+15=30, 1d20+15=31) Both hit for +2 (their max bonus) Autofire bonus DC 15+5+4+2=24 Toughness save Electrical damage Effective DC due to vulnerability of DC 28

Two DC 28 Toughness saves from Ironclad.

Derp. Protectron took one of those out Make that a DC 28 Toughness and a DC 26 Toughness (I'll Drop one of the combined attackers)

Large Bot #3

Will Attack Harrier with a blast of crackling electricity. All Out attack All out attack +5 Attack, -5 Defense (1d20+10=14) Pretty sure that misses... If not DC 30 Toughness save

IC coming when I get a chance to post it.

Posted

INITIATIVE

Protectron 22 1HP Uninjured

Large Robot #1 16 Injuredx2

Large Robot #2 14 Uninjured

Harrier 10 3HP Uninjured

Ironclad 9 4HP Staggered, Bruised x1

Small Bots 3 Nine Remain Standing

Large Robot #3 3 Uninjured

Round Two: Fight! (Protectron is up)

Posted

Protectron

Reaction: Spend HP to nix fatigue from last round's Extra Effort (0 HP now).

Free Action: Extra Effort a power stunt Enhanced Feats 2 (Takedown Attack 2) off its Quickness 2. Will be fatigued at beginning of next round.

Move Action (Body): Moves towards Small 'Bots (if necessary)

Standard Action: Attacks, attempting to mow down as many as possible so they'll stop shooting Ironclad. All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg) = hits Defense 21, DC 26 Toughness if it hits.

Move Action (Head): Studies big machine, trying to figure out how best to disable it (aside from bashing on it like Caradoc is).

Disable Device check (1d20+5=16)

Posted

That'll drop all the small bots. Best and safest way to disable the device would be to cut the power going to it. Though as that power is drawn from the Plant directly just cutting the power lines could be disastrous. Unless the plants production is drawn down the reactors could start to melt down if the power suddenly has no where to go. Not to mention that live wires with that kinda juice just flopping around is more than a little dangerous. Best way would be to start to shut down the reactors and lower the power input. Other options include damaging the structure enough that it is no longer in proper alinement to build a targeted magnetic field, though that could cause the magnets to rip themselves apart and these are electromagnets several stories high powered by a pair of Nuclear reactors so that's allot of magnetism flinging things around in a relatively small and metal rich environment, or you could try to break the power connection elsewhere like cut the links from a capacitor bank to the magnets, or disabel some part of the aiming system so while it is active it can't be properly aimed.

Large Bot 1

Free Action: Switch array to Aura Setting

Standard action: Attempt to initiate a grapple with Harrier. Attack to initiate Grapple (1d20+5=15) If that hits, Grapple Check (1d20+33=43)

Large Bot #2

Standard action: Ranged attack on Protectrons Body. Attack Roll Lightning generator. (1d20+5=11) Swing and a miss.

Posted

That doesn't hit, so Harrier is fine.

Move Action: Caradoc takes off into the air as far as he can.

Standard Action:

He blasts Robot 1 with an all-out power attack with his Blast.

27. Nice! I'll spend an HP to acquire Improved Crit.

That'll make for a Tou save of 37.

I'll post IC (with the result of the struggle with the robot) as soon as the Tou save is in.


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