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Ari

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Posted

Alright, considering Subito's enhanced hearing ability, I'd like you to make a Stealth check to escape his Notice please.

Posted

Another Notice check(DC 12) to see if Heraldo can make out clearly what the kidnappers are babbling about.

IC down, rolled in-Chat: (13:41:17) System: Arichamus rolls 1d20 and gets 10., +4 with Notice Skill makes it 14 so Passed.

Posted

Now then, I'll put up two more Notice checks(last ones for a while, I promise!), one for the kidnappers to try and detect EL Heraldo and one for Fulcrum to try and detect the incoming Heightened Security Measure.

DC for the first is 20, the second is 16.

Kidnappers(using the Soldier archetype from the Core Rules): IC still down, used in-Chat roll:

(08:12:46) System: Ozob has set their status to Away

(08:18:49) System: Arichamus logs into the Chat.

(08:18:57) Arichamus: Hello.

(08:19:02) System: Arichamus rolls 1d20 and gets 14.

+2 from their Notice skill rank gives them 16. They don't see him.

  • 1 month later...
Posted

Sweet. ^_^

Since we're playing by ear, any or all of the guys could escape her ice blast. Made sense from a crowd-control standpoint. Original DC is 25.

After all they are running for their lives. ;)

Posted

GM Fiat times! One HP awarded to each for the setback caused. CAN Fulcrum beat these douches into the ground? WILL they stay still enough to be hit? HOW will El Heraldo manage to contribute after being smacked into the water?

Okay, so for now El Heraldo is Dazed. Fortunately, he can't drown, so no fear there.

Using the Evil Robot from the Core Rules for the Yellow-Eyed Black Slabs of Armor. with the Skills traded out for Flight 7, and 20 points of INT traded for Concealment 8(Auditory Senses) and Immovable 4.

Posted

Sable Steel's defense is +10, so that hits!

TOU save is: 23, fails! SS#1 has 1 Bruise, 1 Injury(assuming lethal damage towards obvious robots, 1 Bruise if Fulcrum is using non-Lethal damage).

Initiative for Sable Steel and Ink Iron

Sable Steel: 22(a go-getter kind of killer robot!)

Ink Iron: 6(a layabout if ever there was one!)

El Heraldo: 6.

Tie-breaker with Ink Iron: 4.

Heraldo: 10.

So order:

Steel Sable: Dazed, 1 Bruise, 1 Injury

Fulcrum: Unharmed

El Heraldo: Dazed

Ink Iron: Unharmed

Fulcrum's up again!

Posted

Ink Iron's TOU save: 32, makes and to spare.

Alright, II will try and see if shooting Fulcrum with a focused energy ray will do anything. Blast Attack: 27. If that hits, it's a DC28 TOU check.

Posted

II's TOU save: 26! A Bruise!

Also, Heraldo's Dazed condition has worn off, he shall use a Move Action to get onto the boat, and roll a DC10 Stealth check(the confusion on deck making it comparatively easy to hide oneself): 12, makes it!

Ink Iron, now bruised, shall take a Move Action 100ft. into the air, and Ready a Slam Attack for it's turn next round.

Posted

That misses, sorry to say.

Anyway, Heraldo's up next: he will attempt to break open one of the hidden crates upon seeing Fulcrum swooping towards the boat, using Power Attack to shift +3 to his Unarmed DC. The crate's TOU save(+10 due to the attack being directed against the lock. Otherwise would be +20 as the thing is made of impervium) DC27. 22, fails by 5, Injured. Stealth check DC20 to avoid being heard by the now much less distracted crew: 17, he's heard. he hears them coming, and makes a Move Action to the underside of the boat to escape notice.

Okay, now the kidnappers shall roll Initiative: 18, 16, 21, 4, 19, 7, 10, 5, 5, 20.

Tie-breaker for #8 and 9: 12, 7.

Ink Iron will shoot off into the night to get away from the coming battle, Sable Steel quits the fight and follows suit.

EDIT: Tie-breaker for #6 and #9: 9, 13.

So it's 18, 16, 21, 4, 19, 13, 10, 12, 9, 20.

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