Ari Posted September 8, 2011 Author Posted September 8, 2011 Alright, considering Subito's enhanced hearing ability, I'd like you to make a Stealth check to escape his Notice please.
Dariusprime Posted September 8, 2011 Posted September 8, 2011 Stealth vs Subito (1d20-3=9) She be heard!
Ari Posted September 8, 2011 Author Posted September 8, 2011 Well, for completion's sake I'll roll the Notice for Heraldo( with a bonus from his Superhearing), which is: 13..
Ari Posted September 13, 2011 Author Posted September 13, 2011 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.
Ari Posted September 15, 2011 Author Posted September 15, 2011 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.
Dariusprime Posted November 10, 2011 Posted November 10, 2011 Notice DC 18 (1d20+10=16) That is a big negatory.
Ari Posted November 10, 2011 Author Posted November 10, 2011 Okay then, so Fulcrum doesn't hear or see anything unusual.
Ari Posted November 10, 2011 Author Posted November 10, 2011 Okay, let's say the Mysterious Agents need to make a Will save to keep from freaking out when Fulcrum shows up, DC is 20: Not a one of them make it. They drop the crates they have left(3)and bolt for the ship!
Dariusprime Posted November 11, 2011 Posted November 11, 2011 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. ;)
Ari Posted November 11, 2011 Author Posted November 11, 2011 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.
Dariusprime Posted November 15, 2011 Posted November 15, 2011 Oh dear. Well, best to try! Come on, El Heraldo, you can do it! Accurate Attack +2/-2 vs Robot #1 (1d20+12=25) Bam! She'll pull her punch, dropping the Toughness to DC 27. Initiative (1d20+1=12)
Ari Posted November 15, 2011 Author Posted November 15, 2011 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!
Dariusprime Posted November 17, 2011 Posted November 17, 2011 Sweet. Yeah, she'd be using non-lethal unless absolutely sure they were robots. Especially if they could be battlesuits, which they do not appear to be from your last post. Accurate Attack +3/-3 vs Iron Ink (1d20+13=20) Just barely! Pulling her punch again, Toughness DC 26!
Ari Posted November 17, 2011 Author Posted November 17, 2011 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.
Dariusprime Posted November 18, 2011 Posted November 18, 2011 Toughness vs Blast (1d20+20=30) Tough lady is tough. Accurate Attack +3/-3 vs Iron Ink (1d20+13=26) Bam! Still pulling her hit a little, DC 28 Toughness!
Ari Posted November 18, 2011 Author Posted November 18, 2011 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.
Dariusprime Posted November 22, 2011 Posted November 22, 2011 Do you want to make a post about their actions or should I post again?
Ari Posted November 22, 2011 Author Posted November 22, 2011 I'll go first, sorry for the delay. I'll get up posts for El Heraldo and a GM one shortly.
Dariusprime Posted November 22, 2011 Posted November 22, 2011 Take your time! Took me all weekend to get back to the site after all. :oops:
Dariusprime Posted November 24, 2011 Posted November 24, 2011 Move: Fly up to Iron Ink Attack: Melee vs Iron Ink (1d20+10=13) Move: Fly 500 feet away or out to the boat. Rats!
Ari Posted December 1, 2011 Author Posted December 1, 2011 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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