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Ari

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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.

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  • 1 month later...

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.

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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!

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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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