Ari Posted December 3, 2011 Author Posted December 3, 2011 The New Initiative Order: Fulcrum: Unharmed Kidnapper#3 ''#10 ''#5 ''#1 ''#2 ''#6 ''#8 ''#9 Heraldo: Unharmed ''#4
Dariusprime Posted December 3, 2011 Posted December 3, 2011 Move Action: Fly to boat's propellers Standard: Damage the propellers Move: Fly up about 50 feet above boat. Assuming you take 10 on the propeller(s)' toughness (Steel +10), then she damaged it. El Heraldo or her may have to finish it off!
Ari Posted December 5, 2011 Author Posted December 5, 2011 Alrighty, so each of the Soldiers has only a bullet-shooting gun, not much of a threat to the likes of Fulcrum. However, the boat is the following Vehicle: OVERSHADOW Kidnapping Boat, Size: Dimunitive(32ft) TOU: 20 Features: Communications Computer Holding Cells Powers: Blast 10(Blacklight Energy Cannon, Speed 4(100MPH) Anyway, Kidnappers 3, 10, 5, 1, 2, 6, 8, and 9 shoot at Fulcrum: Attack rolls: 13, 10, 9, 12, 15, 20, 19, 15. If any of those hit by some insane chance there is a DC30 TOU check. Sorry to spend so long over something so simple.
Dariusprime Posted December 6, 2011 Posted December 6, 2011 Anyway, Kidnappers 3, 10, 5, 1, 2, 6, 8, and 9 shoot at Fulcrum: Attack rolls: 13, 10, 9, 12, 15, 20, 19, 15. If any of those hit by some insane chance there is a DC30 TOU check. Sorry to spend so long over something so simple. No need to apologize! Running combat (especially online) is anything but simple. For me at least! You're still doing great! Okay, #6 got the lucky shot and hit her. Quick question though: did you mean DC 20 TOU check or 30? Because a +15 gun is packing the heat of a naval gun! If DC 20, then her Impervious soaks it. If not, here is the roll: Toughness vs DC30 (1d20+20=32) Oh yeah Do you want a GM post or have me post first?
Ari Posted December 6, 2011 Author Posted December 6, 2011 I meant the DC30, good roll IC! Anyway yeah, I'd prefer to go first to tell about how the sky lit up etc, etc...
Ari Posted December 20, 2011 Author Posted December 20, 2011 Alright, so EH is going to try and scare the agents into getting away from the guns and crates, and to the aft of the boat for easy corralling: 11 Opposing Will check: 6, 13, 21, 7, 8, 15, 3, 7, 13, 10, so all but four of them are sufficiently intimidated.
Ari Posted December 24, 2011 Author Posted December 24, 2011 Those who resisted will now try to shoot El Heraldo. Their Attack rolls(DC20 TOU check if any of them hit): 13, 14, 11, 16. Two hits, but because EH has Impervious 5 on his TOU and the Soldier archetype has a +5 damage bonus, they don't do anything.
Ari Posted December 24, 2011 Author Posted December 24, 2011 Another Intimidate check, +2 circumstance bonus due to being totally impervious to their hand-held weapons. 17. Four opposing rolls(-2 due to aforesaid circumstances):14, 9, 8, 1. They comply.
Dariusprime Posted December 26, 2011 Posted December 26, 2011 Very nice! Okies, Fulcrum will kick up her speed to about 50 mph (Flight 3). The rest of her array is staying in Super Strength (total Strength 100 still) without her SS power feats. She is heading straight for the docks and will deposit the boat on solid ground when she arrives! That boat will not get away, and will allow El Heraldo, herself, and the freed metas to focus on the robots.
Ari Posted January 3, 2012 Author Posted January 3, 2012 Okay, using the Medium Robots from the Core Rules for the base of the new smaller Deathkillers 5000000000002, adding sixteen PP to bring their Dex from 9 to 12, and give them Flight rank 3, Concealment(Auditory Senses) rank 1, and Strike 5. Combat Begins Anew. Rolling Initiative. (For the Metas, using the Bystander template with 2 ranks in (element) control). In order, the three Dark Metals: 5, 9, 14. The two Deep Eyes: 18, 3. The Metas: 4, 8, 9, 5, 14, 3. So, order is: 1.Deep Eye 1 2.Dark Metal 3 3. Meta 5 4. Fulcrum 5. Dark Metal 2 6. Meta 3 7. Meta 2 8. Heraldo 9. Dark Metal 1 10. Meta 4 11. Meta 1 12. Deep Eyes 2 Jan. 2nd: Well, that took way too long. So now the Deep Eye#1 will punch El Heraldo. 25, a critical hit. DC20 TOU save: 21, a Bruise. Dark Metal 3 shoots at Fulcrum: 17, misses. Meta 5 shoots the cannon at Dark Metal 3: 12, miss. Fulcrum's turn!
Dariusprime Posted January 9, 2012 Posted January 9, 2012 Not doing much other than basically double moving (about 80 mph or 800 feet) to get the ship to shore fast. When she arrives (in a round or two?) she will deposit the ship on the dry ground. At least that liability will be out of the way. She is tilting the ship forward a bit to compensate for the sudden acceleration, ie so she won't lose anyone on the ship!
Ari Posted January 12, 2012 Author Posted January 12, 2012 Boat is moved 800ft. closer to the dock it was launched from, it is now 200ft. from the shore. Alright, Dark Metal 2 shall Attack Fulcrum yadda yadda: 12, misses. Meta 3 shall Attack Deep Eye 1: 14, hits. DC30 TOU check: 29, blown up. Meta 2 will shoot at Dark Metal 3: 12, misses. El Heraldo shall use Accurate Attack to raise by 3 his Attack bonus(to 7), dropping his Unarmed attack Damage to DC21 against Deep Eye 2: 23, hits. Deep Eye 2's DC21 TOU check: 14, failed and destroyed. Dark Metal 1 Attacks Meta 5's Gun Emplacement with their Chest Gun: 19, hits. Emplacements's DC28 TOU check: 33, withstood. Meta 4 Attacks Dark Metal 1: 17, misses. Meta 1 Attacks Dark Metal 1: 5, misses. End of ROUND 1, Beginning ROUND TWO. Order: 1. Dark Metal 3 2. Meta 5 3. Fulcrum 4. Dark Metal 2 5. Meta 3 6. Meta 2 7. Heraldo 8 Dark Metal 1 9. Meta 4 10. Meta 1 Dark Metal 3 Moves to get close to the Boat, Attacks Fulcrum because, :16, misses. Meta 5 Attacks Dark Metal 3: 20, critical. DC35 TOU Check: 36, withstood.
Dariusprime Posted January 14, 2012 Posted January 14, 2012 Alrighty, she should be able to clear the distance with her current array. Move: Move boat to dock Standard: sit boat down Move (Move-By Action): return to fight Free action: Become a big darn target!
Ari Posted January 16, 2012 Author Posted January 16, 2012 Dark Metal 2's Don't Mind If I Do! Attack against Fulcrum, an Accurate Attack(-3 DC +3 Attack Bonus) Blast: 22, hits. DC27 TOU check please. Meta 3 Attacks Dark Metal 2 for that(and for all the shooting previously): 17, miss. Meta 2 does the same: 1. Critical failure! The cannon overheats and cannot be used next round. Heraldo decides that today is a good day to do something, Makes an Accurate Attack against one of the Dark Metals(-2DC, +2 to Attack: 21, hits. DC20 TOU check for the Dark Metal 2: 35 "lolno" Dark Metal 1 Attacks El Heraldo(Unarmed): 21, hits. DC28 TOU check for El Heraldo: 12, rerolling. Using a HP(1 left) to re-roll the check: 30, succeeded. Metas 4 and 1 Attack Dark Metal 1: #4: 1, another overheating., #1: 9, miss. End of Round Two, beginning Round Three once I get the posts up.
Dariusprime Posted January 18, 2012 Posted January 18, 2012 Toughness vs Dark Metal 2's DC 27 (1d20+20=26) She takes a hit. Now for the next round. That bucket of bolts will pay for that!
Ari Posted January 21, 2012 Author Posted January 21, 2012 ROUND THREE! Same order as previous minus Metas 2 & 4. Dark Metal 3 will Move to 110ft. above the boat(previous elevation was 20ft.) into the air, and Begin a Slam against Fulcrum. 12, rolled a 1 so critical miss. Meta 5 attacks Dark Metal 2: 14, miss. Fulcrum's up.
Dariusprime Posted January 25, 2012 Posted January 25, 2012 Nothing fancy, just punchy: Attack vs Dark Metal 3 (1d20+10=24) DC 35 Toughness
Ari Posted January 25, 2012 Author Posted January 25, 2012 DM3's TOU save: 28, destroyed. It's pieces go every which-way!
Ari Posted January 27, 2012 Author Posted January 27, 2012 Now for the rest.... Dark Metal 2 makes with the Power Attacking(+5DMG, -5Attack) against Fulcrum: 15, miss. Skipping the Metas because they're getting the hell out of Dodge with the Agents in tow. HP for Fulcrum for the speedy rescue. Heraldo makes a Power Attack(+3 to DMG, -3 Attack) against Dark Metal 1: 6, miss. Dark Metal 1 Attacks EH with a punch-move: 16, hits. DC28 TOU check: 15, he's out. EDIT: As has been pointed out to me(thank you Scuffles), that isn't correct in the slightest. Staggered and Dazed. End of ROUND THREE. Beginning ROUND FOUR, Order: Fulcrum:unharmed Dark Metal 2: unharmed Heraldo: Satggered+Dazed Dark Metal 1: unharmed
Dariusprime Posted January 30, 2012 Posted January 30, 2012 Move: Fly up to Dark Metal 1 Standard: Attack Dark Metal 1 Attack vs Dark Metal 1 (1d20+10=25) DC 35 Toughness
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