Vahnyu Posted December 1, 2011 Share Posted December 1, 2011 First post in IC. I wanted to make it a bit more flashbacky, allow for Serge to expand on why he decided to enroll, and how he managed it. If there is any problem with it, Arichamus, tell me and I will edit it at once. EDIT: Also, I want to inform you that I will be going in 3 hours(approx), and won't be able to post any further today... At the very least, I'll see what I can do tonight. Link to comment
Ari Posted December 2, 2011 Author Share Posted December 2, 2011 No problems I can see! Post will be up shortly. Link to comment
Ari Posted December 5, 2011 Author Share Posted December 5, 2011 Granspear, you're up! Link to comment
Ari Posted December 11, 2011 Author Share Posted December 11, 2011 Vahn, if you don't want to write a response to Gran's post I'll write up a GM post and continue the thread, alright? Link to comment
Ari Posted December 19, 2011 Author Share Posted December 19, 2011 Okay, initiative time. Using the numbers from the Trainer Combots from the Crooks! book, their rolls: 9, 10, 5 and 7 Link to comment
Vahnyu Posted December 19, 2011 Share Posted December 19, 2011 Net Fly's Initiative: 1d20+3 → [4,3] = (7) I am disappoint :( Link to comment
Ari Posted December 19, 2011 Author Share Posted December 19, 2011 Tie-breakin' time. Combot#4's roll:19 Link to comment
Vahnyu Posted December 19, 2011 Share Posted December 19, 2011 1d20+3 → [20,3] = (23) ...yeah. Link to comment
Scuffles Posted December 19, 2011 Share Posted December 19, 2011 Glow will go on 10 Do I need a tiebreaker too? Because if I do it'll be 10 as well. Just getting the bad ones out of the way right? Link to comment
Ari Posted December 19, 2011 Author Share Posted December 19, 2011 Yeah, as you both have the same DEX score you'll have to roll a tie-breaker, here's Combot#2's: 14] And because I forgot earlier, Heraldo's: 21 Link to comment
GranspearZX Posted December 20, 2011 Share Posted December 20, 2011 Initiative: (1d20+5=18) Link to comment
Ari Posted December 20, 2011 Author Share Posted December 20, 2011 Scuff, need to roll your tie-breaker still. Link to comment
Scuffles Posted December 20, 2011 Share Posted December 20, 2011 I already did. Two tens in one post. Sorry if that wasn't clear! Here and here. Link to comment
Ari Posted December 21, 2011 Author Share Posted December 21, 2011 ..So you did, my apologies. So round one begins, order is El Heraldo: 21, Unharmed Arcturus; 18, Unharmed DoomBot#2: 10, Unharmed Glow: 10, Unharmed DoomBot#1: 9, Unharmed Net Fly: 7, Unharmed DoomBot#4: 7, Unharmed DoomBot#3: 5, Unharmed DoomBots begin combat 20ft.(6.096 meters)away from the heroes. Take it away, Vahnyu! EDIT'd: My turn actually, due to brain-fumble I forgot the tie-breaker wasn't a 'new' init. roll. His actions will be to take a full action to expend one Hero Point and use his Inspire feat to fill his allies with all kinds of good cheer and suchlike, +4 bonus to all attack rolls, saving throws and checks for the folowing round. Link to comment
Vahnyu Posted December 21, 2011 Share Posted December 21, 2011 Ummm, Isn't it Heraldo's turn first? I mean, the 23 roll was a tiebreaker, not an initiative. Technically speaking shouldn't i go after Doombot #4, who has a 10 initiative? Link to comment
Ari Posted December 21, 2011 Author Share Posted December 21, 2011 You know what's really great? The times my memory works. Revising order.. Link to comment
Ari Posted December 23, 2011 Author Share Posted December 23, 2011 Putting here the stats for the Trainer Combots from the 2ed Crooks! book. Trainer PL5 STR 17(?) DEX 16 CON- INT- WIS 10 CHA 1 Combat: Initiative: +3 Attack: +5 Grapple: +8 Defense: +0(+0 flat-footed) Knockback: -7 Saving Throws: Toughness: +10(0, +10 w/Protection) Fortitude: - Reflex: +3 Will: +0 Skills: None. Powers: Device 2(Detachable Laser Fist, Easy to Lose)[6PP] Blast 5[10PP] Communications 4:(Radio, 1 mile)[4PP] Immunity 30:(Fortitude)[30PP] Super-Senses 2:(Darkvision)[2PP] Protection 10[10PP] Link to comment
GranspearZX Posted December 24, 2011 Share Posted December 24, 2011 And Arc brings the thunder... literally! Attack Roll (Thunder): (1d20+11=29) Link to comment
Ari Posted December 24, 2011 Author Share Posted December 24, 2011 That hits, due to Some Joker giving the 'bots a +0 DEF bonus. TOU check(assuming DC20): 26, that thunder-punch does nothing, I'm afraid. Link to comment
Ari Posted December 24, 2011 Author Share Posted December 24, 2011 DoomBot#2's Attack roll: 20, hits. TOU DC is 18. Glow's up. Link to comment
GranspearZX Posted December 25, 2011 Share Posted December 25, 2011 Toughness Check: (1d20+9=28) Link to comment
Scuffles Posted December 26, 2011 Share Posted December 26, 2011 Glow is going to try to grab a Doombot and throw it at another Doombot. Hopefully she's inspired enough! Attack roll to start grapple: 27 Grapple check: 25 Link to comment
Ari Posted December 26, 2011 Author Share Posted December 26, 2011 That hits. Opposed Grapple check 9. Quite possibly some of the weakest simulations of a robot ever made! Link to comment
Scuffles Posted December 26, 2011 Share Posted December 26, 2011 Attack roll to throw at the next doombot in line: 29 Link to comment
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