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Two's Company, Four's a Party(OOC)


Ari

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Posted

Okay, so: using TK to throw an object as an improvised weapon you add the rank of your TK as if it were your STR bonus. So DoomBot's roll vs. DC22: 17, failed by 5!A Bruise and a Dazed condition is added.

EDIT: Actually, a FORT-Immune enemy can only suffer Lethal damage. So that DoomBot is blowed up.

Posted

The two last DoomBots shall now shoot at Arcturus.

DoomBot#4's Attack: (18:40:57) System: Arichamus rolls 1d20 and gets (13)+5=18.

DoomBot#3's Attack: (18:42:11) System: Arichamus rolls 1d20 and gets (20)+5=25.

Okay, #4 misses, #3 gets a natural 20 so that hits, I'll need a DC20 TOU check(don't forget the Inspire bonus!)

Posted

No problem, it is now Round Two of the combat!

Order is:

Heraldo: Unharmed, 0HP

Arcturus: Unharmed, 1HP

Glow: Unharmed, 2HP

Net-Fly: Unharmed, 1HP

DoomBot#4: Unharmed

DoomBot#3: Unharmed

Okies, Heraldo will take a Free Action to speak, asking the other students to attack the specific DoomBot he attacks. Then he will take a Move action to get within Melee range and punch the robot. Using the Accurate Attack feat to drop the Damage down to DC22 and raise the Attack to +6, -2 and +2 of the defaults respectively.

Attack roll:

(09:41:33) System: Arichamus rolls 1d20 and gets (20)+6=26.
So that hits, on top of being a Natural 20, so a Critical, making the DC27.

So DoomBot#4 is destroyed. Huh.

Arcturus is up!

Posted

As a Move action, Net Fly runs up to the lone standing Doombot.

As a Standard action, he activates his Sonic Fists(Autofire).

.....

.....

.....

.....

.....

Yeah.... It's that bad....

.....

.....

.....

1d20+5 → [1,5] = (6)

Horay for crits!(hey a critical failure is still a critical)...

Posted

That's an unholy mess. So I guess DoomBot#3 goes. A blast at Heraldo: 11, misses.

Round 3.

Heraldo: 0HP, Unharmed

Arcturus: 1HP, Unharmed

Glow: 1HP, Unharmed

Net Fly: 0HP, Unharmed

DoomBot#3

Heraldo's up, Kick Attack on DoomBot#3. 14, hits.

DC24 TOU save for DoomBot#3: 13. #3 is down.

  • 2 weeks later...
Posted

Okay, the next contenders are the 'Pawn' archetypes, also from the Crooks! 2E book.

18STR 16DEX -CON -INT 10WIS 1CHA

TOU: +15

FORT: -

REF: +3

WILL: +0

Initiative: +3

Attack: +5

Grapple: +9

Defense: +5(+2 Flat-Footed)

Knockback: -7

Blast 15

Communications 4(Radio, 1 Mile/1.6 KMs)

Flight 3(50MPH)

Immunity 30(Fortitude)

Protection 15

Super-Senses 3(Darkvision, radio)

Posted

And Heraldo's because I forget everything: 5. Meh.

ROUND ONE order:

1. Steeljack 2

2. Glow

3. Net-Fly

4. Arcturus

5. Steeljack 1

6. El Heraldo

Steeljack 2 take s a Move Action to fly into the air near the roof of the Doom room. Standard Action to enact Total Defense, granting a +4 to its Dodge Bonus, which bumps its DEF up to +9.

Glow's up.

Posted

Free action: Raise telekinetic barrier (Force field)

Move action: Spread out away from her teammates just a little

Standard action: Attack Steeljack 1 with telekinesis. 3+7 = 10.

I guess that doesn't hit anything. What is it with me and rolling 3s?

Posted

Actually Granspear, that hits! It's DC20(if I read Arcturus's DC Block correctly) TOU check time: 28, withstood.

Turn of the first Steeljack. Actually, Vahn's onto something, I'll call them Steeljackets instead.

He will zip forwardss using Flight to close the distance between itself and Net Fly, and shall punch at him.

The Attack: 24.

If that hits, DC19 TOU check.

Heraldo shall Accurate Attack(+3 to hit, DC21) the Steeljacket 1 with his fists. 22, which hits.

DC21 TOU check: 29, made and to spare.

End Round One.


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