Ari Posted May 6, 2012 Author Share Posted May 6, 2012 Alright, the camera is indeed within range, you successfully deactivate it, and are detected while doing so by the robotizoids. Still a chance to escape combat. If you wish, they aren't immune to persuasion. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 Nah, it's time. Rolling for initiative(PL7, no Improved Initiatives). 1d20+3 → [20,3] = (23) Bazaam! Link to comment
Ari Posted May 6, 2012 Author Share Posted May 6, 2012 Okay, the initiative of the ten rotobizes; 16. okay, go to. They're the regular medium-sized robots from the Core, for reference. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 Net Fly will use his Sonic Blasts to fire at 2 Robots(Split Attack), using All-Out Attack. Note: his PL7 Attack is 5 1d20+7 → [19,7] = (26) 1d20+7 → [12,7] = (19) I guess that hits. DC24 TOU. Net Fly is at -2 defence(+7) As a Move Action, he will fly close to the center of the room(And in the middle of the Robotizes). EDIT 1: Split Attack, DC 19, DC 20 TOU Link to comment
Ari Posted May 6, 2012 Author Share Posted May 6, 2012 Their TOU saves: 6, 24. One down! They will attack with arm cannons(rank 3 Blast being added).(1HP for the Fiating of a new power for your opponents). 14, 15, 16, 24, 25, 20, 7, 10, 6. Looks like two hit, 2(EDIT: 3) DC18 TOU saves please. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 1d20+15 → [19,15] = (34) 1d20+15 → [13,15] = (28) My turn! Net Fly will stand his ground, and fire 2 Sonic Blasts! 1d20+7 → [3,7] = (10) 1d20+7 → [16,7] = (23) Surging, he fires 2 more Blasts! 1d20+7 → [12,7] = (19) 1d20+7 → [12,7] = (19) All at different targets. Using All out Attack. +2 atk/-2 def. 3 24 TOU DCs EDIT: I am... SO. MUCH. FAIL! :oops: Deduct 10 from Net Fly's TOU saves (24 and 18). Also, three attacks hit him(20, 24, 25), not two. 1d20+5 → [2,5] = (7) Well, what do you know? A hit! A powerful one, at that... And to I had a beautiful "This is not war This is pest control" speach all planed. Oh well, fair's fair. EDIT 2: Split Attack. DC 19, DC 20, DC 19, DC 20 TOU Link to comment
Ari Posted May 6, 2012 Author Share Posted May 6, 2012 3 DC24 TOU saves: 8, 16, 24. 7 left. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 Heroic Re-roll: 1d20+5 → [20,5] = (25) Link to comment
Ari Posted May 6, 2012 Author Share Posted May 6, 2012 Okay, the 7 robotnicaisers will make another Attack. 21, 13, 13, 12, 15, 21, 19. So three hits. DC18 TOU saves as before. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 1d20+5 → [12,5] = (17) 1d20+5 → [18,5] = (23) 1d20+5 → [18,5] = (23) Net Fly's turn. Using 1 Hero Point to relieve Fatigue, he proceeds to use 2 Sonic Blasts 1d20+5 → [9,5] = (14) 1d20+5 → [6,5] = (11) TOU DC 24 EDIT 3: Split Attack, DC 19, DC 20 TOU Link to comment
Ari Posted May 6, 2012 Author Share Posted May 6, 2012 Both hit, so 2 DC24 TOU saves: 9, 15. The other five will Power Attack(+-3): 21, 19, 3, 19, 12. So 3 DC21 TOU saves please. Link to comment
Vahnyu Posted May 6, 2012 Share Posted May 6, 2012 1d20+5 → [19,5] = (24) 1d20+5 → [18,5] = (23) 1d20+5 → [2,5] = (7) aouch. Link to comment
Ari Posted May 7, 2012 Author Share Posted May 7, 2012 Heraldo's Bluff Attempt to convince Strongarm he's totally not fazed by his murderous ways: 11. Not good. Strongarm's Sense Motive check: 11. The Hell?! okay, so Strongarm can tell how rattled Subito is.(-2 circumstance bonus for Heraldo vs. Initimade checks). Also, Diplomacy check on EH's part: 18. Strongarm was Unfriendly before, is now Indifferent. Link to comment
Ari Posted May 7, 2012 Author Share Posted May 7, 2012 Another volley from the robotyzakids, four shooting at you, one moving themselves closer to the sphere and Readying a general "jump over there and grab the guy" plan of action. Attack rolls: 23, 17, 10, 22. So three hits(I think), 3 DC18 TOU checks. Link to comment
Vahnyu Posted May 7, 2012 Share Posted May 7, 2012 1d20+5 → [6,5] = (11) 1d20+5 → [17,5] = (22) 1d20+5 → [12,5] = (17) yup. 2 hits!... Actually, it shouldn't even be 5 Toughness, it should be 4 or 3(due to the bruising, and... yeah) Link to comment
Ari Posted May 7, 2012 Author Share Posted May 7, 2012 Very well. Combat is concluded, with the result being Net Fly's defeat and capture by the robotnioticcions.(1HP) He is taken out of the Main Computer room and locked in the ship he came aboard in. Note that you have free reign over the vessel, you just can't get it to takeoff. Link to comment
Vahnyu Posted May 10, 2012 Share Posted May 10, 2012 Net Fly had already operated the controls of the ship, through the use of his Datalink, so he's gonna do the same thing now, and see what his options are. Link to comment
Ari Posted May 12, 2012 Author Share Posted May 12, 2012 He finds that he can, if he's careful, access the memory banks, medical bay computer, interior weapons grid and the materials scoop at the bottom of the hull(for obtaining raw metals and such) without being detected. He can also bounce a signal off the comms of the robot ship to Freedom Hall(the number of which just happens to be in the registry), affect the energy balance of their shields, and manipulate robot-to-robot communication. Link to comment
Vahnyu Posted May 14, 2012 Share Posted May 14, 2012 Take 10 on Knowledge(Technology) vs DC 20. Computers check vs DC 22, 1d20+10 → [8,10] = (18) Retry: 1d20+10 → [11,10] = (21) .... Spending 1 hero point. Improve Reroll. 1d20+10 → [5,10] = (15). +10=25, Success. Link to comment
Ari Posted May 14, 2012 Author Share Posted May 14, 2012 EH's WIS check to think up a good argument, DC10 minimum: 13, succeeded. Link to comment
Vahnyu Posted May 22, 2012 Share Posted May 22, 2012 Taking 10 on Computers vs DC18 to use the communications system in order to lure the robots within firing distance of the weapons(Total 20). Substituting Bluff with Knowledge(Technology) vs DC18 and taking 10 to convince them(Total 20). Link to comment
Ari Posted May 22, 2012 Author Share Posted May 22, 2012 The robot's will use Sense Motive to try and not fall for it: 3. They fell for it, Moiph! Link to comment
Vahnyu Posted June 3, 2012 Share Posted June 3, 2012 Well, then. Serge will take 10 on his computer check(total 20) in order to download as much of the memory banks as he can, recent to oldest. While the download is going on, he will take 10 on his computer check again, in order to fire the interior weapons on the Collective. If 20 is not enough, I will, of course, roll the appropriate checks. Link to comment
Ari Posted June 4, 2012 Author Share Posted June 4, 2012 A 20 hits them fine. Their interior weapons are quite powerful, so not going to bother to roll their saves. The ship is now in pandemonium, full red alert, sirens blaring, etc. Roughly a tenth of their soldiery has been destroyed. Link to comment
Vahnyu Posted June 7, 2012 Share Posted June 7, 2012 Taking 10 on Knowledge(Technology) for a total of 20 vs DC20, in order to use the Materials Scoop to damage the ship. Rolling Computers vs DC25... 1d20+10 → [14,10] = (24) SO close...Oh, well. Taking 10 on Computers vs DC18 to use the communications system in order to lure the robots away from that aspect of the ship(Total 20). Substituting Bluff with Knowledge(Technology) vs DC18 and taking 10 to convince them(Total 20). Link to comment
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