Tiffany Korta Posted January 17, 2012 Share Posted January 17, 2012 It's a long shot but I'm gong to try a Rush to get the Robot outside. 1d20+9=25, oh and I missed my Speed off the total as well so thats 25+2=27. EDIT As requested I need an attack roll 1d20+11=16, that's not going to work, let's go for a re-roll 1d20+11=12, so luckly that a +10 for 22. Link to comment
Azuth65 Posted January 17, 2012 Author Share Posted January 17, 2012 It's a long shot but I'm gong to try a Rush to get the Robot outside. 1d20+9=25, oh and I missed my Speed off the total as well so thats 25+2=27. 1d20+11=22 He's pushed back 25ft. Glow's turn. Link to comment
Scuffles Posted January 17, 2012 Share Posted January 17, 2012 Free action: Forcefield. Move action: Run off to the side so that the crowd of people aren't behind her. Standard action: Acrobatic bluff her way onto a car to attract friendly robot attention. Roll 3+10 = 13 Edit: Using "Set up" to transfer the benefits of the feint to Synth because she has lots of arms. Link to comment
Azuth65 Posted January 17, 2012 Author Share Posted January 17, 2012 Free action: Forcefield. Move action: Run off to the side so that the crowd of people aren't behind her. Standard action: Acrobatic bluff her way onto a car to attract friendly robot attention. Roll 3+10 = 13 1d20+8=11 Yeah, he's a bit distracted. Once Scuff posts, I'll toss in an IC for the following... Notice vs Wisp's hide, 1d20+8=25. Revenant seems to be the biggest threat as she actually pushed him back so, his sensors are locked onto her. 1d20+7=24 which does hit the undead 1920s-Ally McBeal. Link to comment
Tiffany Korta Posted January 18, 2012 Share Posted January 18, 2012 I protest I'm nowhere near as neurotic . I guess I need a Toughness save so here we go. 1d20+11=18, probably not good... Link to comment
Azuth65 Posted January 18, 2012 Author Share Posted January 18, 2012 I protest I'm nowhere near as neurotic . I guess I need a Toughness save so here we go. 1d20+11=18, probably not good... Bruised and dazed. Jube's up next. Link to comment
Cubist Posted January 19, 2012 Share Posted January 19, 2012 If the lack of response is any indication, Jube's "Blast 2" throw-lotsa-metal-nuts-at-it attack did not affect the 'bot in any significant way. Ah, well. For his next trick, Jube will zip in and try to wreck the robot's weapon-arm. This'll be a Mighty Strike 4; it being melee, Jube's +12 Melee attack bonus applies here, for an attack roll of (1d20+12=15). Supercape's roll of 15 didn't hit, alas, so I'll burn a Hero Point for a re-roll; since these re-rolls get to add 10 if the die proper comes up lower than 11, it's effectively 1D10 + 10, plus Jube's Melee attack bonus of +12, for a roll of (1d10+22=26). It seems that invisiblecastle.com is not happy with me tonight… Assuming 26 is a hit, the 'bot now needs to make a Toughness save versus DC 23. Link to comment
Azuth65 Posted January 19, 2012 Author Share Posted January 19, 2012 1d20+9-1=17. Dazed and injured 2. [Edit] Rather than double post... Attack: 1d20+10=18 That's a DC 27 toughness save... 1d20+9-2=17, Dazed, Injured 3, Disabled [/Edit] Link to comment
Tiffany Korta Posted January 25, 2012 Share Posted January 25, 2012 Oh Az as a construct all damage I take is lethal, so that should have been Injured. As I dazed I can't do anything, except for my Regeneration, which means I'm now fine. Link to comment
Supercape Posted January 25, 2012 Share Posted January 25, 2012 I think Synth is up next? Move action: Towards robot Standard Action: Another grapple - 1d20+10=15 that might hit if Glow's feint / set up has flat footed the robot, I guess? Grapple roll in case I hit: 1d20+26=28 not good all round! Link to comment
Azuth65 Posted January 26, 2012 Author Share Posted January 26, 2012 I think Synth is up next? Move action: Towards robot Standard Action: Another grapple - 1d20+10=15 that might hit if Glow's feint / set up has flat footed the robot, I guess? Grapple roll in case I hit: 1d20+26=28 not good all round! Actually, I goofed and accidentally skipped Synth. Enjoy a hero point. Yes, that hits. 1d20+25=44, sadly Synth is overpowered. Link to comment
Scuffles Posted January 26, 2012 Share Posted January 26, 2012 Kristin uses Extra effort to add the 'subtle' feat to her telekinesis so that she can attack it without drawing too much attention to herself. Then she misses horribly and is probably glad that nobody will notice. Link to comment
Azuth65 Posted January 28, 2012 Author Share Posted January 28, 2012 45 Jubatus: Unharmed 25 Synth: Unharmed 24 Wisp: Unharmed 12 Revenant: Unharmed 10 Glow: Unharmed 8 Securitron: Injured 3, Disabled Link to comment
Cubist Posted January 29, 2012 Share Posted January 29, 2012 Jube's move: Take a C-cell battery from his vest; gimmick it to release all its energy in a 1-microsecond burst; and shove said battery into the robot's casing, thru one of the recently-created gaps in its shell, as an improvised EMP attack on the robot. As far as the game mechanics are concerned, he's shifting (all six of) his Gadgets points into Corrosion 5 (Flaws: Limited 1 (Objects only), Limited 1 (Electronics Only), Power Feat: Incurable). The attack roll (1d20+12=29) looks like it should hit; if so, Mr. Mechanical's circuitry has a Corrosion 10 attack to deal with. Link to comment
Azuth65 Posted February 5, 2012 Author Share Posted February 5, 2012 Against the Drain Toughness aspect of the corrosion 1d20+4=22 he passed. Against the strike, He shattered into tiny pieces Link to comment
Azuth65 Posted February 8, 2012 Author Share Posted February 8, 2012 Um, yeah. Combat's over. What do you guys do? Link to comment
Cubist Posted February 8, 2012 Share Posted February 8, 2012 Dismantle the robot and examine the living heck out of its components -- anything in it which might help us figure out where the Big Boss is? Maybe a transmitter that sends on an unusual frequency or something? Since we're out of combat, methinks Jube and his Quickness will Take 20 on a Knowledge; Technology roll here, for a 'roll' of 29. Link to comment
Azuth65 Posted February 9, 2012 Author Share Posted February 9, 2012 Jube> has indeed found himself a transmitter in the remains. The signal seems to be coming from the western end of the map, He can't pinpoint it but maybe if he gets closer? Link to comment
Cubist Posted February 10, 2012 Share Posted February 10, 2012 Transmitter, good. Jube will not stop examining the mech's remains when he finds the transmitter, because he doesn't want to miss anything else that might be lurking in said remains. Once Jube is satisfied that he's found all the 'secrets' he's going to find in the robot's 'corpse', he'll zip on out and around the layout we're all trapped on. Two goals here: One, try to pick up the transmitter signal from different locations, and triangulate to determine the precise location (well, as precise as he can manage…) from which said signal emanates. Two, try to find any bombs that may be hidden. For the bomb-finding, Jube will trust his nose; explosives tend to have fairly distinctive odors, and said odors should be pretty easy to pick up on unless whoever-it-was made a point of concealing that odor. Link to comment
Azuth65 Posted February 11, 2012 Author Share Posted February 11, 2012 Jube> As you run around the miniature setting you don't get very far before you start seeing the roads filling with motorcycles ridden by male and female action figures in police uniforms. If you want to look around I'll need a stealth roll. You do however find the miniature bomb in the lowest level of the parking garage you were on. If you'd like to make a disable device check, feel free. Link to comment
Cubist Posted February 12, 2012 Share Posted February 12, 2012 First things first: Jube pours 1 point of his Gadgets Pool into "comm links", and gives a comm unit to Revenant. It would be stupid to not have a way to keep in touch even while separated, right? And if ToyBoy (or whoever...) anticipated this and set up some sort of jammers, well, at least Jube tried. What to do after that… Dealing with the bomb takes priority over triangulating the signal source. Jube does not have Disable Device, but Jack of All Trades lets him try it with his base INT modifier, i.e. 1d20+4. Disarming a bomb... doesn't seem like the sort of thing you should be able to Take 10 on, let alone Take 20. Somehow, Jube just isn't comfortable with the notion of untrained him tryna disarm an explosive device. Well... frump… time to come up with alternative courses of action… Plan B: Set up a little signal transmitter next to the bomb, to jam whatever signals it may be expecting. This, of course, assumes the bomb is expecting to receive some sort of transmitted signal, which may or may not be true… Plan C: Pick up the bomb, carry it outside, and throw it straight up into the air, the idea being if there's nothing fragile within the blast radius, let the bomb go 'boom'. Possible downside of Plan C: It might set off the building's fire sprinklers. We're a little too small for that to be comfortable! Jube's next move is, Take 20 with his Quickness and Knowledge: Technology +9 to analyze the bomb ('roll' of 29), and thus figure out whether Plan A, Plan B, or Plan C would be the course of action least likely to result in the bomb going off if Jube's luck turns bad. Link to comment
Azuth65 Posted February 13, 2012 Author Share Posted February 13, 2012 Plan B is his best bet. IC-it when you're ready. Link to comment
Cubist Posted February 16, 2012 Share Posted February 16, 2012 Now that Jube has defanged the bomb in the building… First: Commlink time—let Revenant know about the bomb, and what he's done to make the bomb safe. Suggest that it might be a good idea to get the civilians out of harm's way in case Jube's 'fix' for the bomb turns out not to be a real solution. Tell her about the transciever in the bot. Also tell her that Jube's going to be tracking down the source of the signals that the bot was receiving. Second: Track down the signals. This involves moving around the layout we're stuck in. Depending on how many scale-model buildings this layout has, Jube will try to zip from rooftop to rooftop, above the toys at street-level; hopefully the toys won't notice him blurring by overhead, and even if they do, they might have at much as 1 (one) shot at Jube before he's out of line-of-sight. If there's not enough 'tall' buildings for rooftop travel to be a viable option, Plan B is to try zipping by so fast that he cannot register on the toys' sensors—i.e., a Power Stunt. Game mechanics-wise, burn a Hero Point for an AP on Jube's Timeshift Container; since that Container is 30 pts, he's got 30 pts to play with for this stunt, so it'll be 20 pts in Concealment (for "total concealment from all sense types other than tactile" (UP, pg 34), plus 8 pts in Speed (so he's still able to run at his usual top speed, or pretty close to it), plus 2 pts in Enhanced STR. Link to comment
Azuth65 Posted March 2, 2012 Author Share Posted March 2, 2012 Jube finds several places that signals are coming from. There's a signal coming from the Eiffel Tower in the Parisian section, another on what looks like a scaled down cruise ship moving over a water filled portion of the map (he's not sure but he thinks he saw RMS Titanic across the stern), one from the Statue of Liberty, the replica of the Sydney Opera House, and a final one in Big Ben. All of the locations he's picked up seem equally viable places for the signals to have originated. Link to comment
Scuffles Posted March 6, 2012 Share Posted March 6, 2012 Okay, so can Kristin actually stunt enough create object to build a staircase? Her TK array is 26pp and create object is 2pp / rank, so she could have create object 13. If necessary she could grab a -1/r flaw like distracting and have create object 26. That should be a pretty big object right? Link to comment
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