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To launch a thousand faces! (OOC)


Supercape

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Fighting robots! Protectron's going to try to disarm & pin Harry.

So, initiative, to see if Protectron goes fast enough to catch him surprised/flat-footed

Initiative check (1d20+5=17)

2 HP

Standard Action: Disarm

Melee attack for disarm; power attack -2 Attk/+2 Dmg (1d20+5=21)

If that hits, opposed roll of Protectron's damage vs. Harry's STR (plus Super-Str if he has any).

Damage check for disarm, with +2 from Power Attacking (1d20+14=34) w00t!

Free Action: Drop gun

Reaction: Extra Effort to SURGE

Standard Action: Unarmed strike

Melee attack, keeping -2/+2 from Power Attack; DC 29 Toughness if it hits (1d20+5=16) Not as good, but hopefully a hit

Reaction: Improved Grab to start grappling

Grapple check (1d20+20=30) eh, a perfectly average roll

(bare-bones description: Protectron grabs gun with one hand, open palm strikes Harry in the chest with the other, then drops the gun as it moves around to pin him.)

Protectron will be Fatigued at the start of next round.

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Done.

The youths are going to get going on you...note they are not much of a threat (if any), but this is being played as comedy / irritation / distraction!

Anyway, you get one surprise attack on you, all out / power attack shifted by 2. The Crowbar is a club.

1d20+2=9 is a whopping miss!

[For the sake of cool, feel free to narrate that not as a miss, but as an ineffective blow on his armoured body!]

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I think I'll fluff it as Protecton's accurate radio sense (i.e., radar) finally coming back online (which I'll be putting up in my Edit Requests), allowing it to sense and dodge out of the way!

Radio Communication = can 'speak' on radio without also speaking audibly; the Subtle means it's harder to would-be eavesdroppers to intercept the signal.

2 HP, Fatigued

Full Action: Attempt an Intimidate check (1d20=12)

Let's see if we can do better: Intimidate check; HP re-roll (1d20=12) :argh:

1 HP, Fatigued

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:) Yes thats fine.

Harry 2 will open fire with SMG at you this time!

1d20+6=18

Hit's...just...so a DC 18 Toughness save...which you are, in all fairness, highly likely to make!

And I'm throwing in a complication...

Protectron...2 HP! (for the stray bullet).

Note, I am keeping this as far away as possible from the bullet fest of Iron Age, but I thought throwing in an injured civillian to baby sit on top of everything would be fun...

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Exxxcellent

Free Action: Talking to police/EMT on radio

Reaction: HP to nix Fatigue. 1 HP now.

Standard Action: Disarm

Melee attack, Power Attack +/- 5, Take 10 = 17, which should hit

If that hits, opposed roll of Protectron's damage vs. Harry's STR (plus Super-Str if he has any).

Damage check for disarm, with +5 from Power Attacking (1d20+17=18) eh, hopefully that's enough

Free Action: Drop gun

Reaction: Extra Effort to SURGE; will be Fatigued at beginning of next round

Standard Action: Unarmed strike

Melee attack, keeping -5/+5 from Power Attack, Taking 10 = 17

DC 32 Toughness if it hits

Reaction: Improved Grab to start grappling

Grapple check (1d20+25=27)

Move Action: Detach Head! So it can fly over to the injured gangbanger next round.

(bare-bones description: Protectron, while still holding one Harry in one arms, grabs the gun from the second Harry, drops it, does a karate chop between the eyes to KO him, and scoops him up with its free arm before he even hits the ground.)

Protectron will be Fatigued at the start of next round, and have 1 HP.

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