Supercape Posted February 26, 2012 Posted February 26, 2012 OOC thread for this. Protectron gets to protecting....what?
Supercape Posted February 29, 2012 Author Posted February 29, 2012 Scene Cut, hope thats ok. You can throw a streetwise roll to see how much cool dude / hip / etc Protectron knows about this area. Given his particular nature, I would accept, if you wish, playing up pig-ignorance of streetwise (and thus running into trouble) for an HP!
Dr Archeville Posted March 1, 2012 Posted March 1, 2012 I choose... comedy! And HPs. So Protectron's at 2 HPs now.
Supercape Posted March 1, 2012 Author Posted March 1, 2012 Protectron - 2 HP Going along with that complication is a golden robot in a slum full of crooks who strip cars for even base metals...!
Supercape Posted March 4, 2012 Author Posted March 4, 2012 Could I have two separate notice rolls? DC 30 and DC 15. I will allow a +2 situation bonus on the first for microscopic vision, although that is unlikely to help unfortunately. The second has a -2 penalty for range.
Dr Archeville Posted March 4, 2012 Posted March 4, 2012 Could I have two separate notice rolls? DC 30 and DC 15. I will allow a +2 situation bonus on the first for microscopic vision, although that is unlikely to help unfortunately. The second has a -2 penalty for range. Does that take into account his Extended vision? Notice checks (1d20+7=22, 1d20+7=12) looks like both failed
Supercape Posted March 4, 2012 Author Posted March 4, 2012 It does, I am afraid. Post away! nothing happening yet. Incidentally, I have statted up Handsome Harry, I am presuming you dont wish to know his stats at present, although let me know if you want them. He is calibrated for Protectron, of course.
Dr Archeville Posted March 9, 2012 Posted March 9, 2012 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.
Supercape Posted March 9, 2012 Author Posted March 9, 2012 1d20+2=4 well you beat that initiative. Disarm hits. 1d20+1=20 Disarmed (and SMG in your hands if you want it). Surge Hits too., 1d20+6=13 and he is Knocked out if you wish. In any case, the grapple works fine. Protectron - 2 HP - Fatigued.
Dr Archeville Posted March 9, 2012 Posted March 9, 2012 Oh, well, alright, KO him and hold him (Improved Grapple = can hold him pinned with one hand) while checking on cops.
Supercape Posted March 9, 2012 Author Posted March 9, 2012 What, you thought it would be a simple fight? muahahaha!
Supercape Posted March 9, 2012 Author Posted March 9, 2012 Quick question: Did you KO, or just bruise/stagger/stun and grapple?
Dr Archeville Posted March 10, 2012 Posted March 10, 2012 Sorry, should've been clearer: bruise + stagger + unconscious, and grapple/pin (in case he wakes up sooner than expected).
Supercape Posted March 11, 2012 Author Posted March 11, 2012 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!]
Dr Archeville Posted March 14, 2012 Posted March 14, 2012 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) 1 HP, Fatigued
Supercape Posted March 15, 2012 Author Posted March 15, 2012 1d20+3=23 Thug laugh at puny golden boy!
Supercape Posted March 15, 2012 Author Posted March 15, 2012 Initiative Rolls: 1d20+1=2 Thug 1d20+2=16 Harry 2
Dr Archeville Posted March 17, 2012 Posted March 17, 2012 Shall I just keep the 17 rolled for Protectron's init during the first fight, since it's basically the same fight/scene? If so, that put golden boy going first. 1 HP, Fatigued Action: Stalling!
Supercape Posted March 18, 2012 Author Posted March 18, 2012 :) 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...
Dr Archeville Posted March 24, 2012 Posted March 24, 2012 Toughness save, DC 18 (1d20+15=23) Indeed it does! Protectron: Fatigued, 2 HP Okay, this may get a bit tricky. First, though, I need to know: are these Harry Prints being treated as Minions (i.e., I can Take 10 on attack rolls), or not?
Dr Archeville Posted March 25, 2012 Posted March 25, 2012 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.
Supercape Posted March 25, 2012 Author Posted March 25, 2012 1d20+1=3 for Disarm. Toughness check cannot make, so all goes according to your description! Medicine Roll for examining the wound with your head! Protectron - 1 HP - Fatigued
Dr Archeville Posted March 26, 2012 Posted March 26, 2012 If there's no rush, it'll Take 10 on the check (for 13), which is enough for the DC 10 Diagnosis check. And, if needed, to stabilize him (DC 15): Medicine check (1d20+3=16) huzzah! (18 if Protectron gets +2 for making a successful diagnosis)
Supercape Posted March 26, 2012 Author Posted March 26, 2012 All good, post away! Also: Hero Point for saving a young fellows life, whilst villain gets away! Protectron - 2 Hero Points - Fatigued!
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