Shofet Posted April 6, 2012 Posted April 6, 2012 1d20+12=20 Attack on sneakbot 1 with some flamey powers. DC 27 TOU check.
Ari Posted April 6, 2012 Author Posted April 6, 2012 Totally hits. DC27 TOU check: 35. Unexpected...also IC! VideoGeek, your turn again!
Raveled Posted April 6, 2012 Posted April 6, 2012 Ironclad's Toughness save, vs DC 25. (1d20+16=25) You're not the only one that can just barely make a save, robots!
Ari Posted April 7, 2012 Author Posted April 7, 2012 Okay, DC27 TOU check for the Sneakbot 1: 21. So it is now Dazed and Injured. Round Five: Ironclad: Unharmed, 4HP Sneakbot 1: Dazed, Injured(x1) Penitent, the: Unharmed, 0HP Corp. Cosmos: Unharmed, 1HP Sneakbot 2: Disabled, Bruised(x1), Injured(x1) You're up again Rav.
Raveled Posted April 9, 2012 Posted April 9, 2012 Ironclad's ranged attack, vs Sneakbot 1's Def. DC 27 Tou (1d20+12=29)
Ari Posted April 9, 2012 Author Posted April 9, 2012 Hits, DC27 TOU check: 18, as it fails it now explodes spectacularly
Ari Posted April 9, 2012 Author Posted April 9, 2012 Hits, DC27 TOU check: 22, fails and thus is turned into a molten puddle Combat over! Now for the other matters. All HPs restored.
Shofet Posted April 9, 2012 Posted April 9, 2012 1d20+6=25 Sense motive check on what just got sent to the Penitent.
Ari Posted April 9, 2012 Author Posted April 9, 2012 Succeeds and to spare. Weissnacht isn't paying much attention to what's going on inside the skyscraper. Nor does he seem to view Ironclad et al as a very worrisome threat, which means he either has things much more in hand than it looks, or else he's staggeringly overconfidant.
VideoGeek Posted April 10, 2012 Posted April 10, 2012 Steve's taking 6 seconds and making a recovery check for that bruise he took. Recovery Check: (1d20+6=9). And failing. Next time he has 6 seconds: Recovery Check: (1d20+6=19). Full health again.
Raveled Posted April 12, 2012 Posted April 12, 2012 Ironclad makes a DC 35 Knowledge/Physical Sciences check to determine where the best place to put explosives would be.
Ari Posted April 12, 2012 Author Posted April 12, 2012 Succeeds. The best places turn out to be a slight structural oddity near the base, around parking-lot level. The other is a third fo the the way up the elevator shaft, where the pressure on the supports arrangement at that level means their displacement will almost certainly mean a nigh-instant collapse. For reference, the palce looks similar to Strawberry place Tower, only a few hundred feet wider, and minus the bridges.
VideoGeek Posted April 16, 2012 Posted April 16, 2012 Activating Analytical Vision, Ultravision, Infravision, and Ultra-Hearing, and rolling a Search: (1d20=14).
Ari Posted April 16, 2012 Author Posted April 16, 2012 It's not hard to spot with that many methods of detection used at once. Corp. can hear a high-pitched noise which, when followed, reveals the bomb hidden under an Aston Martin One-77 with a tarp over it.
VideoGeek Posted April 16, 2012 Posted April 16, 2012 I knew there was a reason I didn't trash his ENTIRE sensor suite.
Ari Posted April 16, 2012 Author Posted April 16, 2012 Also! For 'Clad and Cosmos, a DC15 Sense Motive check, if you would.
Ari Posted April 16, 2012 Author Posted April 16, 2012 Sorry, forgot to post the check for disarming the things. :? DC5 INT check to follow the diagrams for defusing, Knowledge(Technology) DC12 to disable the magnets. If succeeded: You realize this is a trap. That putting bombs around that anyone could defuse wouldn't make sense unless Weissnacht wanted people to do that, and whatever happens if the instructions are followed wouldn't be good.
VideoGeek Posted April 16, 2012 Posted April 16, 2012 Tearing the bomb from the underside of the car, as Corporal Cosmos doesn't have the brains to figure out how to detach it properly. Strength: (1d20+7=13) Strength: (1d20+7=25)
Raveled Posted April 17, 2012 Posted April 17, 2012 It is literally impossible for Ironclad to fail those checks. So using Mental Quickness to Take 20 on both Int and Know/Tech check to decipher the real purpose of the bomb! Int is 25, Know/Tech is 40. Use Skill Mastery on Disable Device to hit DC 25.
Ari Posted April 18, 2012 Author Posted April 18, 2012 That works. Bomb is disabled for realsies. Alright, GM Fiating that The Penitent gets a Bruise and a Daze right from the start of the brawl with Weissnacht. HP for the trouble. Using the Armored Megalomaniac archetype from the Core for him. Weiss's Initiative roll: 7. ...Okay then.
Ari Posted April 18, 2012 Author Posted April 18, 2012 Notice check for Corporal Cosmos and ironclad please, DC20, taking 10 or 20 not allowed at the moment. Rav> Ironlad discovers that the bombs are really teleporters meant to whisk the whole structure away to a range extending even to the Moon.
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