Avenger Assembled Posted April 10, 2012 Author Posted April 10, 2012 Fox: Mara is going to determine that the suit is activating because someone is pumping subspace energy into its systems from another dimension, using a system that seems to be some kind of communications array. (Someone is 'hailing' it, but so brute-force that they're activating everything simultaneously) It's too weak to read what they're saying without some kind of amplifier, though.
Fox Posted April 11, 2012 Posted April 11, 2012 Heh. Glad I put that in the post, because I had her make them before I realized there was an OOC thread.... :D
Fox Posted April 11, 2012 Posted April 11, 2012 Steve raises a good question, actually - just to clarify, is the signal live? My impression was that it was already repeating, so they're listening to a recording, but I am sick and my feverbrain lies to me sometimes.
Avenger Assembled Posted April 11, 2012 Author Posted April 11, 2012 It's live, but just about to go to the automatic repeater. Since the speaker will probably move away from his system once he does that, that means Dragonfly needs to open a connection to him now. Dun dun dun!
Gizmo Posted April 20, 2012 Posted April 20, 2012 Diplomacy Check. (1d20+4=14) Also an Auto 29 Bluff check for, "Pfft, what? No, I totally deal with way worse than this all the time, you've got nothing to worry about."
Avenger Assembled Posted April 22, 2012 Author Posted April 22, 2012 I could use Medicine + Notice from Ellie. if you want to start on your Inventor checks, Fox, now's a good time.
Gizmo Posted April 22, 2012 Posted April 22, 2012 Ellie can Auto 20 Notice and Auto 28 Medicine. She has decent Life Sciences and Physical Sciences bonuses too, it that makes a difference.
Avenger Assembled Posted April 22, 2012 Author Posted April 22, 2012 That'll do it, Giz: As near as Jill can tell, this unfortunate man is decaying from the inside out. He's in very bad shape and will probably be absolutely and awfully dead in seconds if nothing is done. As for the cause, he has what looks like mild burns on his hands and face, and she remembers what Heartbeat said about dragonfire. The mood around her has suddenly gotten tense, so this has to go right!
Gizmo Posted April 22, 2012 Posted April 22, 2012 Healing Check. (1d20+12=31) Persistent for the Incurable and Stabilize to, y'know. Stabilize him.
Fox Posted April 22, 2012 Posted April 22, 2012 Short on time and low on options, we'll be Jury-Rigging. Device 1 (Feats: Feature [self-destruct trigger], Restricted 1 [Earth Prime residents], Flaws: Easy-To-Lose) [5pp] (dimensional tunnel device) A large, pylon-like device capable of transporting a group of nearby people to Earth Prime. Super-Movement 1 (Dimensional Movement 1, here to Earth Prime only; Extras: Affects Others, Area [Cylinder], Feats: Area Progression 1 [10']) [5pp] So, once or twice per round the device can transport as many people as can be packed into a 10' radius circle, more or less. It can only be triggered by our quad of intrepid heroes, though Mara intends to run it with Datalink as much as possible. No design check; craft check is DC15 (base) + 5 (pp cost) = DC20, which she's incapable of failing, no matter whether it's a Mechanical or Electronics check. Shaen's wisdom lives in us all. Crafting time: five rounds, plus or minus plot speed.
Avenger Assembled Posted April 23, 2012 Author Posted April 23, 2012 Five rounds'll get 'er done. Give me a Sense Motive check, Fox.
Fox Posted April 23, 2012 Posted April 23, 2012 Sense Motive check vs. ????? (1d20 + 10=15) EDIT: (18:58:30) AvengerAssembled: Bluff vs 15 (1d20+0=1) Hey hey! (18:59:28) AvengerAssembled: (whispers) Now that the work is done, Tress is talking like someone who's going go off to find a quiet place to take her own life.
Avenger Assembled Posted April 24, 2012 Author Posted April 24, 2012 Initiative time for Erin and Harrier. Boss Omegadrones go on 13 and 14 Harrier goes on 16 Squad A goes on 7 as does Squad B
Electra Posted April 24, 2012 Posted April 24, 2012 Wander goes on 12, but I have been informed that she gets a surprise round against Squad A, who are unobservant. She's going to use Slow Fall to get off the cliff, then Charge through the window at the Omegadrones of Squad A, because doors are for loser squares. The charge will carry her into the first drone of Squad A, who she will proceed to beat with her bat. These guys are minions, so taking ten will allow her to hit, which means DC 25 toughness save. If that puts it down, she will continue to use Takedown Attack 2 (Move-by action to split her move from the fall earlier) to try and get the rest of Squad A.
Avenger Assembled Posted April 24, 2012 Author Posted April 24, 2012 They're minions, so keep that HP and just take 10! 1. 19 That one's down 2. 12 Down 3. 15 Down 4. 16 Down 5. 10 Down 6. 26 Up
Avenger Assembled Posted April 24, 2012 Author Posted April 24, 2012 Harrier's going to surge, taking an accelerated move (so he can match Wander's pace) and then attack. He'll power attack for +5 vs. the last standing drone, taking 10 since it's a minion. It can't make a DC 32 Toughness save on a natural 20, so it's dead. Boss Omegadrone B enters through the rear of the gatehouse and fires its pike at Wander. 11 And that's a miss! Boss Omegadrone A does the same, its squad coming up behind it. This one will blast Harrier 10 And also miss. Well. The still-standing squad readies an action to blast the first person who comes through the door! 26, 25, 22, 19, 17, 16 Wander is up.
Electra Posted April 25, 2012 Posted April 25, 2012 Wander will attack Squad Leader B, since he tried to shoot her first! She's going to start off with an Acrobatic Bluff, skill mastered at 27, to try and catch the guy flat-footed, then mount a charging Power Attack against him. That'll mean a -3 to Attack, -2 to defense, and +5 to damage, should she hit. She rolls a 21. That'll be a DC 30 toughness save, then.
Avenger Assembled Posted April 25, 2012 Author Posted April 25, 2012 He can't beat a 27, so: 16 Take that serious! He's staggered and dazed; still in the fight, but not getting up any time soon.
Avenger Assembled Posted April 25, 2012 Author Posted April 25, 2012 Harrier all-out power attacks, as is his style vs. opponents like this, vs Boss A. 14 Well, that's pretty terrible. (HP [fighting Omegadrones]) 26 A crit! So that'll be a DC 37 Tou save 25 staggered and dazed Familiar! (bad edit here; six drones flew in and made their attack; they couldn't hurt Harrier but one did hit Wander)
Electra Posted April 25, 2012 Posted April 25, 2012 Ouch, that hurt. She is bruised and dazed, but I will spend the HP to let her shake the daze. She will take ten on a +3 Power Attack against the drone who tagged her, and continue against all the remaining low-power drones. With the remainder of her move action, she will attempt to open the door!
Avenger Assembled Posted April 25, 2012 Author Posted April 25, 2012 Round 3: Harrier: 16 -1 HP Boss A: 14 (staggered) Boss B: 13 (staggered) Harrier attacks Boss A, doing lethal 25 That hits. 14 Dead Aw hell, I'll roll with that. SURGE Blast vs Boss B 24 Tou vs 32: 29 Boo. Well, scratch another HP. Down 2 Boss B uses its Detect Weakness on Harrier, gaining +5 to its next attack vs him (I lost the link, but he rolled a natural 20). As low as his defenses are right now, he'd better kill it next round!
Avenger Assembled Posted April 25, 2012 Author Posted April 25, 2012 Gatehouse Fight: Harrier All-Out Power Attacks Boss 2: 25 DC 32 Tou save 14 Dead
Fox Posted April 27, 2012 Posted April 27, 2012 Mara extra-effort stunts the following off her Auxiliary Power Array: Teleport 4 (1 mile; Extras: Accurate, Flaws: Long-Range) [8pp] Presumably she spends the next minute or so (20 miles, 20 move actions at 1 mile each, ~10 rounds) blipping across the landscape to Wander and Harrier.
Fox Posted April 28, 2012 Posted April 28, 2012 It's an invent-y kind of thread, I guess. HP to jury-rig: Device 7 (35pp device; Flaws: Easy-To-Lose, Unreliable [5 uses]) [14pp] bad science Drain Toughness 10 (Extras: Affects Objects, Area [General Burst], Linked [Damage], Selective Attack, Flaws: Action [Full], Distracting, Feats: Progression 2 [Area; 150' radius], Slow Fade [5 rounds]) [23pp] Damage 10 (Extras: Area [General Burst], Linked [Drain Toughness], Selective Attack, Flaws: Action [Full], Distracting, Feats: Progression 2 [Area; 200' radius]) [12pp] No design check; craft check of 15 (base) + 14 (pp cost) = 29. Craft Check (jury-rig), DC29 (1d20 + 20=32) Whee! Crafting time: 14 rounds (approx. 1:30).
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