Ari Posted December 19, 2012 Posted December 19, 2012 Move Action up to the nearest Avian Guard, Accurate Attacking(+3 Attack -3 Damage): 21. DC23 Toughness save! Move-by-Action down the hall.
Tiffany Korta Posted January 5, 2013 Author Posted January 5, 2013 Toughness Save : 1d20+5=13, so Dazed and Bruised. His friend will fire his deadly Steam Gun at Heraldo. For the Gun I'm using the following Blast 6 (60ft range, Extra : Penetrating) [18PP] His Attack Roll 1d20+5=22, so a DC 21 Toughness save please. After the Lord Steam is up.
Ari Posted January 5, 2013 Posted January 5, 2013 Quick thing about Penetration. Penetrating basically works to remove ranks of Impervious, and you have to buy up individual ranks of Penetrating. For example, Strike 4 with Penetrating 4 would turn Impervious 8 into Impervious 4. This would turn a previously impregnably-protected character...preganble, I guess. Anyway, I say we run with what you're doing here anyway , because it would be awfully dull if Heraldo wasn't in danger besides from the impending explosion of doom. DC21 Toughness save: 15. Bruised and Dazed!
Tiffany Korta Posted January 5, 2013 Author Posted January 5, 2013 Yeah it the first time I've played around with Penetration :oops: , but thanks for playing along. I think that worth an extra HP. So Lord Steam is up next
Supercape Posted January 7, 2013 Posted January 7, 2013 Quick Q then TK, Lord Steam versus the Steam Gun... How far away is it, and could he dismantle it being a steampunk sceintist? ;)
Tiffany Korta Posted January 7, 2013 Author Posted January 7, 2013 Let's say about 40 ft, and yes the technology is similar to what Lord Steam is use to so he'll know how to dismantly it. How difficult depend on how you plan to do it.
Supercape Posted January 7, 2013 Posted January 7, 2013 Well he can't quite reach there in one move action... So he will move most of the way there, and for his standard action do a full defence, adding +4 to his defence for next round.
Tiffany Korta Posted January 7, 2013 Author Posted January 7, 2013 Blodeuwedd will move up 30ft and throw a brace of knives at the standing Avian 1d20+7=21, so the Avians toughness save is 1d20+5=19 so that's a Bruise. So that takes us back round to the top 21 El Heraldo, dazed & bruised, 6 hp 17 Avians (minions), bruised x 1, dazed & bruised x 1 9 Lord Steam, unharmed, 3 hp (full defense) 7 Blodeuwedd, unharmed, 3 hp Heraldo next.
Ari Posted January 8, 2013 Posted January 8, 2013 I don't suppose I could buy off the Daze with a Hero Point? If so, doing that and Moving(reluctantly, despite how Blodeuwedd & Lord Steam are so far taking names) over to the docking port. Standard Action to take up Defensive Stance(+4 to Defense).
Tiffany Korta Posted January 9, 2013 Author Posted January 9, 2013 As I understand it Dazed is a straight swap out for Stunned, so yeah the HP fine.
Tiffany Korta Posted January 9, 2013 Author Posted January 9, 2013 The recovered Avians is going to fire Blodeuwedd whilest the other going to take a pop at Lord Steam. Attack Roll 1d20+5=21, 1d20+5=16. So Lord Steam's fine but Blodeuwedd need to make a Toughness save. 1d20+10=27, so she's fine. Lord Steam's next
Supercape Posted January 9, 2013 Posted January 9, 2013 So, move action to go to the steam cannon, and then standard action to disarm it. I don't know what roll you need me to make, I'll go with disarm device. 1d20+15=27 Let me know and I'll post IC.
Tiffany Korta Posted January 10, 2013 Author Posted January 10, 2013 Me neither , but that looks good enough. Steam Gun is disabled.
Tiffany Korta Posted January 23, 2013 Author Posted January 23, 2013 I keep forgetting that these are meant to be minions, so I'll spend a hp for take-down and take 10 to finish up the two in the corridor. Unless Subito want to bravely take on the Airlock guard were out of combat for a bit.
Ari Posted January 24, 2013 Posted January 24, 2013 Well, Subito is pretty sure they're in a hurry, but he doesn't want to risk hurting their ship, so he'll wait for the others first.
Supercape Posted February 2, 2013 Posted February 2, 2013 So, I dont know if Steam can repair the cannon he just dismantled, but here are some rolls if it is possible! 1d20+15=21 for Craft (Mechanics) and 1d20+15=23 for Knowledge (Tech) Ill throw in an HP if need be. I fancy Lord Steam marching around with a massive Steam cannon!
Tiffany Korta Posted February 2, 2013 Author Posted February 2, 2013 I don't want to ruin such wonder rolls, and they'll be enough to fix the weapons. But I also much point out there are several perfectly serviceable Steam Cannons just lying there...
Supercape Posted February 2, 2013 Posted February 2, 2013 Eh! well, lets soup this one up! Ill edit accordingly!
Tiffany Korta Posted February 4, 2013 Author Posted February 4, 2013 Unless anyone has anything else to say, we're go back into rounds. For ease we'll keep the same rolls. 21 El Heraldo, bruised, 6 hp 17 Avian, unharmed 9 Lord Steam, unharmed, 3 hp (full defense) 7 Blodeuwedd, unharmed, 3 hp
Ari Posted February 5, 2013 Posted February 5, 2013 "I have nothing to say right now! Just thought I'd let you guys know." Free Action to open up the hatch, Move Action up to the Avian, Standard Action to All-Out Power Attack (+2 Damage, -2 Defense): 23. That should hit, and if so DC28 Toughness save for him.
Tiffany Korta Posted February 5, 2013 Author Posted February 5, 2013 For Avian Thug I'm going to use Freedom Eagle with his Att, Def and Dam ought up to 10. Toughness save 1d20+10=17, Staggered and Dazed. Well you could have left some for us .
Ari Posted February 5, 2013 Posted February 5, 2013 Eh, feel free to Fiat the Staggered down to a Bruise or something. Ideally brains should beat this brawn, not just more brawn!
Tiffany Korta Posted February 6, 2013 Author Posted February 6, 2013 Oh no I'm fine with it as is, I don't want this to drag out to long. As Bird-boy is down it mean's Lord Steam get's to do his stuff.
Supercape Posted February 6, 2013 Posted February 6, 2013 As Steam is up! Firing Steam Cannon! 1d20+13=17 I have no idea if that hits, or what it does!
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