Raveled Posted December 7, 2012 Posted December 7, 2012 OOC for this thread. Ironclad and Bee-Keeper III get to kick supervillain ass, yeah!
Raveled Posted December 7, 2012 Author Posted December 7, 2012 There's three flying spheres, and they will use the stats for Military Helicoptors in the core book. The troops are standard Soldier templates. Ironclad's Ini. (1d20+3=10) Heli's Ini check (1d20+1=9) Goodness, they go after Ironclad! Soldiers' Ini check (1d20+1=18) That's more like it. Bee-Keeper goes on 21, so. Initiative 21 Bee-Keeper III -- Uninjured -- HPx5 18 Soldier 1 -- Uninjured -- Mook 18 Soldier 2 -- Uninjured -- Mook 18 Soldier 3 -- Uninjured -- Mook 18 Soldier 4 -- Uninjured -- Mook 18 Soldier 5 -- Uninjured -- Mook 10 Ironclad -- Uninjured -- HPx3 9 Sphere 1 -- Uninjured -- Mook 9 Sphere 2 -- Uninjured -- Mook 9 Sphere 3 -- Uninjured -- Mook I'll give BK a HP and let the soldiers go. Two are gonna blast 'em with their rifles and the other three are going to rush past in the building. Soldier 1 & 2's ranged attack check, vs Bee-Keeper III's Def. DC 20 Tou (1d20+5=9, 1d20+5=17) Neither of those will actually hit. Ironclad Move Action: Come screaming into the scene, full speed! Standard Action: Rip into a sphere with her blasters. Mook, so Take 10, that's 22 so it hits. DC 27 Tou. It cannot possibly make that, so it's down. Spheres They'll leave the ground combat to the soldiers and turn on Ironclad. Standard Action: Attack with cannons. Sphere 2 & 3's ranged attack check, vs Ironclad's Def. DC 21+Autofire Tou (1d20+5=25, 1d20+5=23) :thud: This is going to be painful. Thankfully mooks can't crit on named targets, so it's DC 25 and DC 24. Ironclad's Toughness saves, vs DC 25 and 24. (1d20+17=18, 1d20+17=27) Well that's Bruise + Dazed, and she makes the second save. Initiative 21 Bee-Keeper III -- Uninjured -- HPx5 18 Soldier 1 -- Uninjured -- Mook 18 Soldier 2 -- Uninjured -- Mook 18 Soldier 3 -- Uninjured -- Mook 18 Soldier 4 -- Uninjured -- Mook 18 Soldier 5 -- Uninjured -- Mook 10 Ironclad -- Bruisex1 + Daze (9) -- HPx3 9 Sphere 1 -- Down -- Mook 9 Sphere 2 -- Uninjured -- Mook 9 Sphere 3 -- Uninjured -- Mook Once I make a big post for all this, BK3 will be up.
Raveled Posted December 7, 2012 Author Posted December 7, 2012 A quick further roll for Ironclad. Since she's Dazed, she might lose the Flight. Concentration check vs DC 15. (1d20+10=13) ~She falls from the air with/The greatest of ease...~ Say it's from a 50 foot height, that means it's a further DC 20 Toughness check. Ironclad's Toughness save, vs DC 20. (1d20+16=24) Made that one without trouble.
SpicyWaffle Posted December 8, 2012 Posted December 8, 2012 So, break down time! Move Action to get to Ironclad II. Move Action to pick Ironclad II up. Surging for an Extra Action and spending a Hero Point to thwart the Fatigue to move both the Bee-Keeper III and Ironclad II inside the building he was guarding earlier, taking advantage of his nifty Flight power to maneuver past the soldiers and find suitable cover.
Raveled Posted December 10, 2012 Author Posted December 10, 2012 Sphere/Coptors are remaining outside. Soldiers are coming indoors. 1 & 2 will be throwing grenades at our heroes! That's 2 Blast 5 (Extra: Area/General [burst]) effects. Ironclad's Reflex save, vs DC 15. (1d20+7=16, 1d20+7=25) She makes the Reflex save, so it's DC 16 Toughness instead of DC 20. Ironclad's Toughness save, vs DC 17. (1d20+16=29, 1d20+16=31) Yeah, there wasn't much chance of her failing that, but still! Initiative 21 Bee-Keeper III -- Uninjured -- HPx4 18 Soldier 1 -- Uninjured -- Mook 18 Soldier 2 -- Uninjured -- Mook 18 Soldier 3 -- Uninjured -- Mook 18 Soldier 4 -- Uninjured -- Mook 18 Soldier 5 -- Uninjured -- Mook 10 Ironclad -- Bruisex1 + Daze (9) -- HPx3 9 Sphere 1 -- Down -- Mook 9 Sphere 2 -- Outside -- Mook 9 Sphere 3 -- Outside -- Mook
SpicyWaffle Posted December 10, 2012 Posted December 10, 2012 Bee-Keeper III Reflex Save +9 vs. DC15 #1: 1d20+9 → [1,9] = (10); Failed! Half-Damage with Evasion 2! Bee-Keeper III Reflex Save +9 vs. DC15 #2: 1d20+9 → [16,9] = (25); Success! Completely Avoided with Evasion 2! Bee-Keeper III Toughness Save +10 vs. DC16: 1d20+10 → [4,10] = (14); Failed! Bruised -1!
Raveled Posted December 10, 2012 Author Posted December 10, 2012 The spheres are outside, the rest of the soldiers are holding their actions, and Ironclad is dazed. So it's time for the Bee-Keeper to sting them!
SpicyWaffle Posted December 11, 2012 Posted December 11, 2012 Oh! Well, then, lessee... Bee-Keeper III is gonna move in on the Soldiers with his Strike, Taking 10 on the Attack Roll for a Total Attack of 20. If hit, they require a DC25 Toughness Save. If there's another Soldier within five feet of the last, Bee-Keeper III will keep going with Takedown Attack 2 with the same deal until he can't goon sweep any further! EDIT: Previous post edited to incorporate new actions :)
Raveled Posted December 12, 2012 Author Posted December 12, 2012 Soldiers' Toughness save, vs DC 25. (1d20+5=20, 1d20+5=24, 1d20+5=14, 1d20+5=21, 1d20+5=18) I'd say that's all of them. Ironclad's thrusters are out so she can't use Flight. That's worth a HP. So she'll run, taking her whole turn to get back outside. Spheres are outside and shooting up stuff. Back to Bee-Keeper! Initiative 21 Bee-Keeper III -- Uninjured -- HPx4 18 Soldier 1 -- Unconscious -- Mook 18 Soldier 2 -- Unconscious -- Mook 18 Soldier 3 -- Unconscious -- Mook 18 Soldier 4 -- Unconscious -- Mook 18 Soldier 5 -- Unconscious -- Mook 10 Ironclad -- Bruisex1 -- HPx4 9 Sphere 1 -- Down -- Mook 9 Sphere 2 -- Outside -- Mook 9 Sphere 3 -- Outside -- Mook
SpicyWaffle Posted December 12, 2012 Posted December 12, 2012 Here we go... Bee-Keeper III uses Flight as a Move Action to get back outside of the building. Bee-Keeper III attacks Sphere 3 with his Blast, Taking 10 on the Attack Roll (Total of 20). If hit, DC30 Toughness Save from Sphere 3.
Raveled Posted December 12, 2012 Author Posted December 12, 2012 Sphere 3's Toughness save, vs DC 30. (1d20+11=28) Well they had to roll a 19 or 20, and they didn't. Ironclad Spent her last round getting here, so she's in position to blast one. Standard Action: Full +5/-5 Power Attack, Taking 10 to hit. DC 32 Toughness save. Which it literally cannot make, so it goes down.
SpicyWaffle Posted January 16, 2013 Posted January 16, 2013 To stop Bee-Keeper from looking like a total tool, gonna spend a Hero Point to pick up Immunity (Drowning in a River Because That's Pretty Unheroic) for 1pp. Because drowning sucks!
Raveled Posted January 18, 2013 Author Posted January 18, 2013 All the Initiatives. Ironclad's Ini (1d20+5=17) Negator's Ini. (1d20+6=20)
SpicyWaffle Posted January 19, 2013 Posted January 19, 2013 Bee-Keeper III's Initiative +6: 1d20+6 → [11,6] = (17)
Raveled Posted January 19, 2013 Author Posted January 19, 2013 Initiative 20 Negator -- Uninjured -- GM 17 Bee-Keeper III -- Uninjured -- HPx4 17 Ironclad II -- Bruisex1 -- HPx4 Negator Standard Action: Use Summon to grab 10 Minion versions of himself! Move Action: Rush 'em, boys!
SpicyWaffle Posted January 25, 2013 Posted January 25, 2013 So, things. Let's see... Bee-Keeper's gonna lay low the many Negators. How many? ALL THE NEGATORS, if at all possible, via Overrun. He's got Fast Overrun to hit a bunch of em', and Improved Overrun so they can't move out of the way. Bee-Keeper III'll use his Strength as his Trip Ability Score, and his Flight to get around. The following modifiers affect his Trip Attack: Strength Modifier (+11) + Improved Overrun (+4) + Flight 5 (+5), for a total of +20 on the Trip Check. Not counting Improved Trip, because the verdict seems to be out on that one He'll Take 10 for the Duplicates (assuming they're minions), and roll to hit for the actual Negator if he can catch him. Move Action: Fly ten feet up. Standard Action: Bee-Keeper III Fast Overrun +11 vs. Negator Duplicates, Taking 10 on the Attack Roll (+21 Total, with a DC30 Trip Check for each hit) Standard Action (Cont'd): Bee-Keeper III Fast Overrun +11 vs. Negator: 1d20+11 → [20,11] = (31); Blam! If hit, that's a DC35 Trip Check.
Raveled Posted January 25, 2013 Author Posted January 25, 2013 Negator's Defense is +24 total, so those miss. Ironclad Free Action: Switch Weapons Array to Cluster Munitions. Full Action: +5/-5 All-Out Attack to boost Att to +17, Take 10 on attack roll for +27 total. It'll hit... 3 of the duplicate Negators. DC 27 Toughness. Negators' Toughness save vs. DC 27. (1d20+14=32, 1d20+14=34, 1d20+14=28) ... This isn't going well. Negators Most of the Negators keep charging and split around the pair, but two blast the good guys! Standard Action: Negators' ranged attack check. DC 29 Toughness. (1d20+14=30, 1d20+14=32) Those are some hits. Ironclad's Toughness check, vs DC 29. (1d20+16=23) Rerolling. Ironclad's Toughness check, vs DC 29. (1d20+16=17) +10 to 27, so another Bruise. Continuity! Initiative 20 Negator x11 -- Uninjured -- GM 17 Bee-Keeper III -- Uninjured -- HPx4 17 Ironclad II -- Bruisex2 -- HPx3
SpicyWaffle Posted January 26, 2013 Posted January 26, 2013 Hum. Let's try this again... Bee-Keeper III will use his Autofire Blast 10 to target the remaining two Negator Duplicates (since I think there's only two remaining, and the rest beat a retreat up the elevator shaft). He'll shift through All-Out Attack (+5 Attack/-5 Defense) with Power Attack (+5 Damage/-5 Attack) when he makes his rolls. Total Attack +11 (11 Base + 5 All-Out Attack - 5 Power Attack), Total Damage DC30 (15 Base + 10 Blast + 5 Power Attack) if hit. Full-Round Action: Autofire Blast 10 vs. Negator Duplicate #1 and Negator Duplicate #2. Bee-Keeper III's Autofire Blast 10 vs. Negator Duplicate #1: 1d20+11 → [15,11] = (26); DC30 Toughness Save if Hit. Bee-Keeper III's Autofire Blast 10 vs. Negator Duplicate #2: 1d20+11 → [17,11] = (28); DC30 Toughness Save if Hit.
Raveled Posted January 28, 2013 Author Posted January 28, 2013 Walking the Autofire? Okay, I'll go with that since they're minions. Negators' Toughness saves, vs DC 30. (1d20+14=30, 1d20+14=21) Well, one's down. Ironclad Move Action: Land next to remaining Negator clone. Free Action: Switch Weapons Array to Servos. Standard Action: +2/-2 All-Out Attack, take 10 to hit for a total of 24. DC 27 Toughness. Negator's Toughness save, vs DC 27. (1d20+14=33) Ugh, survived. You know what? Let's throw in the next story development to end this fight, shall we?
Raveled Posted February 2, 2013 Author Posted February 2, 2013 Combat again! Ironclad's Ini (1d20+3=8) Negator's Ini (1d20+6=11)
SpicyWaffle Posted February 2, 2013 Posted February 2, 2013 The Bee-Keeper III's Initiative +6: 1d20+6 → [18,6] = (24) Before we get into this fracas, Bee-Keeper's going to -- Le Gasp! -- try and talk reason into the violently delusional lunatic! The Bee-Keeper III's Diplomacy +12: 1d20+12 → [2,12] = (14) --EDIT: That roll is terrible! Spending one of the Bee-Keeper III's HP (down to 3!) to re-roll in an endeavor to not rough up the poor guy who's just gone nanners: 1d20+12 → [16,12] = (28) Failing any sort of peaceful negotiations, Baxter'll fall back on good ol' violence; specifically, he'll ready a Standard Action to attack with his Snare to try and contain Negator without actually causing him physical harm, if that's even possible. The Bee-Keeper III's Snare 11 vs. Negator: 1d20+11 → [20,11] = (31); Natural 20! If Hit, DC26 Reflex Save (DC10 + 11 Snare + 5 Critical).
Raveled Posted February 2, 2013 Author Posted February 2, 2013 That would actually make him Friendly. Hmmm, let's see how this goes.
Raveled Posted February 5, 2013 Author Posted February 5, 2013 Sky Lord's Ini (1d20=9) Initiative 24 Bee-Keeper -- Uninjured -- HPx4 9 Sky-Lord -- Uninjured -- GM 8 Ironclad -- Bruisex2 -- HPx3 BK's up.
Raveled Posted February 11, 2013 Author Posted February 11, 2013 Sky Lord He has access to everything a military helicopter has. He'll walk the Autofire Blast between Ironclad and Bee-Keeper: I'll assume they're three square apart, so -3 on his attack in total. Sky Lord's attack check, vs Ironclad & Bee-Keeper's Def. DC 21 Tou + Autofire (1d20+5=15) He misses. Ironclad She'll fly up and try to snap the cable connecting the auto-gyro and Cunningham's tube. Ironclad's melee attack, vs cable. DC 27 Tou. (1d20+12=20) Does not hit. Spending HP to reroll, but no need to do the actual roll because any result would be a hit. Cable's Toughness save, vs DC 27. (1d20+10=22) So it is Dazed + Injured. Sky Lord's Ini (1d20=9) Initiative 24 Bee-Keeper -- Uninjured -- HPx3 9 Sky-Lord -- Uninjured -- GM 8 Ironclad -- Bruisex2 -- HPx2 ?? Cable -- Dazed (8) + Injuryx1 -- Inanimate Object Bee-Keeper's up.
SpicyWaffle Posted February 11, 2013 Posted February 11, 2013 Move Action: Get in range of Sky-Lord's Auto-Gyro if Bee-Keeper isn't already. Standard Action: Snare 11 vs. the Auto-Gyro. If that's not possible, then Sky-Lord. 1d20+11 → [4,11] = (15); probably a giant whiff. Spending a Hero Point to re-roll. -- 1d20+11 → [19,11] = (30); Blam!
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