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Re-Gifting (OOC)


Raveled

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Posted

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.

Posted

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.

Posted

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

Posted

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!

Posted

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 :)

Posted

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

Posted

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.

  • 1 month later...
Posted

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!

Posted

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!

Posted

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 :P

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.

Posted

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) :facepalm: Rerolling.

Ironclad's Toughness check, vs DC 29. (1d20+16=17) +10 to 27, so another Bruise. Continuity! :argh:

Initiative

20 Negator x11 -- Uninjured -- GM

17 Bee-Keeper III -- Uninjured -- HPx4

17 Ironclad II -- Bruisex2 -- HPx3

Posted

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.

Posted

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?

Posted

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).

Posted

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.

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