Avenger Assembled Posted January 27, 2013 Author Share Posted January 27, 2013 The Curator: Willow remembers the Curator from her sister's mind. Another cosmic creation of the Preservers, an older 'brother' to her older sister. A ringworld, deep in distant space, and a mighty cybernetic intelligence. He's a collector of things, people, places, planets, and otherwise, preserving them against the forces of entropy by holding them in his stronghold. He is a mighty opponent, one whose defenses have driven off everything from the Grue, to the Lor, to even the Gorgon herself. While she remembers the cosmic coordinates of the Ringworld, getting there is...beyond the pay grade of the Interceptors. Link to comment
Gizmo Posted February 3, 2013 Share Posted February 3, 2013 Redirecting things a bit here! Hit me up with some fresh initiative rolls. We're looking at six Empty Battlesuits with minor tweaks to suit the different parts of the partially disassembled robot. See, Arms and the Man! Eh? Eh? Jack of all Blades Initiative. (1d20+9=25) Robot Torso Initiative. (1d20=15) Robot Arms Initiative. (1d20=12) x2 Robot Legs Initiative. (1d20=11) x2 Robot Head Initiative. (1d20=2) Link to comment
Ecalsneerg Posted February 3, 2013 Share Posted February 3, 2013 Geckonitiative (1d20+12=19)... except Geckoman never paid off his Extra Effort, is Fatigued, and that's 18, not 19. Link to comment
Dariusprime Posted February 3, 2013 Share Posted February 3, 2013 Intiative (1d20+1=21) Link to comment
Gizmo Posted February 4, 2013 Share Posted February 4, 2013 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Uninjured 13 - Willow - Uninjured, 2HP 12 - Robot Arms - Uninjured, x2 11 - Robot Legs - Uninjured, x2 2 - Robot Head - Uninjured Jack of all Blades Move Action: Auto DC 29 Feint vs. Robot Torso. Standard Action: Charge Robot Torso; Power Attack 5. (1d20+17=32) That's DC 21 for the Drain Toughness and DC 26 + 6 Autofire = 32 for the Damage. Robot Torso Bluff Check vs. DC 29. (1d20+11=31) Huh. Reflex vs. DC 21. (1d20+5=15) -6 Toughness. Toughness Save vs. DC 32. (1d20+4=14) Kaboom! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arms - Uninjured, x2 11 - Robot Legs - Uninjured, x2 2 - Robot Head - Uninjured Link to comment
Dariusprime Posted February 5, 2013 Share Posted February 5, 2013 Move Action: Fly to nearest arm. Standard Action: Punch! Attack vs Robot Arm +3/-3 Accurate Attack (1d20+13=31) DC 32 Toughness! Link to comment
Ecalsneerg Posted February 5, 2013 Share Posted February 5, 2013 Standard Action: Trick action vs the Robot Head, using Skill Mastery for a result of 31. This is to trick it into following Geckoman when he: Move Action: Hurl self off building. Link to comment
Gizmo Posted February 5, 2013 Share Posted February 5, 2013 Robot Arm Toughness Save vs. DC 32. (1d20+10=19) Disabled! Robot Head Bluff Check vs. DC 31. (1d20+11=14) Tricked! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Staggered, Dazed, Disabled 12 - Robot Arm 2 - Uninjured 11 - Robot Legs - Uninjured, x2 2 - Robot Head - Uninjured, Tricked Link to comment
April Posted February 5, 2013 Share Posted February 5, 2013 Move Action: Leap at nearby flying leg. Standard Action: Attack to Initiate Grapple vs Flying Leg, followed up by Opposed Grapple check. (1d20+12=26, 1d20+26=39). Assuming this connects she will do damage, a DC 27 Toughness Save. Link to comment
Gizmo Posted February 5, 2013 Share Posted February 5, 2013 Robot Leg Opposed Grapple Check. (1d20+11=18) Bound! Toughness Save vs. DC 27. (1d20+10=24) Bruised! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Staggered, Dazed, Disabled 12 - Robot Arm 2 - Uninjured 11 - Robot Leg 1 - Bound, Bruised x1 11 - Robot Leg 2 - Uninjured 2 - Robot Head - Uninjured, Tricked By the by, Ecal, don't forget that Jerry's dead body is still in the head! Link to comment
Gizmo Posted February 5, 2013 Share Posted February 5, 2013 Robot Arm 2 Standard Action: Charge Jack of all Blades, Initiate Grapple. (1d20+12=25, 1d20+22=27) Close, but a miss! Robot Leg 1 Standard Action: Opposed Grapple Check to Escape. (1d20+22=24) Willow beats that automatically, so its going nowhere. Robot Leg 2 Standard Action: Charge Fulcrum. (1d20+12=15) Kick and a miss! Robot Head Move Action: Follow after Geckoman. Standard Action: Perception Range Blast vs. Geckoman (laser vision). That's a DC 25 Toughness Save for Chris. Jack of all Blades Move Action: Use Grapple Line to stay in the air. Standard Action: Attack Robot Arm 2; Power Attack 5. (1d20+15=31) Robot Arm 2 Reflex Save vs. DC 21. (1d20+5=19) -2 Toughness. Toughness Save vs. DC 26. (1d20+8=14) Disabled! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Staggered, Dazed, Disabled 12 - Robot Arm 2 - Staggered, Dazed, Disabled 11 - Robot Leg 1 - Bound, Bruised x1 11 - Robot Leg 2 - Uninjured 2 - Robot Head - Uninjured, Tricked Link to comment
Ecalsneerg Posted February 5, 2013 Share Posted February 5, 2013 DC25 Toughness save vs laser robot eyes (1d20+8=15) Grrrr. OK, spend a HP to re-roll, now down to 1 Re-rolled DC 25 Toughness save (1d20+8=12) + 10 = 22, so he's now Bruised x2. And as he's got an Incurable Injured on him, that won't peel off. Should have got Fleur to heal him up. Link to comment
Dariusprime Posted February 7, 2013 Share Posted February 7, 2013 Standard: Swing! Attack vs Robot Leg 2 +2/-2 Accurate Attack (1d20+12=15) and a miss? DC 33 Toughness if it hit! Link to comment
Gizmo Posted February 7, 2013 Share Posted February 7, 2013 That is indeed a miss! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Staggered, Dazed, Disabled 12 - Robot Arm 2 - Staggered, Dazed, Disabled 11 - Robot Leg 1 - Bound, Bruised x1 11 - Robot Leg 2 - Uninjured 2 - Robot Head - Uninjured, Tricked Link to comment
Ecalsneerg Posted February 8, 2013 Share Posted February 8, 2013 Well, only after he's off the building do you remind me there's a man's corpse in the head So, new plan! Geckoman has momentum, which means... he could punch through the glass. We hope. Unless this hurts. Ouch. Free Action: Switch Array to grappling gun. Move Action: Skill Mastery Feint, Bluff DC 31 automatically against GIANT EVIL HEAD. Standard Action: CHAAAAAAARGE! All-out for 2, Power Attack for 5, hopefully with Sneak Attack against the (hopefully) flat-footed robot to try and shatter the glass. Which should hopefully land him in the cockpit. The resulting assault should be DC23, hopefully DC25 with the Sneak Attack... (1d20+14=22) If it fails to breach... can I beg to active Wall-Crawling as a Free Action? :P Link to comment
Gizmo Posted February 8, 2013 Share Posted February 8, 2013 Robot Head Bluff Check vs. DC 31. (1d20+11=15) That means Sneak Attack applies and the attack just barely passes the Impervious. Toughness Save vs. DC 25. (1d20+10=12) 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Disabled 12 - Robot Arm 2 - Dazed, Disabled 11 - Robot Leg 1 - Bound, Bruised x1 11 - Robot Leg 2 - Uninjured 2 - Robot Head - Dazed, Disabled Link to comment
April Posted February 8, 2013 Share Posted February 8, 2013 Coup de grace vs leg, a DC 32 toughness save. Link to comment
Gizmo Posted February 8, 2013 Share Posted February 8, 2013 Robot Leg 1 Toughness Save vs. DC 32. (1d20+9=13) Destroyed! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Disabled 12 - Robot Arm 2 - Dazed, Disabled 11 - Robot Leg 1 - Destoryed 11 - Robot Leg 2 - Uninjured 2 - Robot Head - Dazed, Disabled Link to comment
Gizmo Posted February 9, 2013 Share Posted February 9, 2013 Robot Arm 1 Standard Action: Attack Fulcrum. (1d20+10=25) That's a DC 25 Toughness Save. It's also a strenuous action, so the arm is destroyed! (Technically it's not destroyed until next round but lets not nitpick.) Robot Leg 2 Standard Action: Charge Willow. (1d20+12=25) That's a DC 25 Toughness Save for her as well. Jack of all Blades Move Action: Swing over to Robot Leg 2. Standard Action: Attack Robot Leg 2; Power Attack 5. (1d20+15=32) Move-By Action: Catch Willow. Robot Leg 2 Reflex Save vs. DC 21. (1d20+5=13) -6 Toughness. Toughness Save vs. DC 32. (1d20+4=6) Destroyed! 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 2HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Destroyed 12 - Robot Arm 2 - Disabled 11 - Robot Leg 1 - Destroyed 11 - Robot Leg 2 - Destroyed 2 - Robot Head - Disabled Link to comment
April Posted February 9, 2013 Share Posted February 9, 2013 Toughness Save vs DC 25 (1d20+12=14). Ack, HP to reroll. HP Reroll: Toughness Save vs DC 25 (1d20+12=16). 4 + 10 + 12 = 26. Just makes it. Link to comment
Dariusprime Posted February 12, 2013 Share Posted February 12, 2013 Sorry for the delay! Toughness vs DC 25 (1d20+20=33) That works. Free Action: Shift 2PP in Array for Flight 2. Move Action: Fly down to the Evil Robotic Head. Standard Action: Grapple and catch said ERH. All-Out Attack +5/-5 vs Evil Robotic Head (1d20+15=18) Hopefully I will hit it this time or else I will HP! Geckoman will not pancake on my watch. Grapple vs Evil Robotic Head (1d20+44=63) I shifted two points to Flight to make sure she cleared the distance to Geckoman and the Head, making the total 62. Link to comment
Gizmo Posted February 12, 2013 Share Posted February 12, 2013 Unfortunately, it has Defense 20, so that will take an HP. Robot Head Opposed Grapple Check vs. 62. (1d20+11=17) It's bound and helpless! Would you like to Damage it as well? 25 - Jack of all Blades - Uninjured, 4HP 21 - Fulcrum - Uninjured, 1HP 18 - Geckoman - Bruised, Injured, Fatigued, 2 HP 15 - Robot Torso - Destroyed 13 - Willow - Uninjured, 2HP 12 - Robot Arm 1 - Destroyed 12 - Robot Arm 2 - Disabled 11 - Robot Leg 1 - Destroyed 11 - Robot Leg 2 - Destroyed 2 - Robot Head - Disabled, Bound Link to comment
Dariusprime Posted February 13, 2013 Share Posted February 13, 2013 Nope, no damage. I'll let the technical expert deal with the head. Link to comment
Gizmo Posted February 13, 2013 Share Posted February 13, 2013 Probably just as well, with the corpse rattling around inside. Geckoman is up! Link to comment
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