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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.

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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)

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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

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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

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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!

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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

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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

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Well, only after he's off the building do you remind me there's a man's corpse in the head :P

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

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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

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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

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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. :argh:

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.

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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

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