Ari Posted April 13, 2013 Author Posted April 13, 2013 (edited) Alright, all Teleport powers are Nullified due to mad science. This applies to all warping of space, or dimensional powers. +1 HP to both Net Fly and Warp. Edited April 13, 2013 by Arichamus
Ari Posted April 14, 2013 Author Posted April 14, 2013 All right, now for some Notice rolls. Morsa's using the Alien Exile archetype from Hero High, but with different powers obviously: 19.
Curious Key Posted April 14, 2013 Posted April 14, 2013 (edited) Warp will be taking ten for 22 because skill mastery. Edited April 14, 2013 by Freely Seek
Ari Posted April 14, 2013 Author Posted April 14, 2013 Alright, everyone hears that there are a LOT of things coming towards them from all four corridors(they're at a nexus), but Warp and Net Fly can tell there are fewer coming from the one behind them than the others.
Vahnyu Posted April 14, 2013 Posted April 14, 2013 ...the Dice roller ate my roll, but it was a 1, even though the log shows 3. 1D20 => 1 #Bluff Check
Curious Key Posted April 14, 2013 Posted April 14, 2013 (edited) Warp is going to shoot a disintegrate at the wall to try to open an alternate path, because she hates fighting on someone else's terms. Because there's no risk of missing such a big target she'll go full power attack on the thing and see what happens. Edited April 14, 2013 by Freely Seek
Ari Posted April 14, 2013 Author Posted April 14, 2013 (edited) Steel so +5 to TOU save. 11. Failed by 11, DC27 TOU save: 9. Failed by 18, so Destroyed. Let's say a mighty big hole is blasted into the wall. It reveals a large, brightly-lit room filled with electrical equipment and half-built robots. Edited April 14, 2013 by Arichamus
Ari Posted April 19, 2013 Author Posted April 19, 2013 (edited) Feel free to make what rolls ye think helpful. I would suggest Notice and Knowledge(Physical Sciences). Edited April 19, 2013 by Arichamus
Curious Key Posted April 19, 2013 Posted April 19, 2013 Warp can help with the notice checks, but she is awful at science. In celebration of IC's return, I will roll it instead of skill mastering it. Fingers crossed!23. Still technically higher than her skill mastery would have been.
Vahnyu Posted April 19, 2013 Posted April 19, 2013 Net Fly will assist by taking 10 on his Knowledge[Technology], for a total of 20
Ari Posted April 19, 2013 Author Posted April 19, 2013 Notice: Warp sees that among the tangle of piled machinery and unused robot parts is a hidden door, and that several blasters are loose in a partially-concealed rack. Knowledge(Technology): Net Fly discovers these robots are made of more of individually-made parts. They're relatively rudimentary robots, without the fine computing parts for true AI. Also, he could totally use the electronic equipment and power cells for improvised weapons.
Ari Posted April 23, 2013 Author Posted April 23, 2013 (edited) Battle time. Initiative rolls please. Morsa's Initiative: 21. The Artifizoid's(x12) Initiative: 4. Edited April 23, 2013 by Arichamus
Vahnyu Posted April 23, 2013 Posted April 23, 2013 Net Fly will Power Stunt the following attack, using Enhanced Dexterity 6 [6PP]: Damage 7 (Extras: Autofire, Flaws: Distracting, Unreliable[5 Uses], Feats: Accurate, Mighty) [6PP] (Sonic Fists) Initiative Roll: 1d20+12=13 Yes, seriously
Ari Posted April 23, 2013 Author Posted April 23, 2013 Now for the nails. Round 1 Warp: Unharmed, 4HP Morsa: Unharmed-GM Net Fly: Unharmed, 2HP Artifizoids(x12): Unharmed-GM The cannons are DC6 blasts, with Accurate 1. Warp is up first.
Ari Posted April 23, 2013 Author Posted April 23, 2013 (edited) On the left of the PCs and Morsa is a cluster of three Artifizoids ten feet above them, seven feet below on the right is another cluster of four. The rest are scattered throughout the catwalks. Edited April 23, 2013 by Arichamus
Curious Key Posted April 23, 2013 Posted April 23, 2013 (edited) Warp will take aim for . . . a section of the tank above the cluster of four, in the hope to drench and destroy them all! 22. Basic disintegrate, so 22DC toughness and 17 Fortitude drain. Edited April 23, 2013 by Freely Seek
Ari Posted April 23, 2013 Author Posted April 23, 2013 (edited) That hits(DC was 20), DC17 save to resist TOU drain: 13. -4 to TOU. DC22 TOU save: 2. It gets a very precise hole blown in it, and out the other side. EDIT: Oh yeah, and the robots need to make DC18 Reflex saves to dodge the downpour or suffer damage: All but one fail. For them, DC20 TOU saves: One-lose Minions, so they are destroyed by corrosive toxic sludge going through their electronic innards. Edited April 23, 2013 by Arichamus
Ari Posted April 23, 2013 Author Posted April 23, 2013 Morsa moves 20ft. down the walkway, shooting at another robot: 20. Hits by 2, DC21 TOU save: 26. Unharmed. Net Fly is up.
Vahnyu Posted April 23, 2013 Posted April 23, 2013 Spending a Luck Point to recover from Fatigue Net Fly flies[250 feet per Move Action] towards the 3 Artifizoids on the PCs' left, that are 10 feet above, as a Move Action Net Fly Attacks using Sonic Fists(Improvised) as a Standard Action. He uses Accurate Attack -2/+2: 1d20+8=26 Toughness Save: DC 23 + Autofire ([Total Attack - Total Defense]/2 | min +0 | max +5) Net Fly is Flat-Footed. 4 Sonic Fists Uses remain
Ari Posted April 24, 2013 Author Posted April 24, 2013 (edited) DC23 TOU save: 10. He's down! The eight others take aim(#6-7 at Warp, 8-10 at Morsa, 11-12 at Net Fly) and fire: One hits Warp, two hit Morsa, two hit Net Fly. Okay then, two DC23 TOU saves for Morsa, one for Warp, two for Net Fly. Morsa: 20. and 21. He gets two Bruises. Edited April 24, 2013 by Arichamus
Curious Key Posted April 24, 2013 Posted April 24, 2013 Okay. Warp doesn't have her costume on, so she only has five toughness. First roll . . . 8 Not really willing to take that kind of blow in the first round of combat, so she'll be spending a hero point for a reroll. 24. Well damn, I would have accepted a bruise! Warp tanks the blow like she isn't a five-two waif.
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