Supercape Posted December 3, 2014 Author Posted December 3, 2014 The Climb is not difficult: DC 10 Annie can make this automatically.
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Broadly speaking, Annie is going to try a Disarm skill on the robot. Dee can block her and do it herself (if she does not trust her), aid her, or let Annie aid Dee. Of course anything else you want to do, feel free!
Thevshi Posted December 4, 2014 Posted December 4, 2014 Well, looking back, when we started the thread, Dee had a Disable Device of +18. But IC wise, it would make a bit of sense that she assist Annie, as Annie knows about the machine, as she built it. So Dee can automatically succeed in aiding.
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Annie has a +18 Skill too, plus the Second Chance (Disable Device) Feat, so a total of +20 Bonus with Dee helping: 1d20+20=36 More than Ample! But...convenient excuse to have a robot fight and a HP for all! I am presuming that Ulysses had time to "Heal up" whilst trekking. Synapse Unharmed 3 HP Ulyssess Unuharmed 2 HP Could I have initiative rolls? Annie and Dee's disable device have given the Giant Robot the Weak Point flaw, meaning that any critical hit will completely bypass its toughness. In addition, if the Robot becomes helpless, any disable device attempt to further incapacitate it will be at a +5 Situational bonus. Also if you could post that gadeteering / disable action, Thev?
Supercape Posted December 4, 2014 Author Posted December 4, 2014 1d20+0=9 for the Robot 1d20+10=12 for Annie. Synapse wins the draw as she has higher DEX. Meaning Round 1: 12 - Synpase - 3 HP - Unharmed 12 - Annie - Unharmed 9 - GSPR (Giant Steam Powered Robot) - Unharmed 2 - Ulysses - 2 HP - Unharmed Notes: Being on the side of a cliff means you are flat footed. Its a 30' Drop to the bottom! Synapse is up!
Thevshi Posted December 4, 2014 Posted December 4, 2014 Okay, Synapse is going to stunt a power similar to something she has used before off her Power Reserve: Flight 1 and Super Strength 2 (limited: to lifting capacity) (4 pp total), so she can fly herself and Annie down off the cliff side via Telekinesis. (and she is putting up her forcefield)
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Done! Post away! Annie is going to fire at the GPSR with her RIvet Gun: 1d20+10=15 Ironically missing. The GSPR will then climb-run to the ground (as it was designed to do) as its action. I am going to fluff a bit here, but say that its size, motion, and design, alongside the terrain, will effectively mean a trip attack on Ulysses: opposed roll is: 1d20+10=15, Ulysses can resist with STR or DEX, and add immobile ranks. Thev - if you could post that stunt, and is it using fatigue/extra effort or HP?
Thevshi Posted December 4, 2014 Posted December 4, 2014 For now she will take the fatigue (well, at the end of this round anyway). I might use a hero point to remove it later.
Exaccus Posted December 4, 2014 Posted December 4, 2014 1d20+12 (str) +4 (immovable) +6 (super strength)= 27 do i get to try and trip it now? i would like to send it tumbling down the mountain side.
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Yup. Technically it will need an attack roll (Its Defence, flat footed is +2 so not a big deal), then its opposed Strength vs the Robots Strength. (Still need IC post from Thev!)
Exaccus Posted December 4, 2014 Posted December 4, 2014 Attack roll! 1d20+8=9 aww Reroll because it'd be cool. 1d20+8=25 Strength check! 1d20+12=24
Supercape Posted December 4, 2014 Author Posted December 4, 2014 1d20+14=20 It tumbles to the ground! So a thirty foot drop is a damage 3 effect, I am adding 5 to that due to the fact that boulders are flying and its a bad surface to land on: a damage 8 Effect (DC 23 Toughness) 1d20+15=27 which it makes, although it is still prone! Round 2: 12 - Synpase - 3 HP - Unharmed 12 - Annie - Unharmed 9 - GSPR (Giant Steam Powered Robot) - Unharmed - Prone 2 - Ulysses - 1 HP - Unharmed - On cliff. To note: Ulysses toughness would allow him to jump off the cliff and suffer no damage (due to impervious) Synpase gets a DC 20 Notice Roll The ticking sound has changed after the fall...it sounds suspiciously like a bomb counting down...
Exaccus Posted December 4, 2014 Posted December 4, 2014 he would like to elbow drop onto the prone form of the robot bellow
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Next round, Ex! For now, Synapse is up! (and has a notice roll!) (The drop elbow is awesome, however!) EDIT: As you are surging (for a fatigue), you can get another attack in: An Elbow Drop! As its prone you get a +4 to your attack roll. In addition, I will say the weight of the drop gives you another +2 Damage bonus for being flat out awesome.
Exaccus Posted December 4, 2014 Posted December 4, 2014 (edited) Spend a Hp for power attack feat. Power attack -5/+5 1d20+6=7 *Pout* eh ill reroll it if i auto miss and take the fatigue for surging. 1d20+6=23 Edited December 4, 2014 by Exaccus
Supercape Posted December 4, 2014 Author Posted December 4, 2014 Right so I make that damage 12 base + 5 power attack + 2 awesome drop elbow bonus. A mighty DC 37 Toughness Save! 1d20+15=27 fail by 10 meaning disabled, staggered, and dazed! Post awaaaay!
Supercape Posted December 5, 2014 Author Posted December 5, 2014 The ticking sound has changed after the fall...it sounds suspiciously like a bomb counting down... The robot is obviously badly damaged, and still prone.
Thevshi Posted December 5, 2014 Posted December 5, 2014 Okay, Synapse is going to use a HP to buy off the fatigue from last round, then Extra Effort to stunt a power off her array: Create Object 14 (telekinetic dome) to place over the robot.
Supercape Posted December 5, 2014 Author Posted December 5, 2014 Sounds good! Ill say thats an opposed counter roll for any imminent explosions?
Thevshi Posted December 5, 2014 Posted December 5, 2014 Well, I think the dome gets a toughness save against the explosion (it will have +14 toughness)
Supercape Posted December 5, 2014 Author Posted December 5, 2014 OK let it blow (as its disabled already!) Its a Damage 15 effect so lets see what that does... 1d20+14=19 vs DC 30 Damage that means a fail by 11, so yes, its destroyed I cant actually find any rules about what that means for the rest of you. Perhaps technically it would damage you, but as we have essentially come to the endish of the thread, I'm going to waive that - and feel free to have your hair ruffled or sunburnt face as per your wishes!
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