Gizmo Posted May 30, 2014 Share Posted May 30, 2014 Let's get some initiative rolls for Chris and Baxter! troll, hit me with whatever rolls you think would be relevant to Eliza's plan. Link to comment
Ecalsneerg Posted May 30, 2014 Share Posted May 30, 2014 Geckoman, base HP 4, Geckonitiative (1d20+12=21) Link to comment
SpicyWaffle Posted May 31, 2014 Share Posted May 31, 2014 Bee-Keeper III's Initiative: 1d20+7 = 22 HP: 3 Link to comment
trollthumper Posted June 1, 2014 Share Posted June 1, 2014 Hmm. In Eliza's case, I think Concentration would be important to maintain the proper temperature without screwing it up. So... 20 for that. Link to comment
Gizmo Posted June 1, 2014 Author Share Posted June 1, 2014 Shepard-07: Initiative.: 1d20+10 29 Alien Mercenaries: Initiative.: 1d20+4 13 29 - Seven - Uninjured 22 - Bee-Keeper III - Uninjured, 3HP 21 - Geckoman - Uninjured, 4HP 13 - Alien Mercenaries - Uninjured, x8 SevenMove Action: Demoralize Alien Mercenary.: 1d20+4 21Standard Action: Blaster Rifle vs. Alien Mercenary.: 1d20+14 21 Alien MercenaryIntimidate Check vs. DC 21.: 1d20+10 14Toughness Save vs. DC 25.: 1d20+8 18 This is just the opening fight so I'm treating the mercenaries as minions! 29 - Seven - Uninjured22 - Bee-Keeper III - Uninjured, 3HP 21 - Geckoman - Uninjured, 4HP 13 - Alien Mercenaries - Uninjured, x7 Link to comment
Gizmo Posted June 1, 2014 Author Share Posted June 1, 2014 I'll call that a success, troll! Feel free to get an IC post up describing Eliza doing her thing. Link to comment
SpicyWaffle Posted June 1, 2014 Share Posted June 1, 2014 Hmm, hmm. Since Overrunning them would probably be counter-productive, Baxter'll fall back to the good ol' Sting of Justice! Move Action: The Bee-Keeper III will position himself at Seven's back. Should Seven come under attack, he'll use Interpose to switch places with her as a Reaction (assuming she doesn't move). Standard Action: All-Out (+5 Attack/-5 Defense) Autofire Blast 11 vs. each Mercenary Minion behind Seven. Taking 10 to Attack the Minions and not accounting for potential penalties from the Autofire range, that's a Total Attack of 26, Toughness Save vs. DC26, and Bee-Keeper's Defense drops to +6. Link to comment
Gizmo Posted June 2, 2014 Author Share Posted June 2, 2014 Even spread out over five squares, that still hits them. Alien MercenariesToughness Save vs. DC 26.: 4#1d20+10 23 28 14 27 That's two down! 29 - Seven - Uninjured 22 - Bee-Keeper III - Uninjured, -5 Defense, 3HP21 - Geckoman - Uninjured, 4HP 13 - Alien Mercenaries - Uninjured, x5 Link to comment
Ecalsneerg Posted June 2, 2014 Share Posted June 2, 2014 Free Action: Draw and extend StaffMove Action: Vault up onto the ceiling. Using skill mastery: Acrobatics, and Leaping, Geckoman can vault forward 23' and up 11', enough to get him on the ceiling above the group of 3 mercs.Standard Action: ATTTTTTTAAAAAAAAACK: Taking 10 vs Minions, Power Attacking for 3, for an attack 'roll' of 21, and a DC of 24. Of relevance is Takedown Attack 1 and Extended Reach. Link to comment
Gizmo Posted June 2, 2014 Author Share Posted June 2, 2014 Alien MercenariesToughness Save vs. DC 24.: 3#1d20+10 21 13 20 Cutting it a little close but since they're minions he takes all three of them out. 29 - Seven - Uninjured 22 - Bee-Keeper III - Uninjured, -5 Defense, 3HP 21 - Geckoman - Uninjured, 4HP13 - Alien Mercenaries - Uninjured, x2 Link to comment
Gizmo Posted June 7, 2014 Author Share Posted June 7, 2014 Alien MercenariesStandard Action: Attack Bee-Keeper.: 2#1d20+12 24 30 That's a pair of DC 23 Toughness Saves for our armored hero. Suddenly, the ship is hurled into a tight spin! Everyone give me either an Acrobatics Check or Reflex Save, DC 20, to avoid being knocked off your feet (and becoming flat-footed). Alien MercenariesReflex Save vs. DC 20.: 2#1d20+7 11 19 SevenReflex Save vs. DC 20.: 1d20+10 22 29 - Seven - Uninjured 22 - Bee-Keeper III - Uninjured, -5 Defense, 3HP, Pending Toughness Saves 21 - Geckoman - Uninjured, 4HP 13 - Alien Mercenaries - Flat-Footed, x2 Link to comment
Ecalsneerg Posted June 8, 2014 Share Posted June 8, 2014 Skill Mastery Acrobatics 25. Done. Link to comment
Ecalsneerg Posted August 18, 2014 Share Posted August 18, 2014 Jack of all Trades Knowledge (Galactic Lore) to know anything about weird-ass space politics because yawn, amirite? (1d20+2=13)Really, it's more a sort of general, 'would Chris understand the gist of that sort of conflict' roll, since I reckon all he'd know is "But maybe we should punch Khan".And as requested; Geckoman cannot sense motives. (1d20=13). Although, you can counter Bluff with Bluff~, which is 31 SM Link to comment
Gizmo Posted August 18, 2014 Author Share Posted August 18, 2014 Chris is pretty sure Star Khan is a bad dude but he's also a bad dude in charge of a whole galactic level civilization and Chris can probably make the leap that some Lor might be a little cool toward the idea of just loading up ship after ship of their citizens to throw against a massive, extremely well armed army in a fight that doesn't really seem to have any clear exit strategy or win scenario. There's a difference between defending your frontier settlements from raids and declaring total war, after all. Shepherd-07, meanwhile, is doing a pretty awful job of hiding the fact that she thinks any kind of peace talks with the Khanite are a waste of time and that you don't let a bad dude continue to be a bad dude because maybe he'll fight back. Of course, she also just mentioned that she's a clone career soldier, if the numeral surname wasn't enough of a tip-off, so she's got some biases, too. Chris still has no @#$% idea why a princess is also a senator or whatever is apparently going on there. Link to comment
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