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Adventures in Babysitting in Space (OOC)


Gizmo

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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
 
Seven
Move Action: Demoralize Alien Mercenary.: 1d20+4 21
Standard Action: Blaster Rifle vs. Alien Mercenary.: 1d20+14 21
 
Alien Mercenary
Intimidate Check vs. DC 21.: 1d20+10 14
Toughness Save vs. DC 25.: 1d20+8 18

 

This is just the opening fight so I'm treating the mercenaries as minions!

 

29 - Seven - Uninjured
22 - Bee-Keeper III - Uninjured, 3HP
21 - Geckoman - Uninjured, 4HP
13 - Alien Mercenaries - Uninjured, x7

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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.

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Free Action: Draw and extend Staff

Move 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.

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Alien Mercenaries
Standard 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 Mercenaries
Reflex Save vs. DC 20.: 2#1d20+7 11 19
 
Seven
Reflex 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

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  • 2 months later...

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

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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.

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