Ecalsneerg Posted January 19, 2015 Share Posted January 19, 2015 OK, just making sure we're still all here, since as is kinda evident with the giant Communion death cloud thingie, we'll need to do that whole defending thing soon. I'm going to give it a day/until everyone says they've nothing more to add to move forward. I don't need initiative yet, but if you want to get 'em up and ready, that'd be cool. Link to comment
EternalPhoenix Posted January 19, 2015 Share Posted January 19, 2015 Marking this for later. Link to comment
Vahnyu Posted January 20, 2015 Share Posted January 20, 2015 And this one's tagged and followed. Let's get the initiative out of the way, since we're at it 1d20+19 → [17,19] = (36) Link to comment
Avenger Assembled Posted January 21, 2015 Share Posted January 21, 2015 http://invisiblecastle.com/roller/view/4754899/= 28 Link to comment
Heritage Posted January 21, 2015 Share Posted January 21, 2015 Initiative roll for Grim! 1d20+12=20 Link to comment
EternalPhoenix Posted January 21, 2015 Share Posted January 21, 2015 http://orokos.com/roll/24847311. Queenie is sloooooow. Link to comment
Tiffany Korta Posted January 21, 2015 Share Posted January 21, 2015 Initiative: 1d20+6 22, Triakosia must be very prepared . Link to comment
Ecalsneerg Posted January 22, 2015 Author Share Posted January 22, 2015 OK, now I know everyone's reading this, as the last GM post from AA says, they're here, but not seemingly rushing down from their spacecraft just yet. You do have a few minutes, for Master Plans, jury rigging, that sort of thing. Your PCs have suggested doing stuff in the last few posts, I'm really just getting inits in to try and move this along ASAP as soon as you guys have had the chance to try some of these ideas.In hindsight, I asked for init a little prematurely, but my intention was, since this has stalled a little bit, get that now while we're getting it back up to speed so that when the Communion come, it doesn't need to slow down again. Sorry for the unclearness and jumping the gun on that. Link to comment
Vahnyu Posted January 24, 2015 Share Posted January 24, 2015 Let's see... Net Fly will spend an HP to stunt Quickness 6 (x100) off of his Enhanced Dexterity. Then, he will attempt to craft a turret control device using his Inventor and Improvised Tools (If necessary). Taking 10 on both Craft Electronic checks would grant him with a 10PP device. Thinking it would be an Easy-To-Lose handheld controller that would "summon" and direct the turrets. Device 3 (15PP; Flaws: Easy-to-Lose) [9PP] (Turret Controller) Summon (Minion) 6 (90PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [11PP] (Mass Turret Controller) At 9PPs, it would take 9 hours to design, and 36 hours to complete. With x100 Quickness, that would drop to 324 seconds and 1296 second respectively, for a total of 1620 seconds, or 27 minutes. Any more ideas/suggestions are welcome Link to comment
Avenger Assembled Posted January 25, 2015 Share Posted January 25, 2015 Just wanted to clarify that I have no plans - I am ready to go here. Link to comment
Vahnyu Posted January 25, 2015 Share Posted January 25, 2015 (edited) The Base Defense Turrets in question. Character Name: TurretsPower Level: 6 (90/90PP)Trade-Offs: -4 Defense / +4 ToughnessAbilities: 0 + (-10) + (-10) + (-10) + (-10) + (-10) = -50PP Strength: 10 Dexterity: -- Constitution: -- Intelligence: -- Wisdom: -- Charisma: --Combat: 6 + 4 = 10PP Initiative: +0 Attack: +3 Melee, +6 Ranged Grapple: +3 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -8Saving Throws: 0 + 0 + 0 = 0PP Toughness: +10 (--, +10 [Protection], 6 Impervious) Fortitude: -- Reflex: -- Will: --Skills: 0R = 0PPFeats: 12PP Accurate Attack Attack Focus (Ranged) 4 Improved Aim Improved Initiative 3 Precise Shot 2 Power AttackPowers: 45 + 60 + 16 = 121PP Damage 6 (1'000'000ft; Extras: Autofire, Penetrating 12, Range[Ranged], Flaws: Action[Full-Round], Feats: Improved Range 12, Progression[Range] 9, Variable Descriptor 2[Any Energy: Fire, Electromagnetic, Nuclear) [45PP] (Reactive Cannon) Immunity 60 (All Fortitude Effects, All Will Effects) [60PP] (Mechanical Automaton) Protection 10 (Extras: Impervious 6) [16PP] (Steel Coating)Drawbacks: (-0) + (-0) = -0PPVulnerability (Electromagnetism, Frequency: Very Common, Intensity: Major [x2]) [-5PP]DC Block ATTACK RANGE SAVING THROW EFFECT Reactive Cannon Ranged DC21 Toughness Save Damage[Any Energy]Totals: Abilities (-50) + Combat (10) + Saving Throws (0) + Skills (0) + Feats (12) + Powers (121) - Drawbacks (5) = -33/90 Power Points Edited January 25, 2015 by Vahnyu Link to comment
Ecalsneerg Posted January 29, 2015 Author Share Posted January 29, 2015 Ok, Vahn, they seem fine, although I should stress my approval is contingent on this specific situation, I'd not advocate stuff like this all the time. Get it up, and I'll move this forward. Link to comment
Avenger Assembled Posted February 6, 2015 Share Posted February 6, 2015 I'd say we're ready to go here, Ecal Link to comment
Avenger Assembled Posted February 8, 2015 Share Posted February 8, 2015 Initiative: Net Fly: 36 Fast-Forward: 28 Turrets: 28 Triakosia: 22 The Conquerer of Earth: 22 Grimalkin: 20 Silver Magus: 20 Queenie: 11 Net-Fly is up. Link to comment
Vahnyu Posted February 8, 2015 Share Posted February 8, 2015 Right then. Net Fly will use his Standard action to summon 10 turrets, using the Mass Turret Controller. Net Fly will be maintaining the summon, remainning Distracted. Initiative for Turrets: 1d20+12 → [16,12] = (28) 5 Turrets take the Aim Action, with the Improved Aim Feat. 5 Turrets will Ready a Combined Attack against a single hostile entity that gets within 500'000 ft. Energy Setting: Electromagnetic. Attack Rolls, in case they're needed: 1d20+6 → [9,6] = (15) 1d20+6 → [4,6] = (10) 1d20+6 → [17,6] = (23) 1d20+6 → [4,6] = (10) 1d20+6 → [10,6] = (16) Toughness DC21+Autofire, +2 for every successful Combined Attack, if any(Though I doubt it). Penetrating 12. Link to comment
Avenger Assembled Posted February 8, 2015 Share Posted February 8, 2015 OK - go ahead and post IC, V. Link to comment
Avenger Assembled Posted February 8, 2015 Share Posted February 8, 2015 Fast-Forward readies an attack vs the spaceship Blast 16 (burning light of Sirius; Extra: Area [Targeted, Cylinder]) {48/48} http://invisiblecastle.com/roller/view/4772304/= 25 He uses his move action to move back towards the group. Triakosia is up. Link to comment
RobRX Posted February 8, 2015 Share Posted February 8, 2015 (edited) Apparently I...forgot to post in this and tag it? Great. http://orokos.com/roll/253581 1d20+0: 20 [1d20=20] ...and then THIS happens. Edited February 8, 2015 by RobRX Link to comment
Vahnyu Posted February 10, 2015 Share Posted February 10, 2015 I should also note, Net Fly spends an HP to stave off the fatigue from power-stunting Quickness. Link to comment
Tiffany Korta Posted February 10, 2015 Share Posted February 10, 2015 Not sure what you'd like me to roll, but Triakosia is trying to push the craft upwards as far as she can, Link to comment
Avenger Assembled Posted February 11, 2015 Share Posted February 11, 2015 Go ahead and give me a STR check, TiffK. Your number to beat is 35. Link to comment
Tiffany Korta Posted February 11, 2015 Share Posted February 11, 2015 Feat of Strength: 1d20+14+9 33, HP for a reroll Feat of Strength: 1d20+14+9 34. Triakosia will take Extra Effort to push it over the required DC. Phew! Link to comment
Avenger Assembled Posted February 12, 2015 Share Posted February 12, 2015 Woo-hoo! Go ahead and post IC Link to comment
Avenger Assembled Posted February 15, 2015 Share Posted February 15, 2015 That's an HP for Fast-Forward, Net-Fly, and Triakosia. Give me a DC 25 Tou save, Net-Fly. Grimalkin is up. (The minions are just PL 7 robots - the Harvester of Souls is a build of geez3rs) Link to comment
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