Ari Posted September 7, 2011 Author Share Posted September 7, 2011 Scratch that, according to The Chief Marcy gets to act within a surprise round. So instead he's going to toss a smoke card at the ground in front of the oncoming space-bikes, tell Barman to take the wheel, have one of the unarmed men take the spot vacated by the barman and get in the back himself. Link to comment
Supercape Posted September 7, 2011 Share Posted September 7, 2011 DUm dum daaa! Complicated manuever in a moving vehicle! DC 5 if you want to do it reasonably carefully - thus having no chance of failing with your DEX of 20. DC 10 if you want to do it flash and fast, and thus have time to do something else like hurl something else or something cool and exciting - but you have a chance to trip and fall. Also, knowledge (tactics) roll please, as you are working with two marines! Link to comment
Ari Posted September 7, 2011 Author Share Posted September 7, 2011 DC 10 version, there's No Time to Lose! Drive check: 13! Made. Knowledge(Tactics) roll: 24. Link to comment
Supercape Posted September 10, 2011 Share Posted September 10, 2011 Ok lets slide into combat proper: 1d20+2=4 Marines initiative 1d20+2=6 Ford Initiative 1d20+3=12 The Four Kings For Reference again: "Clubs": Strike 8 (Extra: Penetrating, Feats: Accurate 1), AP: Stun 8 (Feats: Accurate: 1) "Spades": Earth Control 8 (Feats: Precise), AP: Snare 8 (Feats: Accurate 1) PLUS Burrowing 3 "Diamonds": Blast 8 (Feats: Precise, Accurate), AP: Dazzle 8 (Feats: Precise, Accurate) "Hearts": Mental Blast 5 And the Four Kings important stats: Attack +5 (+7 with accuate feat as above), Defence +5 (+2 flat footed), Toughness +5 (+2 Con, +3 Armoured Jumpsuit), Fort +6, Reflex +6, Will +6, Initiative +3, Grapple +7, Damage +2 (Unarmed), or by weapon as above. The Cool Grav-cycles! STR 15, Size Medium, Toughness +8, Defence +0, Powers: Flight 6 (500 mph; Feats: Subtle, Drawbacks: Low Ceiling 2, maximum 15 feet) [15 ep] NB: The Four Kings have +5 Skill in Driving the Grav Cycles. Link to comment
Supercape Posted September 10, 2011 Share Posted September 10, 2011 So, Round 1 we have 12 - Four Kings - Unharmed 11 - 2 HP - King of Suits - Unharmed 6 - Ford - Unharmed 4 - Marines - Unharmed The Four Kings are going to Move, Clubs and Spades to the Left, Hearts and Diamonds to the Right. Clubs: is not doing anything yet (As only has melee attacks) Spades: Pulling up a boulder ahead (grappling it) - not moving it as yet. Hearts: Mental Blast on the Shotgun - Marine who is knocked out 1d20+2=3 Diamonds: Blinding Laser at King of Suits: 1d20+7=26 which I think is a hit, so a DC 18 Reflex save to avoid a visual dazzle. NB: For your knowledge (tactics) roll, I will presume you have all taken up a good position on the truck, and will give you all +2 to reflex and defence this round. Sadly not enough to avoid the laser, but you get +2 Reflex to avoid the dazzle. Link to comment
Ari Posted September 10, 2011 Author Share Posted September 10, 2011 Mkay, Reflex roll is: 20. Now, to counterattack. Using a Boomerang on the King of Hearts: 14... Using a HP to re-roll that: 19, +10 from the re-roll is 29. TOU DC is 23. Link to comment
Supercape Posted September 10, 2011 Share Posted September 10, 2011 1d20+5=16 Bruised, Stunned! Also, I am going to wing this a bit, I am going to call for a DC 18 concentration check to stay on the Bike. 1d20+3=5 He is off! TRavelling at high speed, I am going to call that a DC 20 Toughness save. 1d20+5=9 (Forgot to the add the bruise but no difference Stunned (academic), Bruised again, and Staggered. So Hearts: Bruised x2, Stunned, Staggered, Off Bike. Link to comment
Supercape Posted September 12, 2011 Share Posted September 12, 2011 Finishing off ROund 1: Ford Attacking: 1d20+5=13 miss. Second Marine picking up Shotgun, firing at King of Diamonds 1d20+5=15 also missing. Link to comment
Supercape Posted September 12, 2011 Share Posted September 12, 2011 Round 2 NB: Truck is travelling at 50mph - it could go up to 100mph at a push but its a bumpy old road. NB: Tactical advantage from your knowledge roll has worn off as the Four Kings have adjusted. 12 - Diamond / Spades / Clubs - Unharmed 12 - Hearts - Bruised x2, Stunned (till 11), 400 feet behind convoy, dismounted. 11 - 1 HP - King of Suits - Unharmed 6 - Ford - Unharmed 4 - Marines - Unharmed ---------- So, Diamonds will use another dazzle beam on KoS: 1d20+7=20 Miss: Spades will Hurl the Boulder straight into the Truck! This is fairly easy: 1d20+5=12 defence of -2, so it hits. A DC 23 Toughness save for the Truck. IM going to say Truck takes 10 on toughness rolls, so its Injured. Clubs will follow up, drawing parallel to the truck and striking it with his staff. So thats another DC 23 Toughness save, and another Injury for the Truck. Link to comment
Ari Posted September 12, 2011 Author Share Posted September 12, 2011 Alrighty, King O' Suits is going to throw a boomerang at the King of Spades and King of Clubs with a Split Attack Attack rolls: (IC was down, so I rolled in Chat) (08:39:38) System: Arichamus rolls 1d20 and gets 9. +12 with Attack Specialization so that equals 21. (08:41:19) System: Arichamus rolls 1d20 and gets 7. +12 again, equals 19. DCs are respectively 18 and 17. Link to comment
Supercape Posted September 12, 2011 Share Posted September 12, 2011 1d20+5=17, 1d20+5=25 SPades is Bruised Take it away IC Link to comment
Supercape Posted September 14, 2011 Share Posted September 14, 2011 Ok Marine #2 FIres Shotgun at DIamond (20:49:13) System: Supercape rolls 1d20 and gets 9. Add 5, to make 14, and a (just) miss. Ford: (20:50:07) System: Supercape rolls 1d20 and gets 6. Add 5 and a definite miss. Round 3: Convoy still steady at 50mph. 12 - Diamond / Clubs - Unharmed 12 - Spades - Bruised 12 - Hearts - Bruised x2, 800 feet behind convoy, dismounted. 11 - 1 HP - King of Suits - Unharmed 6 - Ford - Unharmed 4 - Marines - Unharmed Truck - 2 Injuries. Clubs is going to bash again, causing another Injury. Spades is going to try a blast of earth encasing KoS: (20:54:13) System: Supercape rolls 1d20 and gets 17. +5 = 22 So thats a DC 23 to avoid the Snare. Hearts - well, as he has a perception Range attack, a Will save for the Marine 2 (20:55:28) System: Supercape rolls 1d20 and gets 16. who makes it. And Diamonds will again try a dazzle: (20:56:01) System: Supercape rolls 1d20 and gets 2. missing. Link to comment
Ari Posted September 14, 2011 Author Share Posted September 14, 2011 Okay, Reflex save. IC was down, so rolled in-Chat: (13:07:13) System: Arichamus rolls 1d20 and gets 2, +13 Reflex equals 15. Fails. Link to comment
Supercape Posted September 14, 2011 Share Posted September 14, 2011 Ok, that is a fail by 5, meaning a full snare: Bound and helpless, unable to move. Post IC. And earn yerself a hero point! For reference, you can break out of the Snare using your strength, your stone prison has a toughness of 8. Alternatively, with a full round action, you can attempt an escape artist check with a DC of 28 - that's possible for KoS, although a little bit of a stretch. Link to comment
Supercape Posted September 17, 2011 Share Posted September 17, 2011 OK Ford Fires his blaster at the Stone: 1d20+5=23 A simple hit. The Stone has toughness +8 vs DC 20. 1d20+8=10 Stone fails by 10, so disintegrates! Lucky break! Go Ford! See, stealing that blaster pistol all that time ago.... Anyway, Marine, inspired by this takes a pot shot at Spades... 1d20+5=16 Just Hits 1d20+5=19 Makes Save (Toughness DC 18 for Shotgun vs Armoured). Link to comment
Supercape Posted September 17, 2011 Share Posted September 17, 2011 Round 4: Convoy still steady at 50mph. 12 - Diamond / Clubs - Unharmed 12 - Spades - Bruised 12 - Hearts - Bruised x2, 1200 feet behind convoy, dismounted [at this point due to dust and distance, cannot see] 11 - 2 HP - King of Suits - Unharmed 6 - Ford - Unharmed 4 - Marines - Unharmed / KO Truck 3 Injuries. ------------- Diamonds: Attacks ford this time, with laser 1d20+7=22 hitting Ford 1d20+2=20 makes it, bruised. Clubs: Smashes Truck again:1d20+6=16 vs DC 23, gets its fourth Injury. Spades will try ensnaring you again: 1d20+7=21 missing. Link to comment
Ari Posted September 17, 2011 Author Share Posted September 17, 2011 Okay, going to throw a boomerang at the King of Spades. Attack roll: 23. DC is 23. Homing Attack on King of Clubs, Attack Roll: 31!. DC is the same. Going to try and Intimidate the King of Diamonds. -4 due to it being a Move action: 23. Link to comment
Supercape Posted September 20, 2011 Share Posted September 20, 2011 1d20+5=7 Spades Down. Move Action Intimidate is a -5 Penalty, so a DC of 22. 1d20+5=18 He is intimidated. Post away! Link to comment
Supercape Posted September 21, 2011 Share Posted September 21, 2011 Finishing off this round: Ford: 1d20+5=15 attacks Diamonds, and just hits. DIamonds: 1d20+5=20 resists. Marine: 1d20+5=19 also hits DIamonds 1d20+5=14 and, gets an Injury (Shotgun is lethal). Link to comment
Supercape Posted September 21, 2011 Share Posted September 21, 2011 Round 5: Convoy still steady at 50mph. 12 - Diamonds - Injured, Intimidated 12 - Spades - Bruised 12 - Hearts - Bruised x2, 1600 feet behind convoy, dismounted [at this point due to dust and distance, cannot see] 11 - 2 HP - King of Suits - Unharmed 6 - Ford - Unharmed 4 - Marines - Unharmed / KO Truck 4 Injuries. Link to comment
Supercape Posted September 21, 2011 Share Posted September 21, 2011 So, Diamonds fires at the shotgun wielding Marine, at -2 penalty. 1d20+5=11 Misses - such is intimidation. Spades - will stop movement, and thus drop 400 feet behind Colony [Exactly when the Truck moves in the round is open to debate, but this way of doing it seems sensible]. MOve action: Pick up another Boulder. Standard Action: Throw at Truck path. url=http://invisiblecastle.com/roller/view/3191820/]1d20+5=12 Kind of hard to Miss Truck. Trucks Resistance 1d20+5=13 vs DC 23, And it packs up! Grinds to a halt. There is enough dust at this point to conceal you from Poor Hearts who is staggering to keep up 1500 feet behind, but he will be able to see next round. Link to comment
Ari Posted September 21, 2011 Author Share Posted September 21, 2011 Okay edited IC to reflect reality. Going to make a Disarm attempt on Spades with a boomerang, which really I ought to have done earlier. Attack: 15. No, re-rolling. Burning HP: 18, bah. -4, due to it being ranged so 14. DC is 23. Move action onto the King of Diamond's grav bike with the handy-dandy grapple gun. Link to comment
Supercape Posted September 21, 2011 Share Posted September 21, 2011 RIghth first off that hits as reroll is 1d10+10 effectively. Spades s vs Disarm - cant make it, its knocked out of his hands. As for the Jump, thats a little heroic, as DIamons Grav Bike is still whizzing along with him on it. DC 25 Untrained Acrobatics roll for that, please. Link to comment
Ari Posted September 21, 2011 Author Share Posted September 21, 2011 Okay, I assume I add my Dex bonus to this? In that case: 13, re-rolling. Burning last HP: 25! Made it! IC post upcoming... Link to comment
Supercape Posted September 23, 2011 Share Posted September 23, 2011 Finishing off round 5: Ford and Marine both Fire at Spades 1d20+5=20, 1d20+5=20 Both hit, DC 20 and 18 1d20+5=6, 1d20+5=23 Go Ford! Spades is out! Link to comment
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