Shofet Posted April 6, 2012 Share Posted April 6, 2012 1d20+12=20 Attack on sneakbot 1 with some flamey powers. DC 27 TOU check. Link to comment
Ari Posted April 6, 2012 Author Share Posted April 6, 2012 Totally hits. DC27 TOU check: 35. Unexpected...also IC! VideoGeek, your turn again! Link to comment
VideoGeek Posted April 6, 2012 Share Posted April 6, 2012 Attack: (1d20+8=17) Blast 12 @ sneakbot1 Link to comment
Raveled Posted April 6, 2012 Share Posted April 6, 2012 Ironclad's Toughness save, vs DC 25. (1d20+16=25) You're not the only one that can just barely make a save, robots! Link to comment
Ari Posted April 7, 2012 Author Share Posted April 7, 2012 Okay, DC27 TOU check for the Sneakbot 1: 21. So it is now Dazed and Injured. Round Five: Ironclad: Unharmed, 4HP Sneakbot 1: Dazed, Injured(x1) Penitent, the: Unharmed, 0HP Corp. Cosmos: Unharmed, 1HP Sneakbot 2: Disabled, Bruised(x1), Injured(x1) You're up again Rav. Link to comment
Raveled Posted April 9, 2012 Share Posted April 9, 2012 Ironclad's ranged attack, vs Sneakbot 1's Def. DC 27 Tou (1d20+12=29) Link to comment
Ari Posted April 9, 2012 Author Share Posted April 9, 2012 Hits, DC27 TOU check: 18, as it fails it now explodes spectacularly Link to comment
Shofet Posted April 9, 2012 Share Posted April 9, 2012 Brimstone flames on Sneakbot 2 -- 1d20+12=24 Link to comment
Ari Posted April 9, 2012 Author Share Posted April 9, 2012 Hits, DC27 TOU check: 22, fails and thus is turned into a molten puddle Combat over! Now for the other matters. All HPs restored. Link to comment
Shofet Posted April 9, 2012 Share Posted April 9, 2012 1d20+6=25 Sense motive check on what just got sent to the Penitent. Link to comment
Ari Posted April 9, 2012 Author Share Posted April 9, 2012 Succeeds and to spare. Weissnacht isn't paying much attention to what's going on inside the skyscraper. Nor does he seem to view Ironclad et al as a very worrisome threat, which means he either has things much more in hand than it looks, or else he's staggeringly overconfidant. Link to comment
VideoGeek Posted April 10, 2012 Share Posted April 10, 2012 Steve's taking 6 seconds and making a recovery check for that bruise he took. Recovery Check: (1d20+6=9). And failing. Next time he has 6 seconds: Recovery Check: (1d20+6=19). Full health again. Link to comment
Raveled Posted April 12, 2012 Share Posted April 12, 2012 Ironclad makes a DC 35 Knowledge/Physical Sciences check to determine where the best place to put explosives would be. Link to comment
Ari Posted April 12, 2012 Author Share Posted April 12, 2012 Succeeds. The best places turn out to be a slight structural oddity near the base, around parking-lot level. The other is a third fo the the way up the elevator shaft, where the pressure on the supports arrangement at that level means their displacement will almost certainly mean a nigh-instant collapse. For reference, the palce looks similar to Strawberry place Tower, only a few hundred feet wider, and minus the bridges. Link to comment
VideoGeek Posted April 16, 2012 Share Posted April 16, 2012 Activating Analytical Vision, Ultravision, Infravision, and Ultra-Hearing, and rolling a Search: (1d20=14). Link to comment
Ari Posted April 16, 2012 Author Share Posted April 16, 2012 It's not hard to spot with that many methods of detection used at once. Corp. can hear a high-pitched noise which, when followed, reveals the bomb hidden under an Aston Martin One-77 with a tarp over it. Link to comment
VideoGeek Posted April 16, 2012 Share Posted April 16, 2012 I knew there was a reason I didn't trash his ENTIRE sensor suite. Link to comment
Ari Posted April 16, 2012 Author Share Posted April 16, 2012 Also! For 'Clad and Cosmos, a DC15 Sense Motive check, if you would. Link to comment
Ari Posted April 16, 2012 Author Share Posted April 16, 2012 Sorry, forgot to post the check for disarming the things. :? DC5 INT check to follow the diagrams for defusing, Knowledge(Technology) DC12 to disable the magnets. If succeeded: You realize this is a trap. That putting bombs around that anyone could defuse wouldn't make sense unless Weissnacht wanted people to do that, and whatever happens if the instructions are followed wouldn't be good. Link to comment
VideoGeek Posted April 16, 2012 Share Posted April 16, 2012 Tearing the bomb from the underside of the car, as Corporal Cosmos doesn't have the brains to figure out how to detach it properly. Strength: (1d20+7=13) Strength: (1d20+7=25) Link to comment
Raveled Posted April 17, 2012 Share Posted April 17, 2012 It is literally impossible for Ironclad to fail those checks. So using Mental Quickness to Take 20 on both Int and Know/Tech check to decipher the real purpose of the bomb! Int is 25, Know/Tech is 40. Use Skill Mastery on Disable Device to hit DC 25. Link to comment
Ari Posted April 18, 2012 Author Share Posted April 18, 2012 That works. Bomb is disabled for realsies. Alright, GM Fiating that The Penitent gets a Bruise and a Daze right from the start of the brawl with Weissnacht. HP for the trouble. Using the Armored Megalomaniac archetype from the Core for him. Weiss's Initiative roll: 7. ...Okay then. Link to comment
Ari Posted April 18, 2012 Author Share Posted April 18, 2012 Notice check for Corporal Cosmos and ironclad please, DC20, taking 10 or 20 not allowed at the moment. Rav> Ironlad discovers that the bombs are really teleporters meant to whisk the whole structure away to a range extending even to the Moon. Link to comment
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