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Re: Claremont Academy: The Delinquents IC

Posted: Mon Dec 24, 2018 5:46 pm
by Horsenhero
Bluebird-

Cassie's eyes get huge and fearful when the Knight grabbed her and her shock is equally great when Menagerie tears through the robot. Shaking off the vicelike appendage menagerie's attack left dangling from her arm, Bluebird takes off into the air, her blue corona flaring to visibility. She doesn't outright flee, but she obviously isn't anxious to engage the robots, so she simply jukes back and forth rapidly making it difficult for anyone to get a bead on her.
She takes the "Defend" action
Pawns (x8)-

When Cassie takes off a trio of pawns rises in pursuit. Acting as a unit, they fire their tractor beams in an attempt to restrain the young super.

Meanwhile, two other pawns take aim at Menagerie in an attempt to do the same to him.

The final three pawns split themselves up between Weatherman, Cochise and Noise.
Vs Bluebird: This is a team attack (3x)1d20+10=30, 25, 14. Cassie will roll her "Defend" against the highest roll, then I'll see how the successes affect the results.

Defend roll 1d20+18=27. They barely hit and the secondary rolls added no successes, so she will resist the Rank 6 (DC16) Affliction with her Dodge (6). 1d20+6=12. She is Hindered & Vulnerable.
The 2 attacking Menagerie will try a similar team attack. 1d20+10= 23, 16. I believe the initial attack hits, but the second pawn adds no degrees of success. Resistance is a Dodge check DC16.
The final three pawns will attack Weatherman, Cochise and Noise in that order. 1d20+10=13, 23, 14. I think only Cochise is successfully targeted. Resistance is Dodge DC16 as previously stated.
Noise is up.

Re: Claremont Academy: The Delinquents IC

Posted: Tue Dec 25, 2018 11:11 am
by McGuffin
Noise
HP: 3


Nick stopped in his tracks when Chris called out to him, the attack from the Pawn passing right in front of him. "Thanks for the forecast Weatherman!" His Sonic Shield flickered to life around him with an audible VRRRRMMM.

Ignoring the enemy in front of him, Nick clapped his hands together, using his powers to amplify the sound to deafening levels and aiming it at one of the Pawns attempting to restrain Cassie.

Re: Claremont Academy: The Delinquents IC

Posted: Thu Dec 27, 2018 2:39 pm
by Horsenhero
Pawn-

The sonic blast smashes into the chess piece with unstoppable force. There is not hesitation, no vibration or sign of resistance...the robot simply explodes like a lego creation hit with a hammer.
The pawn would have needed to roll a 20 to survive Noise's blast....which it failed to do. Sucks to be a minion.

Re: Claremont Academy: The Delinquents IC

Posted: Thu Dec 27, 2018 3:05 pm
by Horsenhero
Cochise
HP 3-1=2


Jax waited until the pawns moved to react. His reflexes were fast enough to dodge the semi-solid tendril of...energy...matter...whatever the robot tried to snag him with. He almost laughed when it occurred to him that this Chess Club character had inadvertently made the pawns the most dangerous opponents in this little donneybrook. The fact multiples of them were targeting Menagerie, the team's most versatile member decided his own course of action. Leaping upon the duo pursuing Menagerie Jax unloaded on them with everything he had.
Save vs. Affliction. 1d20+8=23. Jax will spend 1hp to gain Takedown for this round. He'll also use the Power Attack maneuver at +/-2 to boost his hth attack to DC25. Attack roll: 1d20+6=21, 20
Pawns-

Both pawns crumple under the powerful blows of Cochise.
Saves vs. Damage. (2x)1d20+10=20,12
Since this Affliction is a lasting effect, despite both Noise and Cochise's successes against the Pawns, any character struck by the "Capture" ray still needs to roll the requisite saves.

Re: Claremont Academy: The Delinquents IC

Posted: Thu Dec 27, 2018 3:07 pm
by Horsenhero
After all saves are rolled and effects for this round are finalized Weatherman is up.

Re: Claremont Academy: The Delinquents IC

Posted: Thu Dec 27, 2018 5:55 pm
by EnigmaticOne
Menagerie
HP: 3
COND: Unharmed

Menagerie ducked the beam.
Dodge: 1D20+8 = [16]+8 = 24

Lizardman
  • Scaly Hide: Protection 6
  • Inhuman Reflexes & Brute Strength: Enhanced Agility 2; Enhanced Fighting 2; Enhanced Strength 6
  • Speedy: Speed 2 (8 MPH)
  • Regrowth: Regeneration 2 (1 per 5 rounds)
Dodge/Parry 8, Strength 8, Unarmed +8, Toughness +8

Re: Claremont Academy: The Delinquents IC

Posted: Sat Dec 29, 2018 12:01 am
by Shock
Weatherman
HP: 2 LP: 4


"Woah!" Chris dove just before the ray fired. He jumped back to his feet and pointed at another of the robots. "Cochise, there! It won't see it coming!"
Aid action for Cochise's attack
Aid attack: 1d20+15 26 That's good for a +5 on his next attack
I'll also spend a Luck point on anyone's behalf if they take a hit

Re: Claremont Academy: The Delinquents IC

Posted: Sat Dec 29, 2018 4:02 pm
by Horsenhero
Initiatives-

30 Weatherman
29 Knight 1 & Bishop 2
18 Menagerie & Bishop 1
12 Bluebird
10 Pawns (x5)
09 Noise
08 Cochise

Re: Claremont Academy: The Delinquents IC

Posted: Sat Dec 29, 2018 4:10 pm
by Horsenhero
Knight 1-

Still under orders to retrieve Bluebird, the knight swoops in to grab her. Restrained as she is Bluebird has no chance to avoid the determined automaton.
Being both Hindered and Vulnerable Cassie has little chance of avoiding the assault. 1d20+6=26.
While it's impossible for the knight to get a critical success, Cassie is snagged anyway due to her conditions.
Bishop 2-

The Bishop which skipped the previous turn swings around and aims at Cochise since he'd done the most damage to their forces and opens fire with its force scepter.
Force blast. 1d20+8=11. Aaaannnd misses horribly.
Menagerie is up

Re: Claremont Academy: The Delinquents IC

Posted: Sun Dec 30, 2018 12:39 am
by EnigmaticOne
Menagerie
HP: 3->2
COND: Fatigued

"Thanks!" Menagerie offered before seeing Cassie beset again by the chess robots. If Chess Club was making it a priority to grab her, then it was a priority for them to protect her, more than Noise shooting off. The lizardman shrunk and became more feathery, a bird of prey with some of the best features of the bunch.

Something Menagerie had been briefly tutored on during their government training. He took to the air and began to divebomb the Knight, then its wing-pieces.
Move action to shapeshift into Bird of Prey:
  • Avian: Enhanced Advantages 5 (Defensive Roll 4, Favored Environment: Airborne); Enhanced Defenses 8 (Dodge 4, Parry 4); Enhanced Skills 4 (Close Combat: Talons)
  • Talons: Strength-based Damage 4 (Improved Critical)
  • Flight: Flight 6 (Subtle, Wings) [120 MPH]
  • Keen Eyesight: Senses 3 (Extended, Low Light & Rapid Vision)
Dodge/Parry 10, Talons +10 - Damage +6, Toughness +6

Move action to get to Cassie, surge to get another standard action and attack, starting with the Knight. HP spent for Takedown.
Power Attacking -4/+4, take 10 for totals of 16, DC 25.

Adding the +2 circumstance bonus to Defense this round.

Re: Claremont Academy: The Delinquents IC

Posted: Mon Dec 31, 2018 3:48 pm
by Horsenhero
Knight-

The remaining knight was so focused on solidifying its grip on Cassie that is failed to notice the powerful bird of prey wheeling toward it. That mistake would be the final error for the chess piece themed robot. The raptor's talons tore through the armored housing of the knight causing irreparable damage. With a massive shudder, the robot's grip slackened and it plummeted to the ground.
Damage resistance roll: 1d20+10=11. http://roll.coyotecode.net/lookup.php?rollid=226300


Pawn-

The single Pawn left near Cassie fared no better than the Knight.
Without Takedown 2, you can only hit an adjacent target, which restricts Menagerie to a single Pawn. That Pawn barely rolls better than the Knight did. Damage Resistance ck: 1d20+10=14. http://roll.coyotecode.net/lookup.php?rollid=226301
Bishop 1-

The Bishop which hadn't moved yet targets Menagerie identifying him as the greatest threat currently. Raising its force scepter it unleashes a powerful bolt of energy.
Finally one of my hench-things gets a good attack roll. 1d20+8=27. http://roll.coyotecode.net/lookup.php?rollid=226302
Damage Save DC23.
After Menagerie's save it will be Bluebird's turn, then the remaining 4 Pawns.

Re: Claremont Academy: The Delinquents IC

Posted: Mon Dec 31, 2018 5:58 pm
by EnigmaticOne
Menagerie
HP: 2
COND: Fatigued

The blast might have hit Menagerie full on if a timely warning from Weatherman hadn't allowed him to make a quick twist and dive to avoid it.
Toughness: 1D20+6 = [3]+6 = 9
I hereby take up Shock's offer of a luck point spend: Toughness: 1D20+6 = [17]+6 = 23

BIRD OF PREY
  • Avian: Enhanced Advantages 5 (Defensive Roll 4, Favored Environment: Airborne); Enhanced Defenses 8 (Dodge 4, Parry 4); Enhanced Skills 4 (Close Combat: Talons)
  • Talons: Strength-based Damage 4 (Improved Critical)
  • Flight: Flight 6 (Subtle, Wings) [120 MPH]
  • Keen Eyesight: Senses 3 (Extended, Low Light & Rapid Vision)
Dodge/Parry 10, Talons +10 - Damage +6, Toughness +6

Re: Claremont Academy: The Delinquents IC

Posted: Tue Jan 01, 2019 4:33 pm
by Horsenhero
Bluebird-

Cassie still found herself trapped in the semi-solid "ray" the pawn had projected, even after her assailants had been destroyed. Furrowing her brow, she seemed to struggle against the field ensnaring her...fruitlessly struggling...until the arm from the destroyed knight halted its plummet groundward and reversed course, gaining speed until it slammed into the snare. The steel appendage tore through the snare, leaving the energy to drift apart in the afternoon air. Cassie's gaze immediately settled on the remaining pawns.

"Screw you and your robots dillhole!" She cursed and swooped down behind Cochise.

Pawns (x4)-

"Oh baby..." Chess Club's voice crackled over the speakers in the robots. "...why you gotta treat me this way? I'm still your lover-boy. I still feel the same way. You stole my heart...I just want a little quid pro quo...by stealing your body."

The quartet of Pawns move in, but their attack isn't coordinated this time. In fact only one goes after Cassie, the other three go after Weatherman, Noise and Cochise respectively. Unfortunately for Cassie, the only attack that hit was on her.
Bluebird's Dodge Resistance 1d20+4=7. And she's snared again.
Noise is up.

Re: Claremont Academy: The Delinquents IC

Posted: Wed Jan 02, 2019 7:43 am
by McGuffin
Noise
HP: 3


The Pawn's attack clipped Nick, but he managed to stay on his feet and out of trouble. Clearly, such reckless attacks were dangerous.

"You know I just realized the more of these buckets I bust, the less I have to listen to you Chess Creep. Thanks for the motivation!"

Nick amplified the sound of his last word and aimed the blast at the Pawn that had tagged Cassie.
With the lowered Defense from the full All-out Attack previously, the Pawn actually hit Noise. DC 16 Dodge: 1D20+8-5 = [16]+8-5 = 19, but he made the following Dodge check. Sonic Blast: 1D20+6 = [2]+6 = 8, HP to reroll: 1D20+6 = [18]+6 = 24. DC 25 Toughness check

Re: Claremont Academy: The Delinquents IC

Posted: Wed Jan 02, 2019 11:48 pm
by Horsenhero
Pawn-

The pawn snaring Bluebird takes the full brunt of Noise's sonic assault. For a moment it appears as if, for once one of the robots was going to withstand an attack, but then it shuddered and cracks appeared in the metallic chassis and it promptly blew apart in a burst of smoke, fire and debris.
Toughness Resistance. 1d20+10=24. http://roll.coyotecode.net/lookup.php?rollid=226470 If the pawn had been anything except a minion it would have survived that hit...but, it IS a minion, so it goes kablooey.
Suddenly-

Before Cochise can act a confident voice cuts through the din. "We don't tolerate attacks on our school! Chump, White Witch, Storm King, Gremlin, Mirror-Mirror...take them down!"

The youth giving orders is a swarthy, dark skinned young man, stunningly handsome and dressed impeccably. The people whom he's shouting orders to are a motley assortment of students. The first to leap into action is a tall, hyper-muscular blonde boy dressed in a "Black Sabbath" t-shirt and ripped jeans. Close behind him are a small humanoid with green skin and hair, three digit hands and feet and a prehensile tail and a pair of identical twin girls. Hanging back is another middle eastern looking boy and a black girl dressed all in white.

The hulking blonde boy collides with the first of the remaining trio of pawns and tears it apart with his bare hands. The young man and woman who didn't close pooled their power and as she lay her hands on his shoulders, he launched a powerful lightning bolt striking a second pawn, destroying it. Meanwhile the green boy leaped into the air and brushed his fingers against the final pawn causing it to inexplicably fall from the sky into the grasp of the twin girls. The twins grinned and their musculature swelled dramatically before they pounded the stricken robot to pieces.

In a heartbeat the battle was over and the quartet of newcomers found themselves face to face with several of their new schoolmates.