Taros' Testbed

For those who have a way with words.
Post Reply
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Taros' Testbed

Post by OwOMotaros »

Inspired by Thorpocalypse's "Tales of the Thorpocamultiverse" playtest thread, I've decided to take up my own playtest thread. Hopefully, this'll help improve my writing (and entertain y'all for a sec). I'll try to keep to my own builds, but if I come up with a neat battle idea involving anyone else's characters, I'll be sure to ask!

Playtests

Interrupted Experiment 096-13 (SCP-096 vs Kamen Rider 2)
Incident Log: SCP-076-2-XX (SCP-076-2 vs Kamen Rider 1)
Not Decade's Fault Chap. 1: Double Riders vs Liberty Prime (Riders 1 & 2 vs Liberty Prime)
Griffin's Terrible, Horrible, No Good, Very Bad Trip to the Theater (Abracadaver vs The Griffin (Request))
Not Decade's Fault Chap. 3: V3's Alien Encounter (V3 Rider vs Terminus Probot)
Last edited by OwOMotaros on Fri Jul 14, 2023 2:44 pm, edited 8 times in total.
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Interrupted Experiment 096-13 (SCP-096 vs Kamen Rider 2)

Post by OwOMotaros »

Experiment Log: 096/170000-2 Termination Cross-Test

In the midst of Experiment 096-13 (a test of SCP-096's maximum speed between two points on Earth, utilizing a D-Class), 096 was intercepted by the uncontained entity SCP-17000-2 (known to the public as "Kamen Rider █"), who immediately engaged 096.

Initiative - 096 rolls a 12, Rider 2 a 28. Rider 2's first.

SCP-17000-2 leaped the short distance between the two before knocking 096 across the face with a punch. 096's movement was stopped dead in its tracks, and it stumbled back several feet before retaliating with a wild swing. 17000-2 blocked the blow, suffering little damage.

Rider 2 leaped into melee range and went for a Power Attack 2 Unarmed Attack.

Attack Roll = 1d20 (7) +13 = 20 (Hit)

Toughness Check = 1d20 (8) +13 = 21 (1 Degree)

096 retaliates with a regular Unarmed Attack.

Attack Roll = 1d20 (17) +7 = 24 (Hit)

Toughness Check = 1d20 (15) +10 = 25 (1 Degree)
Round 1 Results
Rider 2 - (-1 Toughness)
096 - (-1 Toughness)

SCP-17000-2 quickly recovered from the blow and utilized its high-grade energy output effect (referred to by 17000 instances as a "Rider K███"), which struck 096 directly in the chest. 096 suffered severe damage, losing most of the flesh surrounding its chest. Undeterred, 096 swung back with wild abandon, launching 17000-2 several hundred feet away. 17000-2 easily recovered, landing on their feet with a slight dent in their chestplate.

Rider 2 went for a base power Rider Kick.

Attack Roll = 1d20 (5) +12 = 17 (Hit)

Toughness Check = 1d20 (2) +12 = 14 (3 Degrees, Knockback -3 (3-ft))

096 retaliates with a full-grade All-Out Unarmed Attack.

Attack Roll = 1d20 (16) +12 = 28 (Hit)

Toughness Check = 1d20 (13) +9 = 22 (2 Degrees, Knockback +2 (120-ft))

Acrobatics Recovery = 1d20 (18) +14 = 32 (Success)
Round 2 Results
Rider 2 - (Dazed, (-2))
096 - (Staggered, (-3))
096's Regeneration activates this turn, bringing their Conditions to (Staggered, (-2))

SCP-17000-2 stood its ground in its' new position, staring down 096. 096 reacted as usual, rushing straight at the opposing entity. 096's charging attack was evaded at extremely close range, as 17000-2 unleashed its energy output effect in its alternate variation (referred to by 17000 instances as a "Rider P████") into 096's open chest cavity. The blow causes a large explosion, with the entity being launched over 500-ft away and briefly entering unconsciousness; a first for 096.

Rider 2, being Dazed, dedicates its turn to Readying a Power Attack 2 Rider Punch.

096, being Staggered, leaned into a full-grade Charging All-Out Attack.

Attack Roll = 1d20 (11) +10 = 21 (Miss)

Rider 2 launches its attack immediately after.

Attack Roll = 1d20 (18) +10 = 28 (Crit)

Toughness Check = 1d20 (2) +12 = 14 (4 Degrees, Knockback +4 (500-ft))
Round 3 Results
Rider 2 - (-2)
096 - (Incapacitated, (-3))

SCP-17000-2 then spotted the Foundation S.C.R.A.M.B.L.E Observatory Drone recording the encounter, before disregarding it and boarding anomalous item SCP-17000-2-1 (known as the "New C██████") before leaving the area. The drone, while checking 096's status, discovered that it had re-entered a docile state. Local MTF was dispatched to recontain, which occurred without incident.

____________________________________________________________________________________________________________________________________

Well, that went about how I expected. I have no doubt that, with 096's Regeneration, they could eventually wear down Rider 2, but not without Rider 2 putting them down multiple times. And this was a fight without Hero Points, though I doubt it'd change the situation much. I tried to write this one in the style of a Foundation Experiment Log, which didn't go...terribly.
Last edited by OwOMotaros on Thu Jul 06, 2023 6:18 am, edited 2 times in total.
User avatar
Davies
Posts: 5031
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: Taros' Testbed

Post by Davies »

Not enough censorship when compared to the logs I've seen, but good work all the same!
"I'm sorry. I love you. I'm not sorry I love you."
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Re: Taros' Testbed

Post by OwOMotaros »

Davies wrote: Mon Feb 20, 2023 5:23 am Not enough censorship when compared to the logs I've seen, but good work all the same!
Fair point, thanks.
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Incident Log: SCP-076-2-XX

Post by OwOMotaros »

Incident Log: SCP-076-2-XX

Following a full-scale breach at Containment Area 25c, SCP-076-2 managed to remove their tracking collar and make their way toward a populated area (████, Japan), 076-2 began to slaughter local civilians before being intercepted by SCP-17000-1 (known to the public as "Kamen Rider █"), who engaged them in combat. The following transcript is taken from surviving CCTV footage acquired afterward.
Initiative - 076-2 gets a 24, Rider 1 gets a 15. 076-2's first. Each Character is granted 1 HP.
076-2, ridding the blood from one of their blades, picks up the sound of an oncoming vehicle. 17000-1 arrives on board, to 076's noticeable confusion.

17000-1: "You! How dare you hurt these people!"

076-2: "What…are you."

076-2: "You have the outer shell of a human, but that's all it is. A shell. Covering what?"

17000-1: "I'll show you! Rider….Henshin!"

17000-1's anomalous belt (dubbed the "T████") appeared around the subject's waist, as their form altered into that of "Kamen Rider".

076-2: "A…machine? Don't waste my time!"

076-2 leaped towards 17000-1, generating another of their anomalous, bladed weapons to attack.

076-2 leaped into range for two (4/5) All-Out Attack 2 Close Bladed Weapons Attack.

Attack Roll 1 = 1d20(8)+15 = 23 (Miss)

Attack Roll 2 = 1d20(2)+15 = 17 (Miss)

Rider 1, after evading both slashes, brings down an Unarmed Attack.

Attack Roll = 1d20(11)+16 = 27 (Hit)

Resist (Toughness) Check = 1d20(2)+9 = 11 (Fail, 3 Degrees)

Knockback Result = Damage 8 - Toughness 9 - Mass Rank 2 = -3 (3-ft, Knocked Prone)
Round Results
076-2 - Staggered, Prone, (-1 Toughness), 1 HP
Rider 1 - Fine, 1 HP
076-2 wildly attacked the freshly transformed 17000-1, with both strikes failing to make contact before 17000-1 landed a punch square across 076-2's face, knocking them back and onto the ground. 076-2 appeared shocked, which quickly changed to excitement.

076-2: "Looks like this won't be a waste of time!"

076-2 materializes another weapon as they leaped back to their feet and attacked again.

076-2 makes an Acrobatics (Standing) Check.

Acrobatics (Standing) = 1d20(16)+10 = 26 (Success)

076-2 then goes for a single Power Attack 3 Close Bladed Weapons Attack.

Attack Roll = 1d20(11)+10 = 21 (Miss)

Rider 1, again evading the strike, goes for a Power Attack 4 Unarmed Attack.

Attack Roll = 1d20(1)+12 = 13 (Nat 1)

Rider 1 uses their Hero Point to reroll.

Attack Roll = 1d20(2)+10+12 = 24 (Hit)

Resist (Toughness) Check = 1d20(19)+8 = 27 (Success)
Round Results
076-2 - Staggered, (-1 Toughness), 1 HP
Rider 1 - Fine, 0 HP
076-2's large swing once again fails to connect, as 17000-1 steps past and lands a kick to their back, which does little but force 076 to take a step forward. 076-2 turns back towards them and generates another set of blades.

076-2: "More, More!"

076-2 goes for an All-Out Attack 2 Ranged Bladed Weapons Attack.

Attack Roll = 1d20(16)+14 = 30 (Hit)

Resist (Toughness) Check = 1d20(11)+10 = 21 (Failure, 1 Degree)

076-2 throws their second blade with the same parameters.

Attack Roll = 1d20(11)+14 = 25 (Hit)

Resist (Toughness) Check = 1d20(11)+9 = 20 (Failure, 1 Degree)

Rider 1, having finally been injured in the fight, steps their game up with a Rider Punch.

Attack Roll = 1d20(4)+12 = 16 (Miss)
Round Results
076-2 - Staggered, (-1 Toughness), 1 HP
Rider 1 - (-2 Toughness), 0 HP
076-2 launched their blades at 17000-1, with both striking in the chest with piercing force before disappearing. 17000-1 rushed forward and released a high-grade energy technique (a "Rider P████"), causing a shockwave as 076-2 evaded.

076-2: "YES!"

076-2 goes in for two (7/5) Power Attack 2 Close Bladed Weapons Attacks.

Attack Roll 1 = 1d20(9)+11 = 20 (Miss)

Attack Roll 2 = 1d20(12)+11 = 23 (Miss)

Avoiding both strikes, Rider 1 goes for another base Unarmed Attack.

Attack Roll = 1d20(10)+16 = 26 (Hit)

Resist (Toughness) Check = 1d20(8)+8 = 16 (Fail, 2 Degrees)

Knockback Result = Damage 8 - Toughness 8 - Mass Rank 2 = -2 (6-ft, Knocked Prone)
Round Results
076-2 - Staggered, (-2 Toughness)
Rider 1 - (-2 Toughness)
076-2, again, miffs both swings of their blades, leaving themselves open to 17000-1's next attack. Landing a solid uppercut, 17000-1 knocks 076-2 off the ground a few feet and onto their back.

17000-1: "You'll pay for what you've done to these people, monster!"

076-2: "Less talking, more fighting, machine!"

076-2 makes another Acrobatics (Standing) Check.

Acrobatics (Standing) Check = 1d20(11)+10 = 21 (Success)

Now on their feet, 076-2 goes in for two (5/4) All-Out Attack 3 Close Bladed Weapons Attack.

Attack Roll 1 = 1d20(4)+16 = 20 (Miss)

Attack Roll 2 = 1d20(16)+16 = 32 (Critical Hit)

Resist (Toughness) Check = 1d20(1)+8 = 9 (Crit Fail)

Rider 1 goes for Extra Effort to Reroll.

Resist (Toughness) Check = 1d20(8)+8 = 16 (Fail, 2 Degrees)

Knockback Result = Damage 9 - Toughness 8 - Mass Rank 2 = -1 (12-ft, Knocked Prone)

Rider 1 goes for their own Acrobatics (Standing) Check.

Acrobatics (Standing) Check = 1d20(1)+14 = 15 (Fail)

They take their turn to get back up.
Round Results
076-2 - Staggered, (-2 Toughness)
Rider 1 - Dazed, Fatigued, (-3 Toughness)
076-2 quickly gets to their feet and attacks 17000-1, landing a devastating slash across their chestplate, sending them rolling a few feet away. 17000-1 doesn't take long to get to their feet, their arms raised in defense over their now exposed cybernetic systems. The two entities stare each other down for a few moments, seemingly inspecting each other for their current state.

17000-1: "It's time to end this!"

076-2 throws a single All-Out Attack 2 Ranged Bladed Weapon Attack.

Attack Roll = 1d20(15)+14 = 29 (Hit)

Resist (Toughness) Check = 1d20(19)+7 = 26 (Success)

Rider 1, after successfully batting aside 076-2's weapon, goes for a Leaping Charge Attack Rider Kick.

Attack Roll = 1d20(17)+10 = 27 (Crit)

Resist (Toughness) Check = 1d20(4)+7 = 11 (Fail, 5 Degrees)

Knockback Result = Damage 17 - Toughness 7 - Mass Rank 2 = 8 (1 mile (Negated))
Round Results
076-2 - Dead AF
Rider 1 - Dazed, Fatigued, (-3 Toughness)

Total Time Elapsed: 32 seconds
After a brief combat lull, 076-2 flung another of their blades at 17000-1, who reacted with immense speed; knocking the blade out of the air with ease, before leaping at 076 and landing another of their techniques (a "Rider K███"). The attack absolutely annihilated 076-2, tearing their body apart, with the remnants being sent flying above the city before exploding. Soon after, units from MTF Pi-1 "City Slickers", implanted in local police forces, arrived on the scene. This led to a brief shootout, resulting in 17000-1's escape.
_________________________________________________________________________________________________________________________________

Wow, that was awesome! I'm glad 076 was able to provide a good fight for Rider 1, I even thought he could've lost the fight for a sec there! Buuuut this again proves the capability of a Kamen Rider in 1v1 combat: You will end up dead.
User avatar
betterwatchit
Posts: 370
Joined: Fri Nov 04, 2016 9:39 pm
Location: London, UK
Contact:

Re: Taros' Testbed

Post by betterwatchit »

Now I'm wondering what SCP class the Riders are…
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Re: Taros' Testbed

Post by OwOMotaros »

betterwatchit wrote: Sat Feb 25, 2023 1:31 am Now I'm wondering what SCP class the Riders are…
At base, most have to be at least Euclid. They're sentient, have that unpredictability factor, etc. Though the higher-tiers are absolutely Keter (Decade specifically is definitely Keter, they could never hold him successfully.)

I actually got the idea of using Kamen Riders in SCP from a fanfiction that isn't being worked on anymore that I found pretty cool.
User avatar
betterwatchit
Posts: 370
Joined: Fri Nov 04, 2016 9:39 pm
Location: London, UK
Contact:

Re: Taros' Testbed

Post by betterwatchit »

I agree that most Kamen Riders are Euclid.

Here's the SCP Object Classes for reference.

Safe: Safe-class SCPs are anomalies that are easily and safely contained. This is often due to the fact that the Foundation has researched the SCP well enough that containment does not require significant resources or that the anomalies require a specific and conscious activation or trigger. You can just put a Safe-Class SCP in a locked box and not worry about it breaking out.

Euclid: Euclid-class SCPs are anomalies that require more resources to contain completely or where containment isn't always reliable. Usually this is because the SCP is insufficiently understood or inherently unpredictable. SCPs that are autonomous, sentient and/or sapient are generally classified as Euclid, due to the inherent unpredictability of an object that can act or think on its own. The Foundation has cells designed for containing humanoid anomalies.

Keter: Keter-class SCPs are anomalies that are exceedingly difficult to contain, with containment procedures often being extensive and complex. The Foundation often can't contain these SCPs well due to either not having a solid understanding of the anomaly or simply lacking the technology to properly contain it. A Keter SCP does not mean the SCP is dangerous, just that it is simply very difficult or costly to contain.

Thaumiel: Thaumiel-class SCPs are anomalies that the Foundation specifically uses to contain other SCPs. The very existence of Thaumiel-class SCPs is classified at the highest levels of the Foundation and their locations, functions, and current status are known to few Foundation personnel outside the O5 Council.

Neutralized: Neutralized SCPs are no longer anomalous, either through having been destroyed or disabled.

Apollyon: Apollyon-class SCPs are anomalies that cannot be contained, are expected to breach containment imminently, or another such scenario. Such anomalies are usually associated with world-ending threats or a K-Class (end of the world as we know it) Scenario of some kind and require massive effort from the Foundation to deal with.

Archon: Archon-class SCPs are anomalies that could be contained but are best left uncontained for a specific reason. Archon SCPs may be a part of consensus reality that is difficult to fully contain or which has adverse effects if put into containment. These SCPs are not uncontainable—the defining feature of the class is that the Foundation finds that allowing the anomaly their freedom is better for the world at large than containment.

Explained: Explained SCPs are anomalies that are understood to the point where their effects can be explained away by mainstream (non-anomalous) science or phenomena that have been debunked or falsely mistaken for an anomaly.
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Double Riders vs Liberty Prime

Post by OwOMotaros »

Not Decade's Fault Chap. 1: Double Riders vs Liberty Prime

Image
Image
Image

We arrive in the center of a large quarry, where a break in reality causes a massive American war machine to stomp into this world. The robot is confused as to its current location but becomes alerted to the sound of incoming vehicles. Two cybernetic, motorcycle-riding heroes arrive on the scene, ready to engage what they believe to be a weapon of their longtime foe, Shocker. The two stopped on the hill as the machine turned to inspect, and then, engage. The Riders follow suit.
Initiative. Rider 1 gets a 23, Rider 2 gets 24, and Liberty Prime, even with a nat 20, would go after the two. I'll give them a Hero Point for the bot getting that 20 to go first, bringing them up to two HPs to start.
Liberty Prime's visor glows blue as the machine announces:

"Global positioning initialized: Location - Unknown, positioning - failed. Priority mission: Destroy All Communist Elements."

The robot locks onto the two Riders and opens fire with its' eye lasers, with both Riders diving out of the way. Rider 2 rolls to their feet and leaps towards the murder-bot with full force, leaning into a Rider Punch, which strikes with great force, but does little besides damage the surrounding area a bit. Rider 2 quickly moves out of the way, leaping over and behind the machine.

Rider 1 follows up by attempting to speed-blitz the machine, which manages to scramble its combat sensors, leaving it stumbling.

Liberty Prime has a short spiel before opening fire with its' Eye Lasers, aiming at Rider 1.

Liberty Prime Eye Lasers = 1d20 (9) +12 = 21 (Fail)

Rider 2 goes for a Power Attack 2 Rider Punch.

Rider 2 PA 2 Rider Punch = 1d20 (17) +10 = 27 (Crit)

Liberty Prime Toughness Resist = 1d20 (18) +16 = 34 (Success)

Rider 1 goes for an Agile Feint.

Rider 1 Acrobatics (Feint) = 1d20 (9) +15 = 24

Liberty Prime Insight (Resist) = 1d20 (1) +4 = 5 (Nat 1 Fail)
Liberty Prime attempts to refocus on Rider 1, attempting to stomp on the hero, who quickly leaps out of the way before they can be smushed. Rider 2, on the opposite side of the machine from 1, reaches out via Rider Telepathy.

"Hongo, Double Kick?"

"Roger!"

The two, from opposite ends, perform the Rider Double Kick on the vulnerable bot, whose torso caves in from both ends as a result of the twinned strikes.

"Rider…Double Kiiiick!"

The two land back on the ground and prepare for a continued battle.

"Www-aaarning, Forcible Impact Alert. Severe structural damage: de-tect-ed…"

Liberty Prime goes for a Giant-Sized Smash.

Rider 1 Area Save = 1d20 (9) +19 = 28 (Success)

Rider 1's Impervious covers the remaining damage.

Rider 2 Ready Action's a Rider Kick, which he then Team Attacks with Rider 1's own Rider Kick.

Rider 1 uses Set-Up to leave Prime vulnerable to the two.

Rider 2 Rider Kick = 1d20 (9) +12 = 21 (Success)

Rider 1 Rider Kick Support = 1d20 (11) +12 +5 = 28 (Success, +5 Bonus)

Liberty Prime Toughness Resist = 1d20 (4) +16 = 20 (Fail, 3 Degrees)
The slightly-malfunctioning Liberty Prime, despite the damage, continues their unending assault, breaking out their big guns and tossing out a MK 28 nuclear weapon. The weapon lands behind the two, who survive the explosion with minimal damage. Rider 2 instantly takes to a continued bludgeoning of the warbot, managing to punch a small crater into the side of its' face and leaving it stumbling yet again as he retreats. Rider 1 in the meantime attempts to disable the machine's movements with a Rider Chop to its' knee. The blow doesn't quite manage that, but it does knock off some paneling and circuitry, as Rider 1 retreats back toward their machines.
Liberty Prime throws out their MK 28 Nuclear Bomb, aiming at Rider 1.

Liberty Prime Nuke Toss = 1d20 (2) +10 = 12 (Miss)

Even missing the Direct Hit, both Riders must evade the Area Effect.

Rider 2 Dodge Save = 1d20 (4) +19 = 23 (Success)

Rider 2 Toughness Save = 1d20 (12) +10 = 22 (Success)

Rider 1 Dodge Save = 1d20 (7) +19 = 26 (Success)

Rider 1 Toughness Save = 1d20 (7) +10 = 17 (Fail, 1 Degree)

Rider 2 goes for a Power Attack 2 Unarmed Strike.

Rider 2 PA 2 Unarmed = 1d20 (20) +13 = 33 (Crit)

Liberty Prime Toughness Save = 1d20 (6) +15 = 21 (Fail, 2 Degrees)

Rider 1 Rider Chop = 1d20 (6) +12 = 18 (Hit)

Liberty Prime Toughness Save = 1d20 (11) +14 = 25 (Fail, 1 Degree)
Liberty Prime's voice modulator malfunctions and starts propaganda-ing incoherently as it fires out an All-Out Eye Beam at Rider 2. While the beam tears through the area, Rider 2 emerges from the blast with little but scorch marks on their red gloves. Rider 2 then rushes back into melee range and tries his own speed-blitz on the machine, leaving it open to Rider 1's Rider Break. Zooming into the machine's chest, the Rider Break leaves another dent as the New Cyclone drives up and over the robot with ease, landing dozens of feet away.
Liberty Prime All-Out Attack 5 Eye Beam = 1d20 (15) +17 = 32 (Hit)

Rider 2 Toughness Save = 1d20 (17) +10 = 27 (Success)

Rider 2 Acrobatics (Feint) = 1d20 (13) +15 = 28

Liberty Prime Insight (Resist) = 1d20 (14) +4 = 18 (Fail)

Rider 2 passes the vulnerability over to Rider 1 via Set-Up.

Rider 1 PA 2 Rider Break = 1d20 (13) +12 = 25 (Hit)

Liberty Prime Toughness Save = 1d20 (10) +13 = 23 (Fail, 1 Degree)
Liberty Prime attempts to keep a lock on Rider 2, firing another Eye Beam out, which the Rider easily evades before attacking the same spot his allies' Rider Break struck, almost knocking the machine off its' feet, before bouncing off. Rider 1 circles back around and attempts a Rider Break at the back of Prime's knee, doing little but leaving a slash across its' joint as he drives back to the hill.
Liberty Prime Eye Beam = 1d20 (3) +12 = 15 (Miss)

Rider 2 PA 2 Unarmed = 1d20 (18) +13 = 31 (Crit)

Liberty Prime Toughness Save = 1d20 (9) +12 = 21 (Fail, 2 Degrees)

Rider 1 PA 2 Rider Break = 1d20 (4) +12 = 16 (Fail, Luck Reroll)

Rider 1 PA 2 Rider Break Reroll = 1d20 (12) +12 = 24 (Hit)

Liberty Prime Toughness Save = 1d20 (16) +11 = 27 (Success)
Liberty Prime, still locked on Rider 2, rears up and tosses out another nuke at the heroic duo, with Rider 2 again leaping clear, and Rider 1 driving out of the explosion, both unscathed. The duo both rush into range and launch another Double Rider Kick into that chestplate, busting a massive hole from front to back, and landing on the ground behind. The machine slowly falls to the ground and explodes in a massive nuclear fireball.
Liberty Prime Nuke Toss= 1d20 (8) +10 = 18 (Fail)

Rider 2 Dodge Save = 1d20 (13) +19 = 32 (Success)

Rider 2 Toughness Save = 1d20 (3) +10 = 13 (Fail, Luck Reroll)

Rider 2 Toughness Save (Reroll) = 1d20 (8) +10 +10 = 28 (Success)

Rider 1 Dodge Save = 1d20 (4) +19 = 23 (Success)

Rider 1 Toughness Save = 1d20 (16) +9 = 25 (Success)

Rider 1 PA 2 Rider Kick = 1d20 (20) +10 = 30 (Crit)

Rider 2 Rider Kick Support = 1d20 (5) +12 +5 = 22 (Success, Luck Reroll)

Rider 2 Rider Kick Support (Reroll) = 1d20 (18) +12 +5 = 35 (Crit, +5 Bonus)

Liberty Prime Toughness = 1d20 (14) +11 = 25 (Fail, 3 Degrees, HP Reroll)

Liberty Prime Toughness (Reroll) = 1d20 (11) +11 = 22 (Fail, Use Previous Roll)
________________________________________________________________________

WOOOO, they did it! I'm always concerned when placing these Rider builds against higher Toughness opponents, even with their equalized PLs. Looks like the two heroes were able to outmaneuver the lumbering war machine. Prime's nuclear bombs didn't even have as big of an impact as expected, though I guess I should've kept in mind that the Showa Riders have a +19 Evasion Save, and that leaves that Toughness save at a simple DC 21. Oh, and no pressure, but if anyone wants to see any of their builds face off against any of mine, let me know.
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Abracadaver vs The Griffin

Post by OwOMotaros »

Griffin's Terrible, Horrible, No Good, Very Bad Trip to the Theater

Location: Emerald City, America. In the midst of his worldwide tour, rookie hero "The Griffin" is given a new mission by The Lady.

"Recent talk around the holy water cooler speaks of the current plot of an undead Earth magician with potentially massive repercussions. Whatever its' plan may be, it is up to you to put them down."

"Yes, ma'am. Any, uh, idea where?"

Far on the outskirts of the city, Simon soars above a long-abandoned theater. Lucky for him, the area seems clear.
______________________________________________________________________________________________________________________________________
Griffin makes a Perception checks from above to check for anything unusual on his approach.

Griffin Perception Check = 1d20 (11) +5 = 16. Nothing out of the ordinary here…
______________________________________________________________________________________________________________________________________

Griffin lands outside the theater, where the stench of death and sounds of…orchestral music(?) emanates.

"Alright..."

He hides his wings and sneaks into the theater. From the entrance, he spots a slightly ajar door, with celebratory lights flashing from inside.

"Not alright..."

He sneaks over to that door and prepares to breach, before hearing, in a gravelly voice:

"I can feel you out there, my flappy friend. Why not come out and meet the audience?"
______________________________________________________________________________________________________________________________________
Griffin lands and, after putting the wings away, makes a Stealth check as they enter the theater.

Griffin Stealth Check = 1d20 (18) +4 = 22. Quite good for them, tbh. But, it won't save them from Abracadaver's Detect Life.
______________________________________________________________________________________________________________________________________

Griffin takes a breath, readies his blade, and swings the door open full. He's immediately struck with the flashing lights of the magician's impromptu pyrotechnics set-up. The seats in the theater are filled with a small 'audience' of zombies, all sat down, watching the stage. On the stage, Griffin lays his eyes on the grotesque sight of his target; Abracadaver, the Nefarious Necromancer. The sudden increase in light and sound drives up Griffin's temper, which only makes his rush into combat that much faster.

"Ah, there you ar-!"

Abracadaver doesn't even get to begin his monologue, as Griffin easily clears the small theater to attack!
______________________________________________________________________________________________________________________________________
Griffin makes a Will save to resist succumbing to their Complication immediately.

Griffin Will Save = 1d20 (3) +10 = 13 (Fail)

Second Chance Reroll = 1d20 (5) +10 = 15 (Fail)

He receives the complimentary Hero Point for failing the save.

Initiative. Griffin, with a much lower Initiative bonus than I expected, gets an 11. Abracadaver gets an 18. Both gain +1 HP. Griffin starts with Favored Environment (Aerial) set to Active Defenses. Battle Start.
______________________________________________________________________________________________________________________________________

Abracadaver quickly raises his Dark Aura, surrounding himself with a blackened barrier. He follows it up by firing some of the energy off at the rapidly approaching Griffin, who easily spins around it. Griffin immediately attempts to drive his sword down into the undead's head. While the blow lands, it does little to breach his Dark Aura. Abracadaver, stunned at the bluntness of the boy's attack, immediately seeks to get out of dodge, teleporting away with a puff of energized miasma. Griffin lands, looking around with a haste.
______________________________________________________________________________________________________________________________________
Abracadaver immediately raises his Dark Aura, before shooting off a Dark Blast at the rapidly-approaching Griffin.

Abracadaver Dark Blast = 1d20 (2) +10 = 12 (Miss)

Griffin goes for an All-Out 2 Armor-Piercing Strike.

Griffin All-Out 2 Armor-Piercing Strike = 1d20 (7) +14 = 21 (Hit)

Abracadaver Toughness Save = 1d20 (8) +12 = 20 (Fail, 1 Degree)

Abracadaver switches their Array to Death's Door, and Teleports away.
Round 1 Results
Abracadaver - (-1 Toughness, (HP 1))
Griffin - (Fine, (HP 2))
______________________________________________________________________________________________________________________________________

Abracadaver reappears on the opposite end of the theater, the slightly stunned look on his face quickly clearing as he shores up his Dark Aura.

"My adoring public, please! Cease this intruder's interruption!"

The formerly dazed, shambling horde roaming the seating suddenly lock their attention on Griffin atop the stage, eyes glowing violet, before charging at full speed and leaping on stage.

Griffin quickly locks back onto Abracadaver, but is swarmed by the incoming horde before he can launch off. He dives into the swarm with a Flurry of Steel, cutting down a good portion before swooping back up into the air before they can get their cold, dead paws on him.

______________________________________________________________________________________________________________________________________
Abracadaver quickly orders his horde to attack. With Responsive, it takes no time to rouse them all to action, and he could give this order through Mental Link, but he takes the time to speak. Presentation is key. Zombie Group Initiative = 2.

He then spends the rest of his turn to Withstand Damage.

Griffin switches their Favored Environment (Aerial) to attack bonus and goes in to use Flurry of Steel, spreading out amongst the closest half of the horde, about 8 targets.

Griffin Flurry of Steel 1 = 1d20 (19) +6 = 25 (Hit, Crit)

Zombie Toughness 1 = 1d20 (20) +3 = 23 (Nat 20, Minion Tho, So Dead)

Griffin Flurry of Steel 2 = 1d20 (17) +6 = 23 (Hit)

Zombie Toughness 2 = 1d20 (10) +3 = 13 (Fail, Dead)

Griffin Flurry of Steel 3 = 1d20 (20) +6 = 26 (Nat 20, Crit)

Zombie Toughness 3 = 1d20 (6) +3 = 9 (Fail, Dead)

Griffin Flurry of Steel 4 = 1d20 (4) +6 = 10 (Fail)

Griffin Flurry of Steel 5 = 1d20 (16) +6 = 22 (Hit)

Zombie Toughness 5 = 1d20 (3) +3 = 6 (Fail, Dead)

Griffin Flurry of Steel 6 = 1d20 (1) +6 = 7 (Nat 1, Fail)

Griffin Flurry of Steel 7 = 1d20 (16) +6 = 22 (Hit)

Zombie Toughness 7 = 1d20 (15) +3 = 18 (Fail, Dead)

Griffin Flurry of Steel 8 = 1d20 (7) +6 = 13 (Hit)

Zombie Toughness 8 = 1d20 (4) +3 = 7 (Fail, Dead)
Round 2 Results
Abracadaver - (Immobile, -2 Active Defs, (-1 Toughness), (HP 1))
Griffin - (Fine, (HP 2))
Zombies - (6/16)
______________________________________________________________________________________________________________________________________

Abracadaver, seeing an opportunity, releases a tendril of shadows to capture the hero. While able to get mostly out of the way, Griffin feels the shadows strike him across the side, spreading across him at a fever pace, enveloping his wings enough to cease his flight. He falls to the floor just in front of the stage, in the midst of the remains of the recently slain zombies.

"Attack, attaaaaack!" cried the malignant mystic, as Griffin hopped to his feet. With the moment of calm, he focuses enough to go on the defensive. He tries (and fails) to break the binding, as the remaining parts of the horde rush him. While he evades some of the swarm, several of them get the jump on him and tear into him; leaving deep gashes and bruises across his body and sending him crashing into the seating arrangements.

______________________________________________________________________________________________________________________________________
Abracadaver goes for a Shadow Bind.

Abracadaver Shadow Bind = 1d20 (19) +10 = 29 (Hit)

Griffin Dodge Resist = 1d20 (5) +8 = 13 (Fail, HP Reroll)

Griffin Dodge Resist Reroll = 1d20 (11) +8 = 19 (Fail, 1 Degree)

Griffin falls from about Distance Rank -1 (15-ft), adding +1 to the Damage, but it's not enough to overcome his Impervious.

He lands Prone, though quickly reverses that through Instant Up. He then takes a Defend Action.

Griffin Strength Overcome 1 = 1d20 (9) +2 = 11 (Fail)

The Zombie Horde go for a big group attack; 2 attacking straight on, and the other 4 on each side providing Team Attacks.

Zombie All-Out Main Attack 1 = 1d20 (15) +3 = 18 (Hit)

Zombie All-Out Support Attack 1 = 1d20 (20) +8 = 23 (Crit, +5 Damage)

Zombie All-Out Support Attack 2 = 1d20 (15) +8 = 13 (Hit, +2 Damage)

Zombie All-Out Support Attack 3 = 1d20 (4) +8 = 12 (Miss)

Zombie All-Out Support Attack 4 = 1d20 (17) +8 = 25 (Hit, +5 Damage)

Griffin Defend Action = 1d20 (12) +4 = 16 (Fail)

Griffin Toughness Save = 1d20 (7) +12 = 19 (Fail, 3 Degrees, Knockback -1 (120-ft))

Griffin Knockback Damage = 1d20 (13) +11 = 24 (Fail, 1 Degree)

Zombie All-Out Main Attack 2 = 1d20 (4) +3 = 7 (Miss)
Round 3 Results
Abracadaver - (-1 Toughness), (HP 1))
Griffin - (Staggered, Vulnerable, (-2 Toughness), (HP 1))
Zombies - (6/16)
______________________________________________________________________________________________________________________________________

Abracadaver warps his way back to the stage, elevated above the currently laid-out Griffin, as his horde swarms into the space between the two.

"Now, why not sit and watch the show, you bumbling skyboy!"

Griffin, still struggling with the binding shadows, and laying in a pile of wrecked chairs, shrugs it off.

"How about I send you to Hell, where you should be!"

He continues struggling as he gets to his feet, the zombies staring him down."Tear this floundering flapper apart, piece by piece! And the rest of you, I require some stagehands!"

The packs split, and Griffin is quickly torn into; battered and torn apart, he is left just short of death as the Nefarious Necromancer stares him down.

"This is a man's game, child. I would end you, but your goddess can keep you. I have all the power I need."

He disappears in a puff of dark mist and deep laughter as the remaining zombies crumple back into their original state, leaving Griffin as the closest thing to alive in the theater.

______________________________________________________________________________________________________________________________________
Abracadaver attempts a Daze (Intimidation), threatening Griffin.

Abracadaver Daze (Intimidation) = 1d20 (9) +13 = 22

Griffin Will Resist = 1d20 (17) +10 = 27 (Success)

Griffin goes for an Extra Effort Resistance Check, burning a HP to avoid Fatigue.

Griffin EE Strength Overcome 2 = 1d20 (7) +2 = 9 (Fail)

Griffin Strength Overcome 3 = 1d20 (6) +2 = 8 (Fail)

The Zombies split off again, 5 & 5, with half the swarm heading to surround Abracadaver, and the rest attacking Griffin with another All-Out Team Attack.

Zombie All-Out Main Attack 1 = 1d20 (12) +8 = 20 (Hit)

Zombie All-Out Support Attack 1 = 1d20 (13) +8 = 21 (Hit, +2 Damage)

Zombie All-Out Support Attack 2 = 1d20 (6) +8 = 14 (Hit, +2 Damage)

Zombie All-Out Support Attack 3 = 1d20 (11) +8 = 19 (Hit, +2 Damage)

Zombie All-Out Support Attack 4 = 1d20 (12) +8 = 20 (Hit, +2 Damage)

Griffin Toughness Save = 1d20 (1) +10 = 11 (Nat 1, Fail, Incapacitated)
Round 4 Results
Abracadaver - (-1 Toughness), (HP 1))
Griffin - (Incapacitated, (-2 Toughness), (HP 0))
Zombies - (6/16)
______________________________________________________________________________________________________________________________________

Daaaaaamn, that went dark surprisingly quickly. Guess that Complication was a bigger issue than I expected; drawing him into some…less than great combat decisions. While Griffin definitely had the power to take on both the zombies and the Magnificent Miasmer, his lack of things like Takedown made the Zombie Swarm a huge issue. If that Shadow Bind hadn't caught them, they'd probably have lasted a good bit longer. Thanks for the request, Better, sorry your boy got his ass kicked...
Last edited by OwOMotaros on Sun Jul 02, 2023 10:37 am, edited 3 times in total.
User avatar
betterwatchit
Posts: 370
Joined: Fri Nov 04, 2016 9:39 pm
Location: London, UK
Contact:

Re: Taros' Testbed

Post by betterwatchit »

That's the way it goes sometimes. And one thing's for certain, Griffin’s going to have to get some backup for next time. The hard bit would be finding capable backup who have no reason to argue with Griffin killing Abracadaver.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Double Riders vs Liberty Prime

Post by SolarOracle »

OwOMotaros wrote: Thu Mar 16, 2023 10:53 am Oh, and no pressure, but if anyone wants to see any of their builds face off against any of mine, let me know.
Hm, well, since you are offering, I have been kind of curious about how well my All Might build would hold up against Kaiju builds. There is a certain PL disparity, but having him fight your Peguila or Juran builds, or whichever of your higher PL kaiju builds you think would be most interesting. : D
User avatar
OwOMotaros
Posts: 564
Joined: Thu Aug 13, 2020 3:20 am

Re: Double Riders vs Liberty Prime

Post by OwOMotaros »

SolarOracle wrote: Wed Apr 12, 2023 3:10 am
OwOMotaros wrote: Thu Mar 16, 2023 10:53 am Oh, and no pressure, but if anyone wants to see any of their builds face off against any of mine, let me know.
Hm, well, since you are offering, I have been kind of curious about how well my All Might build would hold up against Kaiju builds. There is a certain PL disparity, but having him fight your Peguila or Juran builds, or whichever of your higher PL kaiju builds you think would be most interesting. : D
Ooo, I've been waitin' for a chance to let those two out, and All-Might could be a good fight for either. Thanks.
Post Reply