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)
Taros' Testbed
- OwOMotaros
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Taros' Testbed
Last edited by OwOMotaros on Thu Mar 16, 2023 10:54 am, edited 4 times in total.
- OwOMotaros
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Interrupted Experiment 096-13 (SCP-096 vs Kamen Rider 2)
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.
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.
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.
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.
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.
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 Mon Feb 20, 2023 9:33 am, edited 1 time in total.
Re: Taros' Testbed
Not enough censorship when compared to the logs I've seen, but good work all the same!
Skullmageddon: "Ah, for that you'll need Ghost Peppers. About six I'd say."
Kyoko: "What's a hot pepper gonna do to a magic-y vine?"
Skullmageddon: "No, a literal ghost pepper. They're the ghosts of peppers prematurely eaten."
Kyoko: "This town is so weird."
Kyoko: "What's a hot pepper gonna do to a magic-y vine?"
Skullmageddon: "No, a literal ghost pepper. They're the ghosts of peppers prematurely eaten."
Kyoko: "This town is so weird."
- OwOMotaros
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Re: Taros' Testbed
Fair point, thanks.
- OwOMotaros
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- Joined: Thu Aug 13, 2020 3:20 am
Incident Log: SCP-076-2-XX
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.
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: "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: "More, More!"
076-2: "YES!"
17000-1: "You'll pay for what you've done to these people, monster!"
076-2: "Less talking, more fighting, machine!"
17000-1: "It's time to end this!"
_________________________________________________________________________________________________________________________________
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.
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.
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.Initiative - 076-2 gets a 24, Rider 1 gets a 15. 076-2's first. Each Character is granted 1 HP.
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 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 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: "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'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 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: "More, More!"
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 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: "YES!"
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.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)
17000-1: "You'll pay for what you've done to these people, monster!"
076-2: "Less talking, more fighting, machine!"
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.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)
17000-1: "It's time to end this!"
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.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
_________________________________________________________________________________________________________________________________
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.
- betterwatchit
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Re: Taros' Testbed
Now I'm wondering what SCP class the Riders are…
- OwOMotaros
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Re: Taros' Testbed
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.
- betterwatchit
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Re: Taros' Testbed
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.
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.
- OwOMotaros
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Double Riders vs Liberty Prime
Not Decade's Fault Chap. 1: Double Riders vs Liberty Prime



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.
"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.
"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…"
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.



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.
Liberty Prime's visor glows blue as the machine announces: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.
"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 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.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)
"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…"
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 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)
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 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 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 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, 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 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 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.