ex3lev3n Posted October 14, 2009 Share Posted October 14, 2009 Speed check. Includes 2 bonus for concentrating on the pursuit. (1d20 7=15) And actually, that doesn't include the +2 bonus. Total is 17 Link to comment
quotemyname Posted October 14, 2009 Author Share Posted October 14, 2009 17 still beats 13. Current order: Ambulance > Cyclists > Angel, Midnight Angel is left to roll. Initiative: Thugs 25A -- 3, unharmed Angel 25B - unharmed - HPx1 Dalkaresh 25C -- unharmed -- HPx1 Midnight 22 -- unharmed -- HPx2 Female Crook 11 -- unharmed Male Crook 4 -- unharmed Top of the order! Link to comment
Angel Posted October 14, 2009 Share Posted October 14, 2009 Speed Check and Attack Roll (1d20+4=8, 1d20+12=24) Link to comment
quotemyname Posted October 14, 2009 Author Share Posted October 14, 2009 the three remaining dudes drop back one place to be even with Midnight's car, they again begin battering it with their melee weapons. 3 Attacks vs. Midnight Cruiser DEF 8 (1d20+8=17, 1d20+8=23, 1d20+8=26) Three hits, therefore I need three DC 19 toughness saves from the midnight cruiser. Remember this? If your car fails by 5 or more, you need to make a DC 15 drive check or lose control for a round if you fail by 10 or more, it breaks down. if you fail by 15 or more, the breakdown is catastrophic. Angel, you fail the speed check and you drop back one place. But your blast hits! Toughness save for woman DC 23 (1d20+9=20) she takes a bruised! The current race order now looks like this: Ambulance > -- > Cyclists, Midnight > Angel Status: Initiative: Thugs 25A -- 3, unharmed Angel 25B - unharmed - HPx1 Dalkaresh 25C -- Bruised x1 -- HPx1 Midnight 22 -- unharmed -- HPx2 Female Crook 11 -- Bruised x1 Male Crook 4 -- unharmed Once I finish my IC post for the thugs, it's Dalk's turn he is still stunned, but the condition will clear at the end of his turn. Next up is Midnight. Link to comment
ex3lev3n Posted October 15, 2009 Share Posted October 15, 2009 heres the three rolls. includes -1 Toughness (1d20 8=27) includes -1 Toughness (1d20 8=26) includes -1 Toughness (1d20 8=18) lost the last one, spending an HP: includes -1 Toughness (1d20 8=15) even worse =p Link to comment
quotemyname Posted October 22, 2009 Author Share Posted October 22, 2009 Bumping this thread! Still waiting on your IC post, Ex! Link to comment
quotemyname Posted October 22, 2009 Author Share Posted October 22, 2009 the female crook will lean out of the ambulance and fire into the grill of the midnight cruiser. she then leans back in under cover. DC 19 TOU on hit (1d20+8=23) it hits! Another save coming your way, Ex. the male crook will do nothing. --- Top of round 5 ambulance speed check! (1d20+4=18) cyclists speed check (1d20+5=25, 1d20+5=15, 1d20+5=24) one of them fails and drops back to where Angel is currently. The other two can move up or down as they please, they will stay adjacent to whoever is furthest ahead in the racing order. Racing order: Amulance < -- < Midnight/Cyclist1&2 < Angel/Cyclist3 So I need speed checks from the heroes before I can go any further. Just post them OOC, that is all. Link to comment
ex3lev3n Posted October 22, 2009 Share Posted October 22, 2009 Night Cruiser Toughness save DC 19 (1d20 9=12)... and I forgot to add the negative to the roll (always forget something), so it's actually an 11, failing by 8 O_o Night Cruiser Speed check (1d20 5=24) Link to comment
quotemyname Posted October 22, 2009 Author Share Posted October 22, 2009 Failing by 8 means you need a DC 15 drive check or you lose control of your vehicle briefly. Link to comment
ex3lev3n Posted October 24, 2009 Share Posted October 24, 2009 Drive check to maintain control (1d20+7=25) Link to comment
quotemyname Posted October 26, 2009 Author Share Posted October 26, 2009 Initiative: Thugs 25A -- 3, unharmed Angel 25B - unharmed - HPx1 Dalkaresh 25C -- Bruised x1 -- HPx1 Midnight 22 -- unharmed -- HPx2 Female Crook 11 -- Bruised x1 Male Crook 4 -- unharmed It's you're turn, Angel. It's still the thugs turn. You need to roll a speed check to see where you fall in the order of things before you can take your turn. Remember if you do nothing during your turn you can get a +2 speed bonus on the check. Link to comment
quotemyname Posted October 26, 2009 Author Share Posted October 26, 2009 Amulance < -- < Midnight/Cyclist1&2 < -- < Angel/Cyclist3 Angel drops back one place, Cyclist 3 will keep next to her. The first two cyclists attack the Midnight cruiser again. The third Attacks Angel. DC 19 TOU save on hit (1d20+8=25, 1d20+8=26, 1d20+8=13) The first two hit the cruiser. The last one will miss Angel. IC post coming. Link to comment
quotemyname Posted October 27, 2009 Author Share Posted October 27, 2009 DC 23 TOU (1d20+5=23) Link to comment
ex3lev3n Posted October 29, 2009 Share Posted October 29, 2009 Attack 1: Night Cruiser Tough save (-2) (1d20 7=25) Attack 2: Night Cruiser Tough save (-2) (1d20 7=20) Made 'em both =] Link to comment
ex3lev3n Posted November 3, 2009 Share Posted November 3, 2009 Gaining on the ambulance: Speed check 2 (1d20 7=8) Link to comment
quotemyname Posted November 3, 2009 Author Share Posted November 3, 2009 You've already made a speed check for round 5, so you don't need another one. That IC post is good enough for your turn though So the female crook isn't going to do anything this round. The ambulance seems to be slowing down... Link to comment
ex3lev3n Posted November 3, 2009 Share Posted November 3, 2009 Sorry, Angel said it was my turn, thought I had to make a check =p Link to comment
quotemyname Posted November 3, 2009 Author Share Posted November 3, 2009 This is effectively going to be a new combat. I need initiatives again, and you both get a HP for sticking around for so long Round 1: Ghost: Ghost Initiative (1d20+6=8) Hammerhead: Hammerhead Initiative (1d20+2=21) Wheeler: Wheeler Initiative (1d20+5=10) Blondie: Blondie Initiative (1d20+3=19) Here's how this bit works. You can both "arrive" and get out of your vehicle or get off your board as appropriate. You can make one intro post to this combat before combat starts. Post your initiative rolls here and I'll post the order. Then combat will begin. Link to comment
ex3lev3n Posted November 4, 2009 Share Posted November 4, 2009 Initiative (1d20 3=14) Link to comment
quotemyname Posted November 4, 2009 Author Share Posted November 4, 2009 Hammerhead -- 21 -- Unharmed Blondie -- 19 -- Unharmed Angel -- 14A -- Unharmed -- 2HP Midnight -- 14B -- Unharmed -- 1HP Wheeler -- 10 -- Unharmed Ghost -- 8 -- Unharmed Link to comment
quotemyname Posted November 4, 2009 Author Share Posted November 4, 2009 Hammerhead readies a standard action. He seems unaffected by the gas. Midnight needs to make a DC 25 Will save Angel, Go! Link to comment
Recommended Posts