Carbon_Copy Posted June 23, 2010 Share Posted June 23, 2010 Just wanted to throw this up here. Initiative for Blitz: 1d20+19=32 Initiative for Criminals: 1d20+2=17 Initiative for Thugs: 1d20+1=20) Builds for Criminals (pg 226) and Thugs (pg 229) from the CoreBook. I think we should just run our own targets for this fight, is that cool with you LS. Link to comment
Carbon_Copy Posted June 27, 2010 Author Share Posted June 27, 2010 Just so we have the info available: Damage conditions: Crate Team 1 Thug 1 Criminal 1 - unconscious Criminal 2 - unconscious Crate Team 2 Thug 2 Criminal 4 Criminal 3 Crate Team 3 Thug 3 Criminal 5 Criminal 6 - Bruise Criminal Attack: +1 Def: 12 / 11 flat-footed Tough: +1 Fort: +0 Ref: +3 Will: +0 Unarmed DC: 15 toughness Pistol DC: 18 toughness Thug Attack: +2 Def: 12 / 11 flat-footed Tough: +3 Fort: +4 Ref: +1 Will: +0 Unarmed DC: 17 toughness Pistol DC: 18 toughness Link to comment
Carbon_Copy Posted June 27, 2010 Author Share Posted June 27, 2010 Kid Cthulhu and Blitz get a surprise round since they Thugs and Criminals failed their notice checks against the two heroes' stealth attempts. Blitz hits and uses move-by action to get out of the lit area. The Criminal takes the hit and fails his toughness by 4 and is bruised, but succeeds at his concentration check to keep holding onto the crate he's moving. Link to comment
Lone Star Posted June 27, 2010 Share Posted June 27, 2010 KC attempts to get all three in one shot. http://invisiblecastle.com/roller/view/2581493/ 15 attack roll, that's a 23 to hit, and a DC 21 to the three of them, including the -2 to hit. Link to comment
Carbon_Copy Posted June 27, 2010 Author Share Posted June 27, 2010 Toughness: Criminals 9 and 16 Toughness: Thug 23 The younger guys fail by 12 and 5 respectively and the Thug (barely) passes. The kids are both stunned so they get knockback, so they make additional toughness saves for the damage of hitting the huge metal storage containers. Toughness for Criminals from knockback and hitting metal containers. DC23 6 and 2. They are down for the count. I'll update the conditions. It's also the top of the round as that was our Surprise round. As soon as you give me an initiative roll LoneStar, I can make up the final initiative order and we can get this show on the road. Initiative: Blitz - 1 HP Unharmed Thugs Kid Cthulhu - 3 HP Unharmed Criminals Link to comment
Lone Star Posted June 28, 2010 Share Posted June 28, 2010 http://invisiblecastle.com/roller/view/2583350/ KC gets a 19. Link to comment
Carbon_Copy Posted June 28, 2010 Author Share Posted June 28, 2010 Blitz makes his attack roll: 1d20+9=28. He totally hits every one of them. They get to make toughness saves, DC 21. Thugs get: 1d20+3=7, 1d20+3=10, and 1d20+3=16 Criminals get: 1d20+1=11, 1d20+1=9, 1d20+1=5, and 1d20=5 Nobody passes the save by less than 5... it's a very bad round for the C's. Toughness saves from knockback: 2 Criminals 11, 9; 2 Thugs 14, 7; 1 Thug bruised 17 Which means that we've got some more unconscious people. Crate Team 1 Thug 1 - staggered + stunned + stunned + bruised = 1 Bruise + Staggered + Stunned Criminal 1 - unconscious Criminal 2 - unconscious Crate Team 2 Thug 2 - staggered + stunned + staggered + stunned = Unconscious Criminal 4 - staggered + stunned + staggered + stunned = Unconscious Criminal 3 - staggered + stunned + unconscious = Unconscious Crate Team 3 Thug 3 - bruise + stunned + bruise = 2 Bruise + Stunned Criminal 5 - unconscious Criminal 6 - unconscious Link to comment
Carbon_Copy Posted June 29, 2010 Author Share Posted June 29, 2010 The Southside C Thugs are going to get GM fiats to stand up from their stunned conditions and then take shots at Kid Cthulhu and Blitz. Blitz and Kid Cthulhu get 1 HP each for the recovery of stunned conditions and Kid Cthulhu gets an additional HP for the surge to throw the lighter into the "balloon remains". Link to comment
Lone Star Posted June 29, 2010 Share Posted June 29, 2010 KC uses Mental Blast, no need for a roll. 21 Will save for one of the thugs. Link to comment
Carbon_Copy Posted June 29, 2010 Author Share Posted June 29, 2010 The one that could run away makes his will save: 1d20=2. He fails so hard my instincts tell me he's been lobotomized... but that's not in the spirit of this setting at all, so he's simply incapacitated. I'll make the fluff post later on. Link to comment
Carbon_Copy Posted July 5, 2010 Author Share Posted July 5, 2010 I know that technically I can't have Blitz go back and forth and keep dragging out the C's. However, since combat's over, I'm just writing it off as several "actions". I know for a fact that he can actually make the trip in a single move action but I can't grapple enough times in a single turn to do this so I'm just saying it's something he's doing (especially since the bodies of the C's can't fight him right now). I'm also not going to award Blitz a hero point since I'm just assuming that he's fast enough to get into and out of the smoke without a problem (but mostly because I think that would be self-servient). I think that's it for combat though... The C's are all incapacitated and the drugs are burning. I really don't think that there's much for Blitz and KC to do except to "tie-em-up" so to speak. Link to comment
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