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Public Anomie [OOC]


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Posted

We should probably break this up by sector, at this time. Cannonade's going to come storming in and pick up three spares, Crow will deal with the two in the security office, Ironclad will deal with the two in her section, Silhouette will deal with the two in her section (and Wilkins), and Gecks will be in the office. Also, assume that each of these little conflicts is about 60 feet from each other, taking a full-round action to get between unless you have a movement power of heightened speed.

Guard 1: 27, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Guard 2: 25, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Guard 7: 11, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Guard 3: 23, Unharmed, 0 HP

Crow: 15, Unharmed, 2 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Unharmed, 4 HP

Guard 8: 8, Unharmed, 0 HP

Geckoman: 25, Unharmed, 3 HP

Guard 1 takes a swing at Ironclad. He hits, necessitating a DC23 Toughness save from Ironclad.

Geckoman is up next.

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Posted

Alright, Charge attack on the guard that just slugged Ironclad. Gecks can move at 100' as a move action, so should be able to easily do that. He'll take 10, while Power Attacking for 5. Due to charging, he has +12 to hit after Power Attacking, so that's a 22, at DC 23 Toughness save.

Posted

Guard 1 goes down. Guard 2 goes on active guard, searching the surroundings for signs of wrongness, and as there's no chance he can beat a Skill Mastery'd Silhouette taking 10, he misses Sil. Guard 3 completely misses Crow, while Guard 4 takes a swing at Cannonade, Power Attacking for -4/+4. He succeeds, meaning Cannonade needs to make a DC25 Toughness save. Cannonade takes a Bruise.

Geckoman: 25, Unharmed, 3 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Guard 2: 25, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Guard 7: 11, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Guard 3: 23, Unharmed, 0 HP

Crow: 15, Unharmed, 2 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Ironclad is up next.

Posted

Ironclad is going to goo up the other guard, Taking 10 on the attack 'cause it's a Minion. If Attack 20 hits, it's a DC 20 Reflex check.

Posted

All right. That will hit, as the guy has a Defense of 5, and as he's unconscious, he can't quite make a Reflex save, so he's Bound.

Geckoman: 25, Unharmed, 3 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Guard 2: 25, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Guard 7: 11, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Guard 3: 23, Unharmed, 0 HP

Crow: 15, Unharmed, 2 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Guard 5 attempts to break his bonds. He crits on striking his prison - not that it matters, as he's a Minion - but his prison beats the DC23 Toughness save. Guard 6, meanwhile, strikes at Cannonade. He hits, but bounces off of Cannonade's Impervious.

Silhouette is up next.

  • 2 weeks later...
Posted

Crow drops the Concealment and goes for broke; Taking 10 with an All Out Attack of +2 (-2 Defense) on the first mook, then Takedown Attack 2 on the second mook with the same dealie if the first one goes down. If both go down, Morgan burns an HP to add Castling to his Teleport, and switches places with Silhouette. If first one does -not- go down, then burn an HP for another Standard Action and do it again, and I'll add Castling next turn after downing the second mook.

Yes, it's confusing. >_< Morgan is sitting at Defense +6 until his next turn.

Posted

First one saves, but then goes down, and second one stays up.

Geckoman: 25, Unharmed, 3 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Guard 2: 25, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Guard 7: 11, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Silhouette is up next.

  • 3 weeks later...
Posted

The two Guards go down easily, as they can't make a DC27 Toughness save. We'll say that Wilkins is turned away, as he'll be moving to try and intercept Ironclad and Geckoman.

Geckoman: 25, Unharmed, 3 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Cannonade is up next, and he's beating up bad guys. He moves to intercept Guard 4, but just manages to miss. It's now Wilkins' turn, and, as was established, it'll take a full-round action to get to any conflict. So he races for... just before his office, having the presence of mind to set up an ambush position. Meanwhile, Guard 8 attacks Cannonade, and misses wildly. Guard 9 strikes at Crow, and hits due to lowered Defense. DC23 Toughness save for Crow.

Geckoman: 25, Unharmed, 3 HP

Ironclad: 22, Unharmed, 5 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Wilkins: 10, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Guard 4: 22, Unharmed, 0 HP

Guard 6: 19, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Geckoman is up next.

  • 4 weeks later...
Posted

He fails, which means he's down.

Geckoman: 25, Unharmed, 3 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Wilkins: 10, Unharmed, 0 HP

Silhouette: 15, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Guard 4: 22, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Guard 5 attempts to break his bonds once again. He strikes at it, but it really holds up this time. Silhouette is up next.

  • 3 weeks later...
Posted

I'll rule that Wilkins does not yet have any part of his Array up, so he's got his standard Grapple bonus of +8. And he's Bound.

Geckoman: 25, Unharmed, 3 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Guard 4: 22, Unharmed, 0 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 8: 8, Unharmed, 0 HP

Cannonade takes on some guards, meanwhile. Or not. Hero Point! That's a 24, at least, meaning it hits and Guard 4 needs to make a DC24 Toughness save. He fails, which means Cannonade gets to use Takedown Attack to attack Guard 5. It hits, and Guard 5 falls. He then takes what's left of his Move Action to start moving towards Wilkins.

Geckoman: 25, Unharmed, 3 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Cannonade: 15, Bruised x1, 4 HP

Wilkins, meanwhile, activates the Enhanced Strength part of his Array as a Free Action and tries to break his Grapple as a Move Action. He makes a 33. I'll need an Opposed Grapple check from Silhouette to see if he escapes.

  • 3 weeks later...
Posted

Simple enough. Taking 10 with an All Out Attack of +2 (-2 Defense) on the leftover mook, DC 23 Toughness save. If he goes down, then Crow's going to spend a Move Action to bar the door with a pair of the seats, and then find those recordings!

Improvised Computers check! (1d20+7=14)

If I've got insufficient Actions for this, then he does the digging next turn. /shrug

Posted

Guard 9 goes down, so Crow gets to dig up recordings. He's able to find the file in general, but realizes that recalling the recordings from the guard post isn't something he can do. Maybe if he went to the office...

Geckoman: 25, Unharmed, 3 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Cannonade: 15, Bruised x1, 4 HP

And with that little flaw corrected, we're onto the next round. Geckoman is first.

  • 4 weeks later...
Posted

That... won't quite go well.

Geckoman: 25, Unharmed, 2 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Cannonade: 15, Bruised x1, 4 HP

Ironclad is one move action away from Wilkins, and up next.

Posted

First, however, it needs to hit, which it does not on a 17.

Geckoman: 25, Unharmed, 2 HP

Guard 5: 21, Unharmed, Pinned, 0 HP

Silhouette: 15, Unharmed, 0 HP

Wilkins: 10, Unharmed, 0 HP

Crow: 15, Unharmed, 0 HP

Guard 9: 8, Unharmed, 0 HP

Ironclad: 22, Unharmed, 5 HP

Cannonade: 15, Bruised x1, 4 HP

Guard 5 is up next. His prison gets dented, but he's still stuck, so he does little else, even as Wilkins flips out.

Crow is up next.


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