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Animal Control: Breakout (OOC)


Raveled

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Given what happens in the next post, CT might as well get an Initiative up anyway.

The Prof and Squirt are going for the ship; Screech and Bruiser are going to engage the baddies on the pier with Protectron and FA.

Bruiser, Screech, Prof, and Squirt's Ini. (1d20+5=20, 1d20+10=30, 1d20+3=21, 1d20+11=16)

Battlesuit, Gunner, Marital Artist, and Pyro's Ini. (1d20+8=9, 1d20+5=22, 1d20+17=23, 1d20+6=19)

Glowstar's Ini. (1d20+6=9)

So the Ini order, broken up into Ship and Pier, is as follows.

Pier

30 Screech -- Uninjured -- GM

23 Martial Artist -- Uninjured -- GM

22 SWAT 1 -- Uninjured -- Minion

21 SWAT 2 -- Uninjured -- Minion

20 Bruiser -- Uninjured -- GM

20 Soldier 3 -- Uninjured -- Minion

12 Freedom Angel -- Uninjured -- HPx1

12 Soldier 2 -- Uninjured -- Minion

11 Protectron -- Uninjured -- HPx1

11 SWAT 3 -- Uninjured -- Minion

9 Battlesuit -- Uninjured -- GM

7 Solider 1 -- Uninjured -- Minion

5 SWAT 4 -- Uninjured -- Minion

4 Soldier 4 -- Uninjured -- Minion

Ship

24 Cobalt Templar -- Uninjured -- HPx3

22 Gunner -- Uninjured -- GM

21 Prof -- Uninjured -- GM

19 Pyro -- Uninjured -- GM

16 Squirt -- Uninjured -- GM

9 Glowstar -- Uninjured -- HPx5

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Screech goes first, charging into the SWAT guys because they have the bigger guns. They're minions, so Taking 10 on attack gives him 20, more than enough to hit the minion. DC 25 Toughness roll.

(13:11:34) System: Raveled rolls 1d20 and gets 8.
That's a fail, so he's down.

Martial Artist goes next. He steps up and punches Screech.

(13:13:36) System: Raveled rolls 1d20 and gets 20.
Yikes. That's a result of 35, and a crit. DC 25 damage.
(13:14:22) System: Raveled rolls 1d20 and gets 17.
+10 for 27. He's fine.

SWAT 1 is down so it's SWAT 2 next. He'll use Aid Action to give the Battlesuit a bonus to Def.

(13:15:47) System: Raveled rolls 1d20 and gets 4.
And it just succeeds.

Bruiser charges in, going after Soldier 3. Taking 10 for attack gives him 15, just enough to hit. DC 30 Damage.

(13:16:56) System: Raveled rolls 1d20 and gets 16.
Ends up being 21, so not quite enough. Soldier 3 is down.

To recap: 2 Minions down, Battlesuit had boosted Def, and Freedom Angel is up.

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I think we'll do just a regular attack. Hm. He'll start off up close and personal.

Move Action: Get up next to Pyro

Standard Action: Melee Attack!

(12:45:47) System: KnightDisciple rolls 1d20 and gets 2.(12:45:51)

KnightDisciple: :argh::argh::argh:

Yeah, that's 13. So no. Gonna spend a Hero Point to at least have a chance.

(12:46:42) System: KnightDisciple rolls 1d20 and gets 11.

So 22.

...But she's Defense 24. So it goes.

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Gunner takes some pot-shots at Glowstar. Since he's technically flat-footed, this isn't likely to end well.

(14:27:53) System: Raveled rolls 1d20 and gets 2.
That's a 15, so it still hits his flat-footed Def, but the Autofire only adds +1 Dam. So DC 24.
(14:29:10) System: Raveled rolls 1d20 and gets 8.
+12 makes it 20. So a Bruise.

Prof's up next. He swings up and tries to smack the sniper!

(14:30:37) System: Raveled rolls 1d20 and gets 7.
That's a 17, so no.

Pyro... is gonna try and Dazzle CT.

(14:35:30) System: Raveled rolls 1d20 and gets 18.
+10 makes it 28. That hits nearly. CT needs to make a DC 20 Reflex save for half effect and a DC 20 Fort save, or be blind and deaf.

Squirt will try to snare the Pyro, to make it easier for CT to smack her.

(14:36:52) System: Raveled rolls 1d20 and gets 6.
Comes out as an 18. No dice.

Glowstar will try to shoot the sniper.

(14:39:10) System: Raveled rolls 1d20 and gets 5.

(14:39:19) Raveled: Ew. Rerolling that.

(14:39:22) System: Raveled rolls 1d20 and gets 12.

(14:39:30) Raveled: You hate me, don't you System?

That turns into a 24, which is just enough to hit the Gunner. DC 26 + 1 from Autofire.
(14:40:26) System: Raveled rolls 1d20 and gets 20.
And that's a 28 Toughness save. No damage at all.

CT needs to do those saves and he'll be up.

Ship

24 Cobalt Templar -- Uninjured -- HPx2

22 Gunner -- Uninjured -- GM

21 Prof -- Uninjured -- GM

19 Pyro -- Uninjured -- GM

16 Squirt -- Uninjured -- GM

9 Glowstar -- Bruisex1 -- HPx4

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In my effort to clear out as many minions as quickly as I can, I'll say Soldier 3 and 2 are within Takedown distance of each other. Attack of 15 just barely hits the Soldiers.

(15:01:01) System: Raveled rolls 1d20 and gets 9.
That's a 14 for Soldier 3, he's down.
(15:01:47) System: Raveled rolls 1d20 and gets 10.
And a 15 for Soldier 2, he's down! Protectron's up next on the Pier.
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Protectron

Uninjured, 1 HP

Standard Action: Charge Martial Artist, strike and (thanks to Improved Grab) start a grapple as a reaction.

Charge (+2 Attack, -2 Defense), Accurate Attack maneuver (+2 Attack, -2 Damage)

(10:25:47) Dr_Archeville: Protectron charge

(10:25:49) System: Dr_Archeville rolls 1d20 and gets 8.

+2+2+11 = 23, which (I believe) just hits the Martial Artist (unless she'd used Defensive Attack earlier)

(10:26:59) Dr_Archeville: Protectron grapple check

(10:27:01) System: Dr_Archeville rolls 1d20 and gets 11.

+2+17 = 30

If that beats the Martial Artist's grapple check, Protectron will then

Move Action: Throw Martial Artist into Battlesuit

(10:28:01) Dr_Archeville: Protectron throw

(10:28:03) System: Dr_Archeville rolls 1d20 and gets 17.

+2+2+6 = 27 that definitely hits, and calls for a DC 24 Toughness save from both of them. (Well, from the Martial Artist, the Suit's Impervious protects it.)

If that does not beat the Martial Artist's grapple check, then

Move Action: Fly up 100 feet

Free Action: radio position & situation to nearest port authority, and tell them not to let this ship out.

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Martial Artist's opposed grapple check.

(19:26:57) System: Raveled rolls 1d20 and gets 7.
+20 for 27. Not quite enough to avoid Protectron's grasp, so he goes flying.

Toughness save.

(19:30:28) System: Raveled rolls 1d20 and gets 4.
+7 for a total of 11. Misses by 13, so Dazed + Staggered.
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