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Animal Control: Breakout (OOC)


Raveled

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SWAT 3 Aid Action, for +2 Att on Battlesuit. DC 10 (1d20+6=16) That succeeds.

Battlesuit flies up and smacks FA. Battlesuit's melee attack check, vs FA's Def. DC 25 (1d20+12=17) Nope.

Soldier 1 & 4 are going together, since they're doing the same thing: Aid Actions for the Martial Artist! Def x2. Soldier 1 & 4 Aid Action, for Martial Artist. DC 10 (1d20+5=7, 1d20+5=13) So +2 Att.

SWAT is still helping Battlesuit. Def. SWAT 4 Aid Action, for Battlesuit. DC 10 (1d20+6=26) That's a heck of a help.

Screech bounces over to SWAT 2. Take 10 on Attack hits, DC 25 Toughness. SWAT's Toughness save, vs DC 25. (1d20+6=17) Nope.

Martial Artist... Is being helped to his feet. Daze is gone, though.

Bruiser's going to take out the last SWAT guy. Taking 10 on Attack... Misses! Wow, okay, so one's still around.

Pier

30 Screech -- Uninjured -- GM

23 Martial Artist -- Staggered, +4 Def (Soldier 1&4) -- GM

22 SWAT 1 -- OUT -- Minion

21 SWAT 2 -- OUT -- Minion

20 Bruiser -- Uninjured -- GM

20 Soldier 3 -- OUT -- Minion

12 Freedom Angel -- Uninjured -- HPx1

12 Soldier 2 -- OUT -- Minion

11 Protectron -- Uninjured -- HPx1

11 SWAT 3 -- Uninjured -- Minion

9 Battlesuit -- +2 Def (SWAT 2&4) +2 Att (SWAT 3) -- GM

7 Solider 1 -- Uninjured -- Minion

5 SWAT 4 -- Uninjured -- Minion

4 Soldier 4 -- Uninjured -- Minion

Gunner takes a shot at the Prof. Gunner's melee attack check, vs Prof's Def. DC 25 + Autofire (1d20+10=23) That's 7 pts over, so +3 Damage makes it DC 28 Toughness.

Prof's Toughness save, vs DC 28. (1d20+10=27) Bruise. Juuuuust barely.

Pyro's going to make CT BURN!! It's Perception Range, so CT needs to make a DC 25 save.

Squirt's going to try swinging past and smacking her. Squirt's melee attack check, vs Pyro's Def. DC 23 (1d20+13=14) Ouch. No.

Glowstar is going to fly up until he has angle on the Gunner and hit her with a Focuses Blast. Glowstar's ranged attack check w/ full All-Out attack, vs Gunner's Def. DC 26 (1d20+17=25) That hits!

Gunner's Toughness save, vs DC 26. (1d20+8=11) Down for the count.

Ship

24 Cobalt Templar -- Uninjured -- HPx2

22 Gunner -- Unconscious -- GM

21 Prof -- Bruise -- GM

19 Pyro -- Bruisex2 -- GM

16 Squirt -- Uninjured -- GM

9 Glowstar -- Bruise, -5 Def -- HPx4

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

Charge (+2 Attack, -2 Defense), Power Attack maneuver (-2 Attack, +2 Damage) = DMG 11 = DC 26 Toughness save (1d20+11=13) :argh:

HP to re-roll

Charge (+2 Attack, -2 Defense), Power Attack maneuver (-2 Attack, +2 Damage) = DMG 11 = DC 26 Toughness save; HP re-roll (1d20+11=31) Huzzah! That's a crit, so a DC 31 Toughness save!

Reaction: Grapple

Grapple check (1d20+17=18)

18 is it's Grapple bonus, so no need to roll, it can't lose.

Move Action: Fly 100 feet away (90 feet up and ~45 feet back)

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

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Ship first. Professor goes to stop the ship. That's his turn.

Pyro uses Firebomb to get both Squirt and CT in an AoE. Reflex save DC 20 for half damage, then Toughness save DC 25 or 20.

Squirt's Reflex save, vs DC 20. (1d20+7=16) Nope.

Squirt's Toughness save, vs DC 25. (1d20+7=19) Daze + Bruise.

Glowstar flies out and take a shot at Pyro! Double-team! Glowstar's ranged attack check, vs Pyro's Def. DC 26 (1d20+12=31) Yeeee.

Pyro's Toughness save, vs DC 26. (1d20+4=24) Bruise x3. Kinda wished I'd popped Improved Critical now, so she'd be Dazed for CT's knock-out blow.

Ship

24 Cobalt Templar -- Uninjured -- HPx2

22 Gunner -- Unconscious -- GM

21 Prof -- Bruise -- GM

19 Pyro -- Bruisex3 -- GM

16 Squirt -- Bruise + Daze (Pyro) -- GM

9 Glowstar -- Bruise -- HPx4

Cobalt Templar's up. IC post on the ship, and then I'll get the Pier rolls done.

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And now the Pier.

Battlesuit's up first, so he flies up and takes a swing at Protectron. Battlesuit's melee attack check, vs Protectron's Def. DC 29 (1d20+6=13) Swing and a miss.

SWAT 4 boosts Battlesuit's Def, Soldier 4 boosts Martial Artist's Def. SWAT and Soldier Aid action, vs DC 10. (1d20+6=9, 1d20+5=9) ... And neither go off! :o

Screech does a bounce and lands on Martial Artist's chest. Screech's melee attack check, vs Martial Artist's Def. DC 25 (1d20+10=30) So that's actually DC 30, and adds +5 to the Grapple attempt. Screech's grapple check, vs Martial Artist's. (1d20+21=37) Whoa.

Martial Artist's Toughness save, vs DC 30. (1d20+7=16) Staggered + Dazed... Except the Staggered conditions stack and upgrade to Unconscious. Out!

Bruiser can't reach the Battlesuit, so he'll charge at the final Soldier; with full All-Out Attack that'll automatically hit, and a DC 30 Toughness save is something he can't make, so that guy is OUT!

Pier

30 Screech -- Uninjured -- GM

23 Martial Artist -- OUT -- GM

22 SWAT 1 -- OUT -- Minion

21 SWAT 2 -- OUT -- Minion

20 Bruiser -- Uninjured, -5 Def -- GM

20 Soldier 3 -- OUT -- Minion

12 Freedom Angel -- Uninjured -- HPx1

12 Soldier 2 -- OUT -- Minion

11 Protectron -- Uninjured -- HPx0

11 SWAT 3 -- OUT -- Minion

9 Battlesuit -- Bruise -- GM

7 Solider 1 -- OUT -- Minion

5 SWAT 4 -- Uninjured -- Minion

4 Soldier 4 -- OUT -- Minion

Freedom Angel is up.

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As a standard action, Freedom Angel is going to Intimidate the last remaining goon into surrendering. That'll be a DC 25 Intimidate check for the goon, given Heyzel's skill mastery. He will then fly up to confront the Battlesuit wearer and do the same thing, spending HP on the Intimidate roll vs. the NPC.

(20:38:43) System: AvengerAssembled rolls 1d20 and gets 16.

DC 31 save for the guy in the battlesuit.

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(20:49:54) Raveled: Bad guy and battlesuit's Sense Motive, respectively.

(20:49:58) System: Raveled rolls 2d20 and gets 6,3.

(20:50:06) Raveled: Those aren't good rolls.

SWAT gets a 6, Battlesuit gets a 15. I'll say they're pretty much well Intimidate'd.

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Okay. She's bruised, and I've decided there's not much point in Power-Attacking a Defense-shifted build.

So!

Free Action: Switch to Strike in Holy Fire Control.

Move Action: Get next to Crazy Fire Lady

Free Action:

All-Out Attack 5: Defense is 1, Attack is +16

Standard Action: Melee Attack Fire Lady

13:13:16) System: KnightDisciple rolls 1d20 and gets 5.(13:13:20)

(13:13:23) KnightDisciple: :argh:

Because that's only 21.

Hero Point Reroll.

(13:13:57) System: KnightDisciple rolls 1d20 and gets 5.(13:14:12)

KnightDisciple: Man, you know what, at least i get a +10 that time

But with the reroll, that becomes 31.

DC 26 Toughness Save.

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