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A true horror, the co-ed Halloween Dance (OOC)


MBCE

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My fault. For some reason I read the initiative list as having a turn by the villains between me and geckoman.

Think of it as baddies then everyone else. So Once I post the baddies' actions, the heroes can post their actions.

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Summary

Gekoman attacked but failed to hit the tiger.

High Note attacks with his sonic blast, hitting Rhino 2 but the Rhino shrugs off the attack.

Toughness DC 22 (1d20+9=28)

Quark uses his time to remove an orb from his bag. [information on the item and how you're APing it off your HQ (extra effort or HP) is needed.]

Rhino 1 manages to strike and hit Quark. DC24 toughness save

Rhino 2 strikes at High Note but the blow bounces off of the force field.

Tiger 1 strikes and hits Geckoman. Dc 20 toughness save.

1)Rhino vs Quark DEF 10 DC 24 2)Rhino vs Gordy DEF 16 DC 24 3)Tiger vs Geckoman DEF 17 DC 20 (1d20+5=21, 1d20+5=9, 1d20+9=28)

Geckoman, then High note, then Quark are up.

COMBAT STATS

Character--Attk---Def---Tough---Saves(F/R/W)---Damage

High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22

Geckoman +5/+7---+7--+5--(2,5,2)---Strike DC 19, Zappers DC 20

Quark +0----+0----(-1)--(0/0/0)---Unarmed DC 13

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20

Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25

CONDITION

HIgh Note

Gekoman Fatigued(extra effort)

Quark

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs totals

Quark 4

Geckoman 2 [Hero for reroll]

High Note 1 [Hero for reroll]

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight

Gorilla 2 : Remains by the leader.;watches fight

Rhino 1 : Swings at Quark. Hits

Rhino 2: Swings at Gordy, Miss

Tiger 1: Swings at Chris, Hits.

Tiger 2: Remains by leader;Watches fight

The Rhinos have cleared a path to the smoke machine, but the Tiger has not.

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Heads up to everyone in the Thread. I'm going to try to wrap this up by the first week of July. REgardless of where we are by then, we'll put a sock into this thread. That way, people can progress to their newer PL versions. :D

So to do that, I'm going to have you help out with a lot of the work. As the information for Toughness saves are listed, go ahead and roll the toughness saves of your hits as well. I'll summarize them and then put the baddies actions. I'll roll your toughness saves when they hit you as well. You may spend Hps to get a reroll after you see the result.

Let's see if we can get this done within time.

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Summary

Gekoman manages to shake off the blow then attacked but failed to hit the tiger.

High Note attacks with his sonic blast, hitting Rhino 2 stunning the creature.

1)Hit DC 15 2)Toughness DC 22 (1d20+6=26, 1d20+9=18)

Quark is hurt badily by the blow and fires with his pistol. Unfortunately the blast misses.

1)Hit DC 15 2) Toughness DC 20 (1d20=12, 1d20+9=17)

Rhino 1 manages to strike and hit Quark again. The blow is enough to take him out of the fight.

1)Hit DC 10 2)Toughness DC 24 (1d20+5=14, 1d20-1=6)

(You may use an HP to take a reroll if you like.)

Rhino 2 stunned

Tiger 1 strikes and misses Geckoman.

1)Hit DC 16[fatigue included] 2)Toughness DC 20 (1d20+9=12, 1d20+5=12)

Geckoman, then High note, then Quark are up.

COMBAT STATS

Character--Attk---Def---Tough---Saves(F/R/W)---Damage

High Note +6---+6---+7(+1)---(3,8,5)---Blast DC 22

Geckoman +5/+7---+7--+5--(2,5,2)---Strike DC 19, Zappers DC 20

Quark +0----+0----(-1)--(0/0/0)---Unarmed DC 13

Rhinos (PL7) +5---+5--+9--(8,3,-2)---Punch DC24

Tigers(PL7) +9--+9--+4--(-2,8,3)---Claws DC20

Gorillas(PL7) +4--+4--+10--(3,-2,8)---Punch DC25

CONDITION

HIgh Note

Gekoman Fatigued(extra effort) [-1 attack/Def, -2 Str/Dex]

Quark Staggered

Rhino 2 Stunned B:1

INITIATIVE

Quark 20

Were-men 18

Geckoman 15

High Note 14

HPs totals

Quark 1 [1 for gun, 1 for reroll, 1 to negate stun]

Geckoman 1 [2 for reroll]

High Note 1 [1 for reroll]

six baddies:

Gorilla 1 (Leader): Remains by the smoke machine.;Watches fight

Gorilla 2 : Remains by the leader.;watches fight

Rhino 1 : Swings at Quark. Hits

Rhino 2: Stunned no actions

Tiger 1: Swings at Chris, misses.

Tiger 2: Remains by leader;Watches fight

The Rhinos have cleared a path to the smoke machine, but the Tiger has not. Chris is within an easy move action from the smoke machine. Gordy is another move action from Darian.

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  • 2 weeks later...

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