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Take Me Out to the Ball Game [OOC]


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I Wonder What's Playing: Unless otherwise explicitly stated, roll a die to determine which form Breakdown begins combat in. (If there are a disproportionate number of forms, select which ones have numerical priority) - 5 forms: 20% chance each.

That's every 4 numbers...I wonder what's playing? (1d20=13) 13-16: 2nd to last one on the charactersheet; SKA

Also: Full round action: change clothing / ditch bag.

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Iniative:

Wander: 25, 3 HP - Uninjured

Breakdown: 24 3 HP - Uninjured

Edge: 21, 5 HP - Uninjured

Phalanx: 19, 2 HP - Uninjured

Hellion: 9, 3 HP - Uninjured

Psyche: 7, 2 HP - Uninjured

Geckoman: ?, 3 HP - Uninjured

Once I have Geckoman's init, I'll include the bad men!

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Iniative:

Wander: 25, 3 HP - Uninjured

Breakdown: 24 3 HP - Uninjured

Edge: 21, 5 HP - Uninjured

Big Bads: 20 - 3 Demons, 2 Robots (centerfield)

Phalanx: 19, 2 HP - Uninjured

Geckoman: 18, 3 HP - Uninjured

Patrols: 10 - 6 demons, 6 robots

Hellion: 9, 3 HP - Uninjured

Mystic: 8, Uninjured

Psyche: 7, 2 HP - Uninjured

Labcoat: 6, Uninjured

Top of round 1. Baddies will be surprised this round so they will not act at their turns. Wander, you're up :)

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Wander is charging down the stairs and into the middle of the first group of baddies. She Charges, uses All-Out Attack, and Power Attack, which puts her at +12 to attack, 15 damage, and +3 total defense.

First attack roll:22.

If the attack is good enough to hit, and she manages to knock it out, she will use Takedown Attack to hit the next demon in the same round.

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Autofire attack on one group of three demons. He gets a -3 penalty for trying to hit 3 squares, but hey. I get three attack rolls.

Pitchoo autofire DC 22 base cannon burst (1d20+4=5, 1d20+4=24, 1d20+4=15)

So one guy gets the base DC 22, one gets a full DC 27 blast and the other... misses. That'll never do.

HP to re-roll and look ridiculously cool and heroic (1d20+4=15) Meh. So two get hit by DC 22 Blasts, one gets a full DC 27.

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