angrydurf Posted July 14, 2009 Share Posted July 14, 2009 We went in while hte van driver went to go park. Link to comment
Avenger Assembled Posted July 14, 2009 Share Posted July 14, 2009 All righty, dun dun dun. Link to comment
quotemyname Posted July 14, 2009 Share Posted July 14, 2009 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. Link to comment
Ecalsneerg Posted July 14, 2009 Share Posted July 14, 2009 All righty, dun dun dun. Dramatic costume changes go! Link to comment
Cyroa Posted July 15, 2009 Share Posted July 15, 2009 Init (1d20+2=3) But with Edge, it's a min of 7. So, a 9 for me. Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 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! Link to comment
Cyroa Posted July 15, 2009 Share Posted July 15, 2009 I have 3 hp actually... I used one of Edge's HP's as directed. :) Link to comment
Avenger Assembled Posted July 15, 2009 Share Posted July 15, 2009 Though I am still at 5 HP, because I had seven; one went to Quick Change and the other to my good buddy Hellion. Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 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 :) Link to comment
Electra Posted July 15, 2009 Share Posted July 15, 2009 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. Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 Its DC 14 to hit the demon. You will hit and knock it out. There are two more demons to hit within range. There are 3 demons in this group. Link to comment
Avenger Assembled Posted July 15, 2009 Share Posted July 15, 2009 Ooh, with Edge's Fortune Field up, Wander hits automatically even without taking 10. Link to comment
Electra Posted July 15, 2009 Share Posted July 15, 2009 In that case, because Wander can hit the demons on a roll of 3, and Edge's good luck gives her a minimum roll of 7, I suppose it's not necessary to roll the other two attacks? Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 Nope tho you can if you'd like don't worry. Things get harder :twisted: Link to comment
Avenger Assembled Posted July 15, 2009 Share Posted July 15, 2009 Edge spends this round Inspiring. He's down another HP, and everyone gets +3 on all rolls in the next round (not this) round. Link to comment
quotemyname Posted July 15, 2009 Share Posted July 15, 2009 I was skipped! :shock: Oh well, I am sure it will get fixed. My Turn: Free Action: Switch FROM SKA from TO JAZZ form. Move Action: Fly to the next set of demons. Standard Action: E Control on one of the demons in that group. Jazz Form: Emotion Control (Calm) DC 16/Will if it hits (1d20+6=14) Link to comment
angrydurf Posted July 15, 2009 Share Posted July 15, 2009 Burning an HP to gain Takedown attack and charging the furthest group of demons. Phalanx's punch is DC 24 Charge Attack on the first demon. (1d20+5=24) Second attack if needed (1d20+5=18) third attack if needed (1d20+5=16) I'll add more if there are more in the group I end up at. Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 Your demons go squish. Q, go ahead and toss up the alt form you want to stunt. Link to comment
Ecalsneerg Posted July 15, 2009 Share Posted July 15, 2009 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. Link to comment
alderwitch Posted July 15, 2009 Author Share Posted July 15, 2009 Your mooks also go squish, Ecal: Crap saves for 2, 3rd can't make a dc 27 That leaves 3 groups of demons ko'd, Eddie has engaged 1 and 2 are left whole. The big guys are still in the center along with the boys. There are also 6 robot patrols. Hellion, you're up. Link to comment
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