Jump to content

Midnight Madness (OOC)


Recommended Posts

  • Replies 114
  • Created
  • Last Reply

Top Posters In This Topic

17 still beats 13. Current order:

Ambulance > Cyclists > Angel, Midnight

Angel is left to roll.

Initiative:

Thugs 25A -- 3, unharmed

Angel 25B - unharmed - HPx1

Dalkaresh 25C -- unharmed -- HPx1

Midnight 22 -- unharmed -- HPx2

Female Crook 11 -- unharmed

Male Crook 4 -- unharmed

Top of the order!

Link to comment

the three remaining dudes drop back one place to be even with Midnight's car, they again begin battering it with their melee weapons.

3 Attacks vs. Midnight Cruiser DEF 8 (1d20+8=17, 1d20+8=23, 1d20+8=26)

Three hits, therefore I need three DC 19 toughness saves from the midnight cruiser.

Remember this?

If your car fails by 5 or more, you need to make a DC 15 drive check or lose control for a round

if you fail by 10 or more, it breaks down.

if you fail by 15 or more, the breakdown is catastrophic.

Angel, you fail the speed check and you drop back one place. But your blast hits! Toughness save for woman DC 23 (1d20+9=20) she takes a bruised!

The current race order now looks like this:

Ambulance > -- > Cyclists, Midnight > Angel

Status:

Initiative:

Thugs 25A -- 3, unharmed

Angel 25B - unharmed - HPx1

Dalkaresh 25C -- Bruised x1 -- HPx1

Midnight 22 -- unharmed -- HPx2

Female Crook 11 -- Bruised x1

Male Crook 4 -- unharmed

Once I finish my IC post for the thugs, it's Dalk's turn he is still stunned, but the condition will clear at the end of his turn. Next up is Midnight.

Link to comment

the female crook will lean out of the ambulance and fire into the grill of the midnight cruiser. she then leans back in under cover.

DC 19 TOU on hit (1d20+8=23)

it hits! Another save coming your way, Ex.

the male crook will do nothing.

---

Top of round 5

ambulance speed check! (1d20+4=18)

cyclists speed check (1d20+5=25, 1d20+5=15, 1d20+5=24)

one of them fails and drops back to where Angel is currently. The other two can move up or down as they please, they will stay adjacent to whoever is furthest ahead in the racing order.

Racing order:

Amulance < -- < Midnight/Cyclist1&2 < Angel/Cyclist3

So I need speed checks from the heroes before I can go any further. Just post them OOC, that is all.

Link to comment

Initiative:

Thugs 25A -- 3, unharmed

Angel 25B - unharmed - HPx1

Dalkaresh 25C -- Bruised x1 -- HPx1

Midnight 22 -- unharmed -- HPx2

Female Crook 11 -- Bruised x1

Male Crook 4 -- unharmed

It's you're turn, Angel. It's still the thugs turn. You need to roll a speed check to see where you fall in the order of things before you can take your turn. Remember if you do nothing during your turn you can get a +2 speed bonus on the check.

Link to comment

This is effectively going to be a new combat. I need initiatives again, and you both get a HP for sticking around for so long :)

Round 1:

Ghost: Ghost Initiative (1d20+6=8)

Hammerhead: Hammerhead Initiative (1d20+2=21)

Wheeler: Wheeler Initiative (1d20+5=10)

Blondie: Blondie Initiative (1d20+3=19)

Here's how this bit works. You can both "arrive" and get out of your vehicle or get off your board as appropriate.

You can make one intro post to this combat before combat starts. Post your initiative rolls here and I'll post the order. Then combat will begin.

Link to comment

×
×
  • Create New...