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Geez3r

Confronting the Past (OOC)

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And its time for battle. Sam gets 1 HP for being caught in a trap. Sam's stats are that of PL 10/150pp Atlas, minus the entire powers section, making him effectively PL 6 ish.

But by being reckless, he gets to go first in initiative. He is squaring off 8 thugs, modified for whatever weaponry they have, and the Gang leader.

Sam's first attack provokes an impossible save from the Thug, so he passes out. However, the DC mod provoked is higher than the Toughness of the bat, so the bat breaks.

The guys with the bats and crowbars (minus the one who was just KO'd) are closest to Sam, so they'll attack first. Sam's Defense is 13 due to Charging this round.

Thugs vs Sam DEF 13, DC 19 (1d20+2=10, 1d20+2=22, 1d20+2=11, 1d20+2=20, 1d20+2=5)

Minions can't score critical hits. Sam Toughness save vs Bat 1 DC 19 (1d20+7=8) Eww. HP to reroll. Sam Toughness save vs Bat 1 DC 19, HP reroll (1d20+7=14) Pass.

Sam Toughness save vs Bat 2 DC 19 (1d20+7=20)

Knife guys can't get in range yet. Gang Leader hangs back. End Round 1

Sam: 2 HP, Uninjured

Thugs: 7 remaining

Gang Leader: Unharmed

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Round 2:

Sam is going to use our awesome sauce house rules to Defensive Attack 2 / Accurate Attack 2 (as he had neither of the feats at the time) this time, and tries to pop another one of the goons with a bat, while keeping his guard up.

Sam Atk roll vs Thug DEF 12, AA/DA 2, DC 20 (1d20+6=14) That'll hit.

Thug toughness save DC 20 (1d20+2=20) but the thug stays up!

Thus Attack rolls vs Sam, DEF 17, DC 19 (1d20+2=3, 1d20+2=12, 1d20+2=3, 1d20+2=21, 1d20+2=9) 1 hit.

Sam Toughness vs Bat round 2, DC 19 (1d20+7=11) Injured, Bruised & Stunned.

Sam's in a world of hurt next round.

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Round 3:

Sam is stunned. His DEF is only 9 this round.

Thugs Ganging up on Sam, Round 3 DC 19 (1d20+2=14, 1d20+2=9, 1d20+2=10, 1d20+2=5, 1d20+2=18) owwie. 4 hits.

Sam Toughness Round 3, #1 DC 19 (1d20+6=22) Pass

Sam Toughness Round 3, #2 DC 19 (1d20+6=13) Injured, Bruised & Stunned

Sam Toughness Round 3, #3 DC 19 (1d20+5=15) Injured, Bruised

Sam Toughness Round 3, #4 DC 19 (1d20+4=11) Injured, Bruised & Stunned

End Round 3:

Sam: Bruised 4, Injured 4, Stunned, HP x2

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Round 4:

Sam can't take that kind of punishment again. He'll spend an HP to shake off the stun.

He's just going to use straight DA 2 this round. Sam Atk roll vs Thug DEF 12, DA 2, DC 22 (1d20+4=6) But it'll miss!

Gang Attack Round 4, DC 19, DEF 17 (1d20+2=5, 1d20+2=14, 1d20+2=15, 1d20+2=21, 1d20+2=21)

Sam Toughness save, Round 4, #1 DC 19 (1d20+3=8) Sam can't take a disabled so he'll use his last HP to reroll.

Sam Toughness save, Round 4, #1 DC 19, HP reroll (1d20+3=20) No Damage!

Sam Toughness save, Round 4, #2 DC 19 (1d20+3=10) Injured, Bruised & Stunned

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Round 5:

Sam has no more HP to spend, so he'll have to stay stunned.

Thugs ganging up on Sam, Round 5 DC 19 (1d20+2=5, 1d20+2=11, 1d20+2=5, 1d20+2=19, 1d20+2=13)

That'll provoke 3 saves.

Sam Toughness save, Round 5 #1, DC 19 (1d20+2=12) Bruised, Injured, Stunned

Sam Toughness save, Round 5 #2, DC 19 (1d20+1=20) No Damage!

Sam Toughness save, Round 5 #3, DC 19 (1d20+1=16) Bruised, Injured

The bat guys back off to let the other guys attack. They'll use some tactics here and use Combined Fire on Sam to finish him off.

Thug pistol, AoA 2, PA 2, DC 20 (1d20+2=20, 1d20+2=19)

Gang Leader Machine pistol, AoA 2, PA 2, DC 21 + Autofire (1d20+4=17)

The final DC is 29. Sam Toughness save vs Gunning down DC 29 (1d20+0=7) Unconscious & Dying.

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