# ooc Downtown Train (OOC)

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Huh.

Yeah, I was marvelling at the dice luck.

Initiative

Kingsnake        18    0HP         Uninjured, Fatigued

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Dazed(KS), Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

Gauss is up.

Backup Three is Prone in the the train car with Gauss and Kingsnake

Backup Four is 5-600 Feet away towards the front of the train (-5 to hit for gauss unless he can move to catch up.)

I believe it's -2 Attack per range increment, not -1.  So I think it would actually be at -10.  Rank 10 ranged power, that's 10 100ft increments.

Right you are it would be -10 at that range increment I thought it was -1 per increment which says something about how often I've encountered the rule...

Gauss will just try the blast again at this point. Not going to leave that train for now. 1d20+4=20 DC 24 Toughness I believe.

So as Shaen corrected me on the range penalty is -2 per increment not -1 so you'd be at a -10 not -5 to hit the retreating Merc.  Together with fatigue that would be a net -1 Attack for a result on that roll of 15.  On the other hand that roll woudl hit the guy Kingsnake has been trying to get to stay down if you wanted to aim it that direction.

Is that counting the +4 Defense that prone targets get against ranged attacks?  (Flipside of the penalty they suffer against melee attacks.)

bluh maths.  Lessee Gauss is +10 attack to start, -1 for fatigue, -4 for firing into melee, roll of 16 for a 21 total;  Backup is 9 defense + 4 for prone for a total DC 23.  So I guess not.  though almost.

Guuh! I swear one of these days, I will hit more than 50% of the time, if I have to bribe the dice roller with software to do it! IC will be up soon, feel free to skip me though, as it's just going to be "made a shot, missed" post again pretty much.

Initiative

Kingsnake        18    0HP         Uninjured, Fatigued

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

Kingsnake is up.

Standard Action: Trip attempt against the fake hostage.

Power Attack for -2 Attack / +2 Damage.

He takes 10 against her, since she's a Minion, and hits DC19.

He gets +7 from his Strength (or Dexterity, doesn't matter, same), +2 from the whip, and +2 from the Power Attack.

Trip check (D20 +11): 17.  His bonus is higher, so I believe she needs to get 18+ in order to avoid being tripped, and to get a chance to trip him instead.

Move Action: Acrobatic Feint against Backup #3 as a move action at -5.  Kingsnake takes 10 and gets 20.

Free Action: Use Extra Effort to Surge.

Standard Action: Unarmed attack against Backup #3.

Previous Power Attack still applies.

+4 bonus for a melee attack against a prone target.

Attack check: 16.  I rolled a 3.

I believe that only hits if the feint worked.

Kingsnake will be Exhausted on his next turn.

Sense Motive DC 20 1d20+9=29; Yea Orokos hates Heros

So the attack will be a miss.

Initiative

Kingsnake        18    0HP         Uninjured, 'Exhausted'

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

Miras is up.

Miras is running on fumes, so she's going to flow out the hole and use an Aid action. Who can she see and affect with her fireballs?

She's in range of Backup 4 if she flows out through a hole, I think it would take a double move to get LOS on Backup three

Also she can spend an HP to knock that exhausted down to fatigued

I think she's going to use Taunt on Backup 4. With luck that'll give someone a chance to take him out next turn. Taunt Check: 1d20+12 16 Whelp, not like that.

Sense Motive; 1d20+9=11:  Success

I'll get phalanx and the baddies going after the kids are less distracting.

Phalanx

Reaction: Spend 1 HP to reduce his incoming exhausted to Fatigued

Full Round Action:  Accurate Attack +2 Charge Backup 4; 1d20+15=35: Crit! So DC 15+16+5=36 Toughness Save

Backup 4 Toughness Save DC 36; 1d20+7=17: Fail by 19 KO'd

Backup

Backup 3

Move Action: Stand up

Initiative

Kingsnake        18    0HP         Uninjured, Exhausted

Mobsters          18                    KO'd

Miras                16   3HP          Exhausted

Phalanx            16    2HP         Bruised x 2, Fatigued

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed, Unconcious

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered

Backup(Four)   16                    Bruised x 2, Unconcious

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

Gauss is up

Edited by angrydurf

Kingsnake is up

Kingsnake is Exhausted.

Move Action: Demoralize as a move action at -5 against Backup #3.  Kingsnake takes 10 with Skill Mastery for 20.

Standard Action: Unarmed attack against Backup #3.

Accurate Attack for +2 Attack / -2 Damage.

+12 Attack, -3 for being Exhausted, +2 for Accurate Attack, +11 total.

Attack check (DC19): 18.

Wait, I thought Back-up #3 had flown off?

No all backup three did was stand and posture.

Miras is up.

Miras is going to be skipping this turn and starting to recover from the fight.

Phalanx

Move Action:  Fly back to the train car and land behind backup 3.

Free Action:  Set Array to 11 Super strength for 12 total

Standard Action:  Initiate a grapple with Backup 3  Attack Roll; 1d20+11=31: Grapple Check 1d20+47=58;  Backup 3 can not get better than a bound and helpless result.

Backup

Backup 3 is pinned and helpless and can not beat Phalanx's Grapple check

*EDIT* Whoop! forgot about the fatigue, first roll still can't be beat even after the -1 attack -2 strength  Escape attempt 1d20+24=30: Phalanx can't lose that one so no change.

Edited by angrydurf

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