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[OOC] Tonight there's gonna be a Jailbreak


olopi

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Posted

Going to try and disarm the sodlier with the grenade launcher

 

Disarm Sodlier: 1d20+10 30

 

I am not actually sure if disarm attempts get critical effects so I will leave that to you (I think as its opposed damage it probably does get the bonus). On an opposed disarm check its Opposed disarm roll: 1d20+8 23 +5 if you allow the critical

Posted

Alright!
27 - Agent 1 (with Knife)
24 - Agent 2 (with Rifle)

 

He'll attempt to Feint as a Move Action: Feint: 1d20+9 27

And then strike in Melee: Attack: 1d20+12 13 ... of course.

Synth gets a HP, and I will reroll that!

Attack: 1d20+12 16 Which makes it a 26, and that hits!
So that'd be a DC22 Toughness Save, And will apply a Rank 7 Fatigue Power, to trigger next turn!

The second man, in the meanwhile, will try to Intimidate Synth:

Intimidate: 1d20+9 18

Posted

Tough Save: 1d20+10 11

 

Sense Motive vs SHADOW: 1d20+8 12

 

Ouch. Its a bit early to get that stuffed this early, so I will spend that earned HP to reroll toughness: Tough Reroll: 1d10+20 22 passing. Will still be shaken one round. 

 

Still, grappling the first agent (with knife): I dont know if they are minions so I will roll to hit: Grapple Agent: 1d20+10 18

 

If that does hit, the opposed grapple roll is: Grapple roll: 1d20+22 34

Posted

Unfortunately that just barely misses! :(

The Agent will attack again, no Feint this time:
Attack: 1d20+12 32

Oh, okay then. I'll just say +5 Damage, so a DC27 lethal this time. (This really wasn't planned!)

Also, if you select the last post, you will see the following, written in white and now applying:

Quote

And will apply a Rank 7 Fatigue Power, to trigger next turn!

So that'd be a DC17 Fortitude check as well, please!

 

The other man will sprint forward, but not directly affect combat this turn! However, I'd say since it offers a situation where doing the smart thing and doing the heroic thing aren't the same, that's already worth a HP!

 

Posted

Okay, gonna say that that's enough for him to fail!

Let's see if he fails it immediately:

Constitution: 1d20+4 15

Nope, not yet.

So, Synth is grappling with 2, while 1 is still up and able to do things

 

Time for Initiative, then!

Initiative: 2#1d20+9 17 19

Posted

So maintaining the grapple / chokehold as a free action. 

 

I imagine that an acrobatic bluff whilst strangling someone is pushing it, so move action to switch to hypertrophy muscles in "Muscle array"

 

Kicks the other guy: 1d20+10 23 if that hits, a DC 23 Tough Save. 

 

In case it is needed, Grapple roll (for someone trying to escape) Grapple roll if needed: 1d20+24 30

 

 

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