olopi Posted November 26, 2017 Posted November 26, 2017 OOC for this, where Synth breaks out of jail, and All hell breaks loose, alarm and sirens wail
Supercape Posted December 3, 2017 Posted December 3, 2017 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
olopi Posted December 4, 2017 Author Posted December 4, 2017 Opposed Strength: 1d20+4 10 Yeah, disarmed without any problem!
olopi Posted December 6, 2017 Author Posted December 6, 2017 Okay, I'd say that means it's time for Initiative! Initiative: 2#1d20+9 27 24
olopi Posted December 6, 2017 Author Posted December 6, 2017 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
Supercape Posted December 6, 2017 Posted December 6, 2017 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
olopi Posted December 7, 2017 Author Posted December 7, 2017 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!
Supercape Posted December 7, 2017 Posted December 7, 2017 Toughness save vs knife: 1d20+10 16 toughness and Fort Save: 1d20+12 15 Both pretty bad. So it depends really if the narrative can handle Synth basically falling helpless at this juncture?
olopi Posted December 7, 2017 Author Posted December 7, 2017 The narrative can handle just about anything! And then Synth can recover soon enough
olopi Posted December 11, 2017 Author Posted December 11, 2017 Okay, gonna say Synth has the opportunity to get a surprise attack in and fight again, just being fatigued and with 2 bruises
Supercape Posted December 11, 2017 Posted December 11, 2017 Grapple time Strangle: 1d20+10 25 Grapple roll Opposed grap roll: 1d20+21 22! Lets see how that works before IC post
olopi Posted December 11, 2017 Author Posted December 11, 2017 Opposed Grapple: 1d20+9 13 Yeah, that works! So, chockehold immediately? In that case: Fort: 1d20+9 11
olopi Posted December 14, 2017 Author Posted December 14, 2017 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
Supercape Posted December 14, 2017 Posted December 14, 2017 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
olopi Posted December 14, 2017 Author Posted December 14, 2017 Hits, and Toughness Save: 1d20+9 24 He just makes it! As for the one getting choked: Constitution: 1d20+4 9 He's out! Agent 2 will respond by attacking back Attack: 1d20+12 28 That's a hit! DC21 Toughness save against that, please!
Supercape Posted December 14, 2017 Posted December 14, 2017 Another great roll: Tough save vs Agent: 1d20+8 13 so dazed and third bruise (and injury?)
olopi Posted December 14, 2017 Author Posted December 14, 2017 Alright! Another attack: Attack: 1d20+12 28 This guy is rolling far too well. So, another DC 21 Save!
Supercape Posted December 14, 2017 Posted December 14, 2017 Toughness: 1d20+7 18 Finally a not awful roll. Move action: Acrobatic Bluff Acrobatic Bluff: 1d20+15 26 Standard Action: Grapple: Grapples Agent: 1d20+10 26 I guess that hits Which means: Grapple opposed roll: 1d20+23 37 as an opposed roll.
olopi Posted December 14, 2017 Author Posted December 14, 2017 Hits, and as for the grapple: Opposed Grapple: 1d20+9 23 Not even nearly enough!
olopi Posted December 16, 2017 Author Posted December 16, 2017 He can't really escape from it with his grapple bonus, so it's Synth's turn again.
Supercape Posted December 16, 2017 Posted December 16, 2017 Ok, so maintaining Pin, Maintaining Grapple: 1d20+24 42 And activating Vampiric Damage power: A Fort 20 Save damage effect, with vampric extra.
olopi Posted December 17, 2017 Author Posted December 17, 2017 Fort: 1d20+9 17 As discussed, that's enough to knock him out and get Synth a full heal.
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