BlazingCoconut Posted January 24, 2018 Share Posted January 24, 2018 The Pitching in Thread, now with more OOC! Link to comment
Supercape Posted January 24, 2018 Share Posted January 24, 2018 Rev is intimidating! Intimidate: 1d20+7 25 Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 (edited) The thugs! Also, as indicated in Chat +2 bonus for a massive 27! Rev is the real Scary Thug! Jack adds in his Intimidate, which is based on his daunting physical presence. Scary Thug (aka the Angry one) 1d20+8=25 Posh Thug (aka the Pompadour) 1d20+2=6 Ginger Thug (aka unnamed Red Haired) 1d20+2=13 Baby Thug (aka the Reluctant one) 1d20+2=16 Scary and Posh Thug are motivated and get Fiat'd, both of you get a HP. Scary thug done blows up! Please give me reflex rolls against DC21. Also, the power of the attack is a DC26, so either 1/2 or full Toughness saves depending on what happens on the reflex roll. Which should start combat and give me an init roll. Initiative Scary Thug 1d20+4=15 Posh Thug 1d20+1=13 Ginger Thug 1d20+1=3 Baby Thug 1d20+1=10 Edited January 24, 2018 by BlazingCoconut Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 Zhu Reflex 1d20+0=16 - Failed Zhu Toughness 1d20 + 3 = 8 Failed by > 10 and is out of action. Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 Finally, because I was 'cheating' by allowing the attack to happen outside of turn order (I wanted Zhu out of the combat so I can concentrate on the two of you), you get one more HP. So 2 each total from the fiat and the attack. Should help if either of you blow damage on the attack. Link to comment
Jack Posted January 24, 2018 Share Posted January 24, 2018 (edited) Reflex: 1d20+6 18 Toughness: 1d20+5 6 Initiative: 1d20+2 12 HP use 1; 2 remaining reroll toughness Toughness: 1d10+15 21 Edited January 24, 2018 by Jack Link to comment
Supercape Posted January 24, 2018 Share Posted January 24, 2018 Reflex Save vs Explosion: 1d20+11 14 Failed Reflex Save. But! Evasion 2, so even with the fail, the damage is halve. It looks like a damage 11 effect, so half that (rounded down as per area rules), do that works out as DC 20 I guess? (Correct me if I am wrong!) That means Tough vs Explosion: 1d20+10 27 unharmed! Initiative: 1d20+7 13 for Initiative. Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 (edited) Okay so the results, which you can post ICly in round order, or even out! I'm flexible that way. Jack is: Stunned and Bruised. Rev is: Unharmed. Initiative Order: Scary Thug (15) Rev (13) Posh Thug (13) Jack (12) Bruised 1, Stunned Baby Thug (10) Ginger Thug (3) Out: SFX (Unconcious) Scary Thug.... Gloats and... I'm going to let Posh Thug have a little exposition in his action... just because I can Edited January 24, 2018 by BlazingCoconut Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 Rev is up! Link to comment
Supercape Posted January 24, 2018 Share Posted January 24, 2018 Move action: Elongate arms Standard action: Punch! Punch Thug: 1d20+10 14 I guess that will miss but lets see! Link to comment
BlazingCoconut Posted January 24, 2018 Author Share Posted January 24, 2018 (edited) I can't believe you nearly caught me monologuing ! 10+11 = 21 Defense. Thug life dodges! Posh Thug realizes that it's on! Punches Jack! 1d20+5= 6... collides with Scary Thug. Jack is up. Edited January 24, 2018 by BlazingCoconut Link to comment
BlazingCoconut Posted January 26, 2018 Author Share Posted January 26, 2018 Ginger and Baby move and go all out defensive Scary wades through the wreckage and goes to hammer Rev: 1d20+11= 15 He should stick to AOEs! Rev is up. Link to comment
Supercape Posted January 26, 2018 Share Posted January 26, 2018 (edited) Standard Action: Grapple with one arm (Posh) Grapple Attack: 1d20+10 13 I believe that misses but I will spend an HP (Was 5, Rev now Has 4 HP) [Top hint, keep track of HP in initiatives and elsewhere!] And reroll:Grapple attack reroll: 1d10+20 23 Which I guess will hit. So, opposed grapple rolls: Grapple opposed roll: 1d20+25 43! So if that beats his grapple roll he is pinned, and if it beats his grapple roll, he is bound. If her gets bound, Ill throw him at Scary Throw Posh at Ginger: 1d20+10 12 darn these rolls are bad, but because I really like this bowling mannuever, I will reroll that again (Now at 3 HP) Reroll throw P at G: 1d10+20 21 ubeleivable, but may still hit, which would be a damage 10 effect on both of them (plus, I hope, knockback!) Let me know how that goes and I will post. Edited January 26, 2018 by Supercape Link to comment
BlazingCoconut Posted January 26, 2018 Author Share Posted January 26, 2018 (edited) Right! 23 Hits Posh, and 43 beats him by an Imperial Crapton, which is slightly more than a metric Crapton. (No, I'm not rolling. At his best you beat him by 17.) Posh spice is bound and probably gagged too. 21 Hits Scary Thug with a DC25, he attempts to stoically take his mate to the face. 1d20+11=12. Not so Scary now are you! Staggered + Dazed Posh Thug is in no better straights 1d20+4=16 Dazed + Bruised Scary is Knocked back 25 feet, but rolled a 1, so bumping this up to 100 feet. Posh is Knocked back a lot more, but it doesn't matter as he hits things. Scary takes a DC20. 1d20+11=12 Fiat 1d20+11=19 Bruised (Whoops, forgot the -1 for his previous bruise, but it doesn't affect the result) Posh takes a DC23. 1d20+5=23 (I forgot the -1 again) Bruised So at the end of all of that. Thug Hit, Grappled, Bound, Thrown, Both Hit, Knocked down. Both of them fly down the lane and crash into the pins, leaving Rev with a 7/10 split that does register on the board. Scary: Dazed, Staggered, 2 Bruises. Posh: Dazed, Bruised. Jack: +1 HP Rev: +1 HP The Combat Block Should look like this: Scary Thug (15) Staggered, Dazed, Bruised 2 Rev (13) HP 4 Posh Thug (13) Dazed, Bruised 2 Jack (12) HP 3, Bruised 1 Baby Thug (10) Ginger Thug (3) Also, that was a lot of work. Now I know why I normally play rules light systems Edited January 26, 2018 by BlazingCoconut Link to comment
BlazingCoconut Posted January 27, 2018 Author Share Posted January 27, 2018 Ack I skipped Jack in the order as I wrote about Baby and Ginger doing things. Jack! You are back up and can assess what to do! If you want to interject on Baby and Ginger you totally can as you go before them. Link to comment
BlazingCoconut Posted January 27, 2018 Author Share Posted January 27, 2018 Right, Jack Intimidates the intimidated. Baby moves backwards and away from Jack, faster than before if that was possible. Ginger does "All Out Movement" and gets to the exit. Scary Thug... get's up and staggers down the lane making it about half way. Rev is back up. Link to comment
Supercape Posted January 27, 2018 Share Posted January 27, 2018 I think Rev will focus on Scary and Posh; in her mind the other two are relatively blameless. And Posh was relatively tame so non-lethal means! Move Action: Acrobatic Feint at -5, using Skill Mastery gives a 16 Result. Standard Action: Grapple Attack: Grapple again!: 1d20+10 23 I suspect that hits, and the opposed Grapple is: Anotrher opposed grapple: 1d20+25 41 some nice rolls in contrast to previously. Link to comment
BlazingCoconut Posted January 27, 2018 Author Share Posted January 27, 2018 You'll hit, the feint doesn't matter because even with his dodge, you got him. He is grappled up but good! His Grapple: 1d20+16 = 17 Yeah... this is almost comical. I do think there's something to Orkoros. You've got him! Link to comment
BlazingCoconut Posted January 28, 2018 Author Share Posted January 28, 2018 Posh attempts to escape: 1d20+5=25 Rev can I get a resist? He actually could break free... however, unlikely that might be. Link to comment
Supercape Posted January 28, 2018 Share Posted January 28, 2018 Grapple Roll: 1d20+25 32 Link to comment
Jack Posted January 30, 2018 Share Posted January 30, 2018 Jack will go after Scary thug, as he was the one to hit Alexa. Attack: 1d20+10 19 If it hits, will use improved grab and grapple to pick him up in one paw. One handed Grapple: 1d20+24 39 Link to comment
BlazingCoconut Posted February 3, 2018 Author Share Posted February 3, 2018 Sadly, that's a miss, although it was a close thing! Ginger is outside and out of combat. Baby scuttles to the door taking an all out move action. Top of the order. The Combat Block Should look like this: Scary Thug (15) Staggered, Bruised 2 Rev (13) HP 4 Posh Thug (13) Bound, Bruised 2 Jack (12) HP 3, Bruised 1 Baby Thug (10) Ginger Thug (3) Scary launches a punch at Jack! 1d20+11=16 and misses badly! Rev, you're up! Link to comment
Supercape Posted February 3, 2018 Share Posted February 3, 2018 Move action: Detatching her left arm Free action: Maintaing the bound status on Posh Standard action: Jets! Flying out of the ally and above Baby / Ginger. Free Action: Speak! Link to comment
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