angrydurf Posted February 1, 2018 Posted February 1, 2018 She's a demon blooded sorceress, he's a shaman with a bear of a temper. They fight crime! The ooc for: http://www.freedomplaybypost.com/topic/10273-what-made-my-hamburger-disappear-ic/
angrydurf Posted February 2, 2018 Author Posted February 2, 2018 Notice check DC 20 to catch the first teens eyes briefly glowing red as he gets in his friends face.
angrydurf Posted February 3, 2018 Author Posted February 3, 2018 Alright and lets get initiative out of the way. Violent Teens go on: 3 Huh Orkos usually saves those for my PC's
Jack Posted February 3, 2018 Posted February 3, 2018 (edited) Initiative: 1d20+2 14 Intimidation: 1d20+18 35 intimidation roll jic Edited February 5, 2018 by Jack
angrydurf Posted February 6, 2018 Author Posted February 6, 2018 Initiative round 1 14 Arctos 1HP Uninjured 10 Jessica 1HP Uninjured 3 RoidRagers 6 remain Arctos is up. If you're trying a Demoralize action give me your Intimidation roll. If you're trying to just scare them into Passivity take an HP for the auto fail and you can take your action.
Jack Posted February 6, 2018 Posted February 6, 2018 So he would have 2 HP? Attack: 1d20+5 13 If he hits he'll roll a grapple check
angrydurf Posted February 7, 2018 Author Posted February 7, 2018 Yea that will hit just barely. For future reference these are minions so you can take 10 to hit them. (though can't crit when taking ten obviously) His grapple check is a 25
Jack Posted February 7, 2018 Posted February 7, 2018 Oh ok I didn't know that lol. Grapple: 1d20+11 30
angrydurf Posted February 8, 2018 Author Posted February 8, 2018 Alright You got him. (BTW grapple bonus is Strength mod + melee attack bonus + SS ranks (and any growth, elongation etc.) so I think yours would be +21 not +11 if I read your sheet right (Enough to grab him either way) Jessica is up.
Jack Posted February 8, 2018 Posted February 8, 2018 Well he isn't in bear mode so I just added his +5 attack and +6 str but I cld be wrong lol
Nightshade Posted February 8, 2018 Posted February 8, 2018 Using Fill With Sin. It's a DC 25 Will save vs Damage.
angrydurf Posted February 9, 2018 Author Posted February 9, 2018 Alright since these are minions you can take ten and will hit them with your bonus. Normally you write that out so the GM doesn't have to dig up the relevant stats off hte sheet somthing like: Take 10 to hit with fill with sin hitting a 20 if that hits its a DC 25 will vs. damage. That said you can hit and they can not actually make that will save so that one will drop.
angrydurf Posted February 9, 2018 Author Posted February 9, 2018 Three of the four remaining thugs will try and smash Arctos. they roll: 4, 4, 22 so one will hit and two will definitely not. The hit is a DC 28 toughness check. the last one will try and Tackle Jessica as the "lesser" threat. He rolls: 16 Not quite enough.
angrydurf Posted February 9, 2018 Author Posted February 9, 2018 Initiative round 2 14 Arctos 2HP Uninjured 10 Jessica 1HP Uninjured 3 RoidRagers 4 remain, 1 grappled, 1 unconcious Arctos is up once more.
Jack Posted February 9, 2018 Posted February 9, 2018 (edited) Toughness: 1d20+5 24 So Jack will throw the grappled punk at the other two attacking him. Edited February 9, 2018 by Jack
angrydurf Posted February 10, 2018 Author Posted February 10, 2018 Arctos Takes a Bruise. So from what I read Arctos in human form triggers a DC 21 toughness save. I'm going to give you the take down effect on this since they are technically in melee range and it fits with the idea behind the manuever so saves go as follows. First thug hit 17(KO), grappled Thug(28 unharmed), second thug Hit17(KO), second save for grappled thug 16(KO) (rolls for orkos) So those three are all KO'd Two thugs remain the one who tried to grab Jessica and the one who hit Arctos. Initiative round 2 14 Arctos 2HP Bruisedx1 10 Jessica 1HP Uninjured 3 RoidRagers 2 remain, 4 unconscious Jessica is up.
Nightshade Posted February 11, 2018 Posted February 11, 2018 Past Sins Remembered, DC 20 Paralyze. Must confess the last greedy thing he did if he fails
angrydurf Posted February 11, 2018 Author Posted February 11, 2018 He gets a 20 on his save so manages to resist the spirit. RoidRagers actions: The first will attack arctos again. and gets a 14 which I think misses, DC 28 toughness if that does somehow hit. The second will huck a piece of debris at the shake shack knocking out a support, the stand is under threat of collapsing on some of the customers and workers that were cowering behind it. Then he'll turn and run. You each get an HP for the setback. Initiative round 3 14 Arctos 3HP Bruisedx1 10 Jessica 2HP Uninjured 3 RoidRagers 2 remain, 4 unconscious Arcots is up
Jack Posted February 12, 2018 Posted February 12, 2018 Defense: 1d20+6 15 Jack will change and support the shack so it doesn't collapse on the innocents
angrydurf Posted February 18, 2018 Author Posted February 18, 2018 There is one of the super punks fleeing and about a move action away. One who was recently attacking Jack and hasn't been able to run yet though looks like he's gonna. The shack is supported at least long enough for everyone to get clear so long as Jack keeps holding it up. Jessica is up if she wants to try to take out the runner that threw the table or the other one before he starts running.
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