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Poor Target


Supercape

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Posted (edited)

Chase scene!

 

Jazzy Spazzy rules:

 

DC 5 to not crash and burn / trip. 

DC 15 to not pick up a bruise

 

Roll DEX / Acrobatics for Arrowhawk (who is at +2 for being human rather than vehicle). Drive for vehicle:

 

Race!: 1d20+5 18 for car, which makes it!

 

Use the opposed roll:

 

If vehicle wins, it gets onto the highway (which does not mean it has escaped, just it has reached the highway with you behind it)

If Arrowhawk wins, she catches up. Varying degrees of success:

 

Draw or more: You keep pace and within 5 feet of the vehicle

5 or more you get an arm / hand on the vehicle and can skid along with it. 

10 or more you elegantly jump onto the vehicle

15 or more you elegantly back flip onto the vehicle whilst juggling and singing a sea shanty of your choice in Icelandic (or whatever cool effect you want). 

Edited by Supercape
Posted

Cool, post away in PC!

 

We are now on the highway - so the truck can outrun but of course taking a horrible risk doing so!

 

Opposed rolls again please, except this time if the car wins, it makes headway. (by 5 or more, huge headway, by 10 or more, it escapes)

 

Raising DC for car - not Arrowhawk to avoid injury!

 

Drive: 1d20+5 6

 

Never mind! Collision / Tumble terror!

 

Toughness 25 Rolls for the crash. 

 

Crash: 2#1d20+2 16 8 one is dying, one is disabled!

 

 

  • 2 weeks later...
Posted

Initiative: 1d10+10 18!

 

I am giving Nose a nominal Init of 1 and the hunters an nominal initiative of 0, neither of whom will be reacting this round. The low inititaive is because they are essentially going WTF? (and because I am lazy). 

 

Round 1

18 - Metal Head, Unharmed

17 - Arrowhawk, Injured x2, Bruised x2, 3 HP

1 - The Nose

0 - Hunters [4]

 

Metal Head will try a move action Feint: Move Action feint: 1d20+2 9

 

And then an unshifted stab: Stabby: 1d20+11 27 Ouchy Ouchy!

 

Damage 6 effect (Tough 21)

 

 

 

Posted (edited)

DC 21 Toughness save: 1d20+6 14 Ouch, so she's Bruised x3, Injured x3, and Dazed.

 

She blows a HP to clear the Daze, bringing her down to 2 HP, and hits the guy with an axe: AXE ATTACK: 1d20+10 23 That is a DC23 Toughness save

 

Her move action, she tries to Intimidate (demoralise) him as a move action, probably ineffectively, but eh. Raaar: 1d20+5 6

Edited by Ecalsneerg
Posted

The intimidate he can automatically resist. 

 

The damage, however: Tough save vs Axe: 1d20+6 19

 

As discussed due to danger and Bedlam and axe and not killing, lethal damage: he is Bruised and Injured

 

Round 2:

18 - Metal Head, Bruised, Injured

17 - Arrowhawk, Bruised x3, Injured x3, 2 HP

1 - Nose

0 - Hunters [4]

 

Metal Head will try a disarm attack: Disarm Arrowhawk: 1d20+10 26 Bam!

 

Opposed rolls please: You are facing an unarmed disarm (As he is trying to actually take the axe), so Opposed Disarm: 1d20+4 24!!!

Posted

The Nose and the Hunters will scuttle away. Tempted by $, motivated by fear. 

 

Round 3:

 

18 - Metal Head, Bruised, Injured

17 - Arrowhawk, Bruised x3, Injured x3

1/0 Nose/Hunters [4] running

 

Metal Head will back off (30' away), speak, and ready a Throw Axe action if Arrowhawk attacks or moves forward. 

Posted (edited)

Grapple opposed: 1d20+15 32 predictably, another high roll. 

 

But he remains pinned. They are held immobile, losing their dodge bonus to Defense, and suffering an additional -4 Defense penalty.

 

Move action: Escape! Grapple Escape: 1d20+15 21 not so good but could we resolve that before he takes standard action?

 

 

 

Edited by Supercape
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