Supercape Posted March 4, 2018 Author Posted March 4, 2018 Intimidate vs Demoralise: 1d20+8 11 Demoralised. Tough Save vs Bow: 1d20+5 13 and he fails by 15, meaning knocked out. And knocked off the building too.
Supercape Posted March 6, 2018 Author Posted March 6, 2018 (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 March 6, 2018 by Supercape
Ecalsneerg Posted March 6, 2018 Posted March 6, 2018 Dexterity check: 1d20+6 22 Well, she's keeping pace!
Supercape Posted March 6, 2018 Author Posted March 6, 2018 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!
Ecalsneerg Posted March 8, 2018 Posted March 8, 2018 I'll make some rolls to check the injuries... Medicine roll?: 2#1d20 4 10 Look, she is not a doctor, OK?
Supercape Posted March 8, 2018 Author Posted March 8, 2018 Actually enough for diagnosis! And all doctors are ass hats anyway.
Ecalsneerg Posted March 23, 2018 Posted March 23, 2018 Sneaky sneaky: 1d20+15 17; also use Concealment to hide from normal vision and all olfactory senses.
Ecalsneerg Posted March 26, 2018 Posted March 26, 2018 (edited) Snekky snek: 1d20+15 23 Sense Motive: 1d20+5 17 Edited March 26, 2018 by Ecalsneerg
Supercape Posted March 26, 2018 Author Posted March 26, 2018 Opposed by: well... Notice: 1d20+11 28 for Stealth and Bluff trick Arrowhawk: 1d20+7 11 !
Ecalsneerg Posted March 26, 2018 Posted March 26, 2018 Osla Readies an Attack action in response to Metal Head attacking her with the knife.
Supercape Posted March 26, 2018 Author Posted March 26, 2018 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)
Ecalsneerg Posted March 26, 2018 Posted March 26, 2018 (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 March 26, 2018 by Ecalsneerg
Supercape Posted March 26, 2018 Author Posted March 26, 2018 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!!!
Ecalsneerg Posted March 26, 2018 Posted March 26, 2018 Resist disarm: 1d20+6 22 Oh well, she drops it. Standard Action: Punch him in the face because seriously who cares about the axe. Accurate Attack for 2. Punch to the face: 1d20+12 15 NOOOOPE. She doesn't use her move because if she stays in melee she is harder to shoot with bullets.
Supercape Posted March 26, 2018 Author Posted March 26, 2018 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.
Supercape Posted March 27, 2018 Author Posted March 27, 2018 So reaction throw: Throws Axe: 1d20+11 31 gah! This guy has rolled incredibly. Thats a critical, so DC 26 Tough Save.
Ecalsneerg Posted March 27, 2018 Posted March 27, 2018 Who needs an axe: 1d20+5 11. Who needs a second Hero Point? Reroll! Resist axe: 1d20+5 23 Other than being up to 4 bruises and injuries, we good, we good. She finishes her move action up to him, and moves to grapple. She'll all-out attack for 2 to make sure it hits, which it does, Grab him!: 1d20+12 27 and Shove him to the floor: 1d20+17 35 Stitch that, mate.
Supercape Posted March 27, 2018 Author Posted March 27, 2018 (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 March 27, 2018 by Supercape
Supercape Posted March 27, 2018 Author Posted March 27, 2018 Ok, so he will use his standard action to stabby stabby! Stabby Stabby: 1d20+11 21 Goddamn, another hit. At least not a critical. DC 21 Tough Save.
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