Cubismo Posted September 17, 2018 Share Posted September 17, 2018 Stealth: Sneaking around the mysterious soldiers: 1d20+8 20 Link to comment
Supercape Posted September 17, 2018 Author Share Posted September 17, 2018 Notice: 1d20+2 16 Link to comment
Supercape Posted September 17, 2018 Author Share Posted September 17, 2018 (edited) With her JoT skill, Replica can make a Knowledge [Tactics] Roll. (Ill fudge it so she automatically recognises, as per IC, these are well drilled soldiers) DC 20 Their tactics indicate that this is a dedicated unit who have worked together, rather than a piecemeal group of mercenaries DC25 Replica recognises their style and equipment as Russian special forces in origin Edited September 17, 2018 by Supercape Link to comment
Supercape Posted September 22, 2018 Author Share Posted September 22, 2018 Any chance of giving me a roll, @Cubismo? Link to comment
Cubismo Posted September 22, 2018 Share Posted September 22, 2018 Sorry for the delay. I've been getting ready for a vacation I'm going on soon. I'll make the roll and give you a post. Knowledge (Tactics): Identifying soldiers: 1d20+7 27 Link to comment
Cubismo Posted September 23, 2018 Share Posted September 23, 2018 Initiative: 1d20+12 19 Attack: Punching Soldier: 1d20+12 24 Link to comment
Supercape Posted September 23, 2018 Author Share Posted September 23, 2018 (edited) Init: 1d20+6 8 well they lose that. So surprise round as above: That more than hits, and I make it a DC 23 Tough Save Tough Save: 1d20+7 11 fail by 10, so staggered, bruised, dazed. And also knockbacked: 25 feet. As he slams into a building, thats another Tough DC 19 Save Tough Save 2: 1d20+6 19 which he just makes Round 1 19 Replica 8 RPG Guy - Bruised, Staggered, Dazed [1 r] 8 - Torch Cutting Guy - Unharmed 8 - Rifle Guy - Unharmed 8 - Comms Guy - Unharmed Replica is up again! She can be considered next to the Rifle Guy, but the others are out of melee range (but can be reached with a move action) Edited September 23, 2018 by Supercape Link to comment
Cubismo Posted October 1, 2018 Share Posted October 1, 2018 Welp. Since the Rifle Guy is just there waiting to be righteously punched I like Replica will oblige with him. Attack: Punching Rifle Guy: 1d20+12 30 Link to comment
Supercape Posted October 1, 2018 Author Share Posted October 1, 2018 Well that will certainly hit! Tough Save: 1d20+7 15 So, as I understand it, that is a DC 23 Toughness save so he is bruised and dazed. And knocked back! Anpther twenty five feet, so another DC 20 Tough Save Tough Save 2: 1d20+6 8 Bam, he is knocked out. Link to comment
Supercape Posted October 1, 2018 Author Share Posted October 1, 2018 RPG Guy is dazed this round. The Torch Cutter will carry on torch cutting. (He is three rounds from knocking through) The Leader will open fire! Fires at Replica: 1d20+7 25 Ouchies! That is a DC 20 Tough Save please! Link to comment
Cubismo Posted October 3, 2018 Share Posted October 3, 2018 Toughness: Getting shot!: 1d20+10 12 Ouchies indeed. Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Dazed and Injured! Round 2 19 Replica {Dazed this round] - Injured 8 RPG Guy - Bruised, Staggered 8 - Torch Cutting Guy - Unharmed - Cutting through in 2 rounds. 8 - Comms Guy - Unharmed So, the RPG Guy is staggered, so can only take one action, namely, pulling out his handgun (technically he could use his rifle but Im going to RP he is too woozy for that). The leader, the Comms guy, will simply fire again (nothing fancy!) Fires at Replica: 1d20+7 27 ok, that is brutal. Sorry. A DC 26 Tough Save! Link to comment
Cubismo Posted October 3, 2018 Share Posted October 3, 2018 Toughness: Getting shot again!: 1d20+10 12 Oh dear. Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Ok, that would be enough to cause Injured, Dazed, and Disabled (effectively putting her out of action) I am totally fine with rolling with that and seeing where it goes (although it makes it likely the thread wont have a great ending success wise - you never know, it could mean a follow up to rectify!), or you may wish to spend an HP to reroll! Link to comment
Cubismo Posted October 3, 2018 Share Posted October 3, 2018 Yeah I think I'm going to blow that hero point to reroll. Let's see what happens. Toughness: Hero Point Reroll!: 1d20+10 24 That's better at least. Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) Making Injured 2 Round 3 19 Replica Injured x2 - 0 HP 8 RPG Guy - Bruised, Staggered 8 - Torch Cutting Guy - Unharmed - Cutting through in 1 rounds. 8 - Comms Guy - Unharmed, out of ammo Replica is up again! Edited October 3, 2018 by Supercape Link to comment
Cubismo Posted October 4, 2018 Share Posted October 4, 2018 I'm gonna burn a full-round a make a charge aganist the Torch-Cutter. Here goes! Attack: Charging Torch-Cutter Guy: 1d20+12 22 Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 Tough Save: 1d20+7 18 vs, I think? DC 25 Tough Save, thats bruised and dazed. He can't really get knockbacked far, but Ill give him a half normal strength tough as he slams into the van. Thats another DC 18 Tough Save Another tough: 1d20+6 10 giving him another bruise (2 bruises total) The RPG guy will fire his pistol drunkenly. As he is firing into melle, at -4 FIres pistol: 1d20+3 13 missing. The comms guy will discard his rifle (out of ammo) as a free action. Pull a knife as a move action, and stab! Stabby: 1d20+7 23 that hits, but its less brutal: a DC 19 Tough Save. Link to comment
Cubismo Posted October 4, 2018 Share Posted October 4, 2018 Here's your Toughness save for the stab. Toughness: Now I'm getting stabbed!: 1d20+10 26 Now that's more like it. Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 Round 4 19 Replica Injured x2 - 0 HP 8 RPG Guy - Bruised, Staggered 8 - Torch Cutting Guy - Bruised, Dazed [This round] 8 - Comms Guy - Unharmed Replica is up! Link to comment
Cubismo Posted October 4, 2018 Share Posted October 4, 2018 Attack: Back to normal punching: 1d20+12 30 Wow. Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 That certainly hits! Tough Save: 1d20+5 6 And bam, he is out! The RPG Guy is going to stagger into melee range. The Comms guys is going to try and grapple / unarmed attack. Attack Replica: 1d20+7 21 this just hits. Meaning another DC 18 Tough Save And, as he has the improved grab feat, an opposed grapple roll please, vs: Opposed Grapple: 1d20+10 24 Link to comment
Cubismo Posted October 5, 2018 Share Posted October 5, 2018 Toughness: Resisting Sambo'ed: 1d20+10 25 Opposed Grapple: 1d20+20 22 Link to comment
Supercape Posted October 5, 2018 Author Share Posted October 5, 2018 A win and a win! Round 5 19 Replica Injured x2 - 0 HP 8 RPG Guy - Bruised, Staggered 8 - Comms Guy - Unharmed Replica is up! Link to comment
Cubismo Posted October 5, 2018 Share Posted October 5, 2018 Welp. Since Comms Guy tried to do it to me I might as well turn to favor. I'm going to make an Attack and then use Improved Grab to immediately try and Grapple him and then try to throw with at the RPG Guy. I think I can do that as a full-round action, correct? Attack: Grabbing Comm Guy: 1d20+12 30 Opposed Grapple:: 1d20+20 34 Link to comment
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