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Wall the Build (OOC)


Supercape

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  • 2 weeks later...
Posted

ill just say the thugs have init 10, so ill post their reaction and then you are free to go! feel free to make an intimidate roll to see if you can shake them, although they wont flee. 

  • 2 weeks later...
Posted

Toughness Save: 1d20+8 = 27

I fear when this streak ends...

 

Gonna use the continuing talking as a Feint as Move action. Not a huge chance of it working, but worth a shot! Bluff: 1d20+3 = 17

Gonna try out with a Justice Kick to get him to back off: Attack Roll 1d20+6 = 13 

kinda doubt it hits, but hey, the feint might work! DC25 Toughness if it hits.

 

And keeping up the talking, of course.

Posted (edited)

An easy hit, and Ill waive the toughness roll - the Tommy Gun is broken!

 

EDIT: Also I will waive the HP cost for that feat, as it was suitably heroic. 

Edited by Supercape
Posted (edited)

A clean hit

 

Tough Save: 1d20+2 13 dazed & staggered! And, for that matter, knocked back: several dozen yards. Ill make him face another tough save as he gets knocked into the building he erected. 

 

Tough save vs kb: 1d20+1 13 vs DC 22, he just about avoids be knocked out, but is bruised. 

Edited by Supercape
Posted

Two attacks on Justice, from Blowfish goons. As noted before, Blowfish is a little more careful in picking his goons from the common street thug, so they have +4 to Att / Def rather than +2, although they are otherwise indentical. 

 

Fire Pistols: 2#1d20+4 7 11

 

They both miss, however. 

 

Let us move into combat. For goons, wall, Kidd

 

Init: Init Rolls: 3#1d20 4 10 16

With bonuses, that is: 4, 15,and 21

 

If Kidd wins, he is only going to go up the stairs, so we can skip that bit. 

Posted

Alright then.

 

Move action: Get up to the box of the nearest thug.

Standard Action: Use Justice Kick to kick at the box, hopefully with enough knockback that it hits the thug.


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