Supercape Posted January 31, 2019 Author Posted January 31, 2019 We will then proceed to the Wall who will charge the other goon full on. He is taking 10 on the attack roll so automatically hits, and the Goon cannot make the tough save, so he is down. We will maintain some semblance of initiative! Round 2 21 - Kidd, unharmed, fatigued. 15 - Justice, unharmed 15 - The Wall, unharmed 4 - Blowfish and GOons. Kidd will rush on ahead, taking the leave, even though he is fatigued now.
RocketLord Posted February 1, 2019 Posted February 1, 2019 Justice follows Kidd, readying an action to take a shot at the first of Blowfish's goons that she sees, preferring one shooting at her or outside cover if there's a chance. Attack roll for that, in case it comes up: 1d20+11 = 28, DC20.
Supercape Posted February 1, 2019 Author Posted February 1, 2019 That comfortably hits - although the goon is under cover (+4 defence - precise shot 2 nullifies!) And...Tough Save: 1d20+1 20 pow! he makes it! The Wall will charge straight at Blowfish and the other goon. They have prepared attacks against such a charge and will thus fire: Prepared pistol fire: 2#1d20+3 23 4 one hits. Fortunately for the Wall, minions cannot crit against non-minions. Tough vs Pistol: 1d20+8 20 the Wall comfortably makes the save. The Wall then crashes into another Goon (taking 10) and hitting, causing a tough save the minion cannot make (KOd) Blowfish and the last Goon will fire at the Wall again on their round Fire at the Wall: 2#1d20 2 14 both missing. Round 3 21 - Kidd, unharmed, fatigued. 15 - Justice, unharmed 15 - The Wall, unharmed 4 - Blowfish (Staggered, Bruised) 4 - Goon, unharmed Kidd will move to flank Blowfish and threaten him as per IC. Justice is up.
RocketLord Posted February 3, 2019 Posted February 3, 2019 Calling out to the Wall, as per IC. No attacks this round.
RocketLord Posted February 4, 2019 Posted February 4, 2019 (edited) Since the floor seems unfinished and weak, taking a shot at the floor under the Wall's feet, hoping that he'll fall at least partway through. He's tough, he should be able to handle it. Attack roll: 1d20+11 = 13 Wow, that was bad. Well, it is a floor. Let's see what happens! Could work as a warning shot! Edited February 4, 2019 by RocketLord
Supercape Posted February 4, 2019 Author Posted February 4, 2019 Cant really miss the floor, and it is fragile enough to colapse. I will, however, give the Wall a Reflex Save DC 15 to avoid falling through. Reflex Save: 1d10+5 11 and down he falls. Thats a good 10 foot fall, butthe problem is he is going to (As he is so heavy) fall through several flights. So Im giving him a net DC 20 Tough Save Tough Save vs Fall: 1d20+8 11 dazed, bruised, injured! (And at the bottom of the building)
RocketLord Posted February 12, 2019 Posted February 12, 2019 Shooting the Wall with a Justice Shot, with Power Attack maneuver for -2 Attack / +2 DC: 1d20+9 = 22 DC22 Toughness, if that hits.
Supercape Posted February 12, 2019 Author Posted February 12, 2019 It does indeed hit: Tough Save: 1d20+7 13 Thats a fail by 9, so his second injury and stunned. Technically knockedback too, but he has enough ranks of toughness and immovable to resist that.
Supercape Posted February 12, 2019 Author Posted February 12, 2019 Blowfish can automtically beat that!
Supercape Posted February 12, 2019 Author Posted February 12, 2019 Also, I forgot to add for being so heroic saving Blowfish from death (And for general horrific situation!), a hero point! Justice - 2 HP - Unharmed Justice is up again!
RocketLord Posted February 13, 2019 Posted February 13, 2019 Readying an action to take a Justice Shot with Power Attack Maneuver against the first one that makes a hostile move, be it the guard, Blowfish or the Wall. Attack roll: 1d20+9 = 24 DC22 Toughness, if anyone makes a move.
Supercape Posted February 13, 2019 Author Posted February 13, 2019 The Wall does! That attack hits, and lets se what the toughness is! Tough Save vs Blast: 1d20+6 20 enough to give him a third bruise, but not stop him. And he is charging at Justice! CHARGE!: 1d20+8 15 will miss Justice. OK, its time now for some initiative rolls For Wall, Kidd, Blowfish, Minion Lazy Init Rolls: 4#1d20 12 13 1 1 very uninspired. With bonuses, that is 16, 18, 5 and 1.
RocketLord Posted February 14, 2019 Posted February 14, 2019 Moving out of the direct path of the whole that the Wall tore in the wall. Readying another Justice Shot attack. Whoever attacks anyone else first among Blowfish, The Wall and the Goon. Power Attack Maneuver again: 1d20+9 = 28. DC22 Toughness if it hits.
Supercape Posted February 14, 2019 Author Posted February 14, 2019 Round 1 (ish) 22 - Justice - 2 HP - Unharmed 18 - Kidd 16 - Wall - Bruised x3 5 - Blowfish 1 - Goon Kidd is delaying his action, so the Wall comes up next, and is thus hit by another Justice blast. Tough Save: 1d20+5 14 another daze, another bruise. Blowfish will bring out a knuckleduster from his jacket pocket, but not act. The Goon will panic and shoot the Wall Shoots The Wall: 1d20+3 18 hitting for a DC 18 Tough Save Tough Save: 1d20+4 20 but the Wall makes that save. Kidd is going to respond now by shooting the Goon Shoot the Goon: 1d20+12 19 easily hitting, DC 20 Lethal Damage toughness Tough Save vs Shotgun: 1d20+2 13 bruised, injured, dazed. Round 2 22 - Justice - 2 HP - Unharmed 18 - Kidd - Unharmed 16 - The Wall - Bruised x4 5 - Blowfish - Unharmed 1 - Goon - Bruised, Injured [Dazed this round]
RocketLord Posted February 16, 2019 Posted February 16, 2019 Yet another shot at the Wall. Backing away to try and stay out of his reach. Power Attack Maneuver on Justice Shot: 1d20+9 = 27, DC22 Toughness if it hits.
Supercape Posted February 16, 2019 Author Posted February 16, 2019 It does indeed Tough Save: 1d20+4 19 and he recieves his fifth bruise! I realise that Kidd should be an init zero, so the Wall goes next, and he is going to rush Justice right off the building! Or try to. Opposed STR rolls! Rush opposed STR: 1d20+9 19
RocketLord Posted February 17, 2019 Posted February 17, 2019 Opposed STR: 1d20+2 = 13 I'll spend one of my 2 HP to try a reroll for that: 1d20+2 = 14 Not much of an improvement, but eh! So, what happens then?
Supercape Posted February 17, 2019 Author Posted February 17, 2019 Have a Reflex Roll DC 20 to catch on to the side of the hole, avoiding the fall. DC 15 to half the fall / impact damage. Lets call the fall a damage 6 effect (its less than 60 feet, but there is plenty of hard concrete and jutting girders to make it more perilous)
RocketLord Posted February 18, 2019 Posted February 18, 2019 Reflex Save vs. catching side of the hole: 1d20+8 = 16 Reflex Save vs. half damage: 1d20+8 = 28 Gee, thanks, that couldn't have been the first one? So, toughness save vs. DC18: 1d20+8 = 26 Takes the hit like a champ. Anything specific you want in the description of what happens?
Supercape Posted February 18, 2019 Author Posted February 18, 2019 No, feel free to fall however you like! Ill say you can catch a hold halfway down if you wish.
RocketLord Posted February 18, 2019 Posted February 18, 2019 Going to try to get up with an acrobatics roll for help. See if I can jump up, get up there. Let me know if I need to roll more, or it doesn't work at all: 1d20+8 = 25 If Justice makes it up this turn (or if the Wall looks down the hole), Justice will take a shot at him with the Justice Buster: 1d20+11 = 18. DC20 Toughness if it hits, if Justice gets the chance for even taking the shot.
Supercape Posted February 18, 2019 Author Posted February 18, 2019 That looks good to me. Its probably a stretch to say she gets up this round, but lets move out of combat anyway! In any case, you have the headstart on the Wall, who is having to go up the stairs again!
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