RocketLord Posted December 30, 2018 Share Posted December 30, 2018 Just trying to get close enough to Amber to whisper to her. Stealth roll: 1d20+2 = 21 Link to comment
Supercape Posted December 30, 2018 Author Share Posted December 30, 2018 Thats fine, go ahead! Link to comment
RocketLord Posted January 9, 2019 Share Posted January 9, 2019 I'm guessing that an initiative roll is in order? Rolling now, for the sake of speed. Initiative: 1d20+2 = 17 Also, cue the theme song! Link to comment
Supercape Posted January 9, 2019 Author Share Posted January 9, 2019 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. Link to comment
RocketLord Posted January 9, 2019 Share Posted January 9, 2019 Intimidate: 1d20+2 = 15 And taking a shot at the nearest one with the Justice Buster: 1d20+11 = 17, DC20 Toughness save if it hits. Trying to stay between Amber and the thugs, so they don't get to her. Link to comment
Supercape Posted January 9, 2019 Author Share Posted January 9, 2019 That hits! Tough Save: 1d20+2 11 and he is down! The other thug pulls a cosh and charges! Charges Justice: 1d20+6 23 clonk! Thats a DC 18 Toughness Save! Link to comment
RocketLord Posted January 10, 2019 Share Posted January 10, 2019 (edited) Tough Roll: 1d20+8 = 9 Ow. Gonna spend a HP on rerolling that. 1d20+8 = 20 Going for a Justice Kick to try and take him down. If he's a minion, I'm taking 10 for a total 16. If not: 1d20+6 = 14. DC25 Toughness if it hits. Edited January 10, 2019 by RocketLord Link to comment
Supercape Posted January 10, 2019 Author Share Posted January 10, 2019 He cant make that, so he is down! Technically thats 0 HP but I will waive that as Justice was being heroic. Justice - 1 HP Link to comment
RocketLord Posted January 18, 2019 Share Posted January 18, 2019 Charisma Roll: 1d20+2 = 9 Link to comment
Supercape Posted January 19, 2019 Author Share Posted January 19, 2019 Blowfish is a boxer, although he is low PL. Still, it gives him the all out attack feat! Punches Justice: 1d20+10 22 his punch lands, DC 17 Tough Save! Link to comment
RocketLord Posted January 19, 2019 Share Posted January 19, 2019 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 I kinda doubt it hits, but hey, the feint might work! DC25 Toughness if it hits. And keeping up the talking, of course. Link to comment
Supercape Posted January 19, 2019 Author Share Posted January 19, 2019 Sorry, his defence is +5, sufficient to beat that even if flat footed! Lets play it out IC...it dosent feel quite like combat in the regular sense! Link to comment
RocketLord Posted January 21, 2019 Share Posted January 21, 2019 If this calls for a roll, I'm guessing its diplomacy. Same bonus if its bluff, so: 1d20+8 = 25 Link to comment
RocketLord Posted January 23, 2019 Share Posted January 23, 2019 (edited) Using a HP to get a Heroic Feat to get Improved Sunder for Justice, then aiming to shoot the Tommy Gun out of Blowfish's hands. Attack roll: 1d20+11 = 27 (and +4 for Improved Sunder) Edited January 23, 2019 by RocketLord Link to comment
Supercape Posted January 23, 2019 Author Share Posted January 23, 2019 (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 January 23, 2019 by Supercape Link to comment
RocketLord Posted January 24, 2019 Share Posted January 24, 2019 Kicking at Blowfish with a Justice Kick, using Accurate Attack maneuver for +2ATK/-2DC: 1d20+8 = 25 DC23 Toughness if that hits. Link to comment
Supercape Posted January 24, 2019 Author Share Posted January 24, 2019 (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 January 24, 2019 by Supercape Link to comment
RocketLord Posted January 29, 2019 Share Posted January 29, 2019 Trying to use Acrobatics to get around the Wall by jumping off the wall, getting over him and if necessary to get further, push off the Wall. Acrobatics: 1d20+8 = 24 Link to comment
Supercape Posted January 29, 2019 Author Share Posted January 29, 2019 Beats whatever he is got, so you have the edge on him! Link to comment
Supercape Posted January 30, 2019 Author Share Posted January 30, 2019 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. Link to comment
RocketLord Posted January 31, 2019 Share Posted January 31, 2019 (edited) Intiative: 1d20+2 = 15. So, Justice's at the same time as The Wall. Who do you want to go first? Edited January 31, 2019 by RocketLord Link to comment
Supercape Posted January 31, 2019 Author Share Posted January 31, 2019 Justice has higher DEX, so wins the tie. Link to comment
RocketLord Posted January 31, 2019 Share Posted January 31, 2019 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. Link to comment
Supercape Posted January 31, 2019 Author Share Posted January 31, 2019 That works. I will assume that is akin to an area attack, and give the thug a reflex save to avoid the attack. Reflex and TOugh saves: 2#1d20 4 20 And he is down. Link to comment
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