Flare Knight Posted November 18, 2010 Share Posted November 18, 2010 OOC for this thread Link to comment
Aoiroo Posted November 18, 2010 Share Posted November 18, 2010 Using hero point from luck to use connected feat(which I should add later) to gather info on where that truck is headed. Link to comment
Flare Knight Posted November 19, 2010 Author Share Posted November 19, 2010 your contacts are nice enough enough to inform Sil that the van belongs to a Gang Member under the employ of one of the Freedom City Mobs, and that if he used it to commit a crime, he's probably going to a nearby junkyard to either dump the van or get it painted over and the plates swapped, and are nice enough to give you directions. Link to comment
Aoiroo Posted November 22, 2010 Share Posted November 22, 2010 Taking ten on stealth for Sil, which is 25DC, which is physically impossible for the two of them to notice if they are thugs. Link to comment
Flare Knight Posted November 22, 2010 Author Share Posted November 22, 2010 You are correct, and they fail to notice you. Link to comment
Aoiroo Posted November 23, 2010 Share Posted November 23, 2010 Trip roll, 21, against the junk yard owners dex. Link to comment
Flare Knight Posted November 24, 2010 Author Share Posted November 24, 2010 9+0=9 He's prone Link to comment
Flare Knight Posted November 26, 2010 Author Share Posted November 26, 2010 Enemy Powers: STR 24 (+7) DEX 24 (+7) CON 24 (+7) INT 10 WIS 10 CHA 10 TOUGHNESS +7 FORTITUDE +10 REFLEX +10 WILL +6 Skills: Acrobatics 8 (+15), Climb 8 (+15), Intimidate 8(+8), Notice 4 (+4) Feats: Acrobatic Bluff, Chokehold, Diehard, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Takedown Attack 2 (5-foot move) Combat: Attack +5, Grapple +12, Damage +7 (unarmed), Defense +5, Knockback -3, Initiative +7 That's the Wrestler. The Boxer has the same stats, but with the following feats instead: Acrobatic Bluff, Diehard, All-out Attack, Defensive Attack, Elusive Target, Takedown Attack, Improved Initiative, Power Attack. This increases his Initiative to +11, and his Grapple to +8 Link to comment
Flare Knight Posted November 26, 2010 Author Share Posted November 26, 2010 15+11=26 Boxer Boy get 26 3+7=10 Wrestler goes after Sil 12+0=12 Powerhouse gets a 12 Boxer, Powerhouse, Sil, Wrestler is the Initiative order. Link to comment
Flare Knight Posted November 26, 2010 Author Share Posted November 26, 2010 Boxer will All-Out Attack, lowering his Defense to 0 for a total of +10 to hit. 3+10 =13, missing Sil. Powerhouse will respond by attacking the Wrestler, 11+10=21 DC of 30. The save is 1+7=8 and he's out. Link to comment
Flare Knight Posted November 26, 2010 Author Share Posted November 26, 2010 14+7=21 he passes, and Responds in Kind; 20+10=30 Toughness save of 27 Link to comment
Aoiroo Posted November 26, 2010 Share Posted November 26, 2010 Forgot, attack roll 26. DC 21 Link to comment
Flare Knight Posted November 26, 2010 Author Share Posted November 26, 2010 5+7=12 He fails, bruised and Stunned. Link to comment
Aoiroo Posted November 26, 2010 Share Posted November 26, 2010 24 attack, same DC as before. Link to comment
Flare Knight Posted November 27, 2010 Author Share Posted November 27, 2010 1+6=7 He's out. Link to comment
Aoiroo Posted November 28, 2010 Share Posted November 28, 2010 Taking ten disable device to make twenty to unlock the breifcase with Sil's set of poor man lockpicks. Link to comment
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