Supercape Posted August 15, 2011 Posted August 15, 2011 Notice Roll for King of Suits. If you are going to engage in any long term conversation with Ford, a behavioural sciences basic roll (does not need to be trained).
Supercape Posted August 15, 2011 Posted August 15, 2011 Ok, you notice that Ford has a very expensive mobile phone, one you cant recognise. Behavioural Sciences... you can't quite place it, but Ford is just odd!
Supercape Posted August 16, 2011 Posted August 16, 2011 Land the plane! Well, I will say landing a plane without a runway is an average task (DC 10). However, its turned into a challengine one (DC 20) from the fact that the plane is a mess! Of course you will land the plane... For every point you fail the roll by, its a DC10+X (X = failure chance) toughness save for you (and by extention the passengers) from the impact. HP burning is of course allowed.
Ari Posted August 16, 2011 Author Posted August 16, 2011 I'll do my best. Pilot check: 19. Shagrats! So close! Toughness check: 22. So Marceau is unharmed.
Ari Posted August 16, 2011 Author Posted August 16, 2011 Sure. Notice Cheeeeck! 13 that is a great irritant. Burning an HP and re-rolling: 13, rolled a 3 so I can add 10, so it's 23.
Supercape Posted August 16, 2011 Posted August 16, 2011 Ok just to keep track you have 2 HP left. You see Four passengers circling starting to circle around you and Ford. All are dressed in rather non-descript black suits, and look oddly identical....
Supercape Posted August 16, 2011 Posted August 16, 2011 Init Rolls for the Foursome (not four Kings yet!) Initiative for them! 1d20+3=7 Meaning 21 - King of Suits - 2 HP - Unharmed 7 - Foursome - 0 HP - Unharmed Note: these guys are not minions. I will give you the option of knowing there stats if you wish (my personal preference as GM and player is to be blind, but it is your choice).
Ari Posted August 16, 2011 Author Posted August 16, 2011 It'd be silly going into the first fight to expect to win it! Anway, an attempt to Disarm to the pistol-wielder: the Attack is 25, and the Disarm is 29.
Supercape Posted August 16, 2011 Posted August 16, 2011 Which he cannot possibly beat! you have a gun in your hand, post away!
Supercape Posted August 16, 2011 Posted August 16, 2011 Right the remaining foursome Disarmed guy: Will try to disarm you back! 1d20+6=12 Other three will fire at you! 1d20+6=23, 1d20+6=17, 1d20+6=20 Just missing!
Supercape Posted August 16, 2011 Posted August 16, 2011 Round 2 21 - King of Suits - 2 HP - Armed with blaster pistol (Blast 5) 7 - 4 Men - Unharmed (one disarmed).
Ari Posted August 16, 2011 Author Posted August 16, 2011 Attacking Unarmed: 22. Damage if it hits: 39. Ouch. EDITED.
Supercape Posted August 16, 2011 Posted August 16, 2011 That is indeed a miss, feel free to reroll. Incidentally, with an unarmed attack of +16, and damage of +4 (from unarmed attack) I would question the need to use said blaster (unless you need to use a ranged attack - not in this case). With power attack, you could shift +11 attack and +9 damage from unarmed attack Still better than a +8 attack, +5 damage from your blaster pistol. However I will leave this up to you.
Supercape Posted August 17, 2011 Posted August 17, 2011 IC down for me, rolled 3 in chat, he is down. Post yourself an IC!
Supercape Posted August 17, 2011 Posted August 17, 2011 The three men are of course not responding to your feeble earth, threats! Zap zappity zap! 1d20+6=7, 1d20+6=20, 1d20+6=26 One critical hit! DC 25 Toughness save please!
Ari Posted August 17, 2011 Author Posted August 17, 2011 TOU check is: 13, man that's bad. And I just might need to re-roll using all my HP for this one fight. Burning a HP, re-roll is 16. Add 10 and that makes it 26. Barely make it!
Supercape Posted August 17, 2011 Posted August 17, 2011 Rolls of 1-10 are treated as that number +10 so as far as I can see that makes 20, +6, for 26... Safe! Next round 3 17 - King of Suits 1 HP - Unharmed - With Blaster Pistol 9 - 3 Men - Unharmed
Ari Posted August 17, 2011 Author Posted August 17, 2011 Why stop doing what works? Melee attack at nearest alien-type guy. Attack: 28. Damage: 28 eerie.
Supercape Posted August 17, 2011 Posted August 17, 2011 And 1d20+3=16 Fail by 12, so bruised, stunned, staggered! 1d20+6=18, 1d20+6=7 no luck on their return fire. Round 3! 17 - Marcy - 1 HP - Unharmed - 1 with Blaster Pistol 9 - 3 Men - [1 Bruised, Staggered, Stunned Until 17], [2 Unharmed] To keep things pacy, could you make an IC post highlighting your successful attack, dodging 2 blaster beams, and what you are going to do on round 3?
Supercape Posted August 18, 2011 Posted August 18, 2011 Round 3! 17 - Marcy - 1 HP - Unharmed - 1 with Blaster Pistol 9 - 3 Men - [1 Bruised, Staggered, Stunned Until 17], [2 Unharmed] You are up!
Ari Posted August 18, 2011 Author Posted August 18, 2011 I will use an absurdly cunning strategy: King will try to K.O. The closest alien with his bare hands. 18 is the Attack, 22 is the Damage. Intimidate check to get the Alien Badwrong Fellas to stand down and stop shooting at Marcy. 19. -5 due to it being a Move action, so 14 it is.
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