Tiffany Korta Posted December 12, 2011 Author Posted December 12, 2011 To be honest i was expecting a little bit of winging it. Talking of which... Can I follow up with some kind of snare/entangle?
Supercape Posted December 14, 2011 Posted December 14, 2011 You may indeed! Post IC and ill take it from there in terms of mechanics! In this realm you can pretty much do anything.
Supercape Posted December 31, 2011 Posted December 31, 2011 Initiative Time! 5 Armed Thugs plus one Thug Boss type. Should be easy enough but there may be one or two surprises on the way! Using Core Book Archetypes: Thugs and Gang Leader. There Initiative is 11.
Tiffany Korta Posted January 2, 2012 Author Posted January 2, 2012 k, Initative (00:56:50) System: TiffanyKorta rolls 1d20 and gets (10)+6=16.
Tiffany Korta Posted January 3, 2012 Author Posted January 3, 2012 I'd like to grad and crush the Gangster's gun, the one that's threatening the Haitian. My Attack roll 1d20+11=28 And my Strength check for the opposed roll 1d20+8=18. I'll wait to see how well it all goes befoer I post the attack.
Supercape Posted January 7, 2012 Posted January 7, 2012 Ok I will take that as a Sunder action... (depending on exactly what you meant it could be a disarm or a grapple but Ill say Sunder as your primary goal is to crush the weapon). Its a hit, no question. The gun is made of Steel, but I will say its -2 toughness for being relatively small and fragile (compared to 1 inch thick!), so toughness 8. I will give you a bonus of +2 for your super strength and just being cool and fitting the descriptor to that damage, so its DC 25 for the gun. 1d20+8=9 Well with that roll its just mangled metal. In your hand, if you wish it.
Supercape Posted January 8, 2012 Posted January 8, 2012 Thugs are up: 5 Thugs Firing at Revenant, Thug Boss running. 1d20+2=20, 1d20+2=13, 1d20+2=15, 1d20+2=16, 1d20+2=5 All miss! Two flame thrower Thugs entering room, and incinerating! Two of these: Reflex Roll DC 16. If you make it, a DC 21 Toughness Save, if not, a DC 27 Toughness save. (I am including in your vulnerability to fire!)
Tiffany Korta Posted January 10, 2012 Author Posted January 10, 2012 Reflex Save : 1d20+8=24 Toughness Save : 1d20+11=28 Figure I would have made it anyway! My turn! Move Action to closes with closest flamethrower. Attack flamethrower thug : 1d20+11=26, Toughness 26 save please.
Tiffany Korta Posted January 10, 2012 Author Posted January 10, 2012 Okay then Relex Save : 1d20+8=28 Toughness Save : 1d20+11=22 Close but still oky . Is my Ic post still okay?
Supercape Posted January 11, 2012 Posted January 11, 2012 Probably needs a slight edit, and also, your action! Round 2! 16 - Revenant - Unharmed - 3 HP 11 - Goons (1 feeling, 5 Regular Unharmed, 2 Flamethrowers Unharmed) As for your action, I presume you are taking 10 to punch (one of the flamethrower guys?) which means a DC 26 Toughness Roll. The Flame Thrower Guys are in fully armoured Riot Gear (Equipment +4 Protection) so have +6 to Toughness Roll. He might just make it! 1d20+6=16 But doesn't!
Supercape Posted January 19, 2012 Posted January 19, 2012 Second Goon is an evil man! Flame on! Reflex Roll DC 16, Followed by Toughness Roll DC 21/27. 5 Goons Firing: 1d20+2=22, 1d20+2=22, 1d20+2=22, 1d20+2=20, 1d20+2=10 ! Fortunately, no criticals from minions. What outrageous rolls! Thats three bullets, DC 18 Toughness each. (Arbitarily, resolve fire then bullets - for purposes of injuries and whatnot).
Tiffany Korta Posted January 20, 2012 Author Posted January 20, 2012 For Mr Burny Reflex Save : 1d20+8=10 Toughness Save : 1d20+11=23 For Mr Shooty x3 Toughness Save : 1d20+11=28, 1d20+11=21, 1d20+11=15 So thats Injured x 2?
Supercape Posted January 20, 2012 Posted January 20, 2012 I think its... 1 Injury from the flamethrower (reflex failed so DC 27) Which is then applied to the shooty x3 Make the first and second (at only +10 bonus), fail the third... So yes, its Injured x2 (Just needed to apply the first injury as penalty says Mr. Pedantic!)
Tiffany Korta Posted January 21, 2012 Author Posted January 21, 2012 My go As a free action I recover from one Injured. I want to try something that cheats a little. I want to grapple to flamthrower guy (even if he all on fire and all) then move toward the windon and if possible drop him safe outside. All in one round if possible. Anyhow my grapple roll is 1d20+19=20, grumble, grumble, grumble, Must save burning man so I'll spend HP for a reroll. 1d20+19=28, much better.
Supercape Posted January 22, 2012 Posted January 22, 2012 OK! So, a grapple attack always requires a "hit" roll first, then you compared grapple rolls to see who wins. So do that first to see if you even get to spend that HP! A grapple is a standard action. Leaving you with a move action - to get to the window. A drop is a free action, although in this case one might argue it takes a bit longer to safely drop him. I'll leave that to you - a casual drop (its 1 story up, so lets say DC 20 toughness save) is free, is you actually want to heft him into a garbage pile or the roof of a vehicle (whatever you fancy narrating) I would say you need to do that on the next round, but gain an HP for being so generous in doing so!
Tiffany Korta Posted January 22, 2012 Author Posted January 22, 2012 I thought as much and then couldn't find the reference, just having an off day I guess. 1d20+11=30, I think that's just a hit . I'll wait until the next turn and make sure he's safe.
Supercape Posted January 22, 2012 Posted January 22, 2012 Ok so for this round lets just say he is grappled and you have moved to window! post away IC. Hero point for being caring to your foe! 16 - Revenant - Injured - 3 HP Flame Guy will try to break out of grapple: 1d20+3=19 make a grapple roll to see if he succeeds. The other dudes will fire on you again:1d20+2=14, 1d20+2=8, 1d20+2=14, 1d20+2=9, 1d20+2=19 As you are flat footed, thats another 3 slugs! DC 18 roll x3 (at -1 penalty for being injured!)
Tiffany Korta Posted January 24, 2012 Author Posted January 24, 2012 I start at +19, but you never know 1d20+19=39, I think that's well grappled. Toughness saves : 1d20+11-1=11, 1d20+11-1=24, 1d20+11-1=27 (and yes I know the second and third should be at -2, but I don't think that matters this time ) I'm going to spend a Hero Point to counter the stun, I recover from 1 Injured, with still 1 Injured to go. First I'm going to drop the baddie saftly. Then I want to try and taunt the rest 1d20+11=20.
Supercape Posted January 24, 2012 Posted January 24, 2012 Quick clarification... House rules now say its dazed not stunned, so do you still want to burn that HP? I presume you are using taunt to demoralise the goons? Rather than actually going for intimidation... Which I think always needs the intimidate skill?
Tiffany Korta Posted January 24, 2012 Author Posted January 24, 2012 As long as I can carry on with my turn without to much penality I'll keep the HP and take the dazed. And yes it's a taunt, sorry I forgot to say.
Supercape Posted January 25, 2012 Posted January 25, 2012 OK, just the daze then, and burning building time! Three parting shots from the Goons: 1d20+2=20, 1d20+2=21, 1d20+2=16 thats one more hit, so a DC 18 Toughness save with 1 injury left.
Tiffany Korta Posted January 25, 2012 Author Posted January 25, 2012 Injury goes in, injury goes out . Toughness save 1d20+11-1=23, so on my goes i'm completly recovered, yay! Is there anyone stupid enough to still be in the building apart from myself?
Supercape Posted January 25, 2012 Posted January 25, 2012 Nope you are all alone in a burning building! On that subject, the flames are now getting hot enough to hurt!
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