Supercape Posted February 19, 2014 Author Posted February 19, 2014 The "Coppers" [Minions, Using modified M&M Police Officer, using "Copper truncheon" instead of Pistol] Roll 1D20+1 => 11 Ned Ludd and the 4 Puttymen (no 4 is wearing the puttymask) - not minions. 1D20+4 => 8 Keeping Pennyworth and bystanders out of initiative for now, but there are plenty of the latter.
Supercape Posted February 19, 2014 Author Posted February 19, 2014 Which means: Round 1: 31 - Carrie - Unharmed - 3 HP 21 - Cannonade - Unharmed - 3 HP 11 - Coppers [6] 11 - Ned Ludd 11 - Puttymen [4]
Supercape Posted February 19, 2014 Author Posted February 19, 2014 (Which means Carries is up again!)
Aoiroo Posted February 19, 2014 Posted February 19, 2014 Okay, I roll Roll(1d20)+12: 6,+12 Total:18 To initiate a grapple with Puttymen number 4, and for the grapple roll, I go Roll(1d20)+17: 8,+17 Total:25 Movement, I pull the puttymen that looks like Pennyworth centerstage for comparison.
Supercape Posted February 19, 2014 Author Posted February 19, 2014 1D20+14 => 16 grappled him good and proper. (Pinned, in fact). Post that away, but you notice the Puttyman is also abnormally strong. Not superhuman, but he is phenomenally strong for his size and weight.
trollthumper Posted February 20, 2014 Posted February 20, 2014 All right, I may have knocked Ludd off of his footing, but let's make sure his minions get out of the way. Free Action: Five foot movement, turning back to Ludd. Move Action: Startle, use Skill Mastery for 21. Standard Action: Bring hands together for Shockwave. Don't know if I'll get Ludd's accomplices in the cone at this range, but it should sure hit him in the face. DC21 Reflex to halve, DC21 Toughness to damage.
Supercape Posted February 20, 2014 Author Posted February 20, 2014 There are a lot of bystanders around, TT: Some may get caught in the blast? You could use that move action to get into a better position, but still may knock down the podium and blow some speakers!
trollthumper Posted February 21, 2014 Posted February 21, 2014 Erm. In that case, I'll just settle for punching Ludd. That's a 21 to hit. DC26 TOU.
Supercape Posted February 25, 2014 Author Posted February 25, 2014 1d20+5=14 so Dazed and Staggered. Also, sailing through the air. 500 feet knockback, to be precise. Ill have him cut that short at 200 feet (as in a park), and hitting a pavillion for another DC 20 Toughness Save 1d20+5=18 which earns him a bruise. The Coppers are going to move around Cannonade and Silhouette, as they have just commited acts of violence, and speak! The 3 Puttymen who have not been grappled by Sil will start backing off into the crowds. Moving out of combat for a moment...
Supercape Posted February 26, 2014 Author Posted February 26, 2014 So flashing ministry badge for Sil will likely do the job, but Coppers are suspicious b***rds. So a DC 5 CHA check to see if she pulls that off without questions. Cannonade on the other hand will be without information, so its bluff, intimidate, or diplomacy (or run, jump, fly, or whatever!)
trollthumper Posted February 26, 2014 Posted February 26, 2014 Cannonade tries Diplomacy, takes 10 via Skill Mastery for a 21.
Aoiroo Posted April 14, 2014 Posted April 14, 2014 Question of interest, would it be a sneak attack if Carrie just walked over and knocked him out?
Supercape Posted April 14, 2014 Author Posted April 14, 2014 Ummm. With a bluff roll yes! (A sucker punch!)
Supercape Posted April 14, 2014 Author Posted April 14, 2014 Thats doable, if she goes 2D and gets the old "hide in plain sight" thing. Otherwise, I guess it will have to be some narration about leaving then sneaking back in?
Aoiroo Posted April 14, 2014 Posted April 14, 2014 Or I could do an acrobatic bluff if that's allowed.
Supercape Posted April 16, 2014 Author Posted April 16, 2014 Cant match that! He is flat footed etc sneak attack
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