Brown Dynamite Posted November 13, 2014 Author Posted November 13, 2014 Alright Sam doesn't notice it. But Terrifica is able to make the faint sound of a helicopter some distance away. It's not within view or anything. Also, as a reminder can bring him back from unconsciousness with standard Medicine hoopla.
KnightDisciple Posted November 13, 2014 Posted November 13, 2014 Nevermore has learned the lesson that if some punk tries to punch you, you punch him back. Or in this case, choke him. Melee Attack: 29. That ought to hit, so... Grapple Check: 15. Boo. Well, we'll see how that shakes out...
Brown Dynamite Posted November 15, 2014 Author Posted November 15, 2014 Thief Leader's Grapple Check: 1d20+12 31 Denied
Brown Dynamite Posted November 18, 2014 Author Posted November 18, 2014 Round 2 25 - Argonaut - 1 HP - Unharmed 19 - Mook 2 - GM - Unharmed 13 - Mook 1 - GM - Staggered Blast (DC22) vs Mook 2: 1d20+9 16 Barely missing. Mook's 1 & 2Blast away at Argonaut (DC19): 2#1d20+6 1818 Argonaut's first Tou Save (DC19): 1d20+8 27 Argonaut's second Tou Save (DC19): 1d20+8 14 She picks up a bruise. Round 27 - Thief Leader - GM, 1 HP - Unharmed4 - Nevermore - 1 HP - Unharmed Thief Leader comes in for another Punch (DC20): 1d20+7 9 Missing again.
Blue Rose Posted November 29, 2014 Posted November 29, 2014 (edited) So. I'm thinking Sam snags Terrifica's cell via sleight of hand, then swaps it with her own, letting her 'port out the captive, and then when the dust settles on the whole helicopter thing, make contact with her own phone to get back in touch with the scene, captive in hand. I can roll if you'd like, EP, or we can just say it works 'cuz it's cool. Especially if the helicopter means things start going badly and too many folks start getting away. Edited November 29, 2014 by Blue Rose
Blue Rose Posted December 6, 2014 Posted December 6, 2014 Sleight of Hand to plant a burn phone on Terrifica. Sleight of Hand: 1d20+12 28
EternalPhoenix Posted December 16, 2014 Posted December 16, 2014 http://orokos.com/roll/23899329. Juuust made it.
KnightDisciple Posted December 20, 2014 Posted December 20, 2014 Nevermore's gonna try that trick one more time. Melee Attack: 15. Screw it. Melee Attack Reroll: 11, which becomes 21. Which should hit. Grapple Check: 32, which is a nat 20, which I think means +5? If not, still a 32. Will wait on IC until I confirm if that worked.
Blue Rose Posted December 20, 2014 Posted December 20, 2014 I don't think there's a critical grapple. But that's still probably an unbeatable grapple check.
Brown Dynamite Posted February 12, 2015 Author Posted February 12, 2015 (edited) There is not crit for a grapple, but yeah he can only beat that with a 20 of his own. Thief Leader's Grapple Check: 1d20+12 25 He is bound! The bad thing about our grapple house rules. The defender being able to forgo a grapple check in his turn is no longer a thing. Maybe? Either way should move from a bound status before he can try something like that. And since escaping is a move action.Move Action: Grapple Check (Escape): 1d20+12 15 Letsee Terrifica can hear the sounds of fighting and can make it down by moving all out. Or in three move actions. One if she wants to deal with fall damage seeing as she doesn't have slow fall on the swing line (though can stunt, but probably best not to). Edited February 12, 2015 by HG Morrison
KnightDisciple Posted February 12, 2015 Posted February 12, 2015 It looks like he'll break out (check result of 15 beats bonus of 12), but it will take until his turn to do so. Long-delayed IC post shortlyish.
EternalPhoenix Posted February 12, 2015 Posted February 12, 2015 Can you tell me what the fall damage would be like?
Brown Dynamite Posted February 14, 2015 Author Posted February 14, 2015 (edited) It looks like he'll break out (check result of 15 beats bonus of 12), but it will take until his turn to do so. Long-delayed IC post shortlyish. Well actually you'd roll against his check and likely easily beat it. Can you tell me what the fall damage would be like? DC20 Edited February 14, 2015 by HG Morrison
EternalPhoenix Posted February 23, 2015 Posted February 23, 2015 I will take the moving all out option, assuming that's not the one with the excessive amount of fall damage.
KnightDisciple Posted February 23, 2015 Posted February 23, 2015 Well actually you'd roll against his check and likely easily beat it. DC20 Super delayed response, but... Grapple Check: 30. He goes nowhere.
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