Heritage Posted September 22, 2014 Author Posted September 22, 2014 Do your IC and I'll follow up immediately based on your earlier OOC.
Supercape Posted September 23, 2014 Posted September 23, 2014 One thing - I believe if they are mooks / minions, any PC attack can automatically inflict the highest effect (namely unconsciousness!)
Heritage Posted September 23, 2014 Author Posted September 23, 2014 Damn it, I read that and it completely failed to register! Grrrrrrrrr! I'll have a revised and corrected post up when I'm feeling less pissed off
Supercape Posted September 24, 2014 Posted September 24, 2014 So Red is going to kick the other guy, another take 10 and shifted attack for a DC 20 Toughness Save.
Heritage Posted September 26, 2014 Author Posted September 26, 2014 Toughness save: 1d20+1=8 Hah! Ponytail is goin' down!
Supercape Posted September 26, 2014 Posted September 26, 2014 I cant imagine a phone needs a lot of computer skill to hack with data link, but: 1d20+15=19
Heritage Posted September 29, 2014 Author Posted September 29, 2014 Have an HP for your troubles, RR!
Heritage Posted September 29, 2014 Author Posted September 29, 2014 Give me Notice and (if applicable) Stealth rolls for RR.
Supercape Posted September 29, 2014 Posted September 29, 2014 1d20+10=30 Stealth is the awesome 1d20+9=11 is the blind for notice.
Heritage Posted October 2, 2014 Author Posted October 2, 2014 Sorry, I'll have to post here tomorrow after work!
Heritage Posted October 3, 2014 Author Posted October 3, 2014 (edited) Initiatives for the Gunmen: 1d20+2=10 Initiative for The Man: 1d20+7=12 Notice for Gunmen: 1d20+2=15 Notice for The Man: 1d20+7=19 Stealth for The Man: 1d20+10=27 So no one sees her, the Gunmen don't see The Man, either. The Notice check for Noemi was to see if she was aware of The Man before he physically appeared. And off we go! Initiative order: Red Rat The Man Gunmen Noemi is up! Edited October 3, 2014 by Heritage
Supercape Posted October 4, 2014 Posted October 4, 2014 Right, well, if you let me have a sneak attack, slipping out of the water and disarm on one of the Gunmen. If its a minion, taking 10 then shiting +2 on DC, -2 on Attack, hopefully an attack of 20 hits, meaning an opposed roll: 1d20+6=8 oh sheesh. You know what, I will reroll that with an HP: 1d10+16=17 Sheesh. This was not meant to be!
Heritage Posted October 7, 2014 Author Posted October 7, 2014 Yes, you can sneak attack, and yes, these two are also Minions. Gunman's Strength Roll vs Disarm: 1d20+2=6 Yeah, I think you're okay
Heritage Posted October 7, 2014 Author Posted October 7, 2014 (edited) Gunman's Unarmed Attack roll: 1d20+1=20 Yikes, he's good! Damage roll if he connects: 1d20+2=17 Edited October 7, 2014 by Heritage
Supercape Posted October 7, 2014 Posted October 7, 2014 It hits, and I think its a DC 17 Tough save which is 1d20+8=24 made!
Supercape Posted October 7, 2014 Posted October 7, 2014 So, armed now, but you know, hero rather than lethal bullets if she can get away with it. So punching back, taking 10, shifting attack -2 and DC +2, for an attack roll of 20 and a DC 21 Tough Save!
Heritage Posted October 13, 2014 Author Posted October 13, 2014 Sorry for letting this sit for so long! Between work hours and feeling like crap, the creativity was not flowing so good, but I'm on the mend and ready to party! Gunman's Toughness save: 1d20+1=8 Ha-ha! Still-armed Gunman shoots at Red! 1d20+2=22 Yikes! Damage +3 if it hits! Also I need to edit my earlier post, as pistols don't have Autofire; The Man has only been shot once, but still goes down!
Supercape Posted October 13, 2014 Posted October 13, 2014 THat does hit, although fortunately minions cannot crit non-minions, so a a DC 18 Tough Save. 1d20+8=25 which is pretty good! So I will do the same attack on the still armed gunman, taking 10, shifting, etc, which I guess means a DC 21 Toughness roll.
Heritage Posted October 17, 2014 Author Posted October 17, 2014 Gunman's Toughness Roll: 1d20+1=17 And down he goes!
Heritage Posted October 18, 2014 Author Posted October 18, 2014 Notice check to penetrate RR's disguise:1d20+7=26 Based on her >taking 20 earlier for 24...yeah, this is not her night.
Heritage Posted October 27, 2014 Author Posted October 27, 2014 Ever the gentleman, The Man is allowing Noemi to go first; no need to roll for Initiative.
Supercape Posted October 28, 2014 Posted October 28, 2014 In which case, she will try a disarm attack: 1d20+12=29 I guess that hits: which means an opposed roll Damage (+4) vs his strength, 1d20+4=5 that is unlikely to work, but there you go.
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