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Last Fare of the Night (OOC)


Heritage

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Posted

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 :P

Posted (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 by Heritage
Posted

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!

Posted

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!

Posted

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!

Posted

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. 

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