Jump to content

Graduation Proclamation: Absolution


Recommended Posts

Posted

Medicine

  • She's dead Jim
  • More seriously, there seems to be no other signs of damage.  In fact there seems to be no signs of a struggle.  Almost as if the woman did not put up a fight.  But then why scream?

Posted (edited)

So go ahead and work up an attack roll for that flying boot EP!.  We'll say coupled with the covering fire it's a Surprise Attack at the beginning of the round.  Aside from the villain not being flat-footed of course.

Archer's Initiative: 1d20+8 25

???? Initiative: 4#1d20+7 23 10 22 26

Didn't put the smoking guy's initiative will change if Blue Jay goes after him like Vonnie suggested.

Round 1

26 - ???? - Unharmed 
25 - Archer - Unharmed 
23 - ???? - Unharmed
22 - ????  -Unharmed
21 - Blue Jay - 3 HP - Unharmed
19 - 
Samaritan - 3 HP - Unharmed
10 - 
???? - Unharmed
 

The Archer slips further inside the building (pending on Vonnie's attack roll).  Some other things happen not in their line of sight.

So Blue Jay's up.

Edited by HG Morrison
Had 4HP LIsted when it should have said 3.
Posted

I have no idea what Blue Jay should do. Uh, I guess she'll delay to see if anyone pops up on the roof of that building or if any cars drive away from it.

Posted

Alright while waiting for posts.

The ????'s had been delaying until after Samaritan's action, but since he's inside I'll just change it up to have them delaying til after Blue Jay's.  Using their Standard Action to lower their Concealment from All Senses to simply All Mental Senses.  Gasp!  Murder League assassins.  They show up on Tona's Infravision now.  And Samaritan could see them, but his Spatial Awareness provides no protection.

One on the bottom floor by the entrance to the building.  One the roof.  Two in the room with Samaritan.  

And there's still the Archer whom had run further inside.

Posted (edited)

Blue Jay's going to fling some arrows over at the other archer. 1d20+15: 19 [1d20=4] Oh gods, that's atrocious. Spending a HP for a reroll. 1d20+15: 32 [1d20=17] Now that's how you start a duel!

For posterity, this thread is using the archived version of Blue Jay, not the latest approved one.

Edited by Raveled
Posted

Tou Save (DC23): 1d20+6 7 Well that happened, so yeah have an HP rerolling  

Tou Save (DC23): 1d20+6 10+10=20  

Initiative                          Character                             HP                                              Damage Condition
26                                   Rooftop Archer                     GM                                             Bruised x1
25                                   Archer                                   GM                                             Unharmed
22                                  Swordsman 1                         GM                                             Unharmed
22                                  Swordsman 2                         GM                                             Unharmed
21                                  Blue Jay                                    3                                              Unharmed
19                                  Samaritan                                3                                              Unharmed
10                                  Door Assasin                         GM                                              Unharmed

EP, the two Swordsmen are indeed minions in case you wish to take 10.

Posted

I am indeed having fun fancying up my Rounds set up, Rav!

Ep, He could certainly take 10 and hit them.  +15 is your target.  But, they're far apart enough he couldn't say use Takedown Attack to take them both out.  Not, that he has Takedown Attack so it's of no concern for Vonnie.

Posted

At PL 7, one must make so many sacrifices. Sigh. Okay, if 15 is the target, then let's slip in a little Power Attack and take 10 for a 15 result. DC would be...24. You can pick which swordsman, you lucky GM you.

×
×
  • Create New...