Brown Dynamite Posted November 15, 2015 Share Posted November 15, 2015 OOC for this thread in which Grim gets mixed up with a bunch of MAX pushers. Give me a Notice Check. Link to comment
Fox Posted November 15, 2015 Share Posted November 15, 2015 Huzzah! Notice Check: 1d20+10 19 Link to comment
Brown Dynamite Posted November 15, 2015 Author Share Posted November 15, 2015 Grim is able to hear the sound of someone knocking over a can. But can't quite make out in which direction he heard it from. His nose is likely equally distracted by the fact that the Southside stinks. The implication is that there's a third mugger hiding out. Link to comment
Brown Dynamite Posted November 16, 2015 Author Share Posted November 16, 2015 So the big one tries to Punch Matt (DC23): 1d20+2 16 Missing. Link to comment
Fox Posted November 16, 2015 Share Posted November 16, 2015 Punchin' time! Melee Attack Roll vs. Mugger (power attack +5/-5): 1d20+12-5 13 Missin' time, I suspect, but in the unlikely event that does hit Matt's not whipping out the obvious powers yet - just a DC23 toughness (15 + 3 str + 5 power attack). Link to comment
Brown Dynamite Posted November 16, 2015 Author Share Posted November 16, 2015 That does hit! But, his Tou Save: 1d20+8 26 Link to comment
Brown Dynamite Posted November 16, 2015 Author Share Posted November 16, 2015 Move Action: Run after Matt Standard Action: The mugger goes and Punches Matt again (DC23): 1d20+2 11 Link to comment
Fox Posted November 16, 2015 Share Posted November 16, 2015 Welp, one more round as a normie, maybe. Matt now has questions! Melee Attack Roll vs. Mugger (power attack +5/-5): 1d20+12-5 21 Same as before - DC23 Toughness. Link to comment
Brown Dynamite Posted November 16, 2015 Author Share Posted November 16, 2015 Tou Save: 1d20+8 11 Staggered, which is pretty much good enough to stop him from trying to punch Matt again Link to comment
Brown Dynamite Posted November 30, 2015 Author Share Posted November 30, 2015 Tell you what give me a Sense Motive roll to oppose Mischa's Bluff: 1d20+8 23 If Matt suceeds he can tell that Mischa is hiding a weapon and considering using it. His Dog can also roll! Link to comment
Fox Posted November 30, 2015 Share Posted November 30, 2015 Sense Motive Checks vs. Mischa: 1d20+5 16 1d20+6 23 Clueless, both of them! The dog comes close, but Mischa has the better modifier, so he wins the tie. Link to comment
Brown Dynamite Posted November 30, 2015 Author Share Posted November 30, 2015 Alright, then I'm going to edit the previous post to include Mischa giving the old pew pew Firing his E-Gun (Heat Beam Setting) DC23: 1d20+6 15 and missing Matt can disarm him, intimidate or demoralize him into stopping, or just beat the guy up to get the information he's looking for. Or if you think of something else (like diplomacy) scaring him by revealing powers, etc. Either way he's pretty convinced Matt's the crazy guy going around with a knife killing Max pushers and failed to get the drop on him. Link to comment
Fox Posted December 1, 2015 Share Posted December 1, 2015 Matt's pretty big on not getting shot at anymore! Plus, I don't think I've ever actually disarmed anyone, so it's about time I give the mechanics of it a shot. First things first, though; he didn't pay 43pp for dogs that sit around doing nothing! Dog Move Action: Run up to harry Mischa. Move Action: Harry Mischa. Intimidate Check vs. Mischa (Fast Task: Startle): 1d20+15 31 The dog'll go ahead and pass that flat-footed on to Matt. Matt Move Action: Also run up to Mischa! Standard Action: Disarm. Disarm Attack vs. Mischa: 1d20+12-5 15 Hrrrm. Hopefully that hits, if he's flat-footed. If so, it'll be a nice DC23 (DC18 on his unarmed attacks, +5 on the power attack) Strength check or be disarmed (with Matt holding the gun!). Either way, both Matt and the dog have move-by action; if they have movement left, Matt'll get a little distance and the dog will stand in front of the door so Mischa can't run without moving him. Link to comment
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