Brown Dynamite Posted November 21, 2015 Share Posted November 21, 2015 OOC for this thread in which Jack of All Blades and Foreshadow beat up some ninjas. Link to comment
Brown Dynamite Posted November 22, 2015 Author Share Posted November 22, 2015 Alright so these muggers are not going to answer. And instead just get straight to attacking Jack and Foreshadow respectively. Two of them are going Aid the other two vs Jack Foreshadow respectively: 2#1d20+6 17 24 Giving a +2 Atk Bonus to the other two each. Although they still have a low chance of hitting let's see how it goes. One ninja mugger Charges (-2 Def/+2Atk) to Attack Jack (DC19): 1d20+10 15 Missing! the other also, Chargest (-2 Def/+2Atk) to Attack Foreshadow (DC19): 1d20+10 17 Missing as well They're PL5 minions so feel free to take 10, mow the two who attacked Jack down. Something Foreshadow does while Power (-2Atk/+2 Dmg) Attacking) Tou Save (DC21): 2#1d20+3 15 5 Link to comment
Gizmo Posted November 22, 2015 Share Posted November 22, 2015 Jack of all Blades Jack Power Attacks for 5 and takes 10 with Takedown Attack 2, meaning an attack of 25, a DC 21 Fortitude Save vs. Drain Toughness and a DC 26 + Autofire Toughness Save vs. Damage. That should take the pair down handily. Link to comment
Brown Dynamite Posted November 22, 2015 Author Share Posted November 22, 2015 Yeah, they're definitely out! Don't need to even roll on that one.. Link to comment
Brown Dynamite Posted November 24, 2015 Author Share Posted November 24, 2015 Since your activity feed is acting up: Figured I'd autonotify like so @Gizmo Link to comment
Gizmo Posted December 6, 2015 Share Posted December 6, 2015 Jack of all BladesDiplomacy check: 1d20+7 20 Gather Information check: 1d20+15 27 Notice check: 1d20+15 29 Link to comment
Brown Dynamite Posted December 6, 2015 Author Share Posted December 6, 2015 Diplomacy Spoiler She isn't sure what her roommate does for work. Kimiko knows that she does something dangerous like security work. Kimiko is pretty positive that it isn't anything illegal. She is able to provide a sketch with a the symbol for the number four repeatedly used to form a pentagonal shape. Notice Spoiler The gym area has a Kendo training dummy. It seems to be rigged to swing back at an attacker when it's struck rather than being a stationary target. The French watercolor painting had Japanese characters written on top of the art. Although it's clear both that the characters were painted by a different hand than the artist. If asked Kimiko will translate it as "To serve is duty, duty is Samurai, Samurai is immortality". Lastly, Jack is able to spot that there is a key inside the dirt for the bonsai tree. Gather Information Spoiler When pressed Kimiko answers that the key opens the onyx chest. She also reveals that though she doesn't know what her roommate does for a living, said roommate has been sloppier with keeping her stuff private over the past week. Notes and sketches left all over the place, though her roommate usually hides it before Kimiko can get a close look as to what she's been doing Inside the Chest Spoiler Various news articles related to West Coast organized crime activity are circled. Specifically activity related to the Takazumi-Gumi (one of the most influential Yakuza organizations). And the Silver Oni, a motorcycle gang that according to the articles was currently suspected to be temporarily in Freedom City Foreshadow will take the round to find files on the computer. It's not a mastercraft pc or anything. But, will still take him long enough that he can't search around Find Files (Computer): 1d20+10 21 Foreshadow is able to find notes detailing speculation of a financial connection between the Silver Oni and Takazumi-Gumi. As well as some sort of local shipping manifest, detailing cargo boats traveling too California for some reason. Notice: 1d20+15 34 The only thing Foreshadow catches that Jack didn't was a torn fan with a rising sun and green dragon in the center of the sun. Link to comment
Brown Dynamite Posted July 5, 2017 Author Share Posted July 5, 2017 Alright so, to get this back with some momentum. Going with the classic guy enters a room shooting things up. Take an HP, but treat the situation as being under the Suppression Fire effect of Autofire. Link to comment
Gizmo Posted July 10, 2017 Share Posted July 10, 2017 Alright, let's see how this goes: Jack of all Blades Move Action: Doing to ol' springboard off the wall to strike from above move. He's going to choose to ignore the Suppression Fire and incur an attack against his 28 Defence. Standard Action: Taking 10 against the first gunman minion for a 30. That's a DC 16 Fort Save vs Drain Toughness and a DC 21 + up to 3 Autofire Toughness Save vs Damage. He'll do the same to the second guy if Takedown Attack comes into play but I'm holding off on Power Attack so that Foreshadow can get in on this, too. Link to comment
Brown Dynamite Posted July 11, 2017 Author Share Posted July 11, 2017 attempts to shoot Jack of All Blades: 1d20+9 29 Well minions can't score a critical hit, but that does hit. DC20 Tou Save. Since Jack will make it through, let's just react to the rest of that. Letsee, full Autofire bonus by a wide margin. Fort Save vs Drain: 1d20+5 21 Tou Save: 1d20+8 22 and thanks to Autofire he's out Takedown Attack applies, so Fort Save vs Drain: 1d20+5 14 He fails! Toughness is at 6. Tou Save: 1d20+6 23 and thanks to Autofire he's out too! Link to comment
Brown Dynamite Posted July 18, 2017 Author Share Posted July 18, 2017 Alrighty, I've thought it through. And have decided we'll field battle rules it. 50 helmet wearing thugs Force Modifier +5 ATK: +9 Damage: +11 Toughness: +7 Defense: +4 Rather than rolling Init will just go back and forth with them getting the initial attack, much like the previous thugs Bum Rush Jack: 1d20+9 28 The Dice Gods really seem to want Jack to get hit this thread. Well that'll be a DC26 TOU Save Link to comment
Gizmo Posted July 28, 2017 Share Posted July 28, 2017 Jack of all Blades Reaction: Spend an HP to double Dodge bonus for the round, allowing him to avoid the hail of gunfire! Move Action: Taunt Gunmen, DC 29 with Skill Mastery Standard Action: Attack Gunmen, Power Attack 5: 1d20+15 32 DC 21 Fortitude Save vs Drain Toughness, DC 26 + Autofire Toughness Save vs Damage. Link to comment
Brown Dynamite Posted July 30, 2017 Author Share Posted July 30, 2017 Whole lotta rolling to follow here! Tou Save: 1d20+7 21 Would make them Shaken and Disrupted. Now. The field battle rules would suggest that the Drain Tou and Taunt wouldn't actually apply. But, let's give 'em a -4 Circumstance penalty (-2 for the taunt and -2 for it being a spectacular/destructive use of powers) to Morale checks. They're also at another -2 for being Shaken. Morale Check (DC10): 1d20-2 11 Meanwhile, Foreshadow and Kimiko will head to a nearby elevator and he will take an HP to give the four thugs inside the initial attack Two of which will be aiding the other two, Aid other Helmet Wearing Thugs: 2#1d20+11 14 19 Shoot Foreshadow: 2#1d20+13 28 20 The first one hits thanks to being Aided Tou Save: 1d20+7 10 Oof Spending an HP to Re-roll Tou Save (Re-roll): 1d20+7 8 Double Oof +10=18 so he picks up a Bruise Power (-5/+5) Attack vs nearest Helmet Wearing Thug : 1d20+15 35 With the Crit that will knock one right out and then I'll remember that taking 10 exists and Foreshadow will just take 10 on the rest, not that he could miss. Tou Saves: 3#1d20+8 12 14 20 ----- Second Two Minute Round ----- Will give Jack back that HP to allow them to actually attack (but keeping the -2 Shaken penalty) during the round after being Shaken. Jack will be up after the IC posts from the previous! Link to comment
Brown Dynamite Posted January 2, 2018 Author Share Posted January 2, 2018 Alright, Jack's up and as discussed we pushed the year up but let's also end combat. Just do a flashy IC of Jack making his way down the stairs beating up more masked men. Link to comment
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