Ari Posted August 22, 2016 Share Posted August 22, 2016 OOC thread for this thread. A simple sabotage mission. Against the local Batman. @Ecalsneerg Link to comment
Ecalsneerg Posted August 23, 2016 Share Posted August 23, 2016 Osla's got time, she'll just take 20 on the Notice. Link to comment
Ecalsneerg Posted August 25, 2016 Share Posted August 25, 2016 Osla is going to use her axe and the rules on breaking objects. Woopsie. So with her Strike, Strength, and the +1 Super-Strength throws into the breaking objects thing, that's a nice little DC24 hit. The pickup truck'll then have 5+Toughness bonus. Assuming it's not got +14-15 toughness, she can definitely do some damage to it. I'll also roll Initiative, just in case. Oslanitiative: 1d20+8 21 Link to comment
Ari Posted August 25, 2016 Author Share Posted August 25, 2016 Well they can't very well let some outsider's enforcer boss them around. They drop the bag and go for their guns! Initiative: 22. The truck is: 14, so Disabled and Injured. They're not getting away in it, or at least not very fast. Osla has the Surprise Round advantage. Link to comment
Ecalsneerg Posted August 27, 2016 Share Posted August 27, 2016 I'm going to roll to Demoralise the guy who foolishly opened his mouth. Intimidation!: 1d20+10 19 Link to comment
Ari Posted August 27, 2016 Author Share Posted August 27, 2016 Vs. Demoralize: 13. Failed by six, so Shaken (-2 to checks, Saving Throws and Attack rolls for the next round). Round 0 over, Round 1 start: Scarpians(x3): Unharmed-GM Arrowhawk: Unharmed, 4HP(+1 for invoking the Deal With The Devil Complication) The two unchastened Scarpia men attack: 3 and 12, total miss. Lead Scarpia man: 1. All three ahots go into his truck. Arrowhawk's turn. Link to comment
Ecalsneerg Posted August 27, 2016 Share Posted August 27, 2016 She's going to just wail on them like all hell with Takedown Attack. Taking 10, she gets 20 to hit, and lays out DC21 blows with her fists. Link to comment
Ari Posted August 27, 2016 Author Share Posted August 27, 2016 Rolling for the group: 20. They are all down. Combat over! 80XP and +20 relationship with the Prince of Shadows Icon! Link to comment
Ari Posted August 28, 2016 Author Share Posted August 28, 2016 Ecal, a Diplomacy check will be necessary to get any useful information out of This Person. Link to comment
Ecalsneerg Posted August 28, 2016 Share Posted August 28, 2016 Diplomacy: 1d20+2 21. This'll go up to 25 if Attractive applies Link to comment
Ari Posted August 28, 2016 Author Share Posted August 28, 2016 That does indeed change her fomerly Unfriendly Attitude to Helpful. Post forthcoming. Link to comment
Ecalsneerg Posted September 19, 2016 Share Posted September 19, 2016 Arrowhawk is going to try to rip the door open. Being Captain America: 1d20+7 14 Well, she has 4 HP, so let's drop it down to 3 HP with a reroll. Being more America: 1d20+7 11, +10 = 21 Link to comment
Ari Posted September 20, 2016 Author Share Posted September 20, 2016 DC20 Reflex save to avoid a DC25 TOU save. Link to comment
Ecalsneerg Posted September 20, 2016 Share Posted September 20, 2016 Dodge the spikes, aaaaah: 1d20+8 18 Fail to dodge the spikes, aaaah! Spiky pain: 1d20+8 28 Woooo, Batsuit Link to comment
Ecalsneerg Posted September 21, 2016 Share Posted September 21, 2016 Notice check: 1d20+9 13 and a Search check: 1d10+1 10 Woopsie Link to comment
Ecalsneerg Posted September 27, 2016 Share Posted September 27, 2016 Let me know if it needs a power stunt, but she's just going to shoot a flaming arrow up and shout Link to comment
Ari Posted October 2, 2016 Author Share Posted October 2, 2016 GONNA HAVE A SCRAP?! The Scarpia men's Initiative: 17! Link to comment
Ecalsneerg Posted October 3, 2016 Share Posted October 3, 2016 Arrownitiative: 1d20+8 9 She was expecting someone else! Link to comment
Ari Posted October 9, 2016 Author Share Posted October 9, 2016 Okay combat time Round 1: Scarpians(x10): Unharmed, Dazed-GM Arrowhawk: Unharmed, 4HP They're all Dazed, besides that one guy, who shoots with a -4 modifier: 8, miss! Arrowhawk is up. Link to comment
Ecalsneerg Posted October 11, 2016 Share Posted October 11, 2016 She's just going to go nuts on them unarmed with Takedown Attack. Move Action: Leaping! Jump off that damn rooftop! Standard Action: CHARGING Power Attack! For a net -2 Defence, +2 DC. Taking 10 to hit gives her 20, and lays out DC23 Toughness saves for everyone hit. She only has Takedown Attack 1, not 2, so she won't be able to take out all 10 men, probably. Surged Standard Action: She rolls to Intimidate the guys. BOOGA BOOGA: 1d20+10 11 And does a terrible job. Oh well. Link to comment
Ari Posted October 26, 2016 Author Share Posted October 26, 2016 Time passed. Intimidate saves vs DC11 Intimidate: Three run for it. Fiating(have an HP) that Osla inflicts Bruises and knocks half of the Scarpians prone. Round 2. Scarpians(x7): Unharmed(x2), Bruise(x5), Prone(x5)-GM Arrowhawk: Unharmed, 5HP The untouched two open fire again, for all the good that'll do: ...Two critical hits. Huh. But Minions so no damage bonus. Two DC20 Toughness checks, please. The Prone'd take their turn just getting up again. Link to comment
Ecalsneerg Posted November 16, 2016 Share Posted November 16, 2016 Took me long enough responding... OK, I'm going to do 2 rolls for each since she has Second Chance and it's quicker. First gunshot: 2#1d20+8 28 20 Nooooope Second gunshot: 2#1d20+8 26 25 And noooope. Yeah, Osla don't care. Link to comment
Ecalsneerg Posted November 30, 2016 Share Posted November 30, 2016 Ok, let's commit violence. Standard Action: Make a Grapple attempt. She'll take 10 to hit, giving her a 20. Easy peasy. Her grapple roll is: Do you lift, bro: 1d20+17 22. Let me know if it fails, I'll edit my post and action appropriately. Move Action: Intimidate the guy as a Move Action, at -5. Raargh: 1d20+5 20 Link to comment
Ari Posted December 4, 2016 Author Share Posted December 4, 2016 Opposed Grapple check: 17. Vs. Intimidate, Intimidate: 17. He was not prepared and spills several of his guts. The six not being grappled gather in a loose circle around Osla and her captive. All of them take their round to Aim. Meanwhile a helicopter miniboss heaves to from over the horizon. Initiative roll: 16. It will act next turn, after whatever gunmen are unfortunate enough to remain conscious. For now it is content...to watch. Link to comment
Ecalsneerg Posted December 6, 2016 Share Posted December 6, 2016 OK, unharmed and with 5HP Standard Action: Throw the guy she's holding at one of the gunmen. Assuming ~200 lbs, he can throw him up to 10 feet. DCs are based off her Strength 22, so DC 21. Taking 10, that's 17 to hit a guy with another guy. Move Action: Jump out of the circle, She can move 40' as a standing long jump, clearing the ring of people. Free Action: Quick Draw her bow and swap array slots. Free Action: SURGE for an extra Standard Action. Standard Action: Fire a thunderbolt arrow! Dazzle visual and auditory rank 6, DC 16 Reflex save for the Area, then DC16 Reflex Save for the Dazzle effect. Link to comment
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