olopi Posted March 10, 2017 Author Posted March 10, 2017 Okay! Cynthia will go for a Feint into an Attack, so first the feint: Bluff: 1d20+6 9 She literally cannot win that, so that fails, she's attacking against Synth's full defense then! Attack: 1d20+9 12 Synth manages to block, even!
Supercape Posted March 10, 2017 Posted March 10, 2017 Ok so its probably not relevant, but move action for another notice roll (on the odd chance it is, please roll for me ) Standard action will be a straightforward attack: Attacks Cynthia: 1d20+10 11 Ill presume that misses and post accordingly!
olopi Posted March 10, 2017 Author Posted March 10, 2017 Yep! Same as last turn from Cynthia (gosh, unarmed fights aren't all that interesting, are they? Might give a scene cut if nothing interesting happens for sometime longer) Bluff: 1d20+6 13 Attack: 1d20+9 15 So, from what I can tell, if Synth beats that 13 Bluff with a Bluff/sense Motive she's fine, otherwise she'll get hit?
Supercape Posted March 10, 2017 Posted March 10, 2017 Sense Motive vs Cynthia: 1d20+8 16 Looks like a miss?
Supercape Posted March 10, 2017 Posted March 10, 2017 Ok lets go for a show. Activating Rage to bring Strength up to 30 (And defence to +8). Should make it more interesting. Thats ten rounds of rage. Hopefully the fight wont last that long. Again, to make this more spicy, going all out attack shifting 2. That should lower defence to +6! Punches Cynthia: 1d20+12 24 Should hit (I hope!) so a DC 25 Toughness Save
olopi Posted March 10, 2017 Author Posted March 10, 2017 Toughness Save: 1d20+5 12 Ouch. She's staggered and dazed. That's enough for Synth to follow up again and repeat this action, which will knock her out, so let's move out of initiative here!
olopi Posted April 1, 2017 Author Posted April 1, 2017 Initiative time! Labcoat man: Initiative: 1d20+3 5 Guards: (1 Minion, 1 full character): Initiative: 1d20+5 22
Supercape Posted April 1, 2017 Posted April 1, 2017 Initiative: 1d20+16 36 well I will presume that wins. Lets start with the minion, for simplicity, taking 10 for a 20 roll, straight punch, DC 23. As move action a -5 penalty acrobatic bluff on the other in preparation for the next round. Acrobatics roll: 1d20+15 31
olopi Posted April 1, 2017 Author Posted April 1, 2017 Toughness Save: 1d20+6 26 Huh, he even makes it! As for the Bluff, that goes through, they can't beat that.
olopi Posted April 1, 2017 Author Posted April 1, 2017 Okay, so! Both guards will attack! Attack: 2#1d20+6 21 25 ...I believe both of those hit, yes? That would be 2 DC 18 Fortitude Saves, please! The labcoat guy will take a full action to run away.
Supercape Posted April 1, 2017 Posted April 1, 2017 Free Action: Activating Rage (for that nice Fort save bonus). Meaning Synth's defence is now 18 Standard Action: Punch in the face again, Shifting -2 Attack, +2 DC, Taking 10 on attack for 18 (presumly against flat footed opponent). DC 27 Tough if it hits. If it does hit, using takedown 1 for attacking the non-minion, again shifted as above: Attacks subdual squad man: 1d20+8 25 Which I guess will hit and another DC 27 Tough. Let me know results and I will post and choose move action accordingly.
olopi Posted April 1, 2017 Author Posted April 1, 2017 Toughness Saves, in order: 2#1d20+6 17 15 So the minion's down, the other guard is Staggered & Stunned.
olopi Posted April 1, 2017 Author Posted April 1, 2017 (edited) Okay. So, the guy's in the van, driving away. At this point the van's still accelerating, so Synth's speed 2 + Leap 2 would probably be enought to catch up, but I'll offer you yet another HP to say that with the slight intoxication, it would probably be too difficult to nail the landing on/inside a moving vehicle. Edited April 1, 2017 by olopi
olopi Posted April 1, 2017 Author Posted April 1, 2017 Okay! The chase is still happening and all, but the scientist will try to shoot Synth with a taser! Attack: 1d20+5 23 And, as far as I'm aware, hit! DC 17 Fortitude, I'd say! Just for bookkeeping: Synth is currently at 4 HP
Supercape Posted April 3, 2017 Posted April 3, 2017 Fort Save vs Taser: 1d20+12 22. Incidentally I dont know if rage is active still - it lasts a minute. Anyway just to bear in mind (and the five rounds of fatigue afterwards). I'm quite tempted to keep those taser wires in, as a form of connection between Synth as the lab coat. But in any case are we playing this by the book (initiative and so on?) happy to keep it more freefloating if that suits.
olopi Posted April 3, 2017 Author Posted April 3, 2017 Rage is still active I'd say! Also, sure, if you want to keep the wires in, so be it! Also, I don't think we need initiative here, so freefloating.
Supercape Posted April 4, 2017 Posted April 4, 2017 So broadly thats a disarm check, or a tug of war, or some snapped taser wires! I'll let you decide that. Feel free to roll for Synth if anything is opposed. In the mean time, just trying to drive up close to the Van.
Supercape Posted April 6, 2017 Posted April 6, 2017 Move action, activating Super Strength from the Muscle array power (Super Strength 3) With the presumption that rage is still active (although I imagine about to crash), that gives a Strength bonus - for the purpose of damaging inanimate objects, of +13. I am not sure what the toughness of the van roof is, but Ill let you sort that one out!
Supercape Posted April 9, 2017 Posted April 9, 2017 (edited) Flipping into the van acrobatically (through open back doors): Acrobatics in Van: 1d20+20 28 I reckon that will do it, but feel free up to the DC, in which case I will spend an HP and would get at least 30. Going for a grapple. Not sure if this guy is a minion or what his PL is. In any case, feel free to roll on Synths behalf if needed. If a minion (and needed) taking 10 on attack roll and a +22 grapple check! Edited April 9, 2017 by Supercape
olopi Posted April 11, 2017 Author Posted April 11, 2017 Okay, a 60ft. drop is a DC21 Toughness Save, according to the book. Let's go with that!
Supercape Posted April 11, 2017 Posted April 11, 2017 Acrobatics check to reduce falling damage: Giving myself a -5 penalty for carrying somebody but let me know if that doesnt sound right anyway the roll with the penalty is Acrobatics Check to reduce falling into water: 1d20+15 22 which I think makes a -17' reduction. Not sure if your round up or down for height DC. Anyway toughness save is: Tough save falling into water: 1d20+10 14 Ill take the hit from that!
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