Supercape Posted May 12, 2017 Author Posted May 12, 2017 ok so that just hits (G has a defence of +6 / +3 flat footed) DC 21 Toughness save for G: Toughness Save vs The Tattered Man: 1d20+2 9 a fail by 12. But I think given the situation we can wave that as being staggered and only PL 4 defensively, Georgy is out. Feel free to narrate the double knockout how you wish.
Thunder King Posted May 12, 2017 Posted May 12, 2017 Heh, my tendency to over roll on skills kinda continues; 24 on medicine
Supercape Posted May 13, 2017 Author Posted May 13, 2017 (edited) Enough for John to accurately diagnose and temporarily first aid the bleeding (torniquiet probably best bet undless you fancy popping the bones back together and clamping an artery with some engine tools....) Whilst the door is jammed, STR 26 gets you opening that with a minimum of effort. John also realises that even with his first aid measures, Jane needs surgery - no critical, but she will bleed out sooner or later. Edited May 13, 2017 by Supercape
Supercape Posted May 17, 2017 Author Posted May 17, 2017 Ok! So I am awarding John 1 HP for the PLOT device of Smokey Ace, who may feature in the future (depending on your taste). I am awarding another HP for having a fight in the hospital, and Jane being vulnerable. Which makes The Tattered Man - 4 HP - Unharmed And in need of an initiative roll! As for Blowfish and he thugs, Initiative: 1d20+4 6
Thunder King Posted May 17, 2017 Posted May 17, 2017 Considering that John's entire Initiative modifier is higher than six he literally can't lose, but; I got a 22
Supercape Posted May 17, 2017 Author Posted May 17, 2017 Round 1 22 - John, 4 HP, Unharmed 10 - Bystanders 6 - Blowfish, Unharmed 6 - Thugs And we are up. At the moment, JOhn has a nurse by his side, Jane in a bed behind him in a single room, and Blowfish et al are about 25' away.
Thunder King Posted May 17, 2017 Posted May 17, 2017 John is going to go for Blowfish directly, he probably should target the thugs, but he's tired, angry, and not as clear as he should be. 14 Not sure if that's enough
Supercape Posted May 17, 2017 Author Posted May 17, 2017 Ok so that is just enough Toughness Save vs TTM: 1d20+2 12 is his roll, but I forgot to add his undercover shirt to make it 14, which is a fail by 9. Bruised and dazed.
Supercape Posted May 28, 2017 Author Posted May 28, 2017 Right sorry for delay (due to being v ill!) So playing a bit hard and loose with knockback; Blowfish is knocked back and knocks over four of his goons like skittles. The last two standing up goons will try to overrun, therefore making trips attacks (playing a little loose with the rules): Trip attacks on JS: 2#1d20+2 18 12, so thats one hit. the opposed trip roll is Opposed trip: 1d20+2 3: There is no way JS can fail that opposed roll so he can trip his opponent automatically. To keep things simple, I am saying that all the thugs, plus Blowfish, are now prone. Round 2 22 - John, 4 HP, Unharmed 10 - Bystanders 6 - Blowfish, Bruised, Prone 6 - Thugs, Prone Could you throw me a DC 15 Notice roll
Thunder King Posted May 28, 2017 Posted May 28, 2017 (edited) 23 on that notice roll Attacking, got a 10, going to reroll that 17 since this is a charge, this is a 19 Going to try to hit Vassily who's just reappeared, he's currently armed, so John's going to go after the guy with his gun out. EDIT: This is a charge, so he's going to be getting +2 to attack and -2 on his defense next round. Edited May 28, 2017 by Thunder King
Supercape Posted May 28, 2017 Author Posted May 28, 2017 So that will hit; and a DC 23 Toughness Save for the bruised Vassily: Toughness vs John Smith Charge: 1d20+5 18 is not so bad, although I forgot to give the bruise penalty. Vassily is dazed and bruised and flat on his ass from knockback.
Supercape Posted May 28, 2017 Author Posted May 28, 2017 So Vassily I am giving a 6 initiative just for ease, but he is dazed this round anyway. For a move action, all of Blowfish and party will stand up. They will take a standard action to move according to IC post. Round 3: 22 - John, 3 HP, Unharmed 10 - Bystanders 6 - MGV (Machine Gun Vassily) Bruised x2, Staggered 6 - Blowfish, Bruised 6 - Thugs
Thunder King Posted June 11, 2017 Posted June 11, 2017 John is beyond tired of Blowfish, so he's going to charge him. +2 to attack for Charge, -2 defense. Power attack shifting by 2, taking the +2 from Charge and applying it to damage; 20 That's a DC25 toughness save, and John gets -2 defense next round.
Supercape Posted June 12, 2017 Author Posted June 12, 2017 Thats a big big save for Blowfish! Tough save vs TTM: 1d20+3 19 pretty good, but still another bruise, and dazed. Also: Presuming you want Knockback (let me know otherwise) its 250' Knockback (Rank 8). Obviously thats not feasible in a hospital, but we can say it throws him thirty feet into a hospital wall. That means another Tough DC 23 Save which is: Toughness Save vs Knockback: 1d20+2 4 enough to knock him out stone cold.
Supercape Posted June 12, 2017 Author Posted June 12, 2017 MAchine Gun Vassily is dazed this round so wont act. The Thugs will jump on The Tattered Man: At least, four of them will: Jump The tattered Man: 4#1d20+2 21 10 21 20 Wow, thats three hits. So they are trying to grapple him right now, so thats three grapple rolls: Grapple roll vs TTM: 3#1d20+4 19 20 8 As I understand it, thats three opposed Grapple Rolls from John, although he will automatically make the third one, so infact just two needed, vs 19 and 20.
Supercape Posted June 12, 2017 Author Posted June 12, 2017 Round 4: 22 - John, 3 HP, Unharmed 10 - Bystanders 6 - MGV (Machine Gun Vassily) Bruised x2, Staggered 6 - Thugs [6] Feel free to shrug off those grapples how you see fit!
Thunder King Posted June 12, 2017 Posted June 12, 2017 Taking 10, using Minion rules and Takedown Attack 2, That's an 18 on the roll, DC23 toughness saves until John runs out of targets or someone saves.
Supercape Posted June 12, 2017 Author Posted June 12, 2017 ok so that hits easy. One difference from the Thugs in COre book here is they are wearing undercover shirts (Tough +2) rather than Leather Jackets (Tough +1). So Tough Save: 4#1d20+4 15 16 13 8 Well, they are all knocked out and you still have a move action!
Supercape Posted June 12, 2017 Author Posted June 12, 2017 So MGV will open fire on John at Point Blank range! Opens fire!: 1d20+5 15 missing! The two remaining thugs in Janes room will come out and we will suspend combat for a bit of dialogue at this point!
Thunder King Posted June 12, 2017 Posted June 12, 2017 Going to intimidate the goons. Considering what John's done to these guys, I'm thinking it might help. 31 Can only get a little better, if this doesn't scare them, nothing will.
Supercape Posted June 12, 2017 Author Posted June 12, 2017 Yeah that will work! No chance of beating that. Post away.
Recommended Posts