Supercape Posted May 8, 2017 Author Posted May 8, 2017 Ok so you can, with that roll, accurately know who will clearly make it, who is at risk / injured but will probably make it, and those who are dying / dead. Ill leave it up to you and your palate to determine how many are in each category. And whilst that is technically an HP spent, we can waive it as John has just been brave and heroic and earns it right back.
Thunder King Posted May 9, 2017 Posted May 9, 2017 John's going to use his postcognition at the dumpster, see if he can see anything. I think for narrative's sake it makes sense to tell me if he sees anything here, and then I'll post it in the IC thread.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 Ok he sees the strangler jump Vanity, and, well strangle her. Feel free to narrate the details. You can get a mental image of the attacker -5'7", wiry strength, bald, a scar on his head. Enough to know he is indeed, as predicted, Goergy the strangler. If the strangler speaks it will be relatively brief like "Blowfish told ya not to leave", and in a Russian accent.
Thunder King Posted May 9, 2017 Posted May 9, 2017 John is going to try to scare the punks off first; 17 Might not work, but worth the effort.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 Intimidate roll vs Intimidate: 1d20+4 10 Its good enough, feel free to narrate them excreting inappropriately and running off (or whatever you fancy). Just a small distraction for narrative purposes!
Thunder King Posted May 9, 2017 Posted May 9, 2017 I know I don't need it just yet, but I know I will, so I'm burning an HP on beginner's luck for the drive skill, which combined with his dex modifier gives him a total drive modifier of +9. 27 Well that's useful. As soon as I need it, of course.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 Again, whilst technically burning an HP I think we can simultaneously award one for bringing along a "civvie" and having her as a complication for this scene. Just so we keep track, HP 2.
Thunder King Posted May 9, 2017 Posted May 9, 2017 Okay, crazy time. Going to do a drive check to make sure he can get ahead of his pursuers; 22 Not bad Then he's going to make sure Jane has control of the car and dive out of the car to let their pursuers get ahead of them. Then, I'm going to use Extra Effort to boost his speed to speed 5 (using an HP for extra effort) and climbing on the back of their car to stop them.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 (edited) Cool, you can post all of that, for reference: Tattered Man - 2 HP - Fatigued GIven the nature of the scene, I am inclined to do away with initiative and just go in rotation between Tattered Man and the Russians? Edited May 9, 2017 by Supercape
Supercape Posted May 9, 2017 Author Posted May 9, 2017 (edited) Ok so Vassily firing at John, which might miss - its technically total concealment but there is a pretty limited amount of places he can be so downgrading it to partial concealment: FIres at John, concealedish miss chance: 1d4 2 and he is broadly on target. John is probably flat footed hanging onto a car. Fires pistol at the Tattered Man: 1d20+5 22 in any case, that hits. Its a damage 4 effect, but as its firing through the roof of a car Ill rule that as halving the damage to 2, so a Toughness 17 save for John. What with that, and the slamming of cars together, can he make a Reflex DC 15 roll to cling on and not get thrown? If he does, lets give him another Toughness 20 save. In any case, very dramatic and heroic stuff, trying to save the dame, etc, so banging him up to (with burning HP to remove fatigue) HP 2 Edited May 9, 2017 by Supercape
Thunder King Posted May 9, 2017 Posted May 9, 2017 Okay, toughness save; 17 Reflex save; 26 Could not have gone better Okay, going to attempt to roll an acrobatics check to break into the vehicle's driver's side back seat window as per chat; 24 Vassily is unarmed, but the strangler is driving, so I think he'll pop Vassily first. Driving and shooting are tough to do at the same time 18 IF that his, it's a DC23 TOU save for the big guy.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 That does hit, and Vassily (Who is actually the one shooting at you!) scores: Toughness vs JOhn Smith: 1d20+5 20 making him bruised! Post away IC and I will respond with their actions.
Supercape Posted May 9, 2017 Author Posted May 9, 2017 (edited) Ok, so Georgy will ram Jane again - whilst this damages both cars no as yet mechanical effect (Ok, so we are handwaving the vehicle damage rules!) Vassily will try to wrestle with the Tattered Man: Tries to Grapple the Tattered Man: 1d20+5 16 and hits (everyone flatfooted). opposed Grapple roll: 1d20+10 16 is his opposed grapple roll: can you throw me a grapple of your own? John is up again, and at 2 HP (Vassily, bruised, Georgy, unharmed) Edited May 9, 2017 by Supercape
Supercape Posted May 10, 2017 Author Posted May 10, 2017 Grapple failed, John is up again. For reference John: 2HP, Unharmed Vassily: Bruised Georgy: Unharme
Supercape Posted May 12, 2017 Author Posted May 12, 2017 Toughness Save vs TTM: 1d20+3 13 which is a fail by 10; another (bruise x2), dazed, staggered.
Supercape Posted May 12, 2017 Author Posted May 12, 2017 So this time Georgy is going to try putting Jane in a spin. DC 15 to put them both in a spin, DC 20 for just Jane (as Jane has effectively no driving skill) Drive into Jane: 1d20+7 25. Jane goes tumbling into the side. With that magnificent roll, I will say Georgy also slides to an elegant stop; enough to make The Tattered Man make a DC 10 Reflex save or go flying though the windshield onto the road...
Thunder King Posted May 12, 2017 Posted May 12, 2017 John is going to try and knock Vassily out while he's dizzy before switching to Georgy. 20
Supercape Posted May 12, 2017 Author Posted May 12, 2017 Toughness vs John Smith: 1d20+2 5 out like a light.
Thunder King Posted May 12, 2017 Posted May 12, 2017 13 to blindside Georgy while he's recovering after knocking out Vassily
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