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Supercape

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With her JoT skill, Replica can make a Knowledge [Tactics] Roll. 

 

(Ill fudge it so she automatically recognises, as per IC, these are well drilled soldiers)

 

DC 20

Their tactics indicate that this is a dedicated unit who have worked together, rather than a piecemeal group of mercenaries

 

DC25

Replica recognises their style and equipment as Russian special forces in origin

 

Edited by Supercape

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Init: 1d20+6 8 well they lose that. 

 

So surprise round as above: That more than hits, and I make it a DC 23 Tough Save

 

Tough Save: 1d20+7 11 fail by 10, so staggered, bruised, dazed. And also knockbacked: 25 feet. 

 

As he slams into a building, thats another Tough DC 19 Save

Tough Save 2: 1d20+6 19 which he just makes

 

Round 1

 

19 Replica

8 RPG Guy - Bruised, Staggered, Dazed [1 r]

8 - Torch Cutting Guy - Unharmed

8 - Rifle Guy - Unharmed

8 - Comms Guy - Unharmed

 

Replica is up again! She can be considered next to the Rifle Guy, but the others are out of melee range (but can be reached with a move action)

 

Edited by Supercape

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Well that will certainly hit!

 

Tough Save: 1d20+7 15 So, as I understand it, that is a DC 23 Toughness save so he is bruised and dazed. And knocked back! Anpther twenty five feet, so another DC 20 Tough Save

 

Tough Save 2: 1d20+6 8 Bam, he is knocked out. 

 

 

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RPG Guy is dazed this round. 

The Torch Cutter will carry on torch cutting. (He is three rounds from knocking through)

The Leader will open fire!

Fires at Replica: 1d20+7 25 Ouchies!

That is a DC 20 Tough Save please!

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Dazed and Injured!

 

Round 2

 

19 Replica {Dazed this round] - Injured

8 RPG Guy - Bruised, Staggered

8 - Torch Cutting Guy - Unharmed - Cutting through in 2 rounds. 

8 - Comms Guy - Unharmed

 

So, the RPG Guy is staggered, so can only take one action, namely, pulling out his handgun (technically he could use his rifle but Im going to RP he is too woozy for that). 

 

The leader, the Comms guy, will simply fire again (nothing fancy!)

 

Fires at Replica: 1d20+7 27 ok, that is brutal. Sorry. A DC 26 Tough Save!

 

 

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Ok, that would be enough to cause Injured, Dazed, and Disabled (effectively putting her out of action)

 

I am totally fine with rolling with that and seeing where it goes (although it makes it likely the thread wont have a great ending success wise - you never know, it could mean a follow up to rectify!), or you may wish to spend an HP to reroll!

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Making Injured 2

 

Round 3

 

19 Replica Injured x2 - 0 HP

8 RPG Guy - Bruised, Staggered

8 - Torch Cutting Guy - Unharmed - Cutting through in 1 rounds. 

8 - Comms Guy - Unharmed, out of ammo

 

Replica is up again!

Edited by Supercape

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Tough Save: 1d20+7 18 vs, I think? DC 25 Tough Save, thats bruised and dazed. He can't really get knockbacked far, but Ill give him a half normal strength tough as he slams into the van. Thats another DC 18 Tough Save Another tough: 1d20+6 10 giving him another bruise (2 bruises total)

 

The RPG guy will fire his pistol drunkenly. As he is firing into melle, at -4 FIres pistol: 1d20+3 13 missing. 

 

The comms guy will discard his rifle (out of ammo) as a free action. Pull a knife as a move action, and stab!

 

Stabby: 1d20+7 23 that hits, but its less brutal: a DC 19 Tough Save. 

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Round 4

 

19 Replica Injured x2 - 0 HP

8 RPG Guy - Bruised, Staggered

8 - Torch Cutting Guy - Bruised, Dazed [This round]

8 - Comms Guy - Unharmed

 

Replica is up!

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That certainly hits!

 

Tough Save: 1d20+5 6 And bam, he is out!

 

The RPG Guy is going to stagger into melee range. 

 

The Comms guys is going to try and grapple / unarmed attack. 

 

Attack Replica: 1d20+7 21 this just hits. Meaning another DC 18 Tough Save

 

And, as he has the improved grab feat, an opposed grapple roll please, vs: Opposed Grapple: 1d20+10 24

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A win and a win!

 

Round 5

 

19 Replica Injured x2 - 0 HP

8 RPG Guy - Bruised, Staggered

8 - Comms Guy - Unharmed

 

Replica is up!

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Welp. Since Comms Guy tried to do it to me I might as well turn to favor. I'm going to make an Attack and then use Improved Grab to immediately try and Grapple him and then try to throw with at the RPG Guy. I think I can do that as a full-round action, correct?

 

Attack: Grabbing Comm Guy: 1d20+12 30

 

Opposed Grapple:: 1d20+20 34

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