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Wrong Turn (OOC) [Closed]


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The two thugs use the Thug template from M&M2E. They're named after Francis Begbie, Mark Renton, and Simon "Sick-Boy" Williamson from Trainspotting.

Bystander M is Stunned.

Nightmares Check (DC5): 10. The Black Hand woke up Fatigued. He'll burn one of his Hero Points to remove the Fatigue, leaving him with one HP.

Polymath Allocation:

Skills: 12 Ranks = 3PP

Stealth 12 (+16)

Feats: 6PP

Defensive Attack

Improved Critical (Shuriken) 2

Improved Ranged Disarm

Power Attack

Skill Mastery (Stealth)

Utility Belt Allocation:

Shuriken

BH takes 10 on his Stealth check, for a total of 25. There is no way the Thugs can beat that with their +0 Notice. BH is hidden, so his foes are surprised and flat-footed. BH gets a surprise round, and his Sneak Attack damage bonus.

Round 0:

Initiative:

The Black Hand: 16.

BH takes a Standard Action to use his Shuriken to make a ranged Disarm attempt against all 3 Thugs. The Improved Ranged Disarm feat removes the -4 penalty for making a Disarm attempt at range. The Thugs are all adjacent to each other, so with Autofire, BH can hit a series of 3 5ft "squares" with a total penalty of -3 to each attack. The Thugs are all Minions, so BH can, and does, take 10 on his attack rolls. The Thugs have a flat-footed Defense of 11, so with the Autofire penalty, they're DC14 to hit. BH will use Power Attack for -5 Attack / +5 Damage, and Defensive Attack for -2 Attack / +2 Defense, leaving himself with +12 Defense, +4 Attack and +12 Damage (with the Shuriken). The Thugs will oppose BH's +11 Shuriken Damage with their +2 Strength.

Opposed Disarm Checks:

BH vs Thug A: 20 vs 13. BH.

BH vs Thug B: 16 vs 13. BH.

BH vs Thug C: 37 (Crit! Natural 20!) vs 3 (Natural 1!) BH.

All 3 Thugs are relieved of their weapons.

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Round 1:

Initiative:

Thug A: 18

The Black Hand: 16

Bystander M: 16

Thug C: 12

Bystander F: 8

Thug B: 6

Conditions:

The Black Hand: 1HP

Bystander M: Stunned

Thugs: Disarmed

Thug A takes a Move Action to pick his gun up off the ground with his off-hand, and a Standard Action to shoot at BH. Even without the -2 off-hand penalty, BH's Defense is so high that the thug needs a natural 20 to hit him. He gets a 15.

The Black Hand takes a Free Action to reconfigure his variable pool as follows:

Skills: 6/8 Ranks = 2PP

Notice 3 (+18)

Sense Motive 3 (+18)

Feats: 8PP

Defensive Attack

Improved Critical (Unarmed) 2

Improved Initiative +1

Interpose

Power Attack

Skill Mastery (Notice, Sense Motive)

Takedown Attack

Then he takes a Full Action to Charge Thug A. His cape (Flight [Gliding]) will be his method of movement. He gains a +2 attack bonus and suffers -2 Defense. He will Power Attack for -5 Attack / +5 Damage and Defensive Attack for -4 Attack / +4 Defense, and take 10 to hit Defense 14, which is 2 higher than Thug A's Defense 12. BH's unarmed Damage is +10 and his Defense is 22. Thug A gets a 22 on his Toughness Save. Since he's a Minion, he suffers the worst possible result, so he's knocked Unconscious.

Since BH has Takedown Attack, he gets a free attack against Thug B, who's within reach. BH doesn't get the Charge bonus on this attack, but his Defense is still penalized for the rest of the round. He still has enough Attack bonus left over to take 10 and hit Thug B. Thug B gets a 5 on his Toughness Save. He'd be knocked out cold even if he wasn't a Minion.

Thug C isn't quite within melee reach, so BH doesn't get a free shot at him.

BH will be ready to use Interpose as a reaction if Thug C tries to attack one of the Bystanders.

Bystander M will spend this round shaking off his Stunned condition.

Thug C will take a Full Action to move all-out away from the scene. As a normal human with a movement speed of 30ft/round, he gets 120ft away from the scene. With his CON 15, he can keep up this pace for at least 15 rounds.

Bystander F will hold her action.

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Round 2:

Initiative:

The Black Hand: 20

Thug A: 18

Bystander M: 16

Thug C: 12

Bystander F: 8

Thug B: 6

Conditions:

The Black Hand: 1HP

Thug A: Unconscious

Thug B: Unconscious

BH takes a Free Action to reconfigure his array, and another Free Action to reconfigure his variable pool.

Utility Belt:

Bolos

Polymath:

Feats: 4PP

Improved Critical (Bolos) 2

Improved Throw

Power Attack

Then he takes a Standard Action to attack Thug C with the bolos. Since Thug C moved all-out, he's flat-footed, and BH gets +2 damage from his Sneak Attack feat. Thug C is just barely within range of BH's bolos. He's two increments away, so BH will suffer a -2 attack penalty.

BH will Power Attack for -5 Attack / +5 Damage, and take 10 to hit Defense 13, which is 2 points higher than Thug C's Defense 11. For the Trip check, Thug C must use the worst of his STR or DEX, thanks to BH's Improved Throw feat. So he uses DEX.

Thug C gets a 3 on his Reflex Save, and a 19 on his opposed Trip check. BH gets a 22 on his Trip check.

Thug C is bound, helpless, and knocked prone.

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BH shifts his Polymath allocation to include the following:

Accelerated Climb

Accelerated Stealth

Climb 12 (+16)

Hide In Plain Sight

Stealth 12 (+16)

Skill Mastery (Climbing, Stealth)

Then he takes 10 on his Stealth and Climb checks, without cover, and eludes Rose and David.

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BH shifts his Polymath allocation again:

Forceful Intimidation

Intimidate 15 (+18)

Sense Motive 3 (+18)

Skill Mastery (Intimidate, Sense Motive)

BH has taken sufficient action to give himself the +2 circumstance bonus for "appearing imposing." He takes 10 on an Intimidate check against Thug C, who cannot possibly resist. Thug C tells BH whatever he wants to know. And since BH can take 10 on Sense Motive for 28, Thug C has no hope of being able to lie to him, either.

Using Gadgets, BH pulls pretty much whatever he wants out of his utility belt.

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