Moderators: The Mod Squad, The Justice League, M&M Line Developer
Geekery wrote:If life gives you lemons, build NPCs.



THE MATH
Initiative
Bruce – 20
Thugs – 16
ROUND 1
Bruce is carrying no equipment. He leaps at the first thug. He takes 10 on the attack roll, success. Toughness Save DC 21, failed. He uses Takedown Attack and hits the next thug. Toughness Save, failed. There are no more targets for Bruce within range.
One thug with a gun draws it and fires, Roll 3+12=15, failure. The other one draws and fires, 3+19=22, success! Toughness save DC 18, 3+7=10, failure. Bruce will spend his Hero Point to reroll, 17+7=24, success. Two thugs charge Bruce, one using the aid action, successfully. The next thug attacks, failure. The other two thugs find weapons.
ROUND 2
Bruce moves and Power Attacks one gun-wielding thug, +3/-3. He takes 10 on the attack roll, success. Toughness Save DC 22, failed. The thug is unconscious.
The second gun-wielder fires and runs away. 13+3=16, failure. The two weapon wielding thugs run and attack Bruce, one aiding the other. Aid successful. Attack roll 20+5=22, success. Critical hit! Toughness Save DC 23, 10+7=17, failure. Bruce is Bruised and Stunned.
ROUND 3
Bruce is stunned and unable to act.
The two attack, Attack rolls 12 and 13+3=successes. Toughness save DC 18, passed both times.
ROUND 4
Bruce willl try to Bluff them into thinking he’s still stunned. Bluff 15+5=20, vs 7+0 and 3+0, successes. The two thugs are flatfooted again. Bruce’ll use acrobatics to stand as a free action. 13+11=24, success. He attacks the first goon, taking 10. Success, Toughness save DC 21, failed. He uses Takedown attack, and hits. Toughness save DC 21, failed. The two are now unconscious, meaning that everyone but the last gun-wielder is down, but he ran away.
Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.



THE MATH
Initiative
Bruce – 17 (Fatigued)
Ubu – 12
ROUND 1
Bruce starts off the fight 15 feet away from Ubu. He is fatigued, for which he will receive a Hero Point. I determine that he cannot use it to overcome fatigue for this fight. He charges. Attack roll 7+9+2=18, success. Toughness Save DC 17, Ubu shrugs off the attack. Bruce is at –2 to Defense for the round, and another –1 for being fatigued.
Ubu Power Attacks +3/-3. Attack roll 18+9-3=24, success. Toughness Save DC 22, nat 20, success! He steps to the side of Bruce. He had assessed Bruce when they found him, Sense Motive 7+6=13, Bluff check 6+5=11, Ubu knows that Bruce is marginally better than he is at 100%, but he can also tell that Bruce is tired now.
ROUND 2
Bruce will try to feint as a move action for a –5 penalty. Bluff check 10+0=10. Hero Point to reroll, 19! Ubu’s Sense Motive check 11+6=17, failure. Bruce power attacks +4/-4. Attack roll 10+5=15, success. Toughness Save DC 21, failure by 11. Ubu takes a Bruise, and is stunned as well as staggered. GM fiat to remove the staggered condition, Bruce receives a Hero point.
Ubu is stunned and unable to act.
ROUND 3
Bruce will try to trip Ubu. Attack roll 11+9=20, success. Strength check 17+2=19, against Ubu’s 12+9=21. Ubu stays up and will try to trip Bruce in response. Attack roll 1+9=10, failure. Bruce moves backwards 10 feet.
Ubu quick draws a smoke pellet from the folds of his gi. Hero point for Bruce for the setback. He throws it to the ground. He will hide from Bruce. Stealth check 7+12=19, although Bruce cannot resist yet due to the smoke.
ROUND 4
Bruce tries to listen for Ubu. Notice check 6+6=12, failure. He goes on Total Defense, making his defense 25 for the round.
Ubu is hiding on the rafters of the dojo, a jump he can easily make (the rafters are 10 feet up and he’s about 7 feet tall). He refocuses for the round, meaning he will act first next round.
ROUND 5
The smoke subsides and Ubu drops down to attack Bruce. He all-out power attacks +5/-5. Attack roll 9+9=18, failure. He lands directly behind Bruce.
Bruce all-out power attacks +5/-5. Attack roll 10+9+5=24, success. Toughness save DC 22, success. Ubu is unaffected by the mighty blow.
ROUND 6
Ubu grapples Bruce. Attack to grab 14+9=23, success. Grapple check 19+13=32, Bruce’s opposing check 7+11=18. Bruce is grappled. The two stagger around the dojo and Ubu pins Bruce, starting a chokehold. Bruce can hold his breath for 18 rounds.
Bruce tries to escape the pin using Escape Artist. Roll 3+9=12, Hero Point to reroll. Natural 20! 29 to escape, against Ubu’s grapple check, 9+13=22. Bruce escapes the pin. He’ll use Extra Effort to surge, but I decide that he can use a Hero Point to cancel exhaustion. He’ll attack Ubu. Grapple check 11+11=22. Ubu’s grapple check 12+13=25, miss.
ROUND 7
Ubu attacks. Grapple check 15+13=28. Bruce’s grapple check 1+11=12. Toughness save DC 19, failure by 8. Bruce is stunned and takes a bruise.
Bruce is stunned and unable to act.
ROUND 8
Ubu deals damage again. Bruce is unable to resist, so Ubu hits. Toughness save DC 19, failed by 1. Bruce takes a second bruise.
Bruce will try to escape Ubu. Escape Artist check 5+9=14. He decides that he needs to escape and uses a Hero Point to reroll. 17+9=26. Ubu’s grapple check 9+13=22. Bruce ducks the grapple.
ROUND 9
Ubu wants to end the fight now. He all-out power attacks +5/-5. Attack roll 3+14=17, GM fiat to reroll. Bruce gets a hero point. 10+14=24, success. Toughness Save DC 24, failed by 8. Bruce is stunned and takes another Bruise. He’ll use the Hero Point to overcome the stun.
Bruce feints again as a move action. Bluff check 6+0=6. Ubu can’t fail. Bruce defensive attacks +3/-3. 8+6=14, failure.
ROUND 10
Ubu feints as a move action. 2+5=7. Sense motive check 11+9=20. Ubu doesn’t feint well enough but all-out power attacks +5/-5. Attack roll 7+14=21, failure.
Bruce attacks. Attack roll 4+9=13, failure. He assesses Ubu, Sense Motive roll 6+9=15 against Ubu’s Bluff check 5-1=4. Bruce realizes exactly what Ubu learned: that he is a more skilled fighter, but at the moment, they are even.
ROUND 11
Ubu grabs at Bruce. Attack roll 17+9=26, success. Grapple check 18+13=31. Bruce’s grabble check 6+11=17. He’s grappled. Ubu will throw Bruce, who weighs about 230 lbs. He can throw Bruce five feet. He tosses him into a wall, which has a Toughness of +2. Bruce hits the wall. Toughness save DC 17, failed by one, and he goes through it, hitting the ground. Bruce takes a fourth bruise.
The wall he was thrown through had a weapons rack on it and he picks up some shuriken from the ground and throws it at Ubu, who wasn’t expecting it. Notice check DC 18 to not be flatfooted. 10+12=22, passed. Attack roll 20+8. Critical hit! Also enough to get the full +5 autofire bonus! Toughness save DC 26, natural 1! Ubu is unconscious!
Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


AmericanYeti wrote:Túrin Turambar

Geekery wrote:If life gives you lemons, build NPCs.


AmericanYeti wrote:Thanks again, but when I said cut through the hardest armor, I mean ignore the Impenetrable on a dragon's scales, which I figure are about Impervious 4. Or am I wrong in my knowledge of Penetrating/Impervious?

Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


Geekery wrote:If life gives you lemons, build NPCs.


Users browsing this forum: prodigyduck and 6 guests