Everyday Heroes: Rogue Pursuits (Inactive)

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Round 2

Our Everyday Heroes are up.


Rex stealthily slides onto the leather seat. He slowly and silently closes the car door. The kid moves the seat, as he isn't as fat as the sheriff. He slowly pulls and secures the safety belt. With a foot on the brake, Rex puts the car in Drive. He takes his foot of the brake, and hits the gas.

As he gets close to anyone, he honks so that they can tumble away. He screams when he hits the SUV.

Vehicles: 1d20 + 4 ⇒ (15) + 4 = 19


Vehicle Strength: 1d20 + 4 ⇒ (2) + 4 = 6

Rex slams the police cruiser violently into the black SUV. The car hits the other vehicle as though it has hit a tank. It's tires squeal and black smoke flies.

The SUV moves a bit, but it will take another try to push it through the guard rail and into the valley.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Definitely meant trip, not shove, thanks for catching it :)

Struck with an officer's taser for the first time in thirteen years, Just Angelyna, No Last Name seizes and collapses at Rosa's feet, but this time at least, does not piss herself on camera.

Con Save: 1d20 ⇒ 6


Rosa, in some respects, is a sheltered girl. It's not that she hasn't seen some stuff--running a mobile clinic, you see things. Getting RN experience at emergency departments in Philadelphia, you also see things. But she has a general faith in the fundamental goodness of most people, and while she knows the system is more corrupt than she was taught, she generally, however naively, thinks that most people who enforce the law would naturally follow the law and, not, for example, shoot a sheriff with multiple bullets for doing his job, which she sees happening right after she locks the door of the RV, which she now instantly regrets. The girl collapsing at her feet isn't helping.

Rosa is not stupid, however, and instantly groks that these men in black, whatever they are doing here, are not going to play by the rules, and this puts her, her people, and her patient in serious danger. She very calmly wraps that likelihood that she is about to die up and sets it aside in a corner of her brain. Moves slightly so Holly can see her and waves, vigorously, that she needs to go by backing up the way she came, as soon as she is able.

And then she decides the best way to protect the RV in attempting its retreat is to become the more immediate threat, and so she moves toward the guy who just tased Angelyna and reaches to try to grab the weapon out of his hand.

Disarm: 1d20 ⇒ 4

Wasn't expecting her to succeed, just is trying to make herself a target. I would like Rosa to survive, but this may be a very short game for her!

Oop, just remembered this ability: Positive Reinforcement. Through words of encouragement or prayer, as a reaction, you can give advantage to an ally on a single saving throw. You cannot use this feature again until you finish a long rest. SInce I hadn't used a reaction yet, could I retcon slightly and have Rosa do everything she just did but also shout to Angelyna to roll so she can have advantage? (Which IIRC gives her another die roll?) If no, I'll just bank that and remember I have that next time.


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

From his vantage point, Ernie can see the agent confronting the deputy, who is most likely armed. He also knows that there's another agent around the corner of the bus who first fired at the owner of the cat he's still carrying around for some reason. This agent seems like the bigger threat, so he leans around the corner of the bus, raises his pistol, and fires.

If this agent is in melee with Rosa, then Ernie has advantage to attack, but the agent has half cover (Defense 16). If the agent is not in melee with Rosa, then Ernie might still have advantage to attack if his earlier Stealth check was successful or if the it's otherwise ruled that Ernie is hidden.

9mm: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Advantage: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Ballistic damage: 1d10 ⇒ 6
Vital Strike: 1d6 ⇒ 6

Hope I did all that right! I'm going to start tracking ammo in my stat header.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

If it's a limited resource Rosa, no need to spend your reaction on me :)


Rosa Sinclair wrote:


Wasn't expecting her to succeed, just is trying to make herself a target. I would like Rosa to survive, but this may be a very short game for her!

Oop, just remembered this ability: Positive Reinforcement. Through words of encouragement or prayer, as a reaction, you can give advantage to an ally on a single saving throw. You cannot use this feature again until you finish a long rest. SInce I hadn't used a reaction yet, could I retcon slightly and have Rosa do everything she just did but also shout to Angelyna to roll so she can have advantage? (Which IIRC gives her another die roll?) If no, I'll just bank...

I'm going to try really hard not to kill anyone in this first encounter. That is not the tone of game I am hoping for. (well, any PCs, at least). I definitely want characters to be challenged and even outmatched.

I think Positive Reinforcement is a cool idea. It creates a good early connection between these strangers.


Athletics: 1d20 + 4 ⇒ (13) + 4 = 17


Perfect, Ernie. The only extra thing that would help me is if you guys could post the Penetration Value (PV) of the weapon in you attack. I'm sure I'll know some of the more common ones soon, but for now it would help me not look it up. I need to put together a digital GM screen; that would help, too."

Armor Save + Proficiency bonus: 1d20 + 2 ⇒ (20) + 2 = 22

He is in melee with Rosa, so all of that is correct. The bullet hits. He is wearing a ballistic vest with Armor Value 2, which is the same as the PV of Ernie's 9mm. So he gets an Armor save, DC 10. If he succeeds (which he does), he takes no damage. Now the armor is damaged, so future Armor Saves are with Disadvantage.


Grapple Rosa: 1d20 + 4 ⇒ (5) + 4 = 9

The agent reels as the bullet slams into his vest. It doesn't kill him, but it hurts. He flails with his free hand at Rosa, but he is as focused on grabbing his sore chest as he is grabbing the distraction.

The two agents Rex drove through to get to his target SUV regain their stances and fire at the squad car.

9mm: 1d20 + 4 ⇒ (2) + 4 = 6

9mm: 1d20 + 4 ⇒ (18) + 4 = 22
9mm damage DC 5: 1d10 + 2 ⇒ (9) + 2 = 11

Con Save: 1d20 + 2 ⇒ (4) + 2 = 6

So the car is not totaled, but takes damage (p. 257)

1d6 ⇒ 5So the vehicle has blown tires. Since it isn't really moving, no chance of a crash.

One of them misses completely, his shots hitting the cliff wall behind the car. The second shoots the tires of the vehicle. They deflate violently.


Round 3.

Rex, if you want to keep pushing, make a strength check. The Cruiser's strength is +4. Add your proficiency bonus for Vehicles.


GM SuperTumbler wrote:
Rosa Sinclair wrote:


Wasn't expecting her to succeed, just is trying to make herself a target. I would like Rosa to survive, but this may be a very short game for her!

Oop, just remembered this ability: Positive Reinforcement. Through words of encouragement or prayer, as a reaction, you can give advantage to an ally on a single saving throw. You cannot use this feature again until you finish a long rest. SInce I hadn't used a reaction yet, could I retcon slightly and have Rosa do everything she just did but also shout to Angelyna to roll so she can have advantage? (Which IIRC gives her another die roll?) If no, I'll just bank...

I'm going to try really hard not to kill anyone in this first encounter. That is not the tone of game I am hoping for. (well, any PCs, at least). I definitely want characters to be challenged and even outmatched.

I think Positive Reinforcement is a cool idea. It creates a good early connection between these strangers.

I will will use Positive Reinforcement on Just Angelyna then. I don't think it's a waste of resources! If it ends up being 10 years before we have a long rest, oh well.

"Roll, Angelyna, you'll be okay!" So that gives Angelyna another die to roll and can use that result if it's higher


Angelyna, it you make that save, then you aren't stunned. You can take two rounds of actions in that case.


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17
GM SuperTumbler wrote:
Perfect, Ernie. The only extra thing that would help me is if you guys could post the Penetration Value (PV) of the weapon in you attack.

Sure, no problem.

Ernie squeezes off another shot at the same person...

9mm (PV 2): 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Advantage: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Ballistic damage: 1d10 ⇒ 5
Vital Strike: 1d6 ⇒ 5

...and then swings back around the corner of the bus. He uses his sleeve to quickly wipe the sweat that's formed on his forehead despite the cooler altitude.

"What is going on?" he asks Chichi.


Rosa clutches her head, overwhelmed. "Oh my god, stop shooting! This was supposed to be a rescue!" SHe backs away from the officer, not wanting to get caught in the crossfire.

If Angelyna makes her save she'll help pull her to her feet. If she doesn't she'll kneel down to remove the taser darts from her.


"Holy Bazzoly!" screams Rex as bullets fly into the car. He presses the petal to the metal, and he feels the tires getting ripped up from the force. Go over he thinks.

Cruiser's strength: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9


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Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Chichi gazes at Ernest and blinks slowly, starting to purr in his arms. Somehow, the cat is entirely unbothered by the gunfire.

Positive Reinforcement!: 1d20 ⇒ 12

Ha!

Twitching and shuddering, Angelyna nods, accepting Rosa's hand.

"Y-you're right. I'm goddamn J-j-just Angelyna, N-no Last Name... I do my own ss-s-stunts, electrocution... easy." She rips the darts out of her arm as she rises, grabs the agent who tased her and slams his face into the front of the medbus.

Wham!: 1d20 + 5 ⇒ (20) + 5 = 25
Unbreakable Object, Critical: 2d8 + 3 ⇒ (8, 7) + 3 = 18 PV 1
Second Wham?: 1d20 + 5 ⇒ (7) + 5 = 12
Unbreakable Object: 1d8 + 3 ⇒ (2) + 3 = 5


Armor save: 1d20 + 2 ⇒ (8) + 2 = 10
Armor save disadvantage: 1d20 + 2 ⇒ (8) + 2 = 10

The dice save me from slowness there and Angelyna's attacks are needed. As you can see, armor that is tough as the weapons attacking it is handy. Of course, if Ernie were packing armor piercing rounds the guy wouldn't have had a chance to make armor saves because the PV would be 3 (higher than the armor). Damage is reduced 1 die in that case.

The man is spun around by Ernie's shots before Angelyna grabs him and slams him into the mobile clinic and he drops to the ground.


Rex Slater wrote:

"Holy Bazzoly!" screams Rex as bullets fly into the car. He presses the petal to the metal, and he feels the tires getting ripped up from the force. Go over he thinks.

[dice=Cruiser's strength]1d20+4+4

The Cruiser pushes the SUV into the guardrail, but then the loss of traction from the busted tire has the bare rim throwing sparks where it grinds against the road.


The other agent magenta turns toward the chaos unfolding by the clinic.

He scoops up the primate and moves to join his two colleagues.

They continue to pour fire in the direction of the sheriff's cruiser, but their shots tear harmlessly through the car.

Fire: 1d20 + 4 ⇒ (1) + 4 = 5

Fire: 1d20 + 4 ⇒ (1) + 4 = 5

Angelyna, Rosa, and Ernie don't have line of sight to any of the other action.

Holly makes a a "c'mon" gesture with her hands, motioning Rosa and company into the clinic, clearly not wanting to abandon her friend and these two strangers.

The door flies open, Jorge motioning you in...

Round 4


Although she had hoped the clinic would just get going, she knows Holly has enough grit and loyalty--and that it's not worth resisting. Angelyna still next to her, Rosa positions herself so moving into the RV is the easiest path for Angelyna to take, and reinforces this with, "Go in, go in, now."

She then waves to Ernie, hoping to usher him in as well. "Go. Hol won't leave without me, and you don't want to leave her waiting."

She will wait until both go through the door before following.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Angelyna glances down the road to her car nearby. "I'd rather take my chance driving, but I'll follow you. Where's the kid? Who has my cat?"

Before moving, Angelyna squats down and retrieves the agent's taser and pistol.


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

Ernie's first thought is that he needs to get himself and his car out of here. If the police investigate this scene and finds his car (and the shotgun in the trunk registered in his brother's name instead of his), they would tie him to what's happened here, and he doesn't want that sort of attention.

Ernie's second thought is of being alone in his small car being chased by the multiple black SUVs the agents showed up in.

He's about to hop on the bus when hears Angelyna's plan to follow in her own car, and thinks he'll be safest as part of the convoy.

"Here," he says as he thrusts Chichi into Angelyna's arms. He quickly searches the downed agent for a wallet, gun, and anything else interesting, and hustles over to his car.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

As the pair rifles thru a federal agents pockets, the actress smiles and says "Thanks for watching Cheech, you're a real one."


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

Completely missed that you were already doing that! Let's say Ernie anxiously waits for Angelyna to finish searching the agent, before he thrusts Chichi into her arms and then Angelyna responds as above.

Gun in hand, Ernie cranes his neck around Angelyna to see what the remaining agents are doing. He glances back when she thanks him and does a double take as he just now registers he might have seen her face on TV somewhere.

"Uh... sure. Good job saving that guy in the van. Wasn't there another guy helping you?" He nods his head in Rex's direction where the agents are spraying bullets at a police cruiser.


With no way to escape the vehicle without getting shot. (A large bus passing by might help him escape) He continuers to try and push the SUV off the cliff.

Drive: 1d20 + 4 ⇒ (16) + 4 = 20


Rosa groans at people who seem to be missing the giant signs the universe is sending of "get out now now now." And pulls out her nurse-wrestling-a-coke-addled-gang-member-in-the-emergency-room-voice:

"I SAID GET IN THE CLINIC!"

She glares at Angelyna. "You just got f$!@ing tazed, you need medical attention."


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Angelyna gasps and wordlessly trots into the clinic, gun in hand hopefully


This is a little nuts, but let's go big. It is the pilot after all, we need to impress the audience...

Rosa and Angelyna in Clinic. Ernie in his car. Rex in Sheriff car with flat tire.

Round 4 Summary:

Angelyna grabs gun and taser, then pulls wallet from agent's inside pocket. She then runs into RV.

Ernie waits until A is finished, hands her cat, runs to his car.

Rosa runs into clinic and closes door.

Rex floors the Sheriff's department cruiser. Tires (and rim) squeal (and grind) against the asphalt. Metal screams as the shiny black SUV pushes against the guard rail. Then the rail tears apart and the SUV tips slowly over the edge, rolling down flipping-flipping-flipping before exploding in the dry river bed below.


Agent Red continues to pour fire into Rex's car.

9mm: 1d20 + 4 ⇒ (4) + 4 = 8

9mm: 1d20 + 4 ⇒ (11) + 4 = 15

Vehicle save: 1d20 + 4 ⇒ (17) + 4 = 21

Vehicle damage: 1d6 ⇒ 1Cargo, no effect.

The bullets tear through the rear driver's side door and sink into the seats.

Agent Green and Magenta, one still carrying the ape, turn to look for other transportation. Green tosses the ape into the back seat and climbs into the passenger side, Magenta slides into the driver's seat of the sheriff's car.


Round 5

Town is to the right of the map, which is not the way Ernie's car or the clinic are facing. Make a DC 10 check to turn around and head back to town. The Clinic has disadvantage. Alternately, you can just drive in reverse, but any vehicles checks will be made at Disadvantage. If you want to drive forward, you will be driving through the area "controlled" by the agents.

Rex, you can drive that car with the blow tires. You are at disadvantage for most rolls and speed is reduced.


Holly calls from the front seat, "Hey, how am I supposed to keep filming this with my phone if I'm driving!?"

Meanwhile Rosa's a grabbing consent form to hand to Angelyna while Mariana is yelling at her in Spanish for doing paperwork while the Feds are firing at us.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Angelyna puts her hand on Holly's shoulder, "I'll drive, you film. Where's the clutch on this thing?"

As she works to figure out the bus, she inadvertently launches the car forward to collide with the sheriff's vehicle.

Push! Bus/RV, Larger Than: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Advantage: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Bus Crash CON Check: 1d20 ⇒ 19 +5 if RV, +8 if Bus

Jolting forward from the impact, she casts her eyes sideways and sees an Agent shooting Rex's vehicle. Not thinking she opens the door and shouts, "Hey kid, get in!"

Push Rules:
As an action, the driver of a land or sea vehicle can try to push another vehicle in an attempt to destabilize them or shove them into an obstacle. To have any effect, the pushing vehicle must be of equal size or larger than the target vehicle. This action is resolved using a Dexterity (Vehicles) contest between the two drivers. If the pushing vehicle is larger, the driver has advantage on their check.

- If the pushing vehicle driver wins, the target risks a crash.
- If the pushing vehicle driver loses by 5 or more they risk a crash.
- If the pushing vehicle driver loses by less than 5, nothing happens.

The player intent here is to nudge the cop car into a precarious and disadvantageous position, but not to send it tumbling, as I don't want Fabian or Dante to go into the gorge. The hope is it leaves a (more) open path for Rex to join us.

All puffed up, Chichi runs into the back of the vehicle and yowls loudly, adding to the chaos.


Rex looks up at the bus and Angelyna driving. He rolls down the window and slips out to Angelyna's lap. He wriggles a bit to reach the passenger's seat. He spins and lifts his feet up and over to the passenger's floor board. The kid looks for his phone and then he checks it for a signal.

"Holy butternuts. That was Horrific." Rex says while emphasizing 'Horrific' musically.


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

Ernie hops in the car and turns over the engine. He's about to execute a sloppy three-point-turn to turn around and head the other way, when suddenly the medical bus designed for saving lives suddenly lurches forward into the sheriff's car. Ernie stares in surprise, waiting to see what's going to happen next.


Thanks for copying in the rules. Very helpful.

I wrote up a long post with several rolls and it was gobbled up. So I'm just going to write it up.

The clinic lurches into the cruiser, smashing up its front and pushing it sideways. The driver slams the cruiser into reverse and backs up enough to prevent the worst of the damage.

The passenger leans out of his window and fires into the front of the clinic, but with all of the movement his shots sail harmlessly out over the gorge.

9mm: 1d2 + 4 ⇒ (1) + 4 = 5
9mm: 1d2 + 4 ⇒ (2) + 4 = 6

The agent who is currently without a vehicle Dark red runs forward and climbs on.

RVThis is from the original post with the RV. It looks like there is a little cut out ladder and handle that he could grab onto at the front door.

Round 6


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Is he hanging onto the outside of the car or did he make it in with Rex?


Outside


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

Having identified where she went wrong controlling the vehicle, Angelyna pulls the bus in reverse and speeds away, shouting "Shut that door and lock it!" and "Someone tell me what's behind me, I don't want to hit my car!"

Vehicles: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Disadvantage to Drive in Reverse, if Unable to Receive Help Action: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22


Rosa can do the Help action if an NPC can't, and giant Winnebagos generally also have backup cameras, although that might ruin the drama of the moment.


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

Looks like the agent is hanging on the passenger side door, which is the opposite side of the bus from Ernie.

Ernie sees an agent run at the bus, and thinks that they could be only the first. He rolls down his window and gets ready to take a potshot at any further agents who start working their way towards his car or the van.

Readying an action. The rules look like this action works the same as PF1.

9mm (PV 2): 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Ballistic damage: 1d10 ⇒ 7


The other two remaining agents are currently still in the Sherriff's car.


Jorge and Mariana are attending to Terry with the punctured lung and Holly is filming. Rosa chases Angelyna up to the front of the RV, a burn kit and a consent for in hand... "You're still in no condition to... oh for f~@#'s sake."

She reaches out and turns the monitor on that activates the backup camera, and the view behind the RV is revealed, complete with helpful guide lines to show the edges of the road and the distance to other objects.

"What? I find it distracting," Holly says.

Help action to Angelyna has been performed.


It seems that we find ourselves in a Chase. Rules for this are on page 248 in the Core Book or here.

During the chase, you can take a regular action, a bonus action, and free actions. If you are moving around one of the vehicles, you can use a move action (this assumes you aren't driving).

Hmmm. Chases description lacks much detail. We will do our best.

The road here is full of switchbacks as it descends. The gorge drops precipitously to your left (driving backwards) or right (for those who are driving in the usual orientation).

Drivers make a DC 15 vehicles check to make a tight turn. Passengers either move to buckle up or make a DC 15 Skill check (your narrative choice) to avoid a fall (and 1d4 damage)

Spiderman agent will make an Athletics check.

If you want to do something more creative than just driving, go for it.


The kid straps himself to the passenger's seat. He pulls out his handgun and aims it out the side open window. Assuming the Sherriff vehicle is in front of RV Rex fires into the driver's side front tire, causing it to burst like a piñata.

I DID THE MATH:

You can enact this plan in combat as a bonus action to ensure your next ranged attack this turn automatically hits your target. You must know the location of the target. You can also use this plan any time you make a roll to use explosives or drugs, or in any other situation in which you might need an ability check to measure out the right amount of something to use to achieve a desired effect. You automatically succeed at the ability check. You must finish a long rest before you can activate this plan again.


Charming Hero (Icon) 1| 8/8 HP| AC: 15| Saves: STR: +5, DEX: +2, CON: 0, INT: -1, WIS: -1, CHA: +5| Init: +2| P.Perc: 9| Speed 30ft| Influence d6: 2/2| Trick DC: 13| HD: 0/1 d8| Active conditions: N/A

As she weaves the RV around her beautiful pink Roadster, Angelyna slides off a heel and throws it out the window, hoping to crack the window of the sheriff's vehicle and make it harder for them to see

Throws Something: 1d20 + 5 ⇒ (8) + 5 = 13
Damage, Small Painful Thing: 1d6 + 3 ⇒ (1) + 3 = 4

I'd also like to present the passenger's side to Ernest to allow him to shoot Spiderman and, if possible, get off his readied action from last round as well

Drive: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Disadvantage if no NPC Help Action: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5

The actress taps on the rear view camera screen, "Hey Holly was it? What do these lines mean?"


Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3 | 9mm: 19/21 | HP: 17/17

Good call on the sheriff's car tire. It looks like there's still one black SUV available?

Hesitant to get closer to the remaining agents, Ernie still moves his car to allow the bus to turn around. If he sees the agent clinging to the side of the bus, he'll take a potshot at them.

Can I use the readied action that I rolled above? If not, feel free to roll for me. If you feel that the agent is "within 5 feet of that target," then Vital Strike will apply.

Vital Strike damage: 1d6 ⇒ 2

I'm hoping we can just leave this maneuver as "theater of the mind," since I don't really know what the bus is doing in terms of its location on the map.


I made a new map with the three vehicles and no characters, but I'm not too worried about exactness as long as we know the order of the vehicles.

Rex leans out the window and lines up a shot, diagrams and equations reflected in his eyes.

The sheriff's car veers side to side, the bits of tire flying off, before the driver gets it back under control.

Aiming at the Tires:
When attacking a vehicle, a character can choose to target the tires. The attack roll is made with disadvantage, but automatically targets the tires rather than having the attacker roll for a
damage location. If the attack hits and the attack’s Penetration Value is higher than the Armor Value of the tires (1 by default), the vehicle gains the Blown Tires condition and risks a crash

Risking a Crash DC 20: 1d20 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Risking a Crash DC 20 Disadvantage: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 21

Crash damage to vehicle: 8d6 ⇒ (6, 4, 2, 5, 1, 4, 6, 1) = 29
Crash damage to passengers: 2d6 ⇒ (4, 2) = 6

Vehicle Con save: 1d20 + 3 ⇒ (17) + 3 = 20

Vehicle damage: 1d6 ⇒ 1

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