|
Predator-X's page
68 posts. Alias of Jereru.
|
Trying to speed things up, Pete repeatedly punches Vitality's kidneys. "Mate, I hope you won't remember this or there'll be no place I can run..."
Crush'em: 2d6 + 2 ⇒ (2, 4) + 2 = 8 x3= 24
Damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10 x3= 30
1- Yes. I hate to leave things in the middle of a combat.
2- N/A
3- Not sure. On one hand, I like how you've performed as a GM. On the other, I'm not really sure about the game. I think it would have been easier for me to grasp would I have played it the old classical tabletop way.
"For God's sake, stay down now!" Pete doesn't want to hurt Vit... and he doesn't think he can do much anyway, but he tries a strike to the throat desperately.
Hit'em: 2d6 + 2 ⇒ (4, 1) + 2 = 7x3=21
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10x3=30
Isn't he supposed to take some damage if he fails to damage me?
Pete gets up and jumps to Vitality, trying to lock him again. "Stay down! I don't want to hurt you!"
Grapple: 2d6 ⇒ (2, 3) = 5x3=15
Pete will stand his ground. He's got +2 Brawn to soak hand-to-hand, that means 2 extra dice, right?
Pete really doesn't know what to do. He still holds Vitality, but nothing he tries seem to have any effect on him.
Do I need a roll to just hold him?
Pete is a bit fed up of this thing specially after throwing to the bin 4 sixes so he decides he'll just hold Vitality and let the others think of how to reduce him.
Pete's never been too good at submissions, and today this is showing up. His Cobra-Clutch completely fails, so he decides an elbow to the nose is the best on these occasions... maybe on every occasion.
Brawl Hit: 4d6 ⇒ (6, 3, 4, 3) = 16x3=48
Brawl Damage: 4d6 ⇒ (6, 6, 6, 6) = 24x3=72
Hit Them:
You get a +2 Dice bonus to a hand-to-hand attack against someone you’ve grabbed. The bonus applies to damage as well.
Not sure why the DM is rolling 3d6 for me.
Pete tries to move his arm around Vitality's neck and make a Cobra Clutch-like choking maneuver, in the hopes his friend loses consciousness without receiving a beating.
Brawn contest: 2d6 ⇒ (3, 4) = 7x3=21
Crush Them/Joint Lock:
Make a Brawn Contest. Your target takes the difference as damage, ignoring Soak bonuses from Armor.
Pete goes to Vitality, held by Tank, and piles on to make it difficult for him to escape.
Grapple: 2d6 ⇒ (5, 5) = 10x3=30
Pete stands up and runs towards Jedi again. This time nothing would stop him. "Aaaaaaarrgh!!!"
Willing to spend up to ALL of his Hero Points if it takes him over Jedi's defense.
Grapple: 2d6 ⇒ (6, 3) = 9x3=27
Sorry. If you want, you can take this as my next round action and assume this one I was moving there.
Pete follows Kaixin on the maneuver and tries to tackle Jedi. "Go Down!"
Grapple check: 2d6 ⇒ (1, 3) = 4x3=12
Pete tries to capitalize from Vitality's miss, and initiates an arm lock.
Grabbing Vitality 2d6 ⇒ (1, 6) = 7x3=21
Pete is a bit confused. Does he have to kick his feloows' butts? He looks at the others, waiting to see what they do. "Do we have to fight them?" he asks to no one in particular.
"Right. I love those plans." Pete smiles while he cracks his knuckles and follows Joe inside.
"Not sure. If it were for them only, maybe, but I'm sure they've got detecting devices."
While Joe looks for a good way to get in, Pete suggests: "Shall we use the back door? Yeah, in all meanings..."
Pete calls out the others with a shout from outside.
"Hey! Let's get moving! I found them!"
I thought you meant we all knew, lol. Too many christmas wine,
I guess.
Sorry. Being that Pete knows where the HUSHes went, I was just waiting for the rest to finish the apartment scene.
Knowing there's not much more the old couple can tell them, Pete tries a wild move. He rushes outside (probably out of the first open window he can see) and runs to the place where they last saw the HUSH guys. Using his hightened senses, he tries to track them through the city, a more than tough feat, but who knows...
Tracking: 2d6 ⇒ (2, 6) = 8x4=32
"Shit. How to deal with that? I hope the rest is best at this than me..."
Pete tries to say something, nevertheless.
"Uh... why did they take him, ma'am?"
Pete crawls in, just to find the situation. "Sorry, we're help to help. What were those thugs doing here?"
"Be it so."
Pete sneks into the building, assuring no HUSH guy has stayed behind.
Once the HUSH guys are away, Pete makes a gesture signifing permission to enter. That's, of course, given they're not going to give them a beating.
"Uh, is that where the spirit trail takes us, Joe?" asks Pete. If his companion answers affirmatively, Pete will give all that he can give to put those morons down. If, on the other hand, that's just a random place... he'll probably enjoy beating Hushies anyway.
Regardless, he lets his hunting instincts to kick in, guiding him in sneaking and observing till an opportunity presents.
Sneaking 2d6 ⇒ (4, 5) = 9 x2 = 18
"Uh, is that where the spirit trail takes us, Joe?" asks Pete. If his companion answers affirmatively, Pete will give all that he can give to put those morons down. If, on the other hand, that's just a random place... he'll probably enjoy beating Hushies anyway.
Regardless, he lets his hunting instincts to kick in, guiding him in sneaking and observing till an opportunity presents.
Sneaking [dice]2d6[/ooc] x2 =
You shouldn't really forget that! :P
"Wait, there was a spirit controlling him?" Pete seems quite confused, but he follows anyway. "I'm in. If you need to follow him in the real world, I might be useful."
"If he never appears again, no, we won't catch him" Pete replies. "But then again, that would be good, right?"
"Locana. He said Locana" contributes Pete. "Maybe now that we have him here bound, we could have a talk to Vengeance and see how he knew and why."
With the dangerous dude unconscious, Pete looks around to find out the other dangerous dude is nowhere to be seen.
"Damn, we just changed one for the other... In any case, we should take this one to a safe place and restrain him, no?"
Pete joins Tank in holding the guy, taking care of not being electrocuted.
In case I need to roll a grapple 2d6 ⇒ (6, 3) = 9 x3 = 27
Pete rushes towards the guy, trying to tackle him down and grab him before he can use his blades again. He notices, though, that the guy is still too far away to be precise on his move, so he decides to stop right behind Tank, waiting for an opening.
Thanks, and sorry for my misunderstanding :)
DM Jubal wrote: If you don't attack, you get to double move You mean double run? I moved 6 squares, double my movement, which is my running movement. I thought you meant that, right? Now I'm not sure...
The moment Pete notices the new guy, he realises Vengeance was right. "So, what's this all about?" A High School Ball?"
He runs towards the place where the new guy is menacing his companions, leaving the remaining thugs for Vengeance to dispatch.
Run left to the other melee!
Once close enough, Pete jumps down o one of the foes near Tank and Vengeance, using his momentum to hit the guy with his arm and put it to the ground with a flying lariat.
Body Slam: 2d6 ⇒ (6, 4) = 10x3=30
Damage if he doesn't choose to dodge: 2d6 ⇒ (2, 1) = 3x3=9
Ahhh I see.
I guess if Agility=Attack and Brawn=Damage, if I get +1 to Brawn I'll be at x2 Attack and x3 Damage...
Edit: Just read for grappling you choose between Agility and Brawn. Yeah, having a higher Brawn that x3 makes sense now. :)
Alright, sorry for slowing things down.
Now that's my turn (I think), and given I'm already at ground level or near, how do I know what are my multipliers to hit and damage?
Climb: 2d6 ⇒ (1, 4) = 5X2=10 so picking the 16 instead.
Ok, I will make another roll and pick the best one. I can't move my token from the cell phone, though, so if you don't want to wait several hours please feel free to move it as close to Vengeance as possible.
That would hurt, wouldn't it?
Seeing he is on a quite high building, the idea of jumping quickly disappears from Pete's mind. He instead tries to climb down a bit till a height more fitting to let go.
Climb: 2d6 ⇒ (3, 3) = 6
Crit: 1d6 ⇒ 2
Total=(3+3+2)x2=16
"What the...!"
They guy just dissolved and reappeared!
It's time to follow him down.
Pete will jump down the roof and attack the nearest gunman, so as to have line of sight with Vengeance and the guys he's engaging.
Alright, I'm a little confused. I can't seem to find what do I have to roll to attack and damage. I know I must grapple the guy before applying all those cool maneuvers, but the rule says roll Brawn or Agility. I've got Brawn 3 when grappling, is this a x3? Sorry about all this! :(
Pete is more focused on keeping an eye on Vengeance than on the fight. He will go wherever Vengeance goes, so he will wait to check which group of grunts the hero-villian attacks first.
"What the- ?"
The sound of a gun fight alters everyone, Pete also. He sees how Vengeance goes after the fray, and decides to follow. "We're not losing you, man. Not on my watch."
Somehow I can't post in the Discussion tab, and the Paizo crew is having piñas coladas, so I'll just let know here that I joined the Roll20 game.
"Shit... worst of all, the guy seems legit..."
Pete still keeps his muscles prepared in case something happens, but it seems if there's some action tonight it won't be right here, right now. Only hope is Livewire knows how to take the guy to his side.
Pete doesn't need to be very close to hear what they're talking... or feel what Max is feeling. "That guy's real scary."
He keeps the distance, trusting in his supernatural senses to get their words and his supernatural speed to lunge in if there's a problem. "I hope he's not faster than me, though."
While Livewire goes to face the guy, Pete does whhat he does best - sneak. He looks for a nice spot to hide and have the two men on sight, ready to jump in if things get nasty or to cut Vengeance's retreat if he wants to avoid the convo.
"Now, let's see what is this guy up to..."
Stealth: 2d6 ⇒ (3, 4) = 7x2 = 14
Pete thinks about what T-Biz just said.
"Guys, are you thinking what I am thinking? Shall we go to the Drive tonight and see what this war is about? We might found our friend there, right?"
|