From previous investigation Rayner and Nassim have discovered that the gangster Tony Faustino is in possession of the artifact from the museum heist. Also finding out that he runs his "business" operations out of an old warehouse. Our protagonists find themselves at the gangsters warehouse.
Rayner attempts to open the lock on the backdoor. A difficult task so -2 to the roll. Rolls d20, getting 19, -2 = 17 which equals or beats Rayners ST of 14. Rayner opens the lock easily.
They slip inside and start checking things out. They first go to his office. They begin searching for the dingus. They both make a PER ST check. Rayner rolls a 17+1 = 18. Which equals or beats his ST of 14. Nassim rolls 4, below his ST of 15. So Nassim finds nothing of interest. Rayner finds a safe hidden behind a painting on the wall.
Rayner tries to open the safe. A very hard task. So -8. Rayner rolls a 4, -8 for the difficulty. For a total of -4. Rayner completely fails.
The GM has them both roll a PER ST check. Rayner rolls 15+1 = 16, successful. Nassim rolls 3, failing. Rayner hears someone coming into the building. Rayner alerts Nassim and they position themselves on each side of the office door. The door opens and a group of three gangsters walk in. The two get the drop on the gangsters. (Surprise attack) Nassim tries to punch the first mook in the head. So d20 + 3 (Melee Bonus) -4 (Called shot to the head). 15+3-4=14 Beating the mooks AC of 10. Nassim strikes. Rolling damage (1d4+2) for a total of 4. Punches do bruise damage. The Mook has 3 HP (3 lethal/3 bruise) So takes 3 bruise damage, the last bruise point converting to lethal. Reguardless with the mooks bruise HP reduced to 0 he is knocked out.
Rayner punches at the other mook. He rolls 14 +1 (melee bonus) -4 (Called shot to the head) for a total of 11. Which is a hit. Rolling d4 for bruise damage, rolls a 3. The mook having 3 HP, is knocked out.
Now that the surprise round is out of the way. The Faustino smiles and turning to show off his black eyes, "My turn". This not being normal, causes the duo to make horror saving throws. Ranyer rolls 13 +2 (Grit bonus) = 15. Enough to make his saving throw. Nassim rolls an 18 easily making his saving throw.
Everyone (Rayner, Nassim, and the Gangster Faustino) rolls initiative. Rayner rolls a 5, Nassim 17+1 (Dex Bonus) = 18, and the Gangster 8. So Nassim, then the gangster, and then Rayner.
Nassim throws a haymaker at the gangsters head. He rolls a 14 + 3 - 4 = 13. He hits, rolls damage total of 4. The gangster seems completely unfazed.
Faustino punches at Nassim. He rolls an 18. A hit. He rolls a d6 for damage. He rolls 6 bruise damage, and 2 lethal. The gangsters fist hits Nassim like a sledge hammer. Rayner pulls his revolver.
Next round. Nassim levers out his Janbiya, a J bladed Arabic dagger. The gangster attacks Nassim again. The gangster rolls a 9, just missing Nassim. Rayner fires his revolver at him. Rayner rolls a 12. Which strikes. He rolls damage, d8 rolling a 4. It puts a large bloodless hole in his chest.
Next round. Nassim slashes at the gangster. He rolls 18 + 2 (Ranged Bonus) = 20. He hits. He rolls a total of 6 for damage. Opening a large gouge in the gangsters chest. Dropping him to the ground.
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2 comments:
You're rolling over a Stat to succeed? Not under?
Sorry for the delayed response, crazy life, etc, etc.....
As to the question yes. Skills and actions (Not combat, thats a little different.) are resolved by rolling a d20 over the characters ST (Saving Throw). This roll can and is modified by the appropriate attribute bonus, difficulty modifier and other factors. So for example a character has a a ST of 14. They have a Dex of 14 which has a bonus of +1. They need to walk across a tight rope to traverse a canyon. The GM assigns a difficulty of hard -4. So the roll is 1d20 + 1 - 4. The total generated must beat the ST of 14 to succeed.
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