CB's Grim Frequencies IC -- COMPLETE

OOC: @gribble, Both Buzz Cut and T-dawg are heading south down Aisle 4. Buzz Cut has his back turned to T-dawg. Did you want to have T-dawg say something or make noise to distract Buzz Cut? My concern is that Buzz Cut won't glance back over his shoulder to realize T-dawg is there, which would make it hard (impossible?) for T-dawg to Intimidate Buzz Cut.
 

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Cyril cursed his luck. What did I ever do to deserve this? I mean, other than the obvious? Whipping his head back and forth, the former lawyer searched for some way out of the situation. The crowds had effectively blocked the obvious exits and the loss prevention specialist was clearly of no help. Certainly isn't helping to prevent my loss, now is he?

Hoping he might be able to hide himself in the crowd long enough for Buzz Cut to lose him. Dashing to the back of the crowd, he started crying and whined, "Oh! My! God! He's coming. Push harder!" Edging around the outside of the crowd, Cyril ducked down as if he had fallen and duck walked until he was out of the line of sight of Aisle 4. Popping up, he dashed to the far cash register and ducked down on the opposite side of it. He desperately looked around, where was a large box when you needed one?
 

Now that J.R. can see he sprints south down isle 5 to try and cut Buzz Cut off, hiding behind the endcap to try and surprise him. And attempt to disarm him.

(OOC :: This is probably going to end horribly but oh well. I'm reading through the disarm rules and by the looks of it if I am successful, I end up with the gun. However I provoke an AoO so we'll see how this goes. By the sound of it I make a basic unarmed attack against the weapon itself? I'll need your help determining what to roll as I'm not sure what skills/feats come into play like brawl, combat martial arts, or my sleight of hand.)
 

COMBAT ROUND 4

Initiative:
Feral 23
Otter 18
J.R. 15
T-dawg 10
Buzz Cut 9
Cyril 8


Feral's martial arts training kicked in and he nimbly whirled around the bumbling store clerks, almost preternaturally graceful, as he continued out of the back of the store.[sblock=Feral]I'm assuming Feral double moves, so he'll get 60' through the store? If so, that would put him just inside the double doorway that leads from the store to the open-air loading dock through which he came. If you like, he should be able to break into a run (movement x3). Once Feral is outside and rounds the back corner of the store, he could run x4 in a straight line.[/sblock]


Death Otter gazed skeptically at the human buffalo herd that was rapidly starting to pile out the front doors and shook her head. "Uh uh. Too late." She made a loopy gesture. "Back. Go around back. Regular customers won't be going out that way. I'll be able to get in, and more importantly, back out again." She undid her seat belt and paused with her hand on the door latch, ready to pop out the moment the car was in position for her to go in the back. Marks maneuvered the van away from the curb, narrowly avoiding hitting a woman pushing a stroller. He started circling round the lot, avoiding cars leaving in a hurry.[sblock=Otter]It'll take 3 rounds before the van makes it to the back of the store by the loading dock. There's a chance the van will intercept Feral before then; the question will be whether Otter and Marks recognize Feral on foot, given the mess of foot traffic at the front fo the store. Or vice versa.[/sblock]


J.R. blinked and was relieved to be able to see again. He decided to back up T-Dawg and return to the mix. He sprinted south 30' down aisle 5 to hide behind the endcap, to try and surprise Buzz Cut. And attempt to disarm him. J.R. easily makes it down Aisle 5, and hides against the endcap. The flurry of customers darting to exit the store helps J.R. hide, granting him a +2 circumstance bonus to his Stealth check. Even with the extra people around, Buzz Cut spots J.R. hiding. When J.R. tries to disarm Buzz Cut, Buzz Cut reacts by pistol whipping J.R. on the ear with the grip of the gun, hitting AC 20, for 3 points of damage to J.R. J.R., however, isn't easily deterred, and continues to make a grab for the gun, trying to disarm Buzz Cut. J.R. rolled a 10 (1d20+0) on his disarm melee attack roll. The disarm attempt, however, fails, and Buzz Cut yanks the gun free of J.R.'s grasp attempt. Buzz Cut rolled a 24 (1d20+5).[sblock=Disarm]Disarm substitutes for a melee attack and incurs an AoO. Since J.R. withdrew 15' last round, he can move 30' this round, stop by the endcap, and make a disarm attempt. Buzz Cut will get an AoO, which he'll take by attempting to pistol whip J.R.. Because the firearm will have then been used as a melee weapon, we fall under the melee attack disarm rules. Once the AoO is resolved, then J.R. and Buzz Cut make opposed melee attack rolls. If J.R. beats Buzz Cut's attack roll, Buzz Cut is disarmed, and J.R. would be left holding the firearm. The rolls didn't work out in J.R.'s favor this time, but it was a solid attempt. Good job.[/sblock]


T-dawg slowly and methodically stalked down aisle 4 after Buzz Cut, towards the front of the store, not obviously chasing him, but at the same time clearly not cowed by the gun pointed at him. He kept his eyes locked on Buzz Cut the whole time, glaring right through his eyes and into his brain, not speaking, but still clearly saying "just try it - you'll get one shot, then it'll be my turn to inflict some pain." As T-dawg saunters down Aisle 4, he sees J.R. tussle with Buzz Cut by the endcap. It looks like J.R. is making a play for the gun. And it doesn't look like it's going well.[sblock=T-dawg]Since T-dawg is only moving this round, I'll let you determine how far. He has up to 60' of movement this round; he can make it all the way down Aisle 4 and be standing in the five-foot square directly behind Buzz Cut by the end of his turn this round, if he wants. Conversely, T-dawg could stop somewhere short of being right behind Buzz Cut in Aisle 4. Let me know, because it affects what happens next.[/sblock]

PAUSING MID-ROUND FOR CLARIFICATION OF T-DAWG'S MOVEMENT. [MENTION=12430]gribble[/MENTION]
 

Feral takes off at a run out of the store, heading straight for the group's van. He had the prize, so to speak, and didn't want to risk it getting damaged or lost in a scuffle.
 

J.R. didn't see the hand off, and I'm pretty sure he lost track of Cyril while being blinded, and now the store is in full panic and Cyril is in the crowd somewhere. He'll no doubt see the hulk that is T-Dawg headed towards them and keeps up distracting Buzz Cut, this time J.R. goes truly on the offensive and will strike Buzz Cut in the face, hopefully buying T-Dawg time to hit him from behind.
 

Seeing JR tussling with Buzz Cut, T-dawg breaks into a loping stride. His footfalls create a slight vibration in the toys on the shelves, almost like a charging T-Rex. As he approaches Buzz Cut from behind, he swings a large meaty fist in a wide arc, aiming to connect with the side of Buzz Cut's head.

OOC: I figure T-dawg was only really dawdling, maybe covering half the distance to Buzz Cut. Seeing JR, he will attempt to charge Buzz Cut from behind.
Charge Attack: [roll0]
Note: I included a +2 bonus from the charge, and a +2 bonus from flanking with JR. If you feel either doesn't apply, feel free to modify the total appropriately.
Damage Roll (if the attack hits): [roll1] (non-lethal)
 

OOC: Ok, looks like that was a natural 20 (critical threat), so here is the confirmation roll and second damage roll:
Critical Confirmation: [roll0]
Damage Roll: [roll1]
 


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