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Supercape

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Everything posted by Supercape

  1. The Red Rat What kind of silicon sewage is this? It felt like it would take a day to sift through all the junk. Or faux-junk. But she didn't have a day. She probably didn't have a minute. The mind - controlled plebs were at the gate, so to speak. Well then, speed was of the essence. And she had an axe if needed. Blunt end, preferably. SLAVE, get me into that network switch! she told her computer, as her cybernetic eyes pinged up HUD displays of the system and possible intrusion roads. And lets do this fast. Before we get our entwined brains eaten!
  2. Ronin "What the hell? Church bells? Some kids broken in again, I guess..." sighed Jack Crane. He had a beer in hand, slumped on the sofa watching some dreary cable TV. Curtis swung up from the beaten up chair by Jack's side. He was about to reply when the knock came. "Stay there, Jack..." he said, quietly. "What else I am going to do? Lost my legs five years ago, remember?" said Jack pointing at his war wounds. Bilateral leg amputation. He got on fine, but that last vestige of bitterness never quite went. Curtis put his finger to his lips. His weapons were downstairs, hidden in "the well" beneath the family home. He didn't have time to get them. But he could handle a few punks without any problems. So silently, he went to the door and opened it boldly...
  3. Supercape

    Gun Run

    So Flare will reach the door of the Casino restaurant (a shabby trying to be high class affair), and create a distraction. Jann will of course be able to fly over the people and the coins, but Spitfire would have to make a DC 15 Acrobatics check to do something cool (of your choosing, such as vaulting over the machines) to get over the people and the coins. The sprinkler system will reduce fire effects by 1 rank whilst active (in the entire Casino including Restaurant), and the cloud area will be reduced to instant. And with that, Jann is up!
  4. Supercape

    Gun Run

    GM The fiery bloom of Spitfires firewalking soon had the desired effect. The sprinkler system let loose a tirade of water to the tune of sounding alarms. Screams erupted to the north. Screams erupted to the south. Yay, to the east and west too. "My hair!" complained Flare, rolling her eyes at her previously magnificently spiked red locks, now wet and languid. She did not look like the kind of woman who really worried about her fashion. Because she was not one of those women. But she did like a sardonic quip. She took a quick look at the layout of the land and started running, straight to the restaurant to one side. "Free Money!" she yelled into the bedlam of panicked customers. They weren't many, at this time of night, but there were enough drunk, tired and desperate ones. A flare flew out of her gun, hitting a one-armed bandit that promptly exploded. A cascade of money flew out over the floor, to the yelps of glee from those around it whom, despite the sprinkler system, the fires, the fighting, were still embittered enough from having spent an evening slowly losing their money, to pause and scuttle to the growing mound of coins and fill their wet pockets...
  5. Supercape

    Gun Run

    Meaning BoA misses his action, and... Round 3! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, Bruised, 4 HP 10 - The Plebs. Spitfire is up!
  6. Supercape

    Gun Run

    GM "I'm sure I can steel myself" retorted Flare. She gave a limber turn of her body and fired another ember glow into the Casino entrance hall. This time, it exploded in mid air, releasing a massive brilliant light in the air that shone with furious incandescence. Once again, the folk of Freedom City were quite blinded, stumbling around. "I can't see!" "I've gone blind!" "By gosh, that was bright!" They said. A British tourist was responsible for the latter statement. With that, Flare ran into the cloud of brilliant light, without any apparent ill effect.
  7. Supercape

    Gun Run

    Thats good for me. So Flare: Firstly, the blast she fired at Bird of Arms has the secondary effect modifier, meaning he must make another save vs Damage 6 and Dazzle 6 (Tough 21 and Reflex 16 respectively). As a move action she will fire a flare cloud into the security guards creating the same havoc as the hospital, and then move another 30'. Note that the flare burst noted above is a cloud extra, which means anyone walking into it (it covers the entrance to the casino) takes a Dazzle 9 effect, which I shall wave as affecting them all. It does not obscure sight however. Bird of Arms is up.
  8. GM Lord Crane was a bit disorientated, what with being dumped rudely on his posterior. The hot steam and water did not help his disposition. "I am no fiend! How dare you call me wicked!" he protested. His hands scrabbled around the few inches of hot water until they found his elegant revolver. Frantic, he pulled the trigger. Fzzz.... "Blast! The powder is wet!" he cursed, before squeezing twice more. On the seconds squeeze, a round was released, which fired wildly and richocheted off some distant rock. And then... The Greenlandic hunter, Midnight Spear, appeared, silent as you like, his spear in hand, studying the situation. He spoke not a word, for none would understand him. But he seemed intent; on what? And then.... "There it is!" declared a Texan voice full of southern twang. The gunslinger appeared on the other side, more noisy but hardly bullish. In his hands, his two revolvers, forged from the same metal as Mr. Hale's sword. They appeared to tremulate, ready to destroy the meteor...
  9. Round 2: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed Lord Crane will, as a move action, pick up his pistol, and fire from a prone position. Fires at Wolf: 1d20+10 13 Missing. Midnight Spear and Gunslinger both appear on the scene as per IC. Black Knight is up!
  10. Supercape

    Gun Run

    That works fine for me. Its like an improvised weapon. Its probably only a move action but as staggered that's how it rolls. I would also say as its an improvised weapon its +2 Damage.
  11. GM Through the mist, the four wolves could be seen now, running and full speed. The sound of splashing through shallow waters. And then, they pounced! The two sailors put their arms up, screaming in fear. These were rabid arctic wolves, full of teeth and sinew, and they did not hold back. Crimson blood flowed as the sailors went down under tooth and claw, the wolves mauling them badly. Lord Crane ducked, disarmed of his pistol, but pulling out of his belt a bony knife. It was a poor weapon, but it was better than his fists. Before he had a chance to use it, there was another seething invisible pulse from the meteor, for it was now vexed. The firearms dropped, free from magnetic clutch, and splashed to the water. But now, there was a sickening softening of gravity, the brief feeling of levity, and then a pulse of crushing gravity. Lord Crane stumbled and fell in a suitably ignoble fashion, a small yelp coming from traitorous lips.
  12. ok lets skip straight to the wolves, all four of them! One each will jump at Crane, each sailor, and the Black Knight. They use the Wolf stats but being big and strong have an additional +2 STR and +2 CON. Jump at the people around the meteor (charge): 4#1d20+5 12 23 17 13 So the two sailors are hit, and I will waive their save; they are disabled and staggered and essentially out of combat (and in fact have serious injuries). At the end of the round, there is another pulse of activity from the meteor. The pistols drop, and everyone must oppose a DC 20 Trip attack (STR or untrained acrobatics, whatever is higher). Save vs Trip: 1d20+3 19 Lord Crane knocked on his ass. Could you make an opposed trip roll to see if knocked down? You are free to make a reaction post. Round 1: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed
  13. Lord Crane will not act on his round, delaying. YOu cannot see the Gunslinger or Midnight Spear at this distance (although if could roll a notice for me for future that would be grand). Meaning Black Knight is up.
  14. Supercape

    Gun Run

    That will miss (Def 12) Round 2! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, 4 HP 10 - The Plebs. Flare is at the entrance to the casino, so 20' away. We are getting bystanders and a couple of security guys in the mix, Ill give them an Init of 10.
  15. Supercape

    Gun Run

    GM Spitfire charged into the bike that promptly did a bit of melting, and a bit of exploding. With a little peppering of smoke. It looked rather impressive anyway. A burning wheel started rolling down the boardwalk. Little else was left, although Spitfire had burning petrol all over his body. "Come on!" complained Flare. "My money, my phone, and my bike???" Her phone, although cracked, was still on. And still connected. A sound could be heard from the speaker. The connection was still on... "Are you alright? What's going on? Wait...I'm nearly there...." Flare started backing up the stairs, her feet nimble and light. She reached the impressive glass doors of the Casino, and took aim. "I'm not a violent person..." she tried to explain. But pulled the trigger anyway, releasing the same red-ember hued flare into the Bird of Arms, which exploded into light and heat when it hit him.
  16. Supercape

    Gun Run

    And in response, Flare will back off into the Casino as a move action, and fire at Bird of Arms as a move action Fires at Bird of Arms: 1d20+12 24 I think that is a hit, and thus a Dazzle 6 [Reflex DC 16] and Damage 6 [Toughness DC 21] Save for Bird of Arms. And then Bird of Arms is up. You may also make a notice roll (DC 10) to hear that Flare's dropped mobile still has somebody at the end of it. DC 20 To make out the details (Ill put it up in IC, prefer to be transparent about this and trust you wont metagame! ) Spitfire can make the same rolls at -5 penalty for distance.
  17. Supercape

    Gun Run

    I'm not sure it can make that, so I am just going to say its toast.
  18. INitiative rolls for our motley crew: Init Rolls: 5#1d20 17 1 6 10 7 Ok so that is suitably lazy use of Orok. But adding in the various modifiers. Round 1: 28 Lord Crane - Unharmed, Disarmed 18 Midnight Spear - Unharmed 11 - Gunslinger - Unharmed 11 - Black Knight - Unharmed, 3 HP 10 - Sailors [2] Unharmed, Disarmed 9 Wolves [4] Unharmed
  19. Supercape

    Gun Run

    GM Bird of Arms flew through the air, this time not propelled by his wings. He fell slightly short, tumbling gracefully into Flare although without the full impact he desired. "Oh for fu...flphhh..whpphhh...." complained Flare, getting a mouthful of feathered wing. She took a few steps back, clutching a bruised rib from avian foot. She raised her pistol quick as a flash, and dropped her phone, that cracked with the force. "You guys are twisting my melon!" she said, angrily. "Can't you leave a girl to do some business? You cost me a million already..." Spitfire had landed gracefully, but the Patrol Car had not. Acrid smoke was pouring out of its engine, which was, improbably, still running despite the crumpled bumper and twisted bonnet.
  20. Supercape

    Gun Run

    ok, so first off, a toughness save for Flare: Toughness Save vs Bird of Arms heroic charge: 1d20+4 20 so Flare is bruised. Initiative Roll: 1d20+16 17 Round 1! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, 4 HP Bird of Arms and Flare and 25' from her motocycle. Spitfite is a further 25' away next to a half - wrecked (but for the sake of fun, just injured and still functional) police car!
  21. Init rolls please! Note with the mist we have partial concealment for anything not point-blank.
  22. Supercape

    Gun Run

    ok that is crazy and entertaining enough to earn an HP. To resolve this could you roll acrobatics DC 10 to make it out of the car [and take a Damage 0 effect doing so, so TOughness 15 save] DC 20 to do it well enough to also attack Flare. [Toughness 15 save again] DC 30 to avoid taking damage whilst you do. If you do it well enough to roll an attack, please also do that but ill put up a -2 penalty for generally being super difficult manuever.
  23. GM "Nonsense!" snapped back Lord Crane, "I have not marched through this bleak land to forgo my prize! for it is glorious!". He reached out to touch the meteor, which promptly ground out an awful sound. Everyone felt a slight dizziness. "....It's Magnetic...." mumbled Lord Crane, noting his compass, his confidence ebbing. And then, with an invisible pulse of power, Lord Cranes gun flew out of his hand, slamming into the meteor, closely followed by two other pistols that were previously in the hands of the sailors. One of them went off Bang! and the wolves howled, near now... Mr. Hale, Esq could feel an almighty tug on his sword. It did not help that the sword wanted to smash into the Meteor, and seemed to twist out of his hands... And now the wolves howled again, even closer. Charging towards their prey...
  24. Ok! Its strange effects time! Can you roll vs this disarm (i.e a STR roll) Disarm Power: 1d20+10 14 However, as its the sword in question and it wants to go, I am giving you a -2 penalty on your disarm roll. I am going to roll ? Opposed disarm: 1d20+10 16 somebody saves. However, the Sailors and Lord Crane I am waving on grounds they are not strong / wise enough. Disarmed.
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