Jump to content

Supercape

Members
  • Posts

    21,084
  • Joined

  • Last visited

Everything posted by Supercape

  1. Ok so Creating Object - a sheet of blasted ice above the offending ship, and letting it fall on them. I'll leave you to determine how that would work! Hopefully distracting anyway! The Skeleton Crew will dive into the ocean to rescue any sailors. Whilst they don't have swimming skill they are reasonably strong swimmers. Feel free to make any swim rolls if you wish (+10 skill bonus). In any case they have environmental adaptation (underwater) and immune to suffocation so no real danger to them!
  2. Supercape

    Gun Run

    GM The Beastly Boys were like a pack of rabid animals now, kicking, punching, and scratching Jann. They wore a raggedy patchwork mess of furs, but fortunately had neither claws nor teeth. But boots and fists and even some fingernails still hurt. The balls of fire streamed through the air. Spitfire thought he could see the redhead smirk as she saw them. Bang bang bang! they thundered into the Beastly Boys, knocking them sideways, full of smoke and smouldering fur. They were tough guys, for sure, but this was beyond toughness. A few yelps and screams and howls could be heard, and then silence, as all were out. A few with lingering flames licking their clothes. The man was old, but still limber enough to run, and run he did, without a word, into the trees of Liberty Park. The red head, however, maintained her position. "Best be careful with those fireballs, honey" she yelled at him. "That bag is full of explosives and magazine rounds!" And the bag was on fire... "Don't move a muscle. Unless you can put out fire as well as spit it..." she demanded, keeping her gun trained on Spitfire.
  3. Supercape

    Gun Run

    ok so autofire is a bit wonky rules wise. But in principle its a -8 penalty to hit. On the plus side, the Beastly Boys are essentially flat footed as Spit Fire was hidden and they aren't looking. So, they have a defence of 12 (or +2). You can actually take 10 attacking minions giving you a 21 result. With a -8 penalty that is 13 so to keep things neat lets say they all hit. Toughness save vs Fire: 8#1d20+4 12 21 10 23 5 21 20 23 As I understand it, its a Damage 11 effect, or toughness 26. Which none of them can make, so all out! Round 2 17 Woman 17 Man 14 Bird of Prey [25' in Air] - Staggered, KO, 4 HP 11 Spit Fire [50' Away from party] - 1 HP So the Man will start to run (moving all out) into the trees which gives him cover and concealment. The Woman will hold an action - ready to fire at Spitfire if he moves or attacks, and speak (As per IC) Meaning Spitfire is up.
  4. Supercape

    Gun Run

    Ill give an HP for that, and a fall for a Toughness DC 18 damage effect. (already rolled!) Which also means the Beastly Boys will pounce on Jann. As he is helpless, they can't really miss. Ill divide than into two groups of four combining attacks, so a further two toughness 23 rolls Also Jann has Bird of Arms 4 HP And Spit Fire is up! Its not looking good! (for now!)
  5. Supercape

    Gun Run

    GM The bag got torn out of hands. It was big, a little bulky, but not too heavy. Metal clunked around inside of it. "Hey you! Give that back!" yelled the Red Head. But she was not just words, quick as you like, she vaulted over the bench to get some cover, her guns already in her hands. With a deft moment, she fired at Jan. A bright orange flare whizzed out of the pistol. This was not bullet time, but a burning bright ball of fire. It would have hit Jann too, but instead decided to hit the bag he had snatched. Jann could smell burning; and in a second the bag was starting to smoke and smoulder. As the Beastly Boys howled and scampered impotently below Jann, he could hear the red head... "Oh...$£&!...it's on fire...." And then a wave of pure ecstasy, beyond anything he had ever felt, hit him...
  6. Supercape

    Gun Run

    Also for the laugh, I will rule that miss (failing by 1) hits the bag itself!
  7. Supercape

    Gun Run

    So to start off, the Beastly Boys will effectively be useless whilst Jann is in the air. They will move to below him, and reserve an action to pounce on him if he falls. The Red Head will pull out her guns as a free action (quick draw), use a move action to vault behind the bench (partial cover from Jann), and fire at him: Fires at Jann: 1d20+12 22 this will Just miss. The man is not acting right now, other than also taking cover. HOwever, Jann is also hit by an extreme wave of pleasure. This is, mechanically a Nauseate 12 effect (DC 22 Will Save). Narratively however, this is hugely powerful - a 100x more strong than any pleasure he has ever had, overwhelming every pore on his being. Aside from the Nauseate effect, this wave of pleasure is so powerful you may narrate it as becoming progressively addictive. One shot is enough to make you desire more, and if he gets hit by more, you may narrate (According to your idea of Jann) craving the hit again and again. ("the Buzz!"). You may earn HP for good role playing and descent to cravings, but this is essentially something you role play for your character and are in control of.
  8. Supercape

    Gun Run

    Initiatives for: Initiatives for Beastly Boys, Man, Woman: 3#1d20 20 9 1 With bonuses that is: Beastly Boys 25 , Man 17,Woman 17 And we are off Round 1 25 Beastly Boys [8] 17 Woman 17 Man 14 Bird of Prey [25' in Air] - 3 HP 11 Spit Fire [50' Away from party] - 1 HP unseen I hope those distances are reasonable judgements for you.
  9. opposed STR disarm: 1d20+3 13 for Sweet Jennies Attack Roll. If that misses, it at least has homing - 1! Initiative Rolls: Initiatives for Flintlock and Skeleton Crew: 2#1d20 18 6 With bonuses that is Flintlock Initiative 21, Skeleton Crew Initiative 7
  10. Supercape

    Gun Run

    That will hit. I will give the woman a +2 bonus to the disarm roll for being familiar with the bag and keeping a good hold on it. That said, her STR is not great: opposed STR disarm: 1d20+3 13 the bag is snatched. Now is probably a good time for initiative rolls!
  11. Flintlock Flintlock snapped back her telescope with grave appraisal of the situation. "No time to stand around singing, lads..." she started. "Aye! We sing, we sing... The pirates will swing... The gold will be plundered, The sloops will be sundered, If down on our luuuuuuuck, We don't give a f--" "SHUT UP!" yelled Flintlock at her unruly crew, kicking the violin out of Thin Lucy's hand. "Battle stations! All hands on deck! Splice the ropes and furl the sails!" "What--?" said Handsome Jack, scratching his head. "Never mind!" answered Flintlock, wobbling the wheel this way and that. "OPEN FIRE!!!!" she finished. With a huge grin on her rotting mouth, Sweet Jennie did just that; the cannons of the Black Flag roared and smoked, aiming for the other ship...
  12. Supercape

    Gun Run

    A few visual suggestions for the NPCs: old man Red Head
  13. Supercape

    Gun Run

    GM The Beastly Boys bayed and jumped, screamed and crawled. Some even had some play fighting that did not appear quite so playful. At least, not if one of them had to spit out a tooth. Every body laughed and roared. It was primal. At this range, Spitfire could see them more clearly, as he peeked out from a conveniently placed tree. The gang were by the waterside. Nobody else was around; not many dared to at this time of night, and if anybody did, they would have lost their nerve quickly. But one did not. She wore black; a woollen cap, gloves, trousers, boots, and a full sleeved crop top. Her hair was short and red, her skin pale, although alibaster. She had deep red lipstick and a ruby naval ring to match her skin. Two guns by her belt, and carrying a large ruck sack. "What the hell is this?" she asked, not too gently, not too nasty. Her eyebrows raised as she watched the Beastly Boys tear around the park. "Just a little fun!" smiled the old man, putting aside his drink and half-eaten sandwich. "What have you got for us?" The red haired woman ignored the crazed Beastly Boys (although they did not ignore her, wolf-whistling and yelping at her), and opened up her bag for the old man to rummage in. At this range, it was hard to see what was in there, but there was a metallic glint to the contents...
  14. Ill let Handsome Jack lead the charge; the Black Flag will not fire first but will sail to the flashes of cannons. If pertinent, Tatics roll for Handsome Jack: Knowledge (Tactics): 1d20+4 15 If pertinent, Profession (Sailor) roll for Flintlock: Sailor roll: 1d20+20 25
  15. Flintlock The La Noche Treasure! Cursed by Montezuma! Every single coin! Wait...every single coin? Maybe he missed one or two or a thousand? Surely? Bah! It was wishful thinking. She wanted a silk dress and a velvet hat. Something pretty. She would settle for another crate of rum! Why, the rum stores were getting worryingly low. Probably no more than two months of daily drinking left! "Man the cannons, Jennie!" "I'm manning them already, you stupid red-haired kipper!" yelled back Jennie from below. "Ill shove this Cannon right up your...." she muttered just before a heavy wave splashed into the ship and drowned out her poetry. The rest of the crew took their places, quite used to Jennie's nature. "How do we play this, Handsome Jack?" she asked the first mate who was peering through the fog trying to discern the nature of the battle. Whilst Flintlock was a more able sailor, Handsome Jack was the man for naval warfare...
  16. Flintlock "Treasure! Well, that settles it!" said Flintlock, brightly. "Can't let treasure fall into the hands of the wrong people" The wrong people being anybody but me "why, that would be like pouring Rum down a latrine!" "Rest your spirit then, sir!" she bowed to Handsome Jack. "You have a noble soul. A true seaman, if I may be so bold! I salute you!" she said, ignoring her hangover and giving a bow and salute at the same time. "But now, tis' time to set sail against the spectral winds, said keel against eldritch waves, and let fortune weave the path!" she said, slumping on to the rather splendid wheel of the ship, as the Skeleton Crew busied themselves doing this and doing that. On odd occasion, they did something useful, too. And the Black Flag started up, speeding through strange and dangerous oceans, to reach the misty shores of Yorkshire...
  17. Knowledge Rolls KNowledge rolls on stuff History then Arcane: 2#1d20 11 4 I was lazy and did one roll. Now, adding the bonuses that makes 17 for History 24 for Arcane
  18. Flintlock Nursing her hangover, Flintlock spat our the lemon she was sucking. "Why of course, Admiral Jones!" she said, unshocked. This was unusual, certainly, not the normal run of the mill daily thing one might see. But on the other hand, she had seen plenty of the centuries. And she remembered well the events of the civil war. Handsome Jack, for it was he, had clearly been possessed by the spirit of Admiral Jones. Yes, she reasoned. That was it. Clear as mud in moonlight. "Well then" she declared, slapping her pirates hat on her red curls. "I suppose that if I am needed, I best come!" She swayed out of the captains quarters and started giving orders to set sail and so on and so forth. Splice the ropes, or something, Keep her motley crew active. Too busy to drink. "Er....where are we going, Admiral?" she asked the glowing eyes of Handsome Jack. "And am I having Handsome Jack, whose skull you are jingling around in, back any time?"
  19. History Roll: 1d20+6 19
  20. Supercape

    Gun Run

    So on to the main thread. Note that Liberty Park, at this time is low-light conditions (partial visual obscurement). The streets sorounding it are better lit, and there will be the odd "Oasis" of street lighting, but the default will be low-light. To kick off, Bird of Arms can spot Spotfire at a distance with a DC20 Notice check, unless Spitfire is being stealthy. I will leave that to you guys! (is Spitfire is being stealthy, make a roll: BoA can spot if he exceeds by 20 an opposed roll). In any case, good to make notice checks now if you please!
  21. GM "Oh, somebody needs our help does he?" smiled the receptionist with cruel mirth. "Well perhaps that somebody should have bought some insurance. Well, honey, this ain't a charity. This ain't Great Britain. Here, we got the greatest health care system in the goddamn world!" she said proudly, one inch from saluting. "We'll just charge you for...wait..." "Look man, I don't need no help, I just need a buzz, ok? I gotta have a buzz! you don't know what its like...." muttered the Leap Frogger, wiping the cold sweat from his brow. "Wait!" he echoed. But it was too late, for Jann, the Bird of Arms was aloft once more. The clock was ticking to midnight, and Liberty Park awaited... ~ Fin ~
  22. GM McNider Hospital, Midtown On flapping wings, and frayed nerves, the Leap Frogger was dropped off at McNider Hospital. At this time of the night, at this time of the week, there was no quieting down for the hard working staff. Alcohol and drugs gave plenty of business; both directly (from excess or tainted samples) and indirectly (From brawls, falls, and so forth). "What in God's name did you just drag in?" said the receptionist, a very large (sideways rather than lengthways) lady with tired eyes and tired make up, whose apparent solitary joy was intimidating and stalling anyone walking through the doors of McNider hospital. Superheroes were no exception. "Do you have insurance?" she asked - both Jann and the protesting Leap Frogger, who kept muttering that he was "Fine! I just need a buzz!"
  23. GM "What? What?" blurted the Leap Frogger. "I ain't taken anything? We use zoom, sure. But that stuff is dangerous man. Tyrone nearly died last week, you know?" he gasped, referring to the other Leap Frogger who had got away thanks to the effect of the boosting drug. "We only use Zoom, like, in emergencies. To get away from...from...well, from dudes like you" he explained, hands open, backing of from Jann. "I don't do it. Well, not unless I have to, man. No, that ain't whats going down. I just...I just...look man, I need the buzz, ok....I gotta have it. You gotta meet the man!" he said, desperately.
  24. GM "lead you there, yeah, right, right...." mumbled the Leap Frogger. He didn't look well. Agitated, nervous, almost desperate. "Sure man, sure. Look, the Beastly Boys run - I mean, literally they run - through Liberty Park every midnight, yeah? That's where the man wants to meet. I mean, I ain't happy about it..." he said, looking left and right as if the universe might cave in on him. "I don't want to be around them, you know? Back before you busted us, maybe....yeah maybe then. We matched them. But....they are pretty crazy, you know? Wild? And the Park, that's their ground...we just rode the monorail and the rooftops. The park, all them trees, the dark, the lake. That's was for them...." "Look man, I did what you said. I ain't going to Liberty Park! No way!" he gulped, a spark of defiance in him. He did look worried about the prospect.
  25. GM "Hey, what da hell?" snorted Meat Head, dropping his smoke in shock. "Aw damn, ya made me drop my smoke!" he lamented, stating the blatantly obvious in a voice that was morose in timbre and slow in pace. "Hey..wait...!" he gasped, his brain catching up with events. "You just sneezed out some fire! Like, like some dragon or something. Or like that superhero, what's his name? Snotfire? Yeah, like snotfire!" Meathead remembered to breath, and then remembered he was a hard ass biker with a criminal record. He muttered something about "I ain't guilty, no of nothing" and ran down the street, his tattoo unfinished and unremembered. And the sun crawled across the sky, and eventually set. At night, the Beatly Boys would be coming out to play... ~ Fin ~
×
×
  • Create New...