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Everything posted by Supercape
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Round 4: 22 - John, 3 HP, Unharmed 10 - Bystanders 6 - MGV (Machine Gun Vassily) Bruised x2, Staggered 6 - Thugs [6] Feel free to shrug off those grapples how you see fit!
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GM Blowfish had landed onto a wall, and then onto the Hospital Trolley below it. This was poetic fortune of a sort. He was out cold. The goons looked at each other. It was a tough call. On the one hand, Blowfish had a reputation. Cross him and die. And Blowfish was a cunning operator, an astute judge of character, with fingers in more pies than he had fingers (as contradictory as that assertion might sound). On the other hand, the Tattered Man had just knocked Machine Gun Vassily, the toughest Russian in Bedlam, to the ground, and thrown Blowfish thirty feet down the corridor. Nobody was that strong, not even Vassily. In the conflict of fear, Blowfish won out, but their nerve was beginning to break. Four of them jumped onto the Tattered Man, trying to pin him to the floor. "You'll pay for that, mister!" said one. But the well of confidence was running dry. The other two thugs ran into Jane's hospital room, guns at the ready. To execute or to take hostage?.... And meanwhile, in a puff of gentle smoke, a tarot card came falling out of Blowfish's jacket. A burning card...of the burning man!
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MAchine Gun Vassily is dazed this round so wont act. The Thugs will jump on The Tattered Man: At least, four of them will: Jump The tattered Man: 4#1d20+2 21 10 21 20 Wow, thats three hits. So they are trying to grapple him right now, so thats three grapple rolls: Grapple roll vs TTM: 3#1d20+4 19 20 8 As I understand it, thats three opposed Grapple Rolls from John, although he will automatically make the third one, so infact just two needed, vs 19 and 20.
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Thats a big big save for Blowfish! Tough save vs TTM: 1d20+3 19 pretty good, but still another bruise, and dazed. Also: Presuming you want Knockback (let me know otherwise) its 250' Knockback (Rank 8). Obviously thats not feasible in a hospital, but we can say it throws him thirty feet into a hospital wall. That means another Tough DC 23 Save which is: Toughness Save vs Knockback: 1d20+2 4 enough to knock him out stone cold.
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Thats a miss (GS has a "Standard" defence of +10!) A bad run of misses for everyone! Post away IC and can you give me a rough idea of position you take either IC or OOC?
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Flintlock "By my ruby red lips!" sang Flintlock, dramatically waving her fist at the storm-breaking pirate in the sky. "Ill clip those wings, you ugly vulture! See if I don't!" she vowed. Or, more accurately, something horrible from the darkest depths of imagination would. This time, the spectral Kraken gave a tonic spasm, shuddering in a most unpleasant way. It shot through the air, blubbering, festering, eyes swimming over its fat rubbery body. It swam not in air, or sea, but in ethereal tides that blew, howling, through strange dimensions. "Muahahahaha!" cackled Flintlock, her already slightly cracked mind creeping away from sanity. 'Twas not easy, your mind being in those dimensions. The mass of tentacles writhed and stretched, long, now spindly rather than fat, and wrapped around the skyborne pirate...
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The Red Rat The Rat jerked him closer, a mere inch from her face. "Weird? How?" she demanded. "Don't tell me it was just strange dancing and uncommon time signatures. Nobody pays a months wages for one night. You knew something was up" She let him away a half inch. "If it wasn't guns, it wasn't drugs...what was it? They had me locked up in the back room. And you best believe I'm not happy about it. And when I'm not happy....I get...im....pai...tent...." She pulled him to just half an inch from her blazing eyes.
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So mechanically removing the illusion, and instead activating move object on the flying storm-breaker / air controller. Its perception range so automatic hit, and then grapple roll: Move Object Grapple on Pirate: 1d20+20 28 EDIT Also, as move action, drawing her flintlock pistol!
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The Red Rat "So! Caught you red-handed!" she started, trying to catch her breath without looking like her breath needed catching. More importantly, she supposed only a few seconds grace were available before whoever was chasing her caught up with her. The car park was handy. "You're coming with me and telling me everything!" she demanded, taking him by the scruff of his neck. "And we better move fast, because otherwise somebody else will find you, and snap your neck!" she shouted, snapping her fingers dramatically. "Do you have a car here, or are we breaking into one?"
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GM Sugar Foxx swirled her numchuks around, rather impressively. Probably less effectively. She almost danced towards Hyperactive. "Er....prompt?!?" she said, looking around. Bloom had taken cover behind a rather flimsy looking statue of an Amazonian Warrior, at least twelve feet high. It wobbled slightly. "Protect me and I'll give you a ten picture deal!" she screamed at the young Actress. "Sure...sure...ten pictures! Wow!" she smiled, her teeth shining with Hollywood white. She didn't look exactly sure whom she had to protect Bloom from, however. Gold Star marched forward, pushing her aside. "Hey, mister! Watch where yo're goin!" she huffed back at him. "I always do" he said, blankly, raising his fire and firing his gun. Zap! Zap! Zap! Three bolts of energy flew over Hyperactives head. The Smoking wheels gritted teeth, clenched fists, and ran towards Hyperactive. Once again bold, once again stupid.
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Ok! So Sugar Foxx will advance towards you but doesn't really know what she is doing right now. Gold Star will shove past her - how rude - and fire again. Fires at Hyperactive: 1d20+12 17 missing! It appears to be that kind of miss-tastic thread. The Smoking Wheels will charge at you...I am not entirely sure of the distances involved here so lets say they reach melee, surrounding you, by moving all out. Round 5 23 Hyperactive Unharmed 2 HP, bruised 22 Sugar Foxx, unharmed 17 Gold Star Bruised 15 Smoking Wheels [5] Unharmed 10 Everyone Else 0 The Parrot Unharmed
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Ah! Well that works for me! Although its a slightly odd way to do that power? I would have gone for Paralyse, resisted by STR, limited to reducing movement? Anyway, your call
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Flintlock (The Skeleton Crew) Sweet Jennie screamed some Scandinavian curse. It sounded appropriately viking in nature. Speakers of old Norse would no doubt hear something about entrails, spines, and complicated symbolic entwining of the two in a rugged nautical knot. The Black Flags cannons fired. "Blast it Jennie! I mean, don't blast it!" shouted Flintlock, secretly pleased at the disobedience. Handsome Jack kept the Black Flag sailing through the waves, and the skies darkened. The Sea started frothing, and in seconds, rain was pelting down from the skies. A storm washed around the ships. "Just the way I am liking it!" he yelled heartily. Most of the Skeleton Crew took cover, waiting to jump from ship to ship. Billy the Fish did not. "See you down below!" he laughed, sword in mouth, and diving straight into the frothing ocean. He was more at home underwater than on land, and with a merry stroke of his arms, found a perch on the anchor of the Black Flag....
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Ok given the distance between the two ships is 500' the majority of the skeleton crew will just make sure they take cover. Sweet Jennie will, that said, fire a "warning shot" cannon fire: Fires Cannons!: 1d20+5 9 That might, I suppose, hit a really big ship due to size...(if it does, its Damage 10 effect) Billy will dive underwater as per IC...he will cling to the anchor though, so "following" the Black Flag. Handsome Jack will just keep sailing the ship - Swimming 8 is 250mp or 4000'/Rnd, so I hope it catches up pretty quickly! In addition the Black Flag will have its environmental control up, in a 1000' Radius, storms brew. Which means DC10 Concentration saves from the rolling decks and 50% move impairment.
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Odd is good. Certainly better than not odd. Fort Save for...mystery!: 1d20+10 22
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Actually looked at the rules; grappling with Air control seems unlikely. At best its a kind of push effect?
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Sure. You have to hit and then it's an opposed grapple roll
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GM Sugar Foxx looked puzzled. "Hey, did they get the special FX guys in?" she wondered, tapping her chin. She shook her head clear of thinking and appeared most practised at this noble art. With a graceful turn of heel, she jumped out of Blooms office onto the set, landing dramatically in a feline crouch. "This is my show, honey!" she shrieked. The Gold Star was a little slower but now had every camera on him, from the director of Amazon Blade of Lust, to Zyte who was practically salivating. He fired his gun. A pulse of purple force. A crackle of energy. A smell of ozone. The beam whipped straight through Hyperactive's unstable molecules, and a giant (and suspiciously shaped) sausage on the set exploded in a flowering of sparks... The Smoking Wheels thugs approached. Bold, but not totally stupid...
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Great, post incoming. We are also putting some Smoking Wheels thugs in play, although again they are essentially irrelevant right now (See IC). Round 4 23 Hyperactive Unharmed 2 HP, bruised 22 Sugar Foxx, unharmed 17 Gold Star Bruised 15 Smoking Wheels [5] Unharmed 10 Everyone Else 0 The Parrot Unharmed
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ok so to finish off this round: Sugar Fox will try to run after you. She has normal movement and not particularly impressive INT, so effectively this is doing little but treading water. Gold Star will come out and will fire his energy pistol at you. I presume you are still insubstantial at this time, so if its ok would you allow (for narrative sake) him to "hit" and just phase straight through you?
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Sorry missed that, and yes, thats fine!
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Fox is currently standing at the entrance. But Ill let you grab and run with a DC 25 Acrobatics move to shoot around her. Also, the walls of the office are clearly rather thin (Toughness 7, flimsy prefab)... Of course other tactics like overrun or rush or something also available.
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GM "You are full of wind, this is true" grunted Gold Star. Eschewing blows, he tried to grab Hyperactive as he shifted around. His fingers grabbed cloth but nothing more; Hyperactive slipped through his grasp. "Well, if I cant get you out of my way..." he mused.... He pulled out his gun...taking aim.... And Sugar Foxx jumped into the office, all Denim flares, Matching Sports Bra, and Nunchuks. With not a scratch on her. "Hold it, fellas!" she said, rather dramatically. It was the kind of voice that belonged in straight - to - DVD action films. Not flat, but neither possessed of that sound-bending charisma of the A-listers...
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ok so gold star will attempt to grapple Hyperactive Grapples Hyperactive: 1d20+10 24 And as he is failing, he will pull out his gun as a move action! And at this point, Sugar Foxx comes screaming in! Her initiative next round is: Initiative: 1d20+6 22 And we now have: Round 3 23 Hyperactive Unharmed 2 HP, bruised 22 Sugar Foxx, unharmed 17 Gold Star Bruised
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PS: http://img09.deviantart.net/9d08/i/2016/327/7/2/captain_hollywood_by_mr_redx-dapelga.jpg