rpgronin Posted October 6, 2010 Posted October 6, 2010 OOC Thread for Saturday Night Spooks. Thread is up, and characters are free to make their introductions. If you've got questions, feel free to inquire herein and all that jazz.
KnightDisciple Posted October 6, 2010 Posted October 6, 2010 Right, so, CT's still in civvies and hiding in one of those side halls with bathrooms and such that you see in malls. He's currently trying to spot...well, anyone, really. So.. Notice Check: 4+7=11.
Raveled Posted October 6, 2010 Posted October 6, 2010 Yeah, I put Jess and Blake together. Sorry for that bit of railroading, LS, but it seemed most sensible.
KnightDisciple Posted October 6, 2010 Posted October 6, 2010 Another notice check, because just walking out without checking might end badly. Notice Check: 4+7=11. ...Glad I'm getting this out of the way now... :?
Faust Posted October 7, 2010 Posted October 7, 2010 Daniel aka The Courier would like to look around the food court, so just in case Notice Check (1d20+8=9) wow, that sucked :oops: ​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​
rpgronin Posted October 7, 2010 Author Posted October 7, 2010 With the appearance of The Courier in the middle of the food court, your distraction has been solidified... so to speak You may now roll initiative. The majority of the hostages are being escorted by the big fellow to the ground floor, while a small number of patrons are now madly scrambling to escape. KC and Ironclad fall into the group of the latter, thus affording Ironclad an opportunity to grab her gear before the fracas begins proper. As for Cobalt Templar, he has the element of surprise still, which I feel warrants automatically winning initiative should he fail to dispatch both men before they have a chance to react, if he so chooses to attempt such a course of action. Current Food Court Initiative Order Round #1 Ironclad - 16 Kid Cthulhu - 10 Pistol Mook #2 - 9 Pistol Mook #1 - 6 The Courier - 5 Shotgun Mook #2 - 5 Pistol Mook #3 - 4 Shotgun Mook #1 - 4 Pistol Mook #4 - 2 Current Hallway Initiative Order Round #1/Surprise Round Cobalt Templar - 22 Pistol Mook #1 - 11 Pistol Mook #2 - 10 EDIT: Bleh. Terrible initiative rolls for the mooks.
KnightDisciple Posted October 7, 2010 Posted October 7, 2010 Right. I'll have CT throw open the door and Blast the mook on CT's left. Edit: As they're mooks, I'm taking 10. So Attack of 17. (Old attack was 14.) Hm. Not horrible. Save DC, if it hits, is DC22 Toughness.
Raveled Posted October 7, 2010 Posted October 7, 2010 Clad's Ini, if it's needed. 1d20+3=16 Not bad at all, I say.
Faust Posted October 7, 2010 Posted October 7, 2010 Initiative Roll (1d20+2=5) for The Courier yikes..another low roll
Lone Star Posted October 8, 2010 Posted October 8, 2010 http://invisiblecastle.com/roller/view/2716385/ KC rolls a 10. Also, KC takes a -2 on his attack roll to knock the two thugs that threatened them. http://invisiblecastle.com/roller/view/2716390/ ...and rolls a critical. That's a DC 28. :D
rpgronin Posted October 8, 2010 Author Posted October 8, 2010 Food Court Round #1 Summary Ironclad steps into a secluded spot and begins donning her outfit! KC blasts Pistol Mook #2 and Shotgun Mook #2, sending them flying off of the second floor via excess Knockback! Pistol Mook #1 flees in terror! The Courier is now up in Initiative! Food Court Round #1 (Cont'd) Ironclad - 16 (Action Taken!) Kid Cthulhu - 10 (Action Taken!) Pistol Mook #2 - 9 (Unconscious!) Pistol Mook #1 - 6 (Fleeing!) The Courier - 5 (Up in Initiative!) Shotgun Mook #2 - 5 (Unconscious!) Pistol Mook #3 - 4 Shotgun Mook #1 - 4 Pistol Mook #4 - 2 ----------------------------- Hallway Surprise Round Summary Cobalt Templar blasts Pistol Mook #1 hard, sending him flying and sliding unconscious across the floor of the second floor catwalk. Pistol Mook #2 is no longer surprised, and whirls to face the blue-clad avenger! A pair of hostages dive into a nearby sporting goods store to get out of the way of the super-brawl unfolding! Hallway Round #1 Cobalt Templar - 22 (Up in Initiative!) Pistol Mook #1 - 11 (Unconscious!) Pistol Mook #2 - 10
KnightDisciple Posted October 8, 2010 Posted October 8, 2010 CT: Move Action: Walk about 10 feet forward. Still want some space between me and the mook, but I also want to be where I have a somewhat better view. Standard Action: Attack. Taking 10 on Mook, for 17. DC22 Toughness.
Faust Posted October 8, 2010 Posted October 8, 2010 The Courier: Move Action: Teleported some feet away to a small family Free Action: Spoke to them Move Action: Teleported them to safety outside (Turnabout feat)
rpgronin Posted October 8, 2010 Author Posted October 8, 2010 Food Court Round #1 Summary (Cont'd) The Courier vanishes, taking a small family-sized group of hostages with him outside to safety! With no other targets left in the Food Court, however, Kid Cthulhu becomes the center of attention for the trio of remaining mooks. Pistol Mook #3 hit Kid Cthulhu for Non-Lethal Damage! DC18 Toughness Save! Shotgun Mook #1 hit Kid Cthulhu for Non-Lethal Damage! DC21 Toughness Save! Pistol Mook #4 missed Kid Cthulhu!End Food Court Round #1! Food Court Round #2 Ironclad - 16 (Up in Initiative!) Kid Cthulhu - 10 Pistol Mook #1 - 6 (Fleeing!) The Courier - 5 Pistol Mook #3 - 4 Shotgun Mook #1 - 4 Pistol Mook #4 - 2 ----------------------------------------------- Hallway Round #1 Summary Cobalt Templar blasts the remaining thug, sending him rocketing into a glass display in a nearby shop, leaving him slumped on the ground and unconscious!End Hallway Round #1!
Raveled Posted October 8, 2010 Posted October 8, 2010 Getting into the suit is a full-round action, so that's what Clad's gonna be doing for now.
Lone Star Posted October 8, 2010 Posted October 8, 2010 Food Court Round #1 Summary (Cont'd) The Courier vanishes, taking a small family-sized group of hostages with him outside to safety! With no other targets left in the Food Court, however, Kid Cthulhu becomes the center of attention for the trio of remaining mooks. Pistol Mook #3 hit Kid Cthulhu for Non-Lethal Damage! DC18 Toughness Save! Shotgun Mook #1 hit Kid Cthulhu for Non-Lethal Damage! DC21 Toughness Save! Pistol Mook #4 missed Kid Cthulhu!End Food Court Round #1! Food Court Round #2 Ironclad - 16 (Up in Initiative!) Kid Cthulhu - 10 Pistol Mook #1 - 6 (Fleeing!) The Courier - 5 Pistol Mook #3 - 4 Shotgun Mook #1 - 4 Pistol Mook #4 - 2 KC makes his first Toughness save. http://invisiblecastle.com/roller/view/2717069/ Second one, not so much. Reroll. http://invisiblecastle.com/roller/view/2717071/ Reroll- Missed by 2. Bruise. http://invisiblecastle.com/roller/view/2717072/ Also! KC uses Mental Blast. That's Perception Range, which has a Will DC 21.
KnightDisciple Posted October 8, 2010 Posted October 8, 2010 Move Action: Go to sporting goods store. Free Action: Speak (I'm a hero guys, it's okay!) Move Action: Once passengers are on-board, move to nearest window. Edit: All movement is Flight, albeit some of it just a few inches above ground.
rpgronin Posted October 8, 2010 Author Posted October 8, 2010 Food Court Round #2 Summary Jessica completes her transformation from humble teenage girl to armored superheroine! Kid Cthulhu rends Shotgun Mook #1's mind asunder with his Mental Blast! He slumps to the ground unconsciously. Pistol Mook #1 disappears beyond sight on the ground floor, no doubt trailing after the mute giant of a man and the bulk of the remaining hostages. Food Court Round #2 Ironclad - 16 (Action Taken!) Kid Cthulhu - 10 (Action Taken!) Pistol Mook #1 - 6 (Fled!) The Courier - 5 (Up in Initiative!) Pistol Mook #3 - 4 Shotgun Mook #1 - 4 (Unconscious!) Pistol Mook #4 - 2 ------------------------------------------- Elsewhere, Cobalt Templar manages to convince the pair of hostages to come with him, escorting them to the nearest second-story glass-paned window on the southern end of Ashton Mall.
Faust Posted October 8, 2010 Posted October 8, 2010 The Courier free action: Speak to the cops move action: Teleport the gang into the food court no standard action
rpgronin Posted October 8, 2010 Author Posted October 8, 2010 Food Court Round #2 Summary (Cont'd) The Courier teleports back into the Food Court with four SWAT Officers! Pistol Mook #3 diverts her attention from Kid Cthulhu to SWAT Officer #2 and opens fire. She hits SWAT Officer #2 with Non-Lethal Damage, and the Officer fails his Toughness Save by 6, becoming Stunned. Pistol Mook #4 diverts his attention from Kid Cthulhu to SWAT Officer #1 and opens fire. He misses!End Round #2 Food Court Round #3 Ironclad - 16 (Up in Initiative!) Kid Cthulhu [bruised 1] - 10 SWAT Officer #4 - 9 The Courier - 5 SWAT Officer #3 - 5 SWAT Officer #1 - 4 SWAT Officer #2 [bruised 1 + Stunned] - 11 Pistol Mook #3 - 4 Pistol Mook #4 - 2
KnightDisciple Posted October 8, 2010 Posted October 8, 2010 Cobalt Templar Standard Action: Blast the window to make a nice opening. Move Action: Carry the hostages and myself to police and rescue workers. Free Action: Talking.
Raveled Posted October 8, 2010 Posted October 8, 2010 Using Accurate Attack to shift 2 pts of Dam to Att. Taking 10 on the attack makes it a 19 to hit, and DC 22 Toughness save.
rpgronin Posted October 8, 2010 Author Posted October 8, 2010 Food Court Round #3 Summary Ironclad blasts the female terrorist with the pistol, causing enough Knockback to sprawl her to the floor. She promptly surrenders! Kid Cthulhu rends the last remaining man's mind apart with his mental blast, causing him to slump into sweet slumber.End of Current Combat ---------------------------- With the majority of the gaggle of fleeing hostages escorted outside, Cobalt Templar is met with minor applause from a young policemen. But there are still more hostages inside that need to be rescued!
KnightDisciple Posted October 8, 2010 Posted October 8, 2010 Cobalt Templar Free Action: Talking. Move Action: Head back inside mall. Check: Notice Check: 7+7=14; better than before. New Initiative Roll: Initiative: 16+2=18; me like. 8-)
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