Semi-Autogyro Posted August 22, 2012 Posted August 22, 2012 OOC for this thread. Wisp and Myrmidon attempt to foil an elaborate robbery.
Azuth65 Posted August 22, 2012 Posted August 22, 2012 As requested in chat, one notice check. 1d20+14=26
Semi-Autogyro Posted August 22, 2012 Author Posted August 22, 2012 The taxi driver and John are both alive, but unconscious. John is currently pinned inside the car by the front passenger seat and the seatbelt. Vicki estimates she was out for about a minute or two, judging from the time off of Johns' wristwatch.
Azuth65 Posted August 22, 2012 Posted August 22, 2012 I suppose the smart thing to do would be have Vicky move that front seat. Go go Ultima super-strength! If John's looking like he'll be out for a bit, she might stunt a healing effect.
Semi-Autogyro Posted August 22, 2012 Author Posted August 22, 2012 As soon as you start moving the seat he'll start coming around. Goggy though. Feel free to slap some sense into him. :D
Semi-Autogyro Posted August 23, 2012 Author Posted August 23, 2012 Myrmidon Medicine: Diagnosis Check, DC 10 on cabbie. 1d20+10=11 (apparantly still a bit dazed) Cabbie is unhurt and unconcious and will be for a while.
Semi-Autogyro Posted August 24, 2012 Author Posted August 24, 2012 Allrighty. Wisp can be suited up and ready to go, along with Myrmidon. Once the two move out of the car proper, there won't be much in the way of cover (especially with the helis overhead) so no suprise round. John makes a weapon so he doesn't go in unarmed: Blast 6 (Extra: Area (targeted) [burst]; Power Feat: Ricochet) Spinfusor - 19 pp of 25 pp of Tech Augmentation in use. and rolls his init: 1d20+21=26 Initiative, please!
Semi-Autogyro Posted August 24, 2012 Author Posted August 24, 2012 Allrighty. Initiative order - Myrmidon - 26 Wisp - 23 Hijackers (using the navy SEAL build from Agents of Freedom) 1-14 - 15 Foreman AKA Sabot (using tt's Steelworker build upped in PL) - 1d20+2=11 Hijackers control a 150 foot section long of bridge, about 30' wide. 4 Hijackers located at each end of the section. 2 At the hostages about 100 feet from where John and Vicki are currently at. 4 Assisting the Foreman at the middle of the section. The Hijackers count as minions.
Semi-Autogyro Posted August 24, 2012 Author Posted August 24, 2012 Myrmidon pops out from cover (move) and fires at the group of four hijackers in front of them, aiming at the one closest to all of the others. Attack Roll - 1d20+12= 17 Sucessful. Hijackers TOU Saving throws vs DC 21 - 1d20+3 = 13, 19, 4, 23 3 go down, 1 unharmed.
Azuth65 Posted August 24, 2012 Posted August 24, 2012 Well, given the minions Wisp can take 10 on... that's a DC 26 toughness save from every one of them on the bridge. And since I can't carry that over to Sabot, 1d20+13=33... That's a DC 31 toughness for him. Her move action will be to get out of the car herself.
Semi-Autogyro Posted August 24, 2012 Author Posted August 24, 2012 Well, they can't beat that, so they go down like bowling pins. As for Sabot -1d20+12=31. Wisp feels like she just punched impervium or something. The now unhostaged guards (6 of them) scramble for the dropped weapons (they'll move after Sabot), and the final car has 3 of the four cables currently attached. (Helicopter will move on his order) Myrmidon - Uninjured 3 HP Wisp - Uninjured 4 HP Hijackers 1-14 Unconscious Sabot - Uninjured Guards 1-6 - Bruised x1
Semi-Autogyro Posted August 24, 2012 Author Posted August 24, 2012 Sabot uses his move to jump onto the top of the truck, and then a standard to attach the last clamp with his powers. He then orders the heliopter to move. Helicopter moves all out, which puts it a little over 1000 feet away, with about the same distance between the other cargo helicopters. 4 of the guards are currently policing the unconscious hijackers of their weapons and one is running over to Wisp and Myrmidon. The last Guard, the female that Wisp saw, is angrily emptying a pilfered assault rifle at the helicopter.
Semi-Autogyro Posted August 27, 2012 Author Posted August 27, 2012 Keeping same init for this scene. After it's over we'll have to renew it when we get to where-ever they're taking the trucks. Anyways, we pop into the back of the truck, and the frazzled guard has her shotgun pointed at us. John reacting naturally, goes for a disarm. Secuity guard is using the cop statblock from the back of the Core book. 1d20+12=16 vs. DC 12 to hit. Suceeded. Opposed roll, 1d20+5=21 vs. DC 14. Succeeded. John has the shotgun.
Azuth65 Posted September 17, 2012 Posted September 17, 2012 What besides the case of grenades did Myr and Wisp find? If there's enough goodies to go around, Wisp might well be playing Santa to the guards...
Semi-Autogyro Posted September 18, 2012 Author Posted September 18, 2012 Whoops, should have specified better. They're not normal thrown grenades, they're Rocket Propelled Grenade (RPG) rounds. Good catch.
Azuth65 Posted September 22, 2012 Posted September 22, 2012 Okay then, I amend my question. Do they find launchers for said RPGs or just ammo? Also, the question of did they find anything else still stands .
Semi-Autogyro Posted September 23, 2012 Author Posted September 23, 2012 From poking around the palette that the two were using for cover was 6x6x6 and entire made up of custom-made rounds for RPG-7 launchers. They're marked with a delivery tag to Islamabad, Pakistan. Wisp estimates that there is around a hundred or so rounds total. If you're talking about improvising an IED or distraction with them, tell me and I'll think up some DCs. But Wisp knows enough that if they all went up, it would probably scuttle the boat. There are other palletes, but you would need to make stealh checks tp get nearby and search them. Stealth check would also be needed if you headed for the radio as well.
Azuth65 Posted September 26, 2012 Posted September 26, 2012 1d20+15=20 Uh oh... Well, she was going to try and get to the radio but I have a terrible feeling about her chances.
Semi-Autogyro Posted September 26, 2012 Author Posted September 26, 2012 And securitys' spot. 1d20+7=17 Wisp gets to the bridge of the ship, just need a Search check DC 20 to find the right radio amoungst all the buttons and dials in here! In addition, there is a small complement of 5 guys up here manning the stations. You have suprise since they didn't see you, and your teleport barrage easily covers the entire space.
Azuth65 Posted September 27, 2012 Posted September 27, 2012 While finding the radio would probably be the smart thing to do, Wisp is a bit impulsive so stopping the crew from beginning the dive is probably what would strike her as the first step. Full all-out and power attacks which leaves her with with +13 unarmed, +14 DC, and +8 defense. 1d20+13=30, so that's a DC 29 + autofire modifier toughness save from everyone on the bridge.
Semi-Autogyro Posted September 27, 2012 Author Posted September 27, 2012 Poor, Poor mooks. :? You easily take care of lot of them, since they can't make that save.
Azuth65 Posted September 28, 2012 Posted September 28, 2012 Well, Wisp has no Search ranks so, gotta rely on base int. 1d20+3=21 Thank you IC!
Recommended Posts