trollthumper Posted February 25, 2013 Share Posted February 25, 2013 Nick Cimitiere and Wail deal with a street gang that seems to have some supernatural backup. Link to comment
trollthumper Posted February 26, 2013 Author Share Posted February 26, 2013 And we're at a chase scene! Our ghost is played by AA's at PL14 - ATT +8 (+14 Ranged), DEF +12, TOU +16, FORT --, REF +10, WILL +10, DMG +14. Also, he has Flight 3 rather than 2. Ghost Gangster goes on 10. Nick goes on 14. To define position, the Ghost Gangster is kind of where Wail is right now, while Nick is trying to catch up with him. Link to comment
trollthumper Posted March 1, 2013 Author Share Posted March 1, 2013 And we have our order. Wail: 26, Unharmed, 3 HP Nick Cimitiere: 14, Unharmed, 4 HP Ghost Gangster: 10, Unharmed, 0 HP Wail is up first. Link to comment
Gizmo Posted March 2, 2013 Share Posted March 2, 2013 WailMove Action: Get in the ghost's path.Standard Action: Sonic Wail; All-Out Attack 5. (1d20+13=31)Great! Of course, I assume that goes right through the ghost. Link to comment
trollthumper Posted March 5, 2013 Author Share Posted March 5, 2013 That will in fact go through the ghost. Nick is in his car, so he's able to catch up with the ghost. He unleashes Ignis Fatuus, and misses wildly. The ghost, in turn, manages to turn towards Nick, switches out Insubstantial for Blast, and aims for his engine block. Welp. All right, it's an average midsize car, so it has a Toughness of +9... and needs to make a DC34 Toughness save. It takes a serious blow, but it's still going. Wail: 26, Unharmed, 3 HP Nick Cimitiere: 14, Unharmed, 4 HP Ghost Gangster: 10, Unharmed, 0 HP Wail is up next. Link to comment
Gizmo Posted March 12, 2013 Share Posted March 12, 2013 WailMove Action: Leap over to Ghost Gangster.Standard Action: Unarmed Attack; All-Out Attack 5. (1d20+13=29)Improved Grab: Opposed Grapple Check. (1d20+23=42) Link to comment
trollthumper Posted March 12, 2013 Author Share Posted March 12, 2013 That should hit. The Gangster is effectively disincorporated. We're out of rounds. Link to comment
trollthumper Posted March 17, 2013 Author Share Posted March 17, 2013 Knowledge (Streetwise) roll for Wail. Link to comment
Gizmo Posted March 18, 2013 Share Posted March 18, 2013 Check. (1d20+15=17) Oh, for... Let me know if that's worth rerolling. Link to comment
trollthumper Posted March 19, 2013 Author Share Posted March 19, 2013 Wail would at least know that's the symbol for the DGC, the Darius Green Collective. They're a gang that holds eleven blocks in some of the worst parts of Lincoln. Link to comment
trollthumper Posted April 1, 2013 Author Share Posted April 1, 2013 I'll also allow Wail a second Knowledge (streetwise) roll after seeing the mural downstairs. Link to comment
Gizmo Posted April 1, 2013 Share Posted April 1, 2013 Knowledge (Streetwise) check (1d20+15=29) Link to comment
trollthumper Posted April 1, 2013 Author Share Posted April 1, 2013 And with that roll, Wail is able to remember just who Darius Green is. Darius Green was a senior at John Jay High School in Lincoln who was killed in a drive by shooting that was linked to Los Diablos Rojos. There's no evidence Darius was in a gang; he was likely just an innocent casualty. A group formed amongst the students of John Jay that was initially dedicated to remembering Darius... but quickly, it turned into another gang, aimed at driving other gangs out of the neighborhood and keeping its own version of peace. Link to comment
trollthumper Posted April 21, 2013 Author Share Posted April 21, 2013 All right, we'll be using AA's at PL15 this time - ATT +9 (+15 Ranged), DEF +13, TOU +17, FORT --, REF +11, WILL +11, DMG +15, with Flight 3 once more. He is somewhere inside the three story building, which means there may be a bit of searching. In addition, the Rojos and the DGC are trading fire throughout. They will serve more as an "environmental condition" than anything else, though they'll be around the Gang Leader PL4 builds from the corebook.The DGCs go on 21.The Rojos go on 19.The Ghost Gangster goes on 18.Nick goes on 14. Link to comment
trollthumper Posted April 23, 2013 Author Share Posted April 23, 2013 DGC: 21, Unharmed, 0 HPWail: 20, Unharmed, 3 HPRojos: 19, Unharmed, 0 HPGhost Gangster: 18, Unharmed, 0 HPNick Cimitiere: 14, Unharmed, 4 HPThe DGCs are just trading fire this round, laying down suppressing rounds on the Rojos.Wail is up next. Link to comment
Gizmo Posted May 5, 2013 Share Posted May 5, 2013 WailMove Action: Get into a good position to Interpose against gunfire.Standard Action: Fearsome Roar: Emotion Control 13 (Extras: Area [General, Burst, 60ft radius], Linked [Trip], Flaws: Limited [Fear], Range 2 [Touch]) [7PP] + Trip 13 (Extras: Area [General, Burst], Linked [Emotion Control], Flaws: Range [Touch], Feats: Improved Trip) [14PP] (Fearsome Roar) [21PP] That's a DC 23 Will Save against the Fear and the worst of Str or Dex vs. an Opposed Trip Check. (1d20+13=17) Link to comment
trollthumper Posted May 6, 2013 Author Share Posted May 6, 2013 And, as there's no way on God's green earth the DGC could possibly beat that, they take off running. The members of the Rojos who are closest to the windows likewise withdraw, thereby cutting off the gunfire. The Ghost Gangster is still moving about inside, however, trying to peg what gangsters he can. So Nick takes a double-move action to get inside the building, then stunts the following off of his Super-Senses as a Free Action:Super-Senses 12 (Detect Ghosts [Menta] Accurate Ranged 2 [100 ft.] Tracking 3, Detect Magic Acute) [12 PP]That way, he'll be able to at least peg where the ghost is each turn, and will no doubt point out to Wail where he is. Also, spending an HP to avoid going Fatigued next turn.Wail: 20, Unharmed, 3 HPGhost Gangster: 18, Unharmed, 0 HPNick Cimitiere: 14, Unharmed, 3 HPWail is up next. Link to comment
Gizmo Posted May 13, 2013 Share Posted May 13, 2013 What would it take for Wail to get the ghost's targets out of the building? Link to comment
trollthumper Posted May 13, 2013 Author Share Posted May 13, 2013 He could possibly do it by moving into the building and using that Fear power again. Link to comment
Gizmo Posted May 20, 2013 Share Posted May 20, 2013 Wail Move Action: Follow Nick's directions to the ghost. Standard Action: Fearsome Roar again to try to get anybody still in the building to haul ascot out of there. Interpose: Interposing for whomever the ghost tries to attack if possible. Link to comment
trollthumper Posted May 22, 2013 Author Share Posted May 22, 2013 The other Rojos get the hell out, leaving Wail, Nick, and the Gangster.Wail: 20, Unharmed, 3 HPGhost Gangster: 18, Unharmed, 0 HPNick Cimitiere: 14, Unharmed, 3 HPThe Ghost Gangster opens fire on Nick, but Wail Interposes. The bolt hits, for a DC30 Toughness save. Nick returns fire with Ignis Fatuus, which misses.Wail is up next. Link to comment
Gizmo Posted June 9, 2013 Share Posted June 9, 2013 Toughness Save vs. DC 30. (1d20+13=19) Haha, woof. Tell you what, I could reroll that with a HP, but I'll leave it to you whether it would be better to leave the result toward the end here. EDIT: Toughness Save vs. DC 30; HP Reroll. (1d20+13=29) Link to comment
Gizmo Posted June 12, 2013 Share Posted June 12, 2013 WailStandard Action: Sonic Wail vs. Ghost; All-Out Attack 5. (1d20+13=31) That's a DC 33 Toughness Save. Link to comment
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