Supercape Posted May 17, 2014 Share Posted May 17, 2014 OOC for thread. On discussion with Ari, the kicker is going to be King getting shot badly, a lucky bullet. Hence, he straight off gets a hero point, staggered, bruised, and injured! We can also play a degree of internal bleeding. King now needs medical intervention. Every few hours he gets another fatigued condition from blood loss (and a hero point!) King of Suits - 3 HP - Staggered, Injured, Bruised Link to comment
Ari Posted June 12, 2014 Share Posted June 12, 2014 Knowledge(Streetwise) check to see what the King of Suits knows about King Cole. Using Skill Mastery to get a result of 24. Link to comment
Supercape Posted June 12, 2014 Author Share Posted June 12, 2014 HOnestly, you know more than me, so tell me what that would get you! Link to comment
Ari Posted June 14, 2014 Share Posted June 14, 2014 (edited) Something along the lines of "King Cole is a crime boss whose motif and style of weaponry and themed henchmen seems borrowed from the 40s and 50's Crime League member(old fairy tales and Aesop fables), not much of a team player and seemed to come out of nowhere a few years ago. He's more of a competitor with organized crime like the Mafia than a classic supervillain." Edited June 14, 2014 by Arichamus Link to comment
Supercape Posted June 15, 2014 Author Share Posted June 15, 2014 Ok going along the lines that this was a set up. One that Carl didn't know about. King Cole is hunting the King of Suits down...perhaps to get him to help take down the Mafia? Who can tell...? Right now, though, its about getting him. Injured and after a throwaway bait (tracked by his cellphone), in an unfriendly Fens... What will the folks of Fens do? Help him? turn him in? Draw him out as hostages? Thoughts? Link to comment
Ari Posted June 23, 2014 Share Posted June 23, 2014 Well, the people unlucky enough to live in the Fens already have lots of problems besides helping out random vigilantes with terrible luck. I think it would fit best if there was initial resistance, and Kingy had to actually do something so they'd have a reason to back him up. Link to comment
Ari Posted June 23, 2014 Share Posted June 23, 2014 So...apparently I forgot to buy Medicine or Medical Equipment all these years. What a time for that to catch up with me, huh? But anyway, Kingy does have Improvised Tools, AND Jack of All Trades, so... BURNing a HP(2HP) to buy the Beginner's Luck Feat. BURNing another Hero Point(1 left) to make use of it to buy 5 ranks of Medicine for the duration of the...however long you think it ought to last. Medicine roll to treat the guy's leg(after hoofing it): 16. Link to comment
Supercape Posted June 23, 2014 Author Share Posted June 23, 2014 Stabilized, also: only need to spend 1 HP as that was heroic. You still have beginners luck feat active however. Link to comment
Ari Posted July 16, 2014 Share Posted July 16, 2014 Stealth roll(could use Skill Mastery, but screw that): 32. Hm. Once they reach Deadshots, the following rolls: Knowledge(Streetwise) 19. Gather Information(Well-Informed): 22. Sense-Motive: 17. And finally, Notice: 22. Link to comment
Supercape Posted July 16, 2014 Author Share Posted July 16, 2014 Thats a good stealth roll! I will award 1 HP for GM fiat that they somehow follow! Just stick with knowledge streetwise right now. Not a great roll, but you can certainly confirm whats said in IC. The owner is a tough ass ex marine sniper, hence the name of the venue.King of Suits - 4 HP - Staggered, Bruised, Injured Link to comment
Ari Posted July 25, 2014 Share Posted July 25, 2014 Intimidate roll to try and make Deadshot more agreeable, because this is the day of Bad Decisions!: 30. Alrighty then. Link to comment
Supercape Posted July 26, 2014 Author Share Posted July 26, 2014 Tiny chance he stares you down:1d20+10=25 Link to comment
Ari Posted July 29, 2014 Share Posted July 29, 2014 (edited) Okay! First order of business, initiative roll: 23. EDIT: Tactics roll grants a +2 bonus, so 25. Then, can I roll a Notice check to get an idea of what kind of guns they are, and by extension how rich the person(probably King Cole) is who called for this little shootout? EDIT: Supercape says it's a DC15 Tactics check to recognize them, and a 20 or more gives a +2 situation bonus: 33. Stealth roll to avoid being spotted or targeted: 21. And finally, once Kingy's turn comes, throwing a smoke card out the window to make things harder for the byes there. Then running to Carl to drag him to safety. Edited July 29, 2014 by Arichamus Link to comment
Supercape Posted July 29, 2014 Author Share Posted July 29, 2014 Ok for convenience sake, initiative is take 10 for the thugs, so 17. The thugs are actually 8 Assassins (M&M Core group) PL 5. They are armed with Asssault Rifles, other equipnment, and wear Bullt Proof Vests (so Toughness 7) Cole has spared no expense! For reference, Key Stats: Attack +3, +6 Ranged. Defence +5 (+2 flat footed), Tough 7 (+4 Flat footed), Fort +1, Reflex +6, Will +2, Attack +0 (Unarmed) +5 (Rifle, with autofire) Key feats: Improved Aim, Power Attack Key Skills: Stealth 8 (+11), Notice 6 (+7), Bluff 6 (+8) Normally a peice of cake for the King, but Link to comment
Supercape Posted July 29, 2014 Author Share Posted July 29, 2014 Assassins Turn.... Grenade!!!! Damage 5 area effect. +5 Situational Bonus for you and Carl on Reflex save, and the +2 Situational Bonus from Tactics. Carl is a thug with +1 Reflex, +7 from above: 1d20+8=23 he makes it, meaning a DC 18 Toughness save., He is already Bruised, Injured, Disabled, and Staggered. Hi toughness is +3 with leather jacket. 1d20+2=3 Eeeps! Carl is dying once more (Also Knocked out, Injured x2, Bruised x2) Various barflys are injured Dead Shot has a toughness of 4 and Reflex of 6 1d20+6=24 fast reflexes url=http://invisiblecastle.com/roller/view/4588578/]1d20+4=11 not so good. He is dazed and stunned. King is up! Link to comment
Ari Posted August 6, 2014 Share Posted August 6, 2014 DC15 Reflex save, with +7 from the Tactics roll, is automatically passed. DC18 Toughness save: 15. Another Bruise. Now, if Marcy was a real person, odds are good the shock, noise, pain and anger that'd be barreling through his veins right about now would have him throwing explosive cards like a fountain of gunpowder at the gunmen. But then the local constabulary would have to explain why the pieces of several well-armed men were mysteriously found in Freedom's poorest district. Even Precinct 23 wouldn't be able to ignore or be bought out of THAT. So to save on headaches, he'll Stunt an Area Snare to keep the boys outside busy. Stunting off the Armaments Belt Array, buying off the Fatigue with a Hero Point(now at 2HP) the following: Snare 9(Extras: Area(General, 90ft.); Feats: Progression(Area) 1(Area is 10ft. per rank))[28/29PP] Then flinging it at the outside assassins. DC19 Reflex save to halve the DC24 TOU save. Then Marcy grabs Carl and prepares to start getting him to cover so he can try again at the not making him die thing. Link to comment
Supercape Posted August 6, 2014 Author Share Posted August 6, 2014 Ok with that enlarged area we can say it hits em all. Their reflex save is +6, so rolling for half effect first, then DC 19 Reflex to avoid snare. Thats sixteen rolls! 1d20+6=12, 1d20+6=13, 1d20+6=11, 1d20+6=9, 1d20+6=12, 1d20+6=17, 1d20+6=18, 1d20+6=20, 1d20+6=18, 1d20+6=22, 1d20+6=10, 1d20+6=24, 1d20+6=9, 1d20+6=7, 1d20+6=26, 1d20+6=23 So area affects first vs DC 19. All but number 8 Fail. Then saves vs snare, again vs DC 19 (or 14). No 2, No 4, No 7, and No 8 Fail. As we havent got to numbering them yet. I will rules that 1-4 Make it, 5-8 Are Ensnared (to make it easier) Now, poor old Carl baby. 1d20+4=18 He is alive. Another roll due in an hour, DC 11 this time. Lets drop ofut of combat just for the moment. The Assassins have a DC 15 Damage effect to break out of the snare, which has a toughness of +9 so it will take at least a minute to break out and I dont fancy making a shed load of rolls for very little purpose. 4 of them on the loose still. Link to comment
Supercape Posted August 6, 2014 Author Share Posted August 6, 2014 For reference: (COunting up the HP and the last attack being lethal) King of Suits -3 HP - Staggered, Bruised x2, Injured x2 Dead shot - 0 HP, Bruised, Injured. Carl - 0HP - Dying! Link to comment
Ari Posted August 11, 2014 Share Posted August 11, 2014 Medicine roll, DC10 Stabilizing action. 19. Aw, success. Okay then, going to spend the next few hurried seconds to check if anyone else is wounded in Deadshots, and then hustle them out the back. Notice roll: 20. Link to comment
Ari Posted August 11, 2014 Share Posted August 11, 2014 Also, SC, should Kingy make any Fortitude saves to keep going despite agitating his wound and straining himself? Link to comment
Supercape Posted August 11, 2014 Author Share Posted August 11, 2014 No he is good to go at this juncture (just bashed up like above!) if you have any particular ideas about nagging injuries or blood loss, then we can toss those around and maybe earn HP! Link to comment
Supercape Posted August 15, 2014 Author Share Posted August 15, 2014 Cool post. Can I have a notice roll and an initiative roll from the KoS...one of the assassins will appear at the end of the alley... Link to comment
Ari Posted August 17, 2014 Share Posted August 17, 2014 10 on the Initiative roll, and 18 on the Notice roll. Link to comment
Supercape Posted August 17, 2014 Author Share Posted August 17, 2014 1d20+7=26 for Assassin. 26 - Assassin 7 - King of Suits -3 HP - Staggered, Bruised x2, Injured x2 Could you give me a straight CHA roll for your plea to the hobo? The Assassin opens fire: 1d20+6=18 Somehow the KoS has no uncanny dodge, so thats a DC 22 Toughness Save from the auto fire. For his move round, taking partial cover. King is Up! Link to comment
Ari Posted August 17, 2014 Share Posted August 17, 2014 Charisma roll: 5. Rerolling(2HP): 14. Wow. DC22 Toughness save: 12. You know what? I'm sticking with that. Link to comment
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