LevelTwoBard Posted January 17, 2015 Posted January 17, 2015 (edited) OOC for >this thread, featuring Nevermore, Endeavor, Samaritan, and Uplink! I've whipped up a map below; special thanks to the George Washington Bridge, standing in for the Mangold. Sorry, it's amateur hour quality. The puddles are gasoline spills. The truck with the X and the two red dots is the armored car. The round semi is a gasoline truck. I think everything else should be self-explanatory, but please feel free to ask if it's not. The map is more of a guideline than anything hard and fast anyway, so feel free to take some license with the scene's layout. Edited January 17, 2015 by LevelTwoBard
The Sailor Posted January 18, 2015 Posted January 18, 2015 (edited) I don't know how I can come into this. It's almost 10am on a school day for Endeavor. I'll try a post, not sure if it'll make sense or anything. Posted. Edited January 18, 2015 by The Osprey
KnightDisciple Posted January 19, 2015 Posted January 19, 2015 Tagging this thread tonight, IC post tomorrow.
KnightDisciple Posted January 19, 2015 Posted January 19, 2015 I can hold off on making any rolls but Nevermore's not going to make speeches or threats, he's just going to beat people unconscious.
LevelTwoBard Posted January 19, 2015 Author Posted January 19, 2015 I think that qualifies as a surprise attack, so go ahead and roll for the first round of beating people unconscious; I'll put in a GM post describing the mercenaries and the results of the zip-kick at the same time.
KnightDisciple Posted January 19, 2015 Posted January 19, 2015 I don't recall the bonus associated with a Surprise Attack. I'll just roll with my normal bonuses, and anything extra can be added in later. I think this time around we'll go for a bog-standard melee attack. Attack Roll: 12. Sigh, of course. Doing a Hero Point Reroll. Reroll: 12. That's just silly. But with the reroll that's a 22, which should hopefully hit. That'll be a DC 21 Toughness Save. Oh, and Initiative: 19. Orokos proves to be as cruel as Invisible Castle.
LevelTwoBard Posted January 19, 2015 Author Posted January 19, 2015 The main advantage of a surprise attack is the loss of the dodge bonus, which very nearly resulted in an instant knockout by denying the mercenary the benefit of Defensive Roll (22-7= difference of 14). The goons aren't rolling any better than you are! Exactly the same, as a matter of fact; they tied you for initiative. Since the odds of Endeavor beating that are pretty long, and since Nevermore just acted, I'm going to break the tie by having the mercenaries act in order to keep things moving. Endeavor should roll for initiative, though; if she does manage a 19 or 20 I will make up for skipping her. As for Uplink, he got a 15, so he's last so far. Nevermore is the recipient of three stun gun attacks: a miss, a miss, and a miss. A chaingun goes after the more clearly superhuman Endeavor; it misses as well, but chews up some of the vehicles behind her, which don't look like they can take much more.
The Sailor Posted January 20, 2015 Posted January 20, 2015 (edited) Nevermind... making rolls shortly. Rolling for Endeavor's Initiative Initiative: 1d20+0 8 Also, next time you have a major combat helicopter in the area, make it more obvious? It only got a 4 word mention in two posts you made. Before I first posted. Also I didn't know we could go in for attacks. I thought you couldn't do that until initiatives were rolled. Edited January 20, 2015 by The Osprey
LevelTwoBard Posted January 20, 2015 Author Posted January 20, 2015 I'm really sorry, Osprey. To be honest, I wasn't expecting either of you to jump right to the mercenaries when there was a whole bridge full of stranded people in the middle; I was planning to unveil the description a little more gradually. If there's anything you'd like to redo, up to and including making a surprise attack, I will gladly rewrite the GM post I made to reflect it, since this was my bad.
The Sailor Posted January 20, 2015 Posted January 20, 2015 Nah. I got an idea of what to do when my turn is up, L2B. The reason why I didn't attempt a re-roll with a hero point.
LevelTwoBard Posted January 21, 2015 Author Posted January 21, 2015 Sounds fair! Just waiting on Nevermore to go again, then.
KnightDisciple Posted January 21, 2015 Posted January 21, 2015 Oh, I'm up again? Um, okay. Let's see. 1.) Are these mercs Minions, or no? 2.) What status is the merc I hit in?
LevelTwoBard Posted January 21, 2015 Author Posted January 21, 2015 Yep, first attack was the surprise round, so Nevermore's initiative puts him next after the Mercs. They are not minions. The one he hit is staggered, stunned, and bruised.
The Sailor Posted January 22, 2015 Posted January 22, 2015 (edited) How many Mercs are there visible? Also before I act, does the Helicopter have open doors on the sides? Also where is Samaritan? Edited January 22, 2015 by The Osprey
KnightDisciple Posted January 22, 2015 Posted January 22, 2015 Right then. Melee Attack vs Staggered Merc: 20. That...probably hits? DC 21 Toughness Save. I'm going to assume it probably drops that merc in which case I'll roll for a Takedown Attack. If that won't come into play let me know: I'll hold off on posting IC until we're for-sure on this. Takedown Attack vs Merc on Nevermore's Right: 25. That should definitely hit. DC 21 Toughness Save.
KnightDisciple Posted January 22, 2015 Posted January 22, 2015 Incidentally, Nevermore probably wouldn't have reacted like this if there hadn't been a gunmurderkill already. But he saw that, and kinda flipped a bit.
LevelTwoBard Posted January 23, 2015 Author Posted January 23, 2015 Sorry I didn't wait for you, EP; I should have. I will definitely work Samaritan in. For now, please roll initiative, just so we can get a clear posting order. KD, the first attack hits and scores a knockout. The second one leaves another mercenary stunned. Osprey, there are four mercenaries in front of the armored car; one of them is now unconscious. The helicopter does have open doors on the sides; the mercenaries rappelled down from it. Currently it is occupied by two pilots. Looking forward to seeing what you come up with!
The Sailor Posted January 23, 2015 Posted January 23, 2015 (edited) This is what I'm intending to do. I need input on anything needed from me. Free: Switch to "Magnetic Actuation Mode" (Magnetic Control 7) on my EM Wand, an effective ranged move object of strength 35 Move: Fly into the helicopter through open door Grabbing on something with one hand once inside Standard: Using Magnetic Control, force the control sticks of the pilots to be pushed in a way to force the helicopter away from the bridge into the water. Edited January 25, 2015 by The Osprey
The Sailor Posted January 25, 2015 Posted January 25, 2015 (edited) I hope people aren't waiting on me as I'm not clear as to what to do and if my actions are possible or what rolls are needed. Edited January 25, 2015 by The Osprey
LevelTwoBard Posted January 26, 2015 Author Posted January 26, 2015 Sorry, delay on my end; I went out of town over the weekend. I'll be staying here for the foreseeable future, so no more delays. I don't think any rolls need to be made for those particular actions. Just posted, so you're up! Uplink spent his starting hero point to make his Snare into an Energy Absorption (Fire) effect.
The Sailor Posted January 26, 2015 Posted January 26, 2015 And you got your post... I do hope my assumptions are correct this helicopter has deployable emergency floats and the pilots themselves got life preservers?
The Sailor Posted January 31, 2015 Posted January 31, 2015 From what it looks like we're waiting on the GM.
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