Brown Dynamite Posted October 30, 2015 Posted October 30, 2015 OOC for this thread So I'm tossing us right into a firefight. Both Foreshadow and Arrowhawk can recognize the arm blasters being made out of computronium from a distance. Streetwise DC20 Spoiler Bill Sweeney has had a suitably long career running the second-most-successful crime firm in the UK for decades. Rumor has it that Sweeney has decided to get out of the game. In a bid to keep himself out of prison, he has agreed to testify and turn over evidence that would implicate a great many of his rivals. The Sweeney family is known to favor "sin crimes". Including but not limited to illegal gambling, prostitution, and the illegal smuggling and distribution of otherwise legal yet controlled substances. DC25 Spoiler A bounty has peen placed on Sweeney's head. Word has it that even members of his own crime firm are finding their own loyalty being tested if tales of Sweeney's sudden change of heart are to be believed. DC30 Spoiler The Dennison Gang, heads of the most notorious firm in all of the UK have even been purpoted to have sent their in house superhuman assassin, the rarely seen Jangles after Sweeney. Gather Information DC20 Spoiler Jangles is so named as the only indication to his existence is the jingling noise his victims hear before their deaths. No one who has seen him has lived to tell the tale.
Brown Dynamite Posted October 30, 2015 Author Posted October 30, 2015 The Knowlege/Gather Info Check previously noted are meant to show what they've uncovered before the thread start. Since I've thrust us into the thick of trouble feel free to write your entrance however you like. Taking a free surprise round upon attacking. This also means it's a good time to roll initiative.
Ecalsneerg Posted October 30, 2015 Posted October 30, 2015 Streetwise, and Gather Information: 1d20+15 31 1d20+15 28 HE KNOWS EVERYTHING Initiative: 1d20+9 18 He's also unharmed and has 3 Hero Points.
Brown Dynamite Posted October 30, 2015 Author Posted October 30, 2015 Foreshadow's Initiative: 1d20+15 29 Streetwise: 1d20+20 35 Gather Information: 1d20+10 11 Head Assailant's Initiative: 1d20+5 21 2 Dozen Assailant's Initiative: 2#1d20+4 5 7 Pathetic Knife Wielding Defender's Initiative: 1d20+1 17
Brown Dynamite Posted October 30, 2015 Author Posted October 30, 2015 Move Action: Swing into a group of people shooting at the house. Standard Action: Take 10 to Punch peopele in the face using Takedown Attack as far as he can. Tou Save (DC19): 6#1d20+6 20 8 7 8 15 8 Or not, and the first minion can instead make his Tou save.00000000000000000000000000000000000
Ecalsneerg Posted November 4, 2015 Posted November 4, 2015 Standard Action: Set an Obscure between the attackers and the house at rank 5, so 100' radius and 15PP. It's Independent, so it'll keep going, but Fade Move Action: Attempt to Intimidate the group into stopping. It's at -5 for a move action, sadly. Still nets a 25 with Mastery, though.
Brown Dynamite Posted November 12, 2015 Author Posted November 12, 2015 Intimidate: 2#1d20+5 24 14 The group with the knives are weeping babies, the won with the arm blasters come to a cautious pause. Letsee if I recall the difference between mass intimidation and the core's intimidate a group (aside from being able to demoralize more than one) is that the latter is meant to only affect minion's correct me if I'm wrong. Either way we won't have the head of the gunmen rolling.
Brown Dynamite Posted December 3, 2015 Author Posted December 3, 2015 Round 1 Initiative Character HP Condition29 Foreshadow 1 Unharmed 21 Head Assailant 1 Unharmed 19 Arrowhawk 3 Unharmed 7 1 Dozen Armed Assailants GM Unharmed 5 1 Dozen Armed Assailants GM Unharmed So the gunmen are bundled together that Foreshadow can only Takedown Attack groups of 6 at a time. Arrowhawk can still get the lot of them with some of his area effects. The Head Guy is the only non minion, though he's still at a lower PL than the heroes. Foreshadow Standard Action: Take 10 and Power Attack a group of Assailants (pending on the success of takedown attacks) Armed Goons' Tou Saves (DC24): 6#1d20+6 19 10 13 17 7 11 Head Assailant Move Action: Notice (DC20): 1d20+12 23 Concealment Miss Check (11+): 1d20 14 He might have a chance! Standard Action: Shoot Arrowhawk (DC26): 1d20+7 11Nope all the misses
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