R. Bluefish Posted June 15, 2016 Share Posted June 15, 2016 Cool. Okay, another question: could Echo 'port down, grab Jack, then use her Quickness/Speed/Enhanced Strength to just smash through one of the boarded-up windows and make good her escape? Thought I'd ask first, since I'm not sure how you'd want to handle that. Link to comment
Supercape Posted June 15, 2016 Author Share Posted June 15, 2016 (edited) Sure thing. Id probably allow a reflex roll DC 20 for somebody to act / shoot whilst doing that, but you can go ahead. Unless they Ace that roll (DC 25) you will also get partial cover. Edited June 15, 2016 by Supercape Link to comment
R. Bluefish Posted June 16, 2016 Share Posted June 16, 2016 There we go, IC post. Sorry for the delay. Link to comment
Supercape Posted June 17, 2016 Author Share Posted June 17, 2016 (edited) Base reflex rolls for two goons (+2 Reflex) and the Gasman (+8 Reflex) Reactions against teleport: 3#1d20 13 17 10 So nobody even gets a shot in! You can pretty much escape without danger at this point. There may of course be consequences to your deceit in this thread: And if you wish, you might expand that to a bad reputation complication in the future (in that quasi legal Freedom City people like mercenaries, security guards, and bounty hunters will not trust you). That is something for you to decide of course, but if you feel inclined one way or another, feel free to give me the heads up and I will gently steer the thread that way. Edited June 17, 2016 by Supercape Link to comment
R. Bluefish Posted June 18, 2016 Share Posted June 18, 2016 That sounds like a potentially interesting idea for a complication - let me think on that some. First off, though, Echo needs to rest off this Exhausted condition. Should I make the Con checks hour-by-hour, make them all at once, or just assume she gets rid of it? Because I don't know if there's a risk of interruptions or not... Link to comment
Supercape Posted June 18, 2016 Author Share Posted June 18, 2016 I think you are reasonably safe so we can wipe exhausted state in a few handwaved hours; but your thoughts on two things: A/ The Gas Man may of course go back to the coffee house - this might have implications for your ID, or suspicion of. The Gas Man might for instance find out whom Jack was talking to, and track down that person, unaware of course that it was Echo. This is a grey area and of course I absolutely am lead by you in how you want that to proceed, in terms of complications, consequences, and story protection. For now I will default to the Gas Man cant track you - but let me know if you would like things otherwise, and perhaps Hero Points or future complications. B/ Jack is not stupid and might, comic book logic notwithstanding, but two and two together. Again, this is your character and your decision. It does depend, I think, on whether you want Jack to be a contact NPC of Echo. I would presume that he is a decent guy and if he did know Echoes secret ID he would (normally) keep it secret. Link to comment
R. Bluefish Posted June 19, 2016 Share Posted June 19, 2016 Let's see. On the topic of the Gas Man tracking Echo, my inclination is to leave that up to your judgement as GM. While I'd of course prefer avoiding Echo's secret identity being revealed to all and sundry, it being potentially endangered by a personal nemesis or two is fair game for the genre. So yeah - I'll actually defer to whatever you would consider the most natural-and-or-interesting consequences for Echo's actions. As for Jack, Echo's effectively already revealing her secret identity by taking him back to her apartment and removing her mask. Since he's already seen her use her powers while in her civilian identity - while wearing a nametag, no less - she's decided that trying to keep her identity secret from him is basically a lost cause. So yeah, I'm fine with him knowing her identity - and sticking around as a contact - from here on out. Link to comment
Supercape Posted June 19, 2016 Author Share Posted June 19, 2016 Will do! Ill treat Jack as an NPC contact of yours. Gas Man, im inlined to play this jazz style, see what happens, but no wide super ID reveal (without your explicit agreement). Link to comment
Supercape Posted June 21, 2016 Author Share Posted June 21, 2016 The direction to take is yours; just a few suggestions from Jack but I will roll with whatever you have planned. I suppose you may want to make some Gather INformation rolls depending on your action. Link to comment
Supercape Posted June 24, 2016 Author Share Posted June 24, 2016 Bit of a brutal scene cut, I hope its not a problem, please let me know if it is. I have left it somewhat open as to whether you go searching for "da word" as Echo or Buffy (it makes no material difference to what you learn). You may wish to roll Gather Information DC 25 to learn his precise whereabouts, otherwise you just get the vague area he haunts (Greenbank and its sewers). Link to comment
R. Bluefish Posted June 25, 2016 Share Posted June 25, 2016 Echo's Gather Information check: 1d20+12 23 No dice (pun intended). Oh well. I also have no problems with the scene cut (sometimes such things are necessary, especially in formats like this). So are we jumping straight to them entering the sewers? Link to comment
Supercape Posted June 25, 2016 Author Share Posted June 25, 2016 If you wish! You may want more banter with streetfolk, or nose poking elsewhere. Link to comment
Supercape Posted June 26, 2016 Author Share Posted June 26, 2016 (edited) For your reference (and mine) - Jack Longwheel. This may be a helpful skeleton if you want to buy him as a future minion etc, but of course its only what I use now for this thread (I am sure you can juggle around if you end up doing so). Jack Longwheel Power Level: 3; Power Points Spent: 45/45STR: +0 (10), DEX: -1 (8), CON: +0 (10), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)Tough: +0, Fort: +0, Ref: +0, Will: +5Skills: Bluff 4 (+6), Diplomacy 4 (+6), Gather Information 8 (+10), Knowledge (business) 4 (+6), Knowledge (civics) 4 (+6), Knowledge (current events) 8 (+10), Knowledge (streetwise) 4 (+6), Language 4 (+4), Notice 4 (+6), Profession (Journalist) 8 (+10), Search 4 (+6), Sense Motive 8 (+10)Feats: Favored Opponent (Corrupt Politicians) (+1), Well-InformedPowers:ESP 4 (affects: 1 type; Custom (Simultaneous), Duration (sustained); Subtle (subtle))Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)Attacks: Unarmed Attack, +0 (DC 15)Defense: +0 (Flat-footed: +0), Knockback: +0Initiative: -1Languages: English, French, Portuguese, Russian, SpanishTotals: Abilities 10 + Skills 16 (64 ranks) + Feats 2 + Powers 13 + Combat 0 + Saves 4 + Drawbacks 0 = 45 Edited June 26, 2016 by Supercape Link to comment
Supercape Posted June 26, 2016 Author Share Posted June 26, 2016 Thanks for working with some rather brutal scene cuts, hope it works for you. If not, let me know. Id suggest a few posts of banter just to break up the action a little, but thats your call. In any case, Jack will start to hear some more of the men (or women) he hears...you may at the end of the day wish to roll stealth if you want to sneak up on them... Link to comment
R. Bluefish Posted June 29, 2016 Share Posted June 29, 2016 Echo will take 10 on this Stealth check as well (for a total of 25), if needed. Link to comment
Supercape Posted June 29, 2016 Author Share Posted June 29, 2016 Given that score and the advantageous situation, you pass! Link to comment
R. Bluefish Posted July 1, 2016 Share Posted July 1, 2016 Okay, Echo's going to just go ahead and attack the leader. Here's hoping that it works out better this time than it did with the Gas Man. She'll use 2 points of Power Attack. Superfast Fists vs. Leader: 1d20+14-2 22 That's a bit better than my previous array of nat 1s. So damage is +10, with Autofire 8. Link to comment
R. Bluefish Posted July 1, 2016 Share Posted July 1, 2016 (edited) Whoops, double post. Site went a bit screwy on me for a second there. Edited July 1, 2016 by R. Bluefish Link to comment
Supercape Posted July 3, 2016 Author Share Posted July 3, 2016 That will hit, especially given the surprise situations. Could you roll initiative? For the four men: Initiative: 1d20 19 Link to comment
R. Bluefish Posted July 3, 2016 Share Posted July 3, 2016 Echo's Initiative roll: 1d20+14 25 Link to comment
Supercape Posted July 3, 2016 Author Share Posted July 3, 2016 Ok that wins. This may be a short fight! Anyway, toughness save for the man you hit... Toughness Save vs Echo: 1d20+6 18 He is a minion, so he is...well, up to you! Link to comment
Supercape Posted July 3, 2016 Author Share Posted July 3, 2016 As discussed in chat, he is KOd. YOu are up again! Link to comment
R. Bluefish Posted July 3, 2016 Share Posted July 3, 2016 Let's see - are they all minions? If so, Echo will just take 10 on her attack (assuming that's kosher), for a total of 24. If not, then here's the attack roll just in case. Echo's attack roll: 1d20+14 27 Something tells me that the difference might not matter hugely! Eh. Anyway, that's a DC 23 Toughness save, plus Autofire of course. She's also got Takedown Attack 2 - if that's applicable here, she'll take 10 on subsequent attacks as well (again, assuming that's possible). Link to comment
Supercape Posted July 3, 2016 Author Share Posted July 3, 2016 Thats good for me. Given they have a toughness of +6, and are not a huge threat anyway, I think I will just handwave it to KO the other three (depending on your wishes!) Post away! Link to comment
Supercape Posted July 4, 2016 Author Share Posted July 4, 2016 (edited) You can make a DC 15 Notice check: If you make it, you can hear one person coming, and soft mumbling. However, the direction is very hard to make out, due to echoes and the complex old network of tunnels. To do so would be a DC 25 Notice check (not to pinpoint, but to work out aproximately where it is coming from). For plot purposes, Jacks ESP hearing wont help here (at least, not in the short / immediate term). Edited July 4, 2016 by Supercape Link to comment
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