Supercape Posted April 11, 2017 Posted April 11, 2017 (edited) OOC thread for this this be the mood. Edited April 11, 2017 by Supercape
Thunder King Posted April 11, 2017 Posted April 11, 2017 Okay, so, Streetwise to see if he can remember where the Bad Beat might be; http://orokos.com/roll/505324 13 might not help. Plus a Current Events roll to see if he's heard any news; http://orokos.com/roll/505325 14...not much better
Supercape Posted April 11, 2017 Author Posted April 11, 2017 So he can pretty much find the Bad Beat easy enough, It isn't concealed. With that Streetwise roll, he can confirm what Fat Joe said: Its full of musicians and crooks and the police don't really touch it (at least, in any obvious way). CUrrent Events wont give much. The Bad Beat is out of the news. Vanity barely made the local press although you can find a short orbitury in a rag of choice. Feel free to narrate that (it is short though) and add in any details you think might be cool or resonate for John. The salient point is that she was a Jazz Singer, self taught, considered good, unmarried, no kids.
Thunder King Posted April 23, 2017 Posted April 23, 2017 John is going to pay keen attention to the surroundings if he can, using his accurate audio super-sense to listen for the words Vanity and Amber. All while looking nonchalant, of course. 30
Supercape Posted April 23, 2017 Author Posted April 23, 2017 Cool. Ill avoid making frequent notice rolls and lets take that roll as for the scene in general. I.e. He notices stuff!
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Initiative: 1d20+4 21 Round 1: John Smith - Unharmed - 3 HP The Burner - Unharmed
Thunder King Posted May 8, 2017 Posted May 8, 2017 John's going to power attack by 3, to test the waters and see if he can sucker punch him a bit. 15 ...may not do him any good. IT's a DC26 TOU save if he does hit, though.
Supercape Posted May 8, 2017 Author Posted May 8, 2017 15 will unfortunately just miss. Post that IC! In repsonse, the Burner will back off ten feet, and, well, burn... Its an area attack (using the standard Flamethrower attack thing). Reflex DC 16 Save. If you make it, a Toughness 18 Save, if you dont make it a Toughness 21 Save.
Thunder King Posted May 8, 2017 Posted May 8, 2017 8 for Reflex, oh, that's not good. 14 for toughness. That's...not going to work. HP! 22 MUCH Better
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Round 2 John Smith - Unharmed - 2 HP The Burner - Unharmed The Blazing room is now officially a very hot environment which is unlikely to be a major problem. However, it will soon escalate into suffocation problems (smoke) as well as eventually, just damage from being in it. Also, smoke heat and sound are enough to make the main stage and whole of the Bad Beat aware of the problem imminently.
Thunder King Posted May 8, 2017 Posted May 8, 2017 (edited) I'm going to attempt a disarm, because this flame thrower is way too dangerous and John needs to at least get rid of it. I'm not sure how this works, but I know it's an attack roll and John rolls +2 for Improved disarm, so; 18 a good start? Ignore that the link says 20, I added the Improved Disarm bonus wrong Edited May 8, 2017 by Thunder King Inaccurate roll due to house rules
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Thats a hit, so its an opposed STR vs STR check. The Burner isnt that strong, so opposed STR disarm: 1d20+2 5 With Johns Strength and +4 from improved disarm, you can disarm him. And grab the Flamethrower yourself (you cant really fail the opposed roll!)
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Ok so the Burner will activate rage and smash your face in. Or at least, try. Smashes JS: 1d20+6 9 Misses. Round 3 John Smith - Unharmed - 2 HP The Burner - Unharmed, Rage activated (1 Rnd) You shall start of facing the spectre of a Suffocation 0 attack (Fort DC 10 Save) from the smoke.
Thunder King Posted May 8, 2017 Posted May 8, 2017 Going to post IC or should I just counter? Also, fort save; 12
Thunder King Posted May 8, 2017 Posted May 8, 2017 With the flamethrower out of the situation, John's going to bolt out to the club and try to get people to safety. He's prepared to go full Kool-Aid man if he has to and just blast through any doors that might be in his way. So if I need to roll any strength checks or attack rolls, let me know.
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Thats all fine by me, feel free to narrate as you see fit. He is strong enough for most feats of strength.
Thunder King Posted May 8, 2017 Posted May 8, 2017 Strength roll to burst open the fire door; 23 Whew, that's good.
Supercape Posted May 8, 2017 Author Posted May 8, 2017 Ok feel to kick down the door in one kick. You have some rusted fire escape stairs to climb up, carrying two gents under each arm. Feel free to narrate something about that like putting your fut through a hole, or the stairway creaking / collapsing, but John is strong enough to basically leap up out to street level accompanied by a theatrical bloom of smoke if you so wish!
Supercape Posted May 8, 2017 Author Posted May 8, 2017 I guess you are holding your breath as per rules, but a Fort save might be needed (DC 15) if doing any lifting or the like. You may wish to rolll Medicine DC 10 to see the status of those crushed underfoot (not a precise diagnosis, but a triage).
Thunder King Posted May 8, 2017 Posted May 8, 2017 9 John has no idea...maybe I should burn an HP to boost it. 23 Better He's not lifting anything unless he spots someone who's clearly alive and in need of aid, so; 22 on that just in case
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