Issue 1 - Origin

Moderator: Protesilaus

Re: Issue 1 - Origin

Postby Ryowulf » Mon May 21, 2012 9:24 pm

Agility: rolled 1d8x8: 4, rolled 1d6x6: 8 :
Reference: Agility
You rolled 1d8x8: 4 | [ Exploding:(4) : 4 ] 4
You rolled 1d6x6: 8 | [ Exploding:(6 2) : 8 ] 8


Pace 6


btw Would it be better if I made 4 more rolls now rather than each 'turn'?
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Re: Issue 1 - Origin

Postby Protesilaus » Tue May 22, 2012 12:17 am

Sure
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Re: Issue 1 - Origin

Postby Ryowulf » Tue May 22, 2012 7:32 am

2nd
Agility: rolled 1d8x8: 11, rolled 1d6x6: 8 :
Reference: Agility
You rolled 1d8x8: 11 | [ Exploding:(8 3) : 11 ] 11
You rolled 1d6x6: 8 | [ Exploding:(6 2) : 8 ] 8


3rd
Agility: rolled 1d8x8: 3, rolled 1d6x6: 1 :
Reference: Agility
You rolled 1d8x8: 3 | [ Exploding:(3) : 3 ] 3
You rolled 1d6x6: 1 | [ Exploding:(1) : 1 ] 1


4th
Agility: rolled 1d8x8: 6, rolled 1d6x6: 10 :
Reference: Agility
You rolled 1d8x8: 6 | [ Exploding:(6) : 6 ] 6
You rolled 1d6x6: 10 | [ Exploding:(6 4) : 10 ] 10


5th
Agility: rolled 1d8x8: 3, rolled 1d6x6: 10 :
Reference: Agility
You rolled 1d8x8: 3 | [ Exploding:(3) : 3 ] 3
You rolled 1d6x6: 10 | [ Exploding:(6 4) : 10 ] 10
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Re: Issue 1 - Origin

Postby Protesilaus » Thu May 24, 2012 10:52 pm

Two Mech Pilots
Protesilaus rolled [%d]:
7

Protesilaus rolled [%d]:
6


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Re: Issue 1 - Origin

Postby Protesilaus » Thu May 24, 2012 10:58 pm

* Katt *
2♦
Red Joker

* Mech pilots *
K♠
8♣

You're up, have the advantage and has a joker (+2 to rolls). You can make an attack since you have the advantage this round.

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Re: Issue 1 - Origin

Postby Ryowulf » Fri May 25, 2012 1:24 pm

I don't think I am close enough to make a melee attack and I don't want to throw my door at them so,

Katt heads off at an angle away from the mecha. He'll look for something to help him get away or put so distance between him and them. He'll try to use the door as cover if they fire at him.


Does the +2 apply to the next agility roll I made to avoid them?
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Re: Issue 1 - Origin

Postby Protesilaus » Sat May 26, 2012 12:23 pm

Ryowulf wrote:I don't think I am close enough to make a melee attack and I don't want to throw my door at them so,

Katt heads off at an angle away from the mecha. He'll look for something to help him get away or put so distance between him and them. He'll try to use the door as cover if they fire at him.


Does the +2 apply to the next agility roll I made to avoid them?

I am not positive, but I am going to say Yes, until I find out otherwise.
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Re: Issue 1 - Origin

Postby ladamannen » Sun May 27, 2012 6:56 pm

any way shifty can help with the running? steetwise to guide Katt through the narrower alleys where the mechas cant follow?
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Re: Issue 1 - Origin

Postby Protesilaus » Tue May 29, 2012 7:39 pm

ladamannen wrote:any way shifty can help with the running? steetwise to guide Katt through the narrower alleys where the mechas cant follow?

I'll allow it. Roll a Streetwise to join in.

Ryowulf wrote:I don't think I am close enough to make a melee attack and I don't want to throw my door at them so,

Katt heads off at an angle away from the mecha. He'll look for something to help him get away or put so distance between him and them. He'll try to use the door as cover if they fire at him.

Don't worry exactly about positioning. You are allowed to make the attack, so you can say you did it as your ran by.
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Re: Issue 1 - Origin

Postby Ryowulf » Tue May 29, 2012 9:01 pm

As Katt runs between the two armored men he holds the door in his left hand to shield him against the mecha furthest from him, while trying to disable, break, or otherwise make the other mecha's gun unable to fire.

Str blunt vs gun mounted on hand -2 ignore armor.

Attack on hand: rolled 1d12x12 +5 -2: 11, rolled 1d6x6 -2: -1 :
Reference: Attack on hand
You rolled 1d12x12 +5 -2: 11 | [ Exploding:(8) : 8 ] 8 +5 -2
You rolled 1d6x6 -2: -1 | [ Exploding:(1) : 1 ] 1 -2
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Re: Issue 1 - Origin

Postby Protesilaus » Tue May 29, 2012 11:46 pm

Thats a hit with a raise, you get an additional d6.

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Re: Issue 1 - Origin

Postby ladamannen » Wed May 30, 2012 3:45 am

shifty streetwise: rolled 1d6x6: 5, rolled 1d6x6: 1 :
Reference: shifty streetwise
You rolled 1d6x6: 5 | [ Exploding:(5) : 5 ] 5
You rolled 1d6x6: 1 | [ Exploding:(1) : 1 ] 1


Extending himself he would hook into the earholes of Katt, guiding him down the narrower streets where the meca would have troubles following them.
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Re: Issue 1 - Origin

Postby Ryowulf » Wed May 30, 2012 8:10 am

Katt heads down the streets that Shifty tells him to.

raise: rolled 1d6: 4 :
Reference: raise
You rolled 1d6: 4 | [ 4 ] 4
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Re: Issue 1 - Origin

Postby Ryowulf » Wed May 30, 2012 1:22 pm

I think I made a mistake with my roll. Am I suppose to roll strength to break the weapon or fighting to target the gun? I am not sure what to do.
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Re: Issue 1 - Origin

Postby Protesilaus » Wed May 30, 2012 7:11 pm

The Mech's gun jams as you bend the chamber. The pilot fights with it in order to clear. The other pilot attempts to turn their gun on you to fire, but is unable to bring the gun up to speed to unleash on you before you make it away.

Protesilaus rolled [%d]:
2
- 2 Pilot check

* The minigun erupts from the jammed weapon and the pilot flails helplessly. *
Between the attack and the complication (from the ♣) he has wrecked his mech.

Protesilaus rolled [%d]:
6
Other Mech's pilot roll.
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Re: Issue 1 - Origin

Postby Protesilaus » Wed May 30, 2012 7:20 pm

* Initiative *
Your card - 3♦
Last Mech's card - 7♥

The mech is able to bring the minugun to bare on Katt. He unleashes his attack as he charges after the creature.
Protesilaus rolled [%d]:
8
- 4 - 2 - Shooting Roll
Protesilaus rolled [%d]:
3
- 4 - 2 - Shooting Roll
Protesilaus rolled [%d]:
7
- 4 - 2 - Shooting Roll

Due to his range penalty (since his card was a 7 you considered at long range) and his shooting penalty for autofire he misses on all his attacks.

* Next Round *
Your card Q♠
- or - J♦
Their card - 7♠

You are up. You are considered at close range due to your card now, so you can make an attack. If you can't tell you are winning, and unless something big happens you will be getting away.
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Re: Issue 1 - Origin

Postby Ryowulf » Wed May 30, 2012 9:12 pm

Katt with use the door to bash the remaining working gun of the Mecha and run like hell following Shifty's directions.


Fighting vs arm/gun (Call shot limb -2)

Fight roll: rolled 1d12x12 -2: 4, rolled 1d6x6 -2 : 1 :
Reference: Fight roll
You rolled 1d12x12 -2: 4 | [ Exploding:(6) : 6 ] 6 -2
You rolled 1d6x6 -2 : 1 | [ Exploding:(3) : 3 ] 3 -2


OOC: Probably a miss (unless gun is inanimate object?), but here is the damage.

Total damage with door = 20
damage: rolled 1d12x12 +5: 14, rolled 1d6x6: 3, rolled 1d12x12 +1: 6 :
Reference: damage
You rolled 1d12x12 +5: 14 | [ Exploding:(9) : 9 ] 9 +5
You rolled 1d6x6: 3 | [ Exploding:(3) : 3 ] 3
You rolled 1d12x12 +1: 6 | [ Exploding:(5) : 5 ] 5 +1


ooc: I think its right this time.
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Re: Issue 1 - Origin

Postby Protesilaus » Thu May 31, 2012 3:36 pm

* Pilot Check for Next Initiative *
Protesilaus rolled [%d]:
4


The attack is ineffectual as the you are unable to damage the large mech. The Pilot again attempts to keep up with you, but is unable to in the clumsy mech.

Initiative
Yours - J♣
- or - J♥
Theirs - 5♣

* You can again make an attack at close range (since you have a face card). This maybe the last round, since this mech just got a complication (due to the club card). *
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Re: Issue 1 - Origin

Postby Ryowulf » Thu May 31, 2012 4:06 pm

As the battle rages through the back ally-ways, Katt waits around a corner to smash the door into the Mecha arm one final time, before it breaks apart. Then he turns and runs fast to a high wooden fence, climbing over it as he tries to sprint away.


Fighting vs arm/gun (Call shot limb -2 Ignores armor)

To-hit: 5
Fight roll: rolled 1d12x12 -2: 5, rolled 1d6x6 -2: 3 :
Reference: Fight roll
You rolled 1d12x12 -2: 5 | [ Exploding:(7) : 7 ] 7 -2
You rolled 1d6x6 -2: 3 | [ Exploding:(5) : 5 ] 5 -2



Total Damage: 16
Damage: rolled 1d12x12 +5: 12, rolled 1d6x6: 11, rolled 1d12x12 +1: 4 :
Reference: Damage
You rolled 1d12x12 +5: 12 | [ Exploding:(7) : 7 ] 7 +5
You rolled 1d6x6: 11 | [ Exploding:(6 5) : 11 ] 11
You rolled 1d12x12 +1: 4 | [ Exploding:(3) : 3 ] 3 +1
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Re: Issue 1 - Origin

Postby nbneil » Sun Jun 03, 2012 8:52 pm

After taking a nap and a long dump, Breaker heads out to find a contact in the Bleak Council.

Streetwise: rolled 2d6x6: 8 :
Reference: Streetwise
You rolled 2d6x6: 8 | [ Exploding:(5) : 5, Exploding:(3) : 3 ] 8


5 total
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Dviir Castrelli – Drow Thief – D&D – City of Gold - AC:19 Fort:15 Ref:18 Will:14
Ohm – Warforged Swordmage – D&D – Trapped in a Dark Dark Place - AC:26 Fort:20 Ref:20 Will:18
Merran - Human Bladesinger - D&D - It's Worse Than You Think - AC:21 Fort:16 Ref:19 Will:17
Kiarn Del’tay – Bothan Combat Medic – Savage Star Wars – Reconciliation
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Re: Issue 1 - Origin

Postby Protesilaus » Mon Jun 04, 2012 8:44 am

Protesilaus rolled [%d]:
4
- 2 Pilot Check. Failure due to complication.

The mech suit jams and is unable to continue chasing Katt. Katt gets away and flees into the city. The police are now on full patrol looking for the escaped creature from the prison.
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Re: Issue 1 - Origin

Postby Protesilaus » Mon Jun 04, 2012 9:01 am

* Breaker *
Breaker asks around and there is a minor mystic that may be able to help him. She is known as Willow Springs. She has worked with Paragon in the past, when a supernatural threat arises. She can be contacted through a tarot card reader downtown.
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Re: Issue 1 - Origin

Postby nbneil » Mon Jun 04, 2012 1:00 pm

He'll get Trooper and head to the fortune teller.
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Player:
Dviir Castrelli – Drow Thief – D&D – City of Gold - AC:19 Fort:15 Ref:18 Will:14
Ohm – Warforged Swordmage – D&D – Trapped in a Dark Dark Place - AC:26 Fort:20 Ref:20 Will:18
Merran - Human Bladesinger - D&D - It's Worse Than You Think - AC:21 Fort:16 Ref:19 Will:17
Kiarn Del’tay – Bothan Combat Medic – Savage Star Wars – Reconciliation
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Re: Issue 1 - Origin

Postby whydoyouevenbother » Tue Jun 05, 2012 7:58 am

Breaker finds Eric working at the B&V Fitness Centre 24 hours. As soon as Eric does see the Homeless one enter, he makes a coffee for Breaker, listens to him in a quiet corner and then disappears in the backroom. About 8 minutes later they meet in a backalley and head for the Mystic.
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Re: Issue 1 - Origin

Postby Ryowulf » Tue Jun 05, 2012 8:20 am

Katt asks the voice in his head(ear) what they should be doing now that they got away.
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