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  1. Ronin PL 8

    Ronin Power Level: 8 (180/180 PP) Unspent Power Points:0 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Karate and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness, and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm, and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customised protective vest and carries his “Street Special” a modified non-lethal shotgun in a large shoulder holster. He also wears his personalised “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant weapon. It has less raw stopping power than a regular shotgun, but is more versatile and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 24 + 24 = 48 Initiative: +12 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +16 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 140 R = 35 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 4 (+7) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 4 (+5) Intimidate 8 (+9) Knowledge (Physical Sciences) 4 (+7) Knowlegde (Streetwise) 12 (+15) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 2 (+5) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 32PP Accurate Attack Assessment Attractive (Street Cool) Benefit: 2 (Local Hero, Informant Contact) Blind Fight Defensive Attack Defensive Throw* Equipment 4 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 1 (Unarmed Attack) Improved Disarm Improved Initiative 2 Improved Pin Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 = 20 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Damage 1 (Feats: Collapsible/Small, Mighty, Thrown) [4/8 PP] “Collapsible Baton” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (14 PP Array, Feats: Alt power 5) [19 DP] BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2) [14/14 PP] “Iron Fist” AP: Blast 4 (Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) [7+7=14/14 PP] “Divine Wind” AP: Strike 6 (Extras: Area[Cone], Feats: Progression Decrease Area 5, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [14/14 PP] “Hornet’s Nest” AP: Dazzle 4 (Visual, Feats: Extended Reach 3, Flaws: Touch Range) linked with Damage 4 (Feats: Extended Reach 3) [7+7 = 14/14 PP] “Dragons Breath” AP: Obscure 3 (25’ Radius, Visual and Olfactory, Extras: Independent (+0), Feats: Precise, Slow Fade 1) [11/14 PP] “Ogre’s Breath” AP: Strike 1 (Feats: Mighty, Thrown) “Pistol-whip” [3/16 PP] Enhanced Trait 1 (Feat: Second Chance STR test vs Disarmed) “Good grips” [1 DP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 35 + Feats 32 + Powers 16 + Combat 48 + Saves 17 = 180
  2. Midnight Run

    GM The pure force ripped out the pilots seat belt, and threw him into Blowtorch. Together, they both rocketed out of the Plane, tumbling through the air, hitting the grown and rolling over and over. It looked like a bone crunching event. One could almost hear the cracking of ribs and skulls as the two men bounced down the runway, leaving the plane unmanned and speeding ... But... Jann caught sight of the pilot wheel, jerking to one side. He felt the Plane start to turn...at far, far to high a speed to turn... And the wings begin to judder...
  3. Midnight Run

    GM The Eclipse Night Club September the 9th, 23:30 The Eclipse night club was booming to industrial Gothic Beats, an effective repetitive sound of limited musicality and excessive passion. Aortic Valve where playing and had been expressively forbidden from any self-harming blood throwing antics. On another night, this might not be the case, but the Eclipse did, from time to time, open its doors to the 16-18 age bracket with clear parameters for acceptable behaviour. Gotta Gotta Gotta, Gotta Gotta Gotta, Gotta Gotta Gotta Slash the Pash....ion! sang the leader Singer of Aortic Valve, Verity Vein, dressed in slashed up leathers and black make up. A bit too little of the former, a bit too much of the latter. She sang in a voice that alternated from drone to scream and was really rather effective. And 'twas on this night that Bird of Arms was out partying. And the place was packed. Not just with the 16 and 17 year olds, but older adults too. Alcohol was not served, but a frenzied spirit was, and in copious quantities. Rob the Troll was enjoying the show. He was six foot six and hideously ugly, not helped by a broken nose and scar that ran down his face bisected by an eye patch. His arms were as thick as most peoples legs, if not thicker, and he had tattoo's on (it seemed) every square foot of his skin. Rob the Troll kept the peace in the Eclipse, and such was his reputation that he could do it by reputation alone. However, with Bird of Arms here, his reputation and indeed his skill might not suffice. He sidled up to Bird of Arms as Slash the Passion finished (to much applause and screaming). "No trouble from you tonight, you hear?"
  4. Midnight Run

    OOC for this
  5. Midnight Run

    That is certainly a hit, the pilot is flat footed as he is strapped into his chair. HOwever getting knockbacked it a little more tricky as he is strapped in! Anyway, lets do the damage first: Save vs Damage of Jann: 1d20+1 6...which is not good. Enough to Knock Him out. Ok so I am going to waive the rest and says its sufficient to rip out his safety belt (a bit of a stretch perhaps, but its cool). He will collide with Blowtorch, and give him a damage 7 save: Ill reduce that by 2 points as a generousity due to the cramped quarters and safety belt, and Tough vs Domino Knockback effect: 1d20+6 9 he is staggered, bruised, dazed. He is also knocked out of the plane for another damage 5 effect. Toughness Save vs Thrown out of a plane: 1d20+5 7 and that's it, he is knocked out. And now, the tough part: With the ping ponging of the protagonists, the plane goes into a spin. Getting out is a tough call, Ill give that a Reflex DC 25 to get out in time. Or, Jann can try a Pilot skill roll, trained, DC 15, to regain control of the plane. If neither are made, Plane goes into a spin and its a Damage 10 (TOughness 25) effect. And possibly worse from fire...
  6. Midnight Run

    So Blowtorch will just climb into the plan at this point, and that means Jann is up.
  7. Midnight Run

    I think we waived your last HP point so I think you are ok!
  8. Midnight Run

    Ok not a large push but seeing as it down and from a moving plane, potentially dangerous! I'll give Jann a reflex DC 20 roll to just get his wings flapping in time and maintain his backside of the runway. If he fails, a DC 20 Toughness save. Ill give the same to the Leapfrogger, although for him, its clinging on to the open doorframe. Reflex Save vs Fall: 1d20+8 12 nope and TOughness save vs fall: 1d20+2 16 bruised.
  9. Midnight Run

    Ok so I have been a bit slack but roughly speaking I think we are at... Round 5: 24 Final Leap Frogger, unharmed, zoomed. 22 Blowtorch, unharmed 16 Jann - 2 HP - Fatigued 11 Pilot - Unharmed The FLG will zip up to the roof of the plane, and then try to Rush Jann off the plane. Rush Jann: 1d20+5 22 I believe that hits. Therefore, opposed STR checks: Rush STR test: 1d20+2 12 with SPeed 5 active, that is 17. Jann can, I think, reasonably add his flight rank to his roll.
  10. Industrial Strength

    GM With Arna acting as interpreter, some parley could be obtained. But it was not speedy, and the expedition was already lost to sight. "He says the meteor needs to be removed from this site. It is upsetting the...spiritual balance...or something like that. If it is destroyed, then it must be completely. Burned, he said. Although I don't think he knows how to burn a meteor. Some ritual, perhaps..." "But he says that it does not need to be destroyed, just removed....." Arna bit her lip, speaking in English to Mr. Hale. "But that's what Lord Crane wants to do, doesn't he? Extract the meteor for his own gain? Some industrial purpose? If that's so, Lord Crane, despite his vileness, is actually doing want Midnight Spear wants...." She did not translate this to Midnight Spear of course...this was a grave matter for Mr Hale and Arna. And time was pressing. The snow was falling heavily, and the expedition tracks were slowly fading...
  11. Industrial Strength

    GM August 11th, Late Evening In a plane... Or more precisely, Mr Jonathon Hale, Esq, asleep in a Plane... Across endless icy plains, mountains, and beautiful bleakness...an Icebreaker was trapped. Steam poured out of engines, and whilst Ice cracked, it did not splinter asunder. Outside, Inuit and Europeans were hacking at the ice, desperate to move the ferocious ship. It groaned, full of Iron and Guns and Coal. And a black coated man with the biggest and blackest handgun one could conceive stood on the ship, bristling with frustration. The ship must break free! Seek it! Arnasaq woke him up. She was as quirky and beautiful as ever, at least to Mr Hale's eyes. A little older, a little wiser. And right now, rather worried... "Ladies and Gentlemen...please fasten your seatbelts and assume the crash position!" Screams and sweats poured forth from the passengers, who nevertheless did what they were told, and with great frenzy. As the Plane started to descend, Arnasaq pointed Mr. Hales eyes to the starboard wing, where one engine was smoking most alarmingly indeed. Below, the icy plains of Greenland, where Arnasaq had insisted they return for a break. And it look like a break was what they were getting. A quite different type of break. A piece of wing looked like it was going to break. And it did, splintering from the main wing and tumbling in a rather splendid arc, trailing black smoke.
  12. Midnight Run

    GM Jann smashed through the window and the door flew open. It almost came off. If the plane took off it would be a windy journey inside. The pilot looked startled. On one side, he had Blowtorch hanging on. On the other, Jann also hanging on, the flapping wings impeding him in such cramped quarters. "Shoot him!" demanded Blowtorch. The Pilot was rattled, but did not want to go to jail. Or be caught. And this was the greater fear, perhaps multiplied by a furious looking large man to his left. He was already holding his pistol, and he aimed it to his right... Bam! Bam! Bam-Bam! Four shots slammed into the Bird of Arms at point blank range. It was hard to miss, really, and the Pilot knew how to shoot. Not a second later, something zipped overhead. The final member of the leapfrog gang, high on zoom, full of macho desperation, eyes fairly popping out of his head with the buzz. He was always agile, now he was faster than a speeding car. Over the roof of the plane he ran, and then down the other side, landing heavily on Jann. Only when they had collided did an inkling of his reckless folly seep into his drugged brain. He went tumbling, his hands grasping for anything to hold onto... ...but down he went, colliding with the runway beneath them, and in a second he was twenty feet behind the plane, rolling, rolling, like a bowling ball...
  13. Midnight Run

    Ok so the Pilot is armed. And...not particularly dangerous but firing point blank at a flat footed Jann, so I will give him a generous +2 attack. The Pilot is using the Solider Archetype but with Pilot +8 skill. He is less equipped though (Just a light pistol) Shoots Jann: 1d20+7 18 bam bam bam, thats a toughness 18 Save for Jann. Ill post that IC. If you want to do a narrative response to being shot, feel free, other wise let me know and I will edit the last IC and expand...
  14. Industrial Strength

    GM "They sure do" sighed Arna as she through away the cut rope. The expedition trudged off without them. In this heavy snow it would be hard to track them if there was much delay. Area took up the role of translator. "He says he is midnight spear. A hunter. A...shaman...I think. We are heading towards holy ground. Or something like that. Spiritual, maybe that is a better word. He wants to know what we are doing... what we intend. The...spirits...should not be disturbed. He says they are restless and vengeful ever since the star fell. I think he means the meteor..."
  15. Midnight Run

    I think that is sufficient damage to wave, partially for narrative flow... However it's a small plane and cramped inside. Depending on how you feel about wings, I would be inclineded towards activating a complication of making him flat footed in the plane?
  16. Long Way Down(IC)

    Lord Steam Unnerved but unshaken, Lord steam studied the...well, what was it exactly the Speaker was fiddling with....? "Ghosts? Why I am no expert on ghosts. Spirits of the deaday. Stories. Myths. Hallucinations, for the most part. Memories perceived as real. For the most part, that is. I, for one, have never seen one. At least, not since Mr Edwards spiked the rum with amazonian mushrooms at the philosophy club at Oxford. And I am fairly sure it wasn'the real. Pour Edwards, got thrown out of University for that. The Dean was seeing frogs for weeks afterwards..." He was babbling on a bit. He refocused and directed a question at the Speaker. "Why do you ask? And what the devil are you playing with?"
  17. Industrial Strength

    GM As it happened Anna, ever astute, noticed the slackness of rope behind her and turned around. She stifled a gasp as she saw the Hunter. But she recognised the language. She hissed something at him and he hissed back. They clearly understood each other, but what were they saying? Something about being silent? The Hunter put his finger to his lips and shook his head. He had a threatening air but was not violent. Yet. Perhaps Anna could translate but she could not speak aloud and was being dragged away by the rope around her waist...
  18. Midnight Run

    Jane is up again!
  19. Midnight Run

    GM The flames flowered over the pilots cockpit, probably blinding the pilot. Not that it mattered...it was a straight runway and one only had to hold the plane steady astream it coasted forward. Blowtorch, for such was the name of our flamethrower villain, jumped into the passenger door. He was a ignore man and strong, but not agile. He clung to the doorway awkwardly, the door flapping wide. "Planes can be hazardous to birds..." he yelled over the increasingly loud engine. And with a signal to the pilot, the plane jolted forward with a startling burst of speed, ready to ram the bird of arms...
  20. Midnight Run

    In which case it's time to get rammed by the accelerating plane! Can you throw me a reflex save dc 15 or suffer a damage 7 impact effect... effectively a slam.
  21. Soviet Kitsch

    The Red Rat The rat picked up a shovel. She could use it to shovel things. Or to whack a brain controlled zombie goon on the head. Well, it would conserve ammunition. She understood that conserving ammunition was important in a zombie apocalypse. At least, that's what the TV shows implied. But now, this was interesting. A shielded house.... It was worth investigating. She turned the Wheel and sped up to the front door. Probably best not to ram it. She might need her ride. No, instead she got out and tried the front door by hand...
  22. Midnight Run

    Rearly I cannot see how Jann, with his attack bonus could miss hitting a plane that is slowly moving along the runway. No need to spend an HP. The plane has a toughness of 8 and the flamethrower a damage 6 effect so feel free to roll that
  23. Industrial Strength

    GM "I think this one is better, I am sorry to say..." said Arna, thankful for the blanket. "Something here...the geography is all wrong..." she said, worried. And so, as the night crept onto dawn... It was indeed a terrible snowfall. Visibility was poor, and the expedition had to trudge through a foot of snow. Mumbling and grumblings of discontent were all around. "Not far now! Almost there!" called Lord Crane from the lead, but whether he was believed or not was another matter. The howl of wolves could be heard. This did not raise spirits, but guns were kept at the ready. Mr Hale Esq. Did not hear a thing. But he felt a sharp stabby thing at his back. A knife probably. And a voice, quiet as a summer breeze. He could, however, not understand a word. It was some Greenlandic language - he knew that much from his time with Arna. With a swish the man behind him took a few steps forward and cut the rope between Mr Hale and the rest of the party. He was a small, wiry man, dressed in heavy furs. He had the native look in ethnicity, like one of the northern american native tribes. His intent, however was unclear. He carried a speak and a knife, and a quiver full of arrows on his back. A hunter, no doubt. But whilst he had cut the rope, he did not try to stab Mr. Hale...or, thank heavens, Arna, who trudged on unknowing...
  24. Midnight Run

    GM The move caught Blowtorch by surprise. Perhaps the boldness of it. The flamethrower slipped from his hands and into Janns. He swore loudly and bared his teeth. Slowly he pulled out a rather magnificently unpleasant knuckleduster from his jacket. It had "B U R N" written on it. He slipped it over his right hand. "Bird's don't have teeth, chicken-breath. So lets get with some dental surgery...make you look the part..." he grinned, and gave a strong wide telegraphed punch at Jann. The Plane started forward, throwing him a little off-balance. Enough to swing wide. The whole plane started coasting down the runway, gently picking up speed. On the subject of speed, the zoomed up leapfrogger jumped onto the wing, still unused to his boost. Perhaps he whirling arms might have hurt somebody. Perhaps even himself. But he was almost too fast too co-ordinate. "Frek this!" swore the other leapfrogger, clutching his bruised head. He nimbly jumped off the Pick up truck and ran as fast as he could. Jann noticed he had that rather valuable first edition of dark side of the moon in his hand. At least he had taste.
  25. Midnight Run

    STR vs disarm: 1d20+5 8 so you can disarm him - I think also actually grab the weapon into Janns hands. The Pilot will start the plane taxi-ing along the runway... Round 3: 24 Final Leap Frogger 24 Other Leap Frogger 22 Blowtorch 16 Jann - 1 HP - Fatigued 11 Pilot (out of view) Ok So FLF will strike again: Strikes Jann: 1d20+5 8 a straight miss. OLF will start running all out, his nerve cracked, trying to make a run for it. Blow torch will punch Jann in the mouth. With his brass knuckles (move action to put on). Punches Jann: 1d20+10 14 but a miss all the same. Jann is up again.
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