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Fox, May 17 in Greenbank
OOC thread for this IC thread.
Nothing here yet!
Well, that sounds like a Diplomacy check to me, Ryder!
Diplomacy Check: 1d20+5 12
There are enough surrounding buildings and urban decay that Riley can easily get close to the warehouse (or, at least, the fence around it!), and see at least what's going on outside - let me know if there are any particular details you or he would be after.
The guards at the checkpoint don't look particularly friendly; they're keeping a somewhat negligent lookout, but they are looking out.
The fence is ~8-10 feet high, depending on where it's still in good shape and where it had to be installed against the surrounding terrain. It does seem to run all the way around the building.
Stealth Check: 1d20+2 5 Oh noooo.
Initiative: 1d20+10 22
Mike, Chuck: Initiative Rolls: 1d20+2 9 1d20+6 21
Initiative Rolls: 6#1d20+1 14 7 2 8 18 9
Initiative, Round 1:
22: Chitin, 3HP, unharmed
21: Chuck, unharmed
18: Goon 1, unharmed
14: Goon 2, unharmed
9: Mike, unharmed
9: Goon 3, unharmed
8: Goon 4, unharmed
7: Goon 5, unharmed
2: Goon 6, unharmed
The goons are lower-PL minions and comparatively poorly-armed, spread out a bit around the warehouse. Some of them already have weapons of opportunity (crowbars, etc.), some are unarmed (for now!), but they have the advantage of action economy.
Chuck and Mike look like they have a little more experience under their belts, and Chuck was noticeably faster on the draw, but both are mere mortals as near as Chitin could tell.
Initiative's yours, Chitin!
Move Action: Run up to Chuck!
Standard Action: Disarm Attempt!
Disarm Attack Roll: 1d20+6 21
Disarm Opposed Check: 1d20+5 23
Chuck is incapable of beating that! Chuck is disarmed, and Chitin now wields a pretty nice SMG.
Well, let's see here!
Chuck, now unarmed, is going to back away. He will not be attacking this round.
Goons 1 & 2 will, though! They close to melee range, and the former aids the latter in a melee attack. They aren't exactly high-PL (or even balanced-PL) attackers, but they're going to do what they can!
Aid, DC10; Melee Attack Roll vs. Chitin, DC21: 2#1d20+3 19 21
19 clears the aid check, making that 21 into a 23 - though it would have hit anyway! Give me a DC19 Toughness save, Chitin.
Mike falls back to cover Chuck, but he's not going to shoot into melee and risk hitting a friendly target.
Goon 3 runs off. Where are you going, Goon 3?
Goons 4-6 are busying themselves with a nearby crate a bit off to the side. I'm sure that's fine.
Toughness Save vs DC 19: 1d20+5 12
HP Reroll: Toughness Save vs DC 19; HP Reroll: 1d20+5 16
Initiative, Round 2:
22: Chitin, 2HP, 1 bruise
21: Chuck, unharmed, unarmed
You're up, Chitin!
Move Action: Activate Cricket Instar!
Standard Action: Unarmed Attack vs Goon 1: 1d20+11 25
That’s a DC 15 + 5 + up to 2 Autofire Toughness Save. Then, should Takedown Attack be an option:
Unarmed Attack vs Goon 2: 1d20+11 13
Goon 1: Toughness Save vs. Chitin, DC22: 1d20+3 12
Goon 2: Toughness Save vs. Chitin, DC20: 1d20+3 16
They're both down for the count.
Make me a Notice check, Chitin.
Notice Check: 1d20+5 15 ?
Exactly what you needed.
These guys were more solid than Chitin might have expected; feels like those two had some kind of lightweight armor on under, or as part of, their jackets. Apparently it was either not great quality, or more designed for something that isn't blunt force.
Conversely, the trio at the far end have open jackets, or none at all; safe bet is they're basically unarmored.
Chuck goes digging and comes up with a new weapon. It glows! That seems fine.
Mike takes a shot at Chitin now that others aren't in the direct line of fire:
Ranged Attack Roll vs. Chitin: 1d20+3 4
I suppose that balances out the good luck the melee folks had.
Chitin can hear what sounds like shouting just outside.
Goons 4, 5, and 6 have opened their crate and pull out something that looks an awful lot like a bazooka, but it's also glowing?? They line up a shot, but it looks like it has some wind-up.
Initiative, Round 3:
21: Chuck, unharmed, glowy gun
9: Mike, unharmed, normal gun
9: Goon 3, unharmed (outside)
8: Goon 4, unharmed, big gun
7: Goon 5, unharmed, helping with big gun
2: Goon 6, unharmed, "helping" with big gun
Knowledge (Technology) Check: 1d20+16 25 To recognize anything about the glowing weapons?
They're some manner of laser weapon, by the looks of them, but they'll pack a decent punch. Chuck's weapon probably isn't all that much better than a normal gun, but that big cannon would hurt.
The way the big cannon's acting, and with a roll that good, Chitin might guess that it'd take about a round to charge up, and could only fire once before having to charge again. A shot that big is probably in Chitin's weight class, PL-wise, though...assuming the goons can aim it competently.
Standard Action: Charge; Unarmed Attack vs Laser Bazooka; Charge +2, Power Attack -5: 1d20+8 26
That's a DC 20 + 5 Power Attack + 2 Autofire Toughness Save for the bazooka.
Move Action: Use Leaping to jump into the support beams overhead, trying to find some cover from Chuck and Mike.
-2 Defense until his next turn.
Hmm! I was going to roll toughness for that, but it's an object, and with that skill check I feel like Chitin would at least have an idea how to take it out.
Taking 10, it'd 'roll' 20 or so; against a DC of 27, that's enough to disable it but not outright destroy it (which could have consequences!). It is visibly ruined and makes a sad noise as it powers back down.
Chuck takes a shot, but his odds are poor with Chitin behind cover (good call!):
Ranged Attack Roll vs. Chitin: 1d20+3 15
Yeah, that won't do.
Mike readies an action to shoot when Chitin reveals himself.
The goon trio is a little shaken that their trump card got smashed so easily! It was made of steel! They are not.
Coin Flip: 3#1d2 2 1 2
Goon 5 decides this is not great and double-moves out the nearest door.
Goons 4 & 6 start rooting around for better weapons, but it's going to take them a moment to crack open a new crate.
There's some noise outside! Maybe goon 5 found goon 3.
Initiative, Round 4:
9: Mike, unharmed, normal gun, readied action
8: Goon 4, unharmed, re-arming
2: Goon 6, unharmed, re-arming
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