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Taking inventory OOC


Uninverted

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Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6.

Here's the series of events:

Surprise round:

Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell.

Round 1:

Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained).

Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1.

Army begins to fire into the smoky area, but doesn't hit anything.

Round 2:

One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army.

The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking.

One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse.

The other people that Army briefly saw before the smoke grenades aren't visible from his position.

Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).

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Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6.

Here's the series of events:

Surprise round:

Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell.

Round 1:

Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained).

Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1.

Army begins to fire into the smoky area, but doesn't hit anything.

Round 2:

One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army.

The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking.

One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse.

The other people that Army briefly saw before the smoke grenades aren't visible from his position.

Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).

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Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6.

Here's the series of events:

Surprise round:

Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell.

Round 1:

Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained).

Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1.

Army begins to fire into the smoky area, but doesn't hit anything.

Round 2:

One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army.

The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking.

One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse.

The other people that Army briefly saw before the smoke grenades aren't visible from his position.

Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).

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