MBCE Posted March 8, 2009 Share Posted March 8, 2009 This is the OOC thread for the Lincoln chapter of the Turf Wars story arc. It starts at the Youth center in Lincoln where Chill Out follows a lead. Link to comment
MBCE Posted March 30, 2009 Author Share Posted March 30, 2009 Army can take ten on the roll. Unfortunately, he was spotted by the thugs and one of themis coming his way. I am using The thug stats in teh back of the book p229. They are minions and you can roll the toughness and saves for the thugs. Thug Def 12, Toughness +3, F: +4, R: +1, W: +0 Attack +2, Damage +2(punch) +3(pistol) notice +0 Initiative +1 -- initaitve (1d20+1=4) Please put the following tag before the chracter name for rolls. [TW] Please roll initiative to see who goes first. If you attack, roll the toughness and say the results. Link to comment
MBCE Posted March 30, 2009 Author Share Posted March 30, 2009 I need an intiative roll from ArmyofOne. The Thug is going to jump him. Link to comment
eyeonthemountain Posted March 31, 2009 Share Posted March 31, 2009 Well, ArmyofOne has a +11 so he cannot fail. Posting up attacks and such now. Iniative: 1d20+11=18 Two move actions to summon duplicates. Link to comment
MBCE Posted March 31, 2009 Author Share Posted March 31, 2009 Initiative for remaining four thugs (1d20+1=18) Initiative ArmyofOne 18 Thugs 18 Thug 1 4 COMBAT STATS Name --- Attack---Def--Toughness---Saves(F,R,W)---Damage ArmyofOne --- +4(+6strike)---+6---+6---5,7,2---Unarmed strike DC21 Thugs Def 12, Toughness +3, F: +4, R: +1, W: +0 Attack +2, Damage +2(punch) +3(pistol) notice +0 The thugs are minions and you can roll the toughness saves for them. The four distant ones will join the fight from the next round. Link to comment
MBCE Posted March 31, 2009 Author Share Posted March 31, 2009 Round 1 ArmyofOne calls forth 2 dupes of himself. Teh thug charges in on ArmyofOne, missing. Charge attack vs DEf 16;Toughness Dc 21 (1d20+4=10) Actions for Round 2? Initiative for remaining four thugs (1d20+1=18) Initiative ArmyofOne 18 Thugs 18 Thug 1 4 COMBAT STATS Name --- Attack---Def--Toughness---Saves(F,R,W)---Damage ArmyofOne --- +4(+6strike)---+6---+6---5,7,2---Unarmed strike DC21 Thugs Def 12, Toughness +3, F: +4, R: +1, W: +0 Attack +2, Damage +2(punch) +3(pistol) notice +0 The thugs are minions and you can roll the toughness saves for them. The four remaining thugs will act in this round. Link to comment
eyeonthemountain Posted March 31, 2009 Share Posted March 31, 2009 Army attack on #1 1d20+6=16 #1 toughness save 1d20+3=13 Dupe #1 attack after charge: 1d20+6=11 with +2 for charge hits. Thug #2 toughness. 1d20+3=6 Dupe #2 attack 1d20+8=28 Charge included this time. Crit so Thug #3 goes down automatically. OOc: If I am doing this wrong, let me know. Link to comment
MBCE Posted March 31, 2009 Author Share Posted March 31, 2009 Army attack on #1 1d20+6=16 #1 toughness save 1d20+3=13 Dupe #1 attack after charge: 1d20+6=11 with +2 for charge hits. Thug #2 toughness. 1d20+3=6 Dupe #2 attack 1d20+8=28 Crit so Thug #3 goes down automatically. OOc: If I am doing this wrong, let me know. No, looks good to me. Link to comment
MBCE Posted March 31, 2009 Author Share Posted March 31, 2009 Rnd 2 ArmyofOne takes out the first Thug and sends his duplicates in to take out the other four as he calls forth another copy. The dupes manage to take out two of the thugs. The remaining thugs, removed guns and fire at the nearby dupes. One of the dupes is taken out of the fight. 1)attack vs Def 14; toughness save DC 18 2)attack vs Def16;toughness save DC 18 (1d20+2=14, 1d20+6=24, 1d20+2=5, 1d20+6=16) The gunfire is loud enough to alert anyone in the area of trouble. One dupe is present by the two remaining thugs. Another dupe is by ArmyofOne. Actions for Rnd 3? Initiative ArmyofOne 18 Thugs 18 COMBAT STATS Name --- Attack---Def--Toughness---Saves(F,R,W)---Damage ArmyofOne --- +4(+6strike)---+6---+6---5,7,2---Unarmed strike DC21 Thugs Def 12, Toughness +3, F: +4, R: +1, W: +0 Attack +2, Damage +2(punch) +3(pistol) notice +0 Link to comment
Geez3r Posted April 3, 2009 Share Posted April 3, 2009 Following MBCE's advice, Red Star may or may not be on his way here. Initiatice result = 16. Assuming no one has objections of course. Link to comment
eyeonthemountain Posted April 4, 2009 Share Posted April 4, 2009 Duplicate 2 attack vs thug 1d20+6=18 hits and save DC 21 1d20+3=6 and down he goes Duplicate 3 attack vs thug 1d20+6=17 hits and save DC 21 1d20+3=14 and down he goes, too. ArmyofOne notice 1d20+3=22 edited to add notice roll Link to comment
MBCE Posted April 4, 2009 Author Share Posted April 4, 2009 Duplicate 2 attack vs thug 1d20+6=18 hits and save DC 21 1d20+3=6 and down he goes Duplicate 3 attack vs thug 1d20+6=17 hits and save DC 21 1d20+3=14 and down he goes, too. ArmyofOne notice 1d20+3=22 edited to add notice roll Okay, you need to edit your IC post to have Dupe 3 head over to the fight. He never left ArmyofOne's side. The attack rolls remain the same, but I would like to keep distance in mind. Would it help to make map? Link to comment
MBCE Posted April 14, 2009 Author Share Posted April 14, 2009 Real sorry for the delays. RL took a hold of me and had me pinned for a while. Should be okay. Red Star heard the gun shots and is now heading twoards the youth center. A notice check to see ArmyofOne's duplicates near the building. DC 15. ArmyofOne can see something coming towards the youth center by air, but is unsure yet exactly what it is. Another notice check, DC 15 to make out the incoming hero. If that is made, make a K.Current Events DC 10 to recognize the figure is the hero Red Star. The Dupes, while picking up the guns and the bags catch sight of a side door on the youth center closing and hear the faint sound of fleeing footsteps inside of the building. Link to comment
Geez3r Posted April 14, 2009 Share Posted April 14, 2009 Dynamic Array is at full Flight. Red Star arrives on scene via Moving All Out. EDIT: Ninja'd me on the OOC thread. Notice check failed. I really need to put skills on the to-do list. Link to comment
eyeonthemountain Posted April 18, 2009 Share Posted April 18, 2009 ArmyofOne will not waste the action trying to identify what is coming in, but will concentrate on getting inside the building. Link to comment
eyeonthemountain Posted April 26, 2009 Share Posted April 26, 2009 Dunno, It all depends on if ArmyofOne gets his action or Red Star does, I suspect. Link to comment
eyeonthemountain Posted May 2, 2009 Share Posted May 2, 2009 I guess this thread is dying on the vine. Link to comment
eyeonthemountain Posted May 10, 2009 Share Posted May 10, 2009 Well, this is not going anywhere, and since the only place I post is to the voting thread, I think I am going to sign off the boards. Thanks for the mini game and good luck to both of you. Link to comment
MBCE Posted May 25, 2009 Author Share Posted May 25, 2009 Geez3r, are you still around? If you are, I do plan on continuing this. Let me know if you are or not. Link to comment
Geez3r Posted May 30, 2009 Share Posted May 30, 2009 I am indeed still around. Though as was mentioned in the Player Away thread, I might need a day or two get fully settled with the new computer. I still need to install a lot of programs on it. Link to comment
MBCE Posted June 3, 2009 Author Share Posted June 3, 2009 Great! Take your time. I'll try to put up the next post soon explaining the lost of ArmyofOne. Link to comment
MBCE Posted June 23, 2009 Author Share Posted June 23, 2009 Sorry for the delay. Finally found some time to get back to this. It's a little lonely with just Red Star, but that's fine. Link to comment
Geez3r Posted June 30, 2009 Share Posted June 30, 2009 Dynamic Array set to Flight 5, SS 1. Link to comment
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