Ari Posted November 10, 2011 Share Posted November 10, 2011 OOC thread for Have A Cigar!, where Omen, Quarrel and King of Suits deal with a deal in the Mob. Link to comment
Brown Dynamite Posted November 10, 2011 Share Posted November 10, 2011 Now I'm wondering how far apart the warehouse we're on and the one Quarrel's on is. Link to comment
supersheep Posted November 10, 2011 Share Posted November 10, 2011 Well, Quarrel's opposite them, so essentially on a warehouse across the street. So not terribly far, I'd wager :) Link to comment
Ari Posted November 10, 2011 Author Share Posted November 10, 2011 Alrighty then, how about we all try to make a notice check to make each other out on the roofs? Link to comment
supersheep Posted November 10, 2011 Share Posted November 10, 2011 Assuming a modest DC, Quarrel'll go ahead and Take 10 on his Notice Check via Skill Mastery, for a total result of +25. Link to comment
Ari Posted November 10, 2011 Author Share Posted November 10, 2011 ...Yeah, let's go with the DC being..15. 19, so he sees Quarrel. Link to comment
Brown Dynamite Posted November 10, 2011 Share Posted November 10, 2011 Notice Check (1d20+12+3=32) As does Omen. I guess everyone has a good enough pair of eyes in the dark. Link to comment
supersheep Posted November 10, 2011 Share Posted November 10, 2011 Given that we've essentially established we're all on the same side here, Quarrel's gonna go ahead and begin "Operation Ruin The Mobsters' Night By Crashing Their Party With Extreme Gusto." Rolls right off the tongue! Anyway, making simple hand gestures to convey Quarrel's basic strategy of "You goo punch them in the face, I've got you covered," since he's a take-charge kinda fella. If necessary, I guess that'd be some kind of Innuendo Bluff Check at DC 10, since the gestures are very simplistic. Also, readying an action to use his Autofire Attack against them just in-case, regardless of whether or not the others follow along EDIT: After discerning the... extra numbers involved, an amendment must be made! So, instead, Quarrel'll sort of motion that it might be a good idea to lure some of them away and pick them off. He'll continue to cover the doorway, just in-case, but otherwise will wait until a few of the mobsters begin to shuffle off before following along all shadowy-like to lend a hand. Link to comment
Ari Posted November 11, 2011 Author Share Posted November 11, 2011 Alright, if we're all agreed on this, Kingy will throw down a smoke bomb onto the heads of the guardsmen on the west side of the warehouse and then make a Move Action onto the warehouse roof of Number 4. Link to comment
supersheep Posted November 11, 2011 Share Posted November 11, 2011 So, here we go... mechanics of MnM. The bane of my current existence. Okay, so, Quarrel's gonna use his Autofire Blast 3 on the first half-dozen mobsters below. Assuming they're simply Minions, he'll Take 10 on his Attack Roll. Below, I've included the mechanical breakdown, as well as rolls if they're necessary. Attack with Bow: +15 +2 All-Out Attack: +17 -1 Attack for Autofire per Target (Total: -6): +11, for a Total Take 10 Attack Roll of +21. This results in damage equal to a Toughness Save vs. DC 20. Quarrel's Defense Bonus: +15 -2 All-Out Attack: +13 Bonus, 23 Defense Total Also, rolls if necessary. Each individual roll is per mobster. EDIT: Oh, and Initiative = 20 Link to comment
Ari Posted November 11, 2011 Author Share Posted November 11, 2011 Quite so. The guards are going to be played by the Soldier archetype from the Core Rules with the Profession(Soldier) Skill put in Intimidate instead for a total rank of 6. Their Initiatives: 15, 4, 10, 9, 5, 20, 18, 7, 21, 11, 12, 6. KoS's Initiative: 28. Link to comment
Brown Dynamite Posted November 11, 2011 Share Posted November 11, 2011 Didn't see we were listing initiatives. Omen's Initiative: 31 Though in retrospect that's actually missing 4 from it forgot about that second improve initiative. Link to comment
Ari Posted November 12, 2011 Author Share Posted November 12, 2011 Alright then, so the order is: Omen: 31 King of Suits: 28 Guard#9: 21 Quarrel: 20 Guard#7: 18 Guard#11: 12 Guard#10: 11 Guard#8: 7 Guard#12: 6 Begin Round One. Link to comment
Brown Dynamite Posted November 12, 2011 Share Posted November 12, 2011 Alrighty, still being new to M&M just gonna see if I'm right in all this. I'd have to use a move action to draw out my bo staff and a standard action to try and kick in the boarded window if that was my intention. Which I assume would both fit in the same post to show my action for the round. Am I correct? Link to comment
Ari Posted November 12, 2011 Author Share Posted November 12, 2011 Checks out. The boards are made of wood, so they get a +3 Toughness save. Link to comment
Ari Posted November 12, 2011 Author Share Posted November 12, 2011 supersheep, sorry for getting to this so late. IN THE SURPRISE ROUND. Anyway, Quarrel hits every single last one of them. Damage save vs DC20: 6, 20, 6, 21, 14, 18. So 4 down, 2 withstood it. Link to comment
Brown Dynamite Posted November 13, 2011 Share Posted November 13, 2011 Attack Roll = 20 Not sure how Damage plays into it but unarmed is 3 and the unarmed DC is 18. Breaking objects are still not flowing intuitively into my mind. Sorry for the delay should've done this yesterday. Link to comment
Ari Posted November 13, 2011 Author Share Posted November 13, 2011 Don't worry about rolling for Attacks against stationary objects HG, we just assume you hit it. Anyway, here's its TOU roll, DC18: 12, it's down! Link to comment
Ari Posted November 13, 2011 Author Share Posted November 13, 2011 Alright, to set the scene: the guards of the delegates are generic suited men standing in a half-circle behind each respective underboss, who look like the guards but with better suits and worse hair, the table the two underbosses were seated at is wooden, round and about ten feet across, the room the table is in is around 100ft. wide and 400 long, there is a metal staircase leading down to the main floor of the warehouse about 15ft. north-west of the table(the window we're entering is in the west side, and the building's main door faces north). Kingy: Move Action into the warehouse through the window, Standard Action to Attack one of the guards. All are minions, and for them we're using the Thug archetype. Why are the minions weaker on the inside than the outside of the(temporary evil base? The delegates have no idea about how the world works. Attack roll is: 21. Thug's Defense is +2, so that hits. Toughness save for the Punch, DC19: 12, is down. EDIT: forgot King has Takedown Attack for some reason. Attack roll: 19, hits. Thug's TOU roll DC19: 20, makes it. Quarrel's up! Link to comment
supersheep Posted November 13, 2011 Share Posted November 13, 2011 Since at least the majority of one side of the mobsters are down for Quarrel (assuming they were all in some sort of bizarre conga-line), he'll adjust his fire towards the rest of the guards outside Warehouse #4 whom are still standing relatively close to one another and perform a feat much the same as the last. Attack with Bow: +15 +2 All-Out Attack: +17 -1 Attack for Autofire per Target (Total: -6): +11, for a Total Take 10 Attack Roll of +21. This results in damage equal to a Toughness Save vs. DC 20. Quarrel's Defense Bonus: +15 -2 All-Out Attack: +13 Bonus, 23 Defense Total Link to comment
Ari Posted November 13, 2011 Author Share Posted November 13, 2011 It doth hitteth! TOU rolls DC20: 10, 15, 10, 20, 20, 24. So 3 down, 3 to go. Doing great! :) Link to comment
Ari Posted November 13, 2011 Author Share Posted November 13, 2011 Okay, here are the Underboss Guard's(three of them)Initiatives: 14, 4, 13. So order now is: Omen: 31 KoS: 28 Quarrel: 20 Underboss Guard#2: 14 Underboss Guard#4: 13 Watchman#11: 12 Watchman#10: 11 Watchman#12: 6 Underboss Guard#3: 4 Link to comment
Brown Dynamite Posted November 13, 2011 Share Posted November 13, 2011 Bah accidentally closed the tab while typing. Oh well I can retype this all. Move Action into the Warehouse Followed by a Standard Action to attack one of the thugs. Attack roll is a Natural 20 Coupled with the thug's +2 defense I think it's a critical hit so for a minion I believe he's simply knocked out. Moving on along to the next guy thanks to Omen having takedown attack, he once again swings that Bo Staff for a 17 which has a TOU DC of 21. Link to comment
Ari Posted November 13, 2011 Author Share Posted November 13, 2011 HG_M, that is a fine course of action, but I need to let the Watchmen and Guards fight sometime, you know? Underboss Guard#2's Attacks KoS: 5, whiffs it. #4 Attacks the same: 21, misses. Watchman#11 Attacks Quarrel: 9, misses. #10 Attacks the same: 22, misses. #12 ditto: 13, misses. Underboss Guard#3 Attacks KoS: 22, critical hit! Damage DC is 17, KoS's TOU roll: 12, fails by 5, Dazed and Bruised! So that ends Round One. Round Two! The two Underbosses are now ready to fight, using the Crime Lord template for them. Driogano Underboss Initiative: 9. Oliverti Underboss Initiative: 10. Omen: Unharmed KoS: Stunned, 1 Bruise Quarrel: Unharmed Underboss Guard#2: Unharmed Underboss Guard#4: Unharmed Watchman#11: Unharmed Watchman#10: Unharmed Oliverti Underboss: Unharmed Driogano Underboss: Unharmed Watchman#12: Unharmed Underboss Guard#3: Unharmed Link to comment
Brown Dynamite Posted November 13, 2011 Share Posted November 13, 2011 I'm just surprised that the dice aren't hating me right now. Link to comment
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