[IC] Sudden Payback (Session 1)
Rolls
Perception (Cunning)
3 Success, 1 Failure, 2 Threat
Total: 2 Success, 2 Threat
Rolls
Perception (Cunning)
4 Advantage, 2 Threat
Total: 2 Advantage
Rolls
Cool (first threat)
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Cool (threat 2)
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Cool (threat 3)
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
Vigilance (Lance Mikowski)
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Cool (Threat 4)
2 Advantage
Total: 2 Advantage
Cool (Threat 5)
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
Rolls
Vigilance
3 Success, 3 Advantage
Total: 3 Success, 3 Advantage
Rolls
Vigilance
3 Advantage
Total: 3 Advantage
Rolls
Vigilance
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
I'm guessing Hank will want the first slot, as he's right near the door?
PC (3S 3A)
NPC (3S 2A)
NPC (2S 2A)
NPC (2S 2A)
NPC (2S 1A)
Lance (2S 1A)
PC (1S 3A)
PC (1S 3A)
PC (0S 3A)
NPC (0S 2A)
Hank sloughs off his jacket, tossing it to the ground just inside the door. His hands go to his waist, loosening the chain wrapped around it. Feeling its familiar warmth and weight in his hands, he shifts his weight and prepares his body to accept and put down the first wave.
If I have to be engaged with the foe to prepare a Takedown, this could also be adopting a guarded stance, giving me 3 Defense till my next turn.
If I have to be engaged with the foe to prepare a Takedown, this could also be adopting a guarded stance, giving me 3 Defense till my next turn.
In Genesys, some things grant Defense, and some things add to Defense. The Gi grants Defense. Wearing it gives you Defense 1. One caveat is that armor doesn't stack in Genesys, so to get these benefits, Hank needs to take off his leather jacket. By default, you only get the benefits of the top layer of armor you have on.
Guarded Stance also grants Defense. This means it provides Defense 1, but does not add to an already existing Defense rating. If you want to keep the leather jacket on, then, Guarded Stance is useful to you in this round. If you want to take off the jacket. Guarded Stance won't do anything, since the Gi automatically does the same thing (provides Defense 1).
Finally, the Weighted Chain has the Defensive 1 quality, which adds to Defense. It will stack with the Gi or the Guarded Stance to bump Hank up to Defense 2.
Caveat: All of this is Melee Defense except the Gi. Only the Gi helps versus ranged attacks.
With all that in mind, you can do two things this round, so I leave it to you which two: 1) Take off the leather jacket (to get Defense 1 from the Gi); 2) take a Guarded Stance (to get Defense 1 from that maneuver), or 3) prepare the weighted chain (thereby gaining +1 Defense no matter which other thing you do.
In short, it comes down to whether you want that Defense 2 for the whole encounter, or just for this round, as Guarded Stance is temporary, but taking of the jacket is semi-permanent (until you put to back on!).
Does that make sense?
Rolls
Simple Vig Check
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
PC -- Hank (we are here)
NPC
NPC
NPC
NPC
Lance
PC
PC
PC
NPC
And it sounds like we do need to be engaged with the target to prepare a grappling move. Got it. :)

Before Hank realizes what's going on, six of the figures leap onto the fire escape and start scaling the building. They're all relatively close to the ground at this point, with a few clinging to the ladder while a few others use the superstructure for a perch. But then six more masked figures head for the door Hank is peering through. One of them spots the man. "Hey! Get that guy!" Three of the masked figures rush the door, slinking in behind it and slamming it — right on Hank's head!
But that's 4 threat for you all to spend. How would you like to spend it? I'll have the other NPC group go once we adjudicate the door attack.
PC -- Hank
NPC -- (Minion Group of 3) Moved to fire escape, jumped on.
NPC -- (Minion Group of 3) Moved to fire escape, jumped on.
NPC -- (Minion Group of 3) Attacked Hank with the door.
NPC --
Lance --
PC --
PC --
PC --
NPC --
Rolls
Melee (using door, spending Story Point)
5 Success, 1 Advantage, 3 Failure, 3 Threat
Total: 2 Success, 2 Threat
The threat table lists a use of 3 threats as "The active character grants the enemy a significant advantage in the current encounter." I'm tempted to go even bigger with 4 threats, but not really sure what the significant advantage would be. We don't know what their goal is with the fire escape yet.