[IC] Sudden Payback (Session 1)

load previous
Dec 13, 2019 9:34 pm
OOC:
Something potentially helpful but not specific to the vehicle passing is OK.
As the speech continues, Max can't help but wonder if the mayor's decision not to ask for police protection was a good one. She's got to get out to her car later, after all...
Dec 13, 2019 10:08 pm
As much as he hates to take his attention from Lance, Hank pushes the door open a crack and listens for the truck or delivery men coming down the alley.
OOC:
If I'd realized this door was opening directly to the alleyway, I may have slow-played it a bit more, but YOLO!

Rolls

Perception (Cunning)

3 Success, 1 Failure, 2 Threat

Total: 2 Success, 2 Threat

Dec 14, 2019 2:13 am
OOC:
WWCD: What Would Chuck Norris do? :D The threats muddy what you detect, making things a bit ambiguous. You'll have to peek out if you want something more concrete. (Or maybe Hank is satisfied that it's nothing.)
Hank hears a whirring noise, but it's hard to tell if it's a vehicle idling or the gym's air conditioning unit. He also gets a waft of a boozy smell, but that could just be coming from the dumpster.
Dec 14, 2019 1:05 pm
Hank pushes the door open a bit wider and looks out.
OOC:
Adding a roll in case I need to roll again. If not, disregard.

Rolls

Perception (Cunning)

4 Advantage, 2 Threat

Total: 2 Advantage

Dec 14, 2019 1:53 pm
Marv sees Hank break for the backdoor, and turns temporarily away from the speech to watch what he's looking for.
Dec 14, 2019 2:29 pm
OOC:
No roll necessary in this case.
Hank hears Lance's words echoing from the next room: "And that's why gyms like this one are so important. We are Rumble City!" The crowd bursts into applause just as Hank peeks out into the alley. That's strange: He sees a black van with blackout windows idling about ten feet from the back entrance to the gym.
OOC:
Initiative checks, please! Kermit, you can roll either Cool or Vigilance, since Hank is at least suspicious about what's going on outside. Eskaton, Remnant, and Somebox, roll your characters' Vigilance, please. These are simple check (positive dice only) with no difficulty attached.

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

Dec 14, 2019 3:47 pm
"What the hell is Hank looking at back there?"
OOC:
I'll use my advantage as follows: 2 to perform immediate action to dash to Hank's side when I would notice something going down, 1 to give boost to my next ally's move.
Last edited December 14, 2019 3:49 pm

Rolls

Vigilance

3 Success, 3 Advantage

Total: 3 Success, 3 Advantage

Dec 14, 2019 4:06 pm
Hearing Marv approach, Hank mutters over his shoulder, "Looks like some late guests have arrived. And they brought their murder van."
OOC:
Can I spend my advantages to ready my weighted chain (thus gaining its +1 defense in round 1)? If not, I'll just give myself +1 melee defense during round 1 using some Jackie Chan-style door prop work.
Last edited December 14, 2019 4:17 pm

Rolls

Vigilance

3 Advantage

Total: 3 Advantage

Dec 14, 2019 5:56 pm
OOC:
Ah, sorry; this is just an initiative check, so only a Triumph can allow an immediate free maneuver. Advantages on these checks are otherwise just tie breakers.
Dec 14, 2019 6:34 pm
OOC:
well, darn
Last edited December 14, 2019 6:34 pm
Dec 14, 2019 6:38 pm
"Move over and let me see!" Red tries to gain some leverage over the crowd, curious what Marv is talking about.

Rolls

Vigilance

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Dec 16, 2019 3:16 am
OOC:
Here's the initiative order so far. I'll update when Remnant rolls Vigilance, but y'all will definitely get the first slot if one of you wants to go. (The way Genesys works is that initiative slots are coded for PCs or NPCs rather than specific characters. That allows you to be more flexible in your tactics by switching up the order you act from round to round when it's helpful to do so.)

I'm guessing Hank will want the first slot, as he's right near the door?
[ +- ] Initiative
Dec 16, 2019 12:50 pm
Hank's eyes narrow and his mind becomes distant. His thoughts are only the mantra that Sensei drilled into him for years. My breath is the wind. My body is stone. My foes will fall away like waves upon the cliffs.

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.
OOC:
Assuming it's still just the van, I'm doing some prep work. 1 maneuver to ready my weighted chain, exchange my action for another maneuver to prepare a Takedown. Between my gi and the Defensive quality of the chain, I've now got 2 Defense.

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.
Last edited December 16, 2019 3:20 pm
Dec 16, 2019 2:26 pm
KermitThePog says:
OOC:
Assuming it's still just the van, I'm doing some prep work. 1 maneuver to ready my weighted chain, exchange my action for another maneuver to prepare a Takedown. Between my gi and the Defensive quality of the chain, I've now got 2 Defense.

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.
OOC:
OK, so this is going to get technical, so I apologize. :) First, there are no "prepared actions" in Genesys. This means using your takedown unarmed weapon will require you to have an active enemy you're fighting.

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?
Dec 16, 2019 2:46 pm
OOC:
My bad long weekend of being on walk about outside, I don't think I got sick so bonus

Rolls

Simple Vig Check

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Dec 16, 2019 2:50 pm
OOC:
No worries! No posts expected for the weekends. I just figured we could get the ball rolling since y'all get top initiative slot.
[ +- ] Initiative
Dec 16, 2019 3:17 pm
Quote:
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), and 3) prepare the weighted chain (thereby gaining +1 Defense no matter which other thing you do.
OOC:
Thanks for clarifying, and that's a good distinction. I had assumed that I wasn't wearing the jacket, since I was in the building where I train. But I didn't specify, so can work with the jacket too. In that case I'll just take off the jacket and ready the chain, to get a Defense of 2. Edited my earlier IC post.

And it sounds like we do need to be engaged with the target to prepare a grappling move. Got it. :)
Last edited December 16, 2019 3:21 pm
Dec 16, 2019 6:57 pm
[ +- ] Masked People
As he centers himself and prepares for the worst, Hank sees the van's sliding door fly open, revealing at least a dozen figures sitting inside. Most of them have masks pulled down over their faces, each slightly different from the next, like they bought them from he bargain bin at the local party store the day after Halloween. One or two seem to take a long draft of beer from the bottle before pulling their masks down. Then, with whoops and hollers, they start to exit the van like it's some kind of clown car.

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!
OOC:
So, I'm treating the door as an improvised Melee weapon. The hinges add a boost, since it's hard to miss with a door slam, but the door is also not meant to be a weapon, so it has the Inferior 2 quality (for 2 automatic threats). Let's say it does Brawl +2 damage, so in this case 7 damage to Hank (Brawn 3 + 2 for door, +2 uncanceled successes rolled). You subtract Soak from that number, meaning you suffer 3 wounds.

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.
[ +- ] Initiative

Rolls

Melee (using door, spending Story Point)

5 Success, 1 Advantage, 3 Failure, 3 Threat

Total: 2 Success, 2 Threat

Dec 16, 2019 9:49 pm
OOC:
What about 2 threat to allow Hank to immediately perform one free maneuver as an incidental in response to the action and two to give the next NPC to go a setback dice?
Dec 16, 2019 10:19 pm
OOC:
I'd be fine with that unless someone has a better idea. If I'm getting a free maneuver, I'd use it to enter a Guarded Stance.

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.
load next

Thread locked