But this is also a chance to be narrative and creative if you want. One possibility might be that the door slam triggers some sort of alarm system in the building, alerting folks inside that something's up. Or the door comes partly off the hinges, so Hank can yank it off and throw it at them if he wants. Lots of ideas! If I don't hear from y'all by morning, I'll go with the free maneuver + setback idea.
[IC] Sudden Payback (Session 1)
But this is also a chance to be narrative and creative if you want. One possibility might be that the door slam triggers some sort of alarm system in the building, alerting folks inside that something's up. Or the door comes partly off the hinges, so Hank can yank it off and throw it at them if he wants. Lots of ideas! If I don't hear from y'all by morning, I'll go with the free maneuver + setback idea.
Back in the gym, the mayor is speaking again, Lance Mikowski by her side, grinning. They seem unaware that anything is going on in the alley.
Hank: Gets a free maneuver next round. (Still can only perform a max of 2 maneuvers in one turn).
Next bad guy: Gets a boost.
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 -- (Minion Group or 3) Aimed and threw beer bottles at Hank.
Lance -- (No action; unaware of the rumble.)
PC --
PC --
PC --
NPC --
Hank takes 7 damage, reduced by Soak (so 3 wounds, I believe).
Rest of the PCs are up! You're all at Medium range from the fracas, so that will be 2 move maneuvers to get to Engaged range for Melee or Brawl attacks. 1 Move maneuver to get to Short, where you can try Ranged attacks if you'd like.
There's a bottleneck at the door, so each additional PC gets an added setback on attacks until the fight moves away from the doorway. (Hank - no setbacks; next PC, 1 setback; next after that, 2 setbacks, etc.) Ranged attacks are upgraded once (change a Purple to a Red) in addition to this, because you'll be firing into a melee with an allied character.
TL;DR: Keeping the fight in the doorway is going to be be hard.
Rolls
Melee (with Aim and setback for spent Advantage)
4 Success, 2 Advantage, 1 Failure
Total: 3 Success, 2 Advantage
S: 2/12 W: 0/15
Rolls
Brawl (Striking)
2 Success, 2 Advantage, 1 Threat
Total: 2 Success, 1 Advantage
Setback dice (clogged door) OopS!
difficulty adjustment
1 Threat
Total: 1 Threat
Pulling Hank to safety would be Move, Move (engage), Athletics (Easy check -- one purple). But keep in mind there's only one more baddie to go before Hank will have the chance to save himself.
"If I could have your attention please. There may be an altercation to the back in a violent and deviant manner... if you'd like a photo op please remember they're likely attack you as well for the fun of it so be safe and use your flashes at full force for the best viceral pictures of violence from rabble-rousers as you move away." Max states moving next to the Mayor and nodding.
"If we have need to move you to your car Miss we might want to also check for a carbomb..." he adds with a nod taking a defensive stance in front of the Mayor which she can still see what's going on.
Second, remember that all Brawl (Striking) and Melee attacks have a base difficulty of Average (PP) rather than Easy. I added a second purple, which added +1 Threat.
So, after that, remember that Advantage and Threat cancel each other. This site shows you the full roll, but then below that is the tallied result. In your case, you ended up with 2 Advantage and 2 Threat on the roll. 2 Advantage cancels 2 Threat completely, leaving you with a wash in that department. The key to remember is to read the "Total" line this site spits out, as that's the one where the cancelations have been done for you. (There is a minor caveat, but I'll get to that when someone rolls a Triumph or Despair.)
For the advantage maybe a few people in the crowd notice Red, making it easier for Lance to grasp het meaning or understand her urgency.
Rolls
Look over here
3 Success, 1 Advantage, 2 Failure
Total: 1 Success, 1 Advantage
Back at the alley entrance, Marv joins Hank as they try to beat back the masked figures from coming into the building. They see one more figure in the van, a masked figure like the others. "Damn. How'd they spot us here?" He slams the sliding door, and the van takes off toward the street and out of sight.
Next PC: Gets a free upgrade.
Hank: Gets a free maneuver next round. (Still can only perform a max of 2 maneuvers in one turn).
Max: Boost on any Leadership check to clear the area (passed from Red)
Next bad guy: Gets a boost.
PC -- We are here.
NPC --
NPC --
NPC --
NPC --
Lance --
PC --
PC --
PC --
NPC --
He feints to the left as if he's going to stagger, then springs off the door frame, his knee plunging into the ribs of the fighter in front.
As the fighter crashes back into his cronies, Hank backs up and returns to tiger stance next to Marv. "Looks like a total of 12, and half of 'em are climbing the fire escape. Looks like they've got something else planned."
One maneuver to aim a Knee strike. That gives me a boost from the aim, plus an extra upgraded die from the ranged attack mistake above.
Then I'll use my bonus maneuver to disengage and back out of the doorway to make it easier for the others to get to the goons. Ideally, I'd like to back up just enough that they'll be able to move into/inside the doorway without slipping past us.
2 Advantages: Trigger Disorient 2 from the Knee
Triumph: Take out a mook
Rolls
Flying Knee Strike!
3 Success, 3 Advantage, 1 Triumph, 2 Failure, 1 Threat
Total: 1 Success, 2 Advantage, 1 Triumph
Also, I think I missed how story points work. I see we've got 5 as a PC group, but not sure what they're used for aside from my Laborer ability.
1) Use a special ability or talent. This includes the Laborer ability and will be specifically noted in the ability or talent description.
2) Upgrade a check. If it's your own check or an ally's you let them change out a green die for a yellow die, thereby increasing their chances of success and Triumph. If it's an enemy's check, you replace a purple difficulty die with a red challenge die, thereby increasing their chances of failure and Despair.
3) Define some element of the narrative's reality. Some examples: "We need access to the prison records." (SP Flip.) "Good thing the desk clerk is my brother-in-law." Or, "Oh, no! They've escaped on motorcycles!" (SP Flip.) "Let's borrow Lance's car; he keeps the keys in his office."
I'll get an update up later today with the enemy moves.
Marv manages to dodge their blows, but the pair slink away right as three more invaders hurl beer bottles at the former cop. Bam-bam-bam... All three connect, soaking the man's head in stinky, cheap lager and leaving his head ringing from the blows!
Second attack hits. Gets automatic Threat due to it being an improvised weapon, bringing Advantage down to 3. Still enough to crit Marv.
7 Damage on Marv, minus Soak. (I think your Soak is 4, but you currently have it listed as 5.)
Critical Injury 46: Head Ringer: Marv increases the difficulty of all Intellect and Cunning skill checks until the Critical Injury is healed (Average [PP] Medicine check).
Rolls
Brawl (Striking) + Aim + disorient
3 Success, 2 Advantage, 3 Failure
Total: 2 Advantage
Ranged + Aim
3 Success, 4 Advantage, 1 Failure
Total: 2 Success, 4 Advantage
Critical Hit on Marv - (1d100)
(46) = 46
Rest of the PCs are up! Currently no one is engaged, as the people at the back door either backed away or threw beer bottles from a couple feet back.
Max: Two Boosts on any Leadership check to clear the area (passed from Red, plus assist from Lance)
Minion Group 1: Disoriented for two rounds (+1 setback die).
Marv increases the difficulty of all Intellect and Cunning skill checks until the Critical Injury is healed (Average [PP] Medicine check).
PC -- Hank
NPC -- On the roof.
NPC -- On the roof.
NPC -- Two-person minion group: Attacked Marv but missed.
NPC -- Three-person minion group: Threw beer bottles.
Lance -- Assist to Maxwell.
PC -- We are here.
PC --
PC --
NPC --