[IC] Sudden Payback (Session 1)

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Dec 17, 2019 12:16 am
OOC:
I'm good with a free maneuver (wouldn't be an incidental, but would allow Hank to save 2 strain on his next turn) -- this could be used to Aim (granting a boost die), but remember, Guarded Stance is pretty much useless with the Gi, since the Defense won't stack.

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.
Dec 17, 2019 2:01 pm
Damn, that hurt. Hank manages to pull his head free of the metal doorframe and duck behind the door slightly. Not a moment too soon, it seems, as three masked figures farther back hurl half-full beer bottles at him! Two of the bottles smash into the door, shattering into a cloud of glass and suds. But the third connects, exploding on the side of Hank's head.

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.
[ +- ] Initiative
OOC:
Sorry; mislabeled that. They used Ranged, not Melee. Inferior gives them an automatic Threat, reducing Advantage to only 1. They give a boost to their next ally.

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

Dec 17, 2019 5:05 pm
Marv sees Hank's get slammed in the door, then duck and swerve, obviously taking a hit from something in the process, "Yo, what the f@$%!" Marv sprints to the door, pulling a fist out of his jacket pocket and cocking it to bash the hell out of whoever is messing with Hank!

S: 2/12 W: 0/15
OOC:
I just want to be sure I understand Genesys combat right. 2 success means +2 to damage (4 base), then I can use the two advantage to "feed off the crowd" and recover 3 strain (or inflict critical and give boost depending on the advantage required for critical per pg104 of CRB), and then you adjudicate the 1 threat? If I get input, I'd choose take 1 strain which would potentially be nullified by feed off the crowd.
OOC:
GM edit: Melee/Brawl attacks are always Average (PP) except for opposed Grappling checks.
Last edited December 18, 2019 7:15 pm

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

Dec 18, 2019 1:41 am
Red follows after Marv to see what all the fuss is about, barely hearing the sound of glass breaking right after Hank went...somewhere? Sounds like trouble. Already getting a bad feeling she tries to squeeze and weave through the crowd until she's at the front, waving her arms to get Lance's attention, the oversized sleeves of her Gi waving rather gracefully considering how frantic Red is.
OOC:
One maneuver to get in a position where Lance can see Red?
Dec 18, 2019 1:29 pm
OOC:
I guess you're adjudicate all in turn.
Seeing several of the others move away from the speech and the sounds of various things and some gym members moving around with quicker steps he gets down moving through the crowd moving towards Lance and the Mayor. He motions for the mic once he gets to the others.
OOC:
Looks like I'll need the mic, I'll spend the round to get there and save the words for when I catch my breath.
Remnant sent a note to Remnant
Last edited December 18, 2019 3:50 pm
Dec 18, 2019 3:42 pm
OOC:
Sorry; was flying cross-country yesterday! I'll adjudicate each of your actions in turn.
Eskaton says:
OOC:
I kind of want to pull Marv back into the building to keep him protected while we get organized while I learn what's going on, (I don't think I would know what had happened as of yet), is there a way to do that? I'd have to spend two maneuvers to be in position to strike so wouldn't be able to strike this turn, so I think pulling Hank to safety makes more sense.
OOC:
You can actually attack this round if you want -- One maneuver to get to short range to the door, a second to engage with the minion group (costing 2 strain), and then your action to attack. You won't be able to put on your brass knuckles, though -- that's 1 maneuver to get them out of your jacket, a second to put them on. (There's a talent, Quickdraw, that would streamline such things down the line.) But move, move (2 strain), attack is doable. Is that what you want to do?

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.
somebox says:
OOC:
One maneuver to get in a position where Lance can see Red?
OOC:
Interesting idea! What's the skill to get someone's attention? Let's say you can use a social skill (any of Coercion, Charm, Leadership, or Deception) and roll versus an Easy (P) difficulty with 2 setbacks for the crowd and him being distracted.
Remnant says:
OOC:
I guess you're adjudicate all in turn.
Seeing several of the others move away from the speech and the sounds of various things and some gym members moving around with quicker steps he gets down moving through the crowd moving towards Lance and the Mayor.

"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.
OOC:
Let's say you can move to the stage, which is at medium range (taking two maneuvers). You can make a Leadership check now if you spend 2 strain, but without the mic or another move to get up on the stage, it's going to be Daunting (PPPP) with 2 setbacks. You can also save this action for next round if you'd prefer so that you can mount the stage, take the mic, and remove the setbacks.
Dec 18, 2019 3:51 pm
OOC:
Updated my post above but I go last so other stuff first.
Dec 18, 2019 7:15 pm
OOC:
Cool, I'll do the attack then, I updated my post to reflect this and threw the dice.
Dec 18, 2019 8:06 pm
Eskaton says:
OOC:
I just want to be sure I understand Genesys combat right. 2 success means +2 to damage (4 base), then I can use the two advantage to "feed off the crowd" and recover 3 strain (or inflict critical and give boost depending on the advantage required for critical per pg104 of CRB), and then you adjudicate the 1 threat? If I get input, I'd choose take 1 strain which would potentially be nullified by feed off the crowd.
OOC:
Almost. First, your unarmed strike should have a base damage of 3 rather than 4 — all Brawl (Striking) damage begins with your Brawn rating, even if the skill itself keys to Agility. So, you start with a base of 3, and add +1 per uncanceled Success (+2 for you). Total in this case is 5 damage. They will Soak part of that, of course.

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.)
Marv finds a crack in the door, and hs fist connects with one of the masked figures. The guy grunts in pain.
OOC:
Just a tip: Since unarmed strikes will only do 3 damage + successes for you, better to attack with your Knee unarmed strike, or spend a couple of maneuvers next round to put on the brass knuckles. The Knee is pretty good, as it ignores 2 points of Soak and does +1 damage over the basic brawl attack.
Dec 18, 2019 8:51 pm
OOC:
Naturally use a charm check.

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.
Last edited December 18, 2019 8:57 pm

Rolls

Look over here

3 Success, 1 Advantage, 2 Failure

Total: 1 Success, 1 Advantage

Dec 19, 2019 12:48 am
OOC:
Oh ok, thanks. I thought it was 1 difficulty based on genesys core rulebook, I missed that change. Also totally should have done the knee, and forgot to update my damage from my pre-game sheet changes, but thanks for reminding me. I've changed it on my sheet now.
Dec 19, 2019 4:20 pm
OOC:
Somebox: I like the crowd-notices idea. It looks like Remnant's about to try a Leadership check to clear the area, so why don't we say the efforts pass a boost to Maxwell?
On the mat, the mayor continues her speech, but Red's flailing has gotten Lance's attention, along with a few people in the crowd. As Max approaches the mat, he gets the feeling it should be pretty easy to get the mic to try to calm the crowd and clear the room.

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.
OOC:
Back around to a PC's turn. I realized that I forgot to upgrade the ranged attack on Hank last round, so whoever goes first can take a free upgrade (changing a G to a Y on your check). This and other effects are listed in the Initiative tracker below.
[ +- ] Initiative
Dec 19, 2019 5:15 pm
Marv connects with his strike, reaching around past Hank to make the connection. He shoots a look at Hank as the masked figure goes reeling back, "I take it they forgot their invitations!"
OOC:
I vote Hank goes first again
Last edited December 19, 2019 5:16 pm
Dec 20, 2019 2:06 am
His ears ringing from the door, Hank spits broken glass and blood out at the feet of the masked thugs in front of him. He shifts his weight, judging their reaction speed, identifying weaknesses. The first one favors his right side. The big one thinks I'm already down for the count. He'll go down first.

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."
OOC:
I won't argue with taking my turn to get some payback. :)

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
Last edited December 20, 2019 12:17 pm

Rolls

Flying Knee Strike!

3 Success, 3 Advantage, 1 Triumph, 2 Failure, 1 Threat

Total: 1 Success, 2 Advantage, 1 Triumph

Dec 20, 2019 3:45 am
OOC:
Great roll! A couple of points about Triumphs: First, this site for some reason doesn't count the Triumph as a Success and a Triumph. So, the above result should be 1 Success, 2 Advantage, 1 Triumph. In other words, you succeeded on the attack and will do damage. Second, Triumphs can always be used to trigger a critical hit on enemies, and versus minion groups, a critical hit always takes out one minion entirely. Usually this is the best use of a Triumph versus minions, as it's like getting 5–10 extra damage (depending on the minions' Soak rating). It's how the system makes the heroes super-badass versus mooks. With that in mind, do you want to upgrade the next check with the Triumph, or would you rather take out a minion (reducing one of the groups by the door from 3 to 2 members)?
Dec 20, 2019 12:19 pm
OOC:
Ah, good call. Yep, I'll change that to a crit/taking out a minion. Updated my post above.

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.
Dec 20, 2019 4:00 pm
OOC:
Story Points have three main uses:

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.
Dec 20, 2019 7:32 pm
Hank spits shards of glass in the faces of the three nearest attackers, using the distraction to jam a knee into the gut of the fat guy in front. The strike must have hit a vital, as the guy falls to the ground, clutching his side and rolls up in the fetal position. As he moves away from the door, Hank catches a glimpse of another one of the invaders clasping his eyes in pain; apparently a shard of glass found its way past his mask.
OOC:
Bad guys' turn coming up!
Dec 20, 2019 7:41 pm
While they guard the back door, Marv and Hank can't help but notice that six of the masked attackers have now scaled the fire escape and disappeared somewhere onto the roof. The five invaders still standing by the door try to take out the two defenders to get into the building. First, the guy clutching his eyes stands up straight, looking like he might cry. "Y'all gonna pay for that!" he says, flailing at Marv through the doorway, as one of his buddies carefully waits for an opening and joins in.

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!
OOC:
First attack misses. 2 Advantages for a free immediate maneuver to disengage.

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).
OOC:
Lance's turn incoming.

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

Dec 20, 2019 7:52 pm
Lance sees Red flailing in the crowd, and then spots Max at the edge of the mat. The gym owner says something to the mayor and takes the mic, extending it toward Maxwell.
OOC:
Consider this an assist from Lance to Max, giving +1 boost to his next check (probably Leadership).

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.
[ +- ] Initiative
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