[IC] Sudden Payback (Session 2)
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3 threat = Duke is now prone, too.
From near the back door, you hear someone swear, "Ah, f—" but the sound is stifled for some reason.
Enforcers: Adversary 1, so RRRP to Grapple them; RP to Strike them. One on Hank gets a boost next round.
Petrovich: Adversary 2, Defense 1, RRRR to Grapple him, RR to Strike him, Bad Rep (2 strain for failed checks against him), Charismatic Menace (allies in Short range add +1 advantage to checks, opponents in Short range add +1 threat to checks).
Setback on his next check.
No Defense until end of his next turn.
Currently prone (boost on melee attacks on him, setback on his own melee attacks).
Duke: Pack Fighter: Adds AA to combat checks after he makes a successful combat check. Currently prone (boost on melee attacks on him, setback on his own melee attacks).
Marv: Setback on next check.
Back-door cops: Setback on all Brawn- and Agility-based checks until leave the hallway. In Difficulty Terrain.
Ally - Jimmy (dropped a cop)
PC - (we are here)
NPC -
NPC -
NPC -
NPC -
NPC -
NPC -
PC -
PC -
PC -
NPC -
Rolls
Brawl (Striking) knee
3 Success, 2 Advantage, 1 Triumph, 2 Failure, 1 Threat
Total: 1 Success, 1 Advantage, 1 Triumph
Marv snarls at Petrovich on the ground, "Hope you're feeling bulky, cause I'm freakin FULL of cheeseburgers, baby. EXTRA HEAVY!"
He jumps and comes down hard with his knee on Petrovich.
Rolls
Flanking prone knee while berserking and with 2 aim (automatic 1 S 2 A)
3 Success, 5 Advantage, 1 Failure, 1 Threat
Total: 2 Success, 4 Advantage
I think the setback was actually on my last check and should be spent, but in case it's not
I also passed a boost to the next player on my last turn that Max didn't roll
1 Success
Total: 1 Success
96 = crippled (Hard [PPP]): one of the target's limbs is impaired until the injury is healed. Difficulty of all checks using that limb are increased by one.
51 = fearsome wound (Average [PP]): target increases difficulty of Presence and Willpower checks by one until the injury is healed.
And... that's a miss! 1 Threat to you all. Strain him? Something else?
Enforcers: Adversary 1, so RRRP to Grapple them; RP to Strike them. One on Hank gets a boost next round.
Petrovich: Adversary 2, Defense 1, RRRR to Grapple him, RR to Strike him, Bad Rep (2 strain for failed checks against him), Charismatic Menace (allies in Short range add +1 advantage to checks, opponents in Short range add +1 threat to checks).
Crippled (Hard [PPP]): +1 difficulty to any check using his arms
Fearsome Wound (Average [PP]): +1 difficulty to Willpower and Presence checks
Duke: Pack Fighter: Adds AA to combat checks after he makes a successful combat check. Currently prone (boost on melee attacks on him, setback on his own melee attacks).
Back-door cops: Setback on all Brawn- and Agility-based checks until leave the hallway. In Difficulty Terrain.
Ally - Jimmy (dropped a cop)
PC - Marv (attacked Petrovich)
NPC - Petrovich (a kick and a miss on Marv)
NPC -
NPC -
NPC -
NPC -
NPC -
PC - (gets a boost from Marv unless it's Guy, who's not present)
PC -
PC -
NPC -
Rolls
crit 1 - (1d100)
(96) = 96
crit 2 - (1d100+10)
(41) + 10 = 51
Brawl (Striking): Kick w/aim
3 Success, 2 Advantage, 3 Failure, 3 Threat
Total: 1 Threat
Failure, but again 1 threat. Ideas on using it? Scratch that. Petrovich adds +1 advantage, nullifying that threat. I've got an idea for the Triumphs. ;D One will knock Hank prone, the second will dump some weights on his head...
That's 7 damage to Hank pre-soak.
Rolls
Brawl (Grappling) + Flank
2 Success, 3 Advantage, 2 Triumph, 4 Failure, 4 Threat
Total: 2 Failure, 1 Threat, 2 Triumph
weights fall on Hank - (1d10)
(7) = 7
Will post next bad guy move when I get a sec.
Enforcers: Adversary 1, so RRRP to Grapple them; RP to Strike them. One on Hank gets a boost next round.
Enforcer 2: Superior position over Hank (auto-upgrade attacks on Hank)
Petrovich: Adversary 2, Defense 1, RRRR to Grapple him, RR to Strike him, Bad Rep (2 strain for failed checks against him), Charismatic Menace (allies in Short range add +1 advantage to checks, opponents in Short range add +1 threat to checks).
Crippled (Hard [PPP]): +1 difficulty to any check using his arms
Fearsome Wound (Average [PP]): +1 difficulty to Willpower and Presence checks
Duke: Pack Fighter: Adds AA to combat checks after he makes a successful combat check. Currently prone (boost on melee attacks on him, setback on his own melee attacks).
Hank: Prone (boost to melee attacks on him, setback on his own melee attacks; Inferior Position to Enforcer 2 [auto-upgrade difficulty of attacks on that Enforcer])
Back-door cops: Setback on all Brawn- and Agility-based checks until leave the hallway. In Difficulty Terrain.
Ally - Jimmy (dropped a cop)
PC - Marv (attacked Petrovich)
NPC - Petrovich (a kick and a miss on Marv)
NPC - Enforcer (grappled Hank, failed but knocked a weight rack on him)
NPC - Enforcer (grappled Hank, obtained superior position)
NPC - (boost passed from Enforcer 2) (we are here)
NPC -
NPC -
PC - (gets a boost from Marv unless it's Guy, who's not present)
PC -
PC -
NPC -
Rolls
Brawl (Grappling) + Flank + Aim + Prone + SP
4 Success, 6 Advantage, 3 Failure, 3 Threat
Total: 1 Success, 3 Advantage
93 = At the Brink (Hard [PPP]): Target suffers 2 strain each time they perform an action until crit is healed.
Rolls
Brawl (Striking): Body Shot w/passed boost
2 Success, 9 Advantage, 1 Failure, 3 Threat
Total: 1 Success, 6 Advantage
forgot flank
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
critical hit - (1d100)
(93) = 93
Forgot they get another setback for the suds in the hallway, which saves Jimmy's bacon (from damage and crit). Net result is 4 advantage. They'll use it to take a free maneuver, disengaging from Jimmy, and passing a setback to Jimmy.
Rolls
Melee + Aim + passed boost + flank
1 Success, 7 Advantage, 3 Threat
Total: 1 Success, 4 Advantage
crit - (1d100+10)
(38) + 10 = 48
forgot their setback for being in the hallway still
1 Failure
Total: 1 Failure
Finally, a PC is up! (Whew.)
Enforcers: Adversary 1, so RRRP to Grapple them; RP to Strike them. One on Hank gets a boost next round.
Enforcer 2: Superior position over Hank (auto-upgrade attacks on Hank)
Petrovich: Adversary 2, Defense 1, RRRR to Grapple him, RR to Strike him, Bad Rep (2 strain for failed checks against him), Charismatic Menace (allies in Short range add +1 advantage to checks, opponents in Short range add +1 threat to checks).
Crippled (Hard [PPP]): +1 difficulty to any check using his arms
Fearsome Wound (Average [PP]): +1 difficulty to Willpower and Presence checks
Duke: Pack Fighter: Adds AA to combat checks after he makes a successful combat check. Currently prone (boost on melee attacks on him, setback on his own melee attacks).
Hank: Prone (boost to melee attacks on him, setback on his own melee attacks; Inferior Position to Enforcer 2 [auto-upgrade difficulty of attacks on that Enforcer])
Back-door cops: Setback on all Brawn- and Agility-based checks until leave the hallway. In Difficulty Terrain.
Jimmy: At the Brink (Hard [PPP]): suffers 2 strain to perform actions until healed. Setback on next check.
Ally - Jimmy (dropped a cop)
PC - Marv (attacked Petrovich)
NPC - Petrovich (a kick and a miss on Marv)
NPC - Enforcer (grappled Hank, failed but knocked a weight rack on him)
NPC - Enforcer (grappled Hank, obtained superior position)
NPC - Masked guy (attacked Jimmy with body blows)
NPC - Cops at back door (attacked Jimmy but missed, disengaged)
NPC - Cops moved in from front door.
PC - (gets a boost from Marv unless it's Guy, who's not present) (we are here)
PC -
PC -
NPC -
Rolls
Knee with aim
1 Success, 1 Advantage, 1 Triumph, 1 Failure, 2 Threat
Total: 1 Threat, 1 Triumph
boost
2 Advantage
Total: 2 Advantage
I'll strain Hank for the threat.
Rolls
Hard Leadership Check with Boosts x3
2 Success, 3 Advantage, 2 Failure, 2 Threat
Total: 1 Advantage
Guy's up!