Sixty Seconds to Midnight

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Jun 1, 2021 6:15 pm
Gene uses his Ruger American .45 ACP/w Rugged Obsidian 45Silencer using TEF.
OOC:
Looks like a wing shot.
Last edited June 1, 2021 6:15 pm

Rolls

Kill shot, Damage - (1d20+1, 1d10+2)

1d20+1 : (15) + 1 = 16

1d10+2 : (1) + 2 = 3

Jun 1, 2021 6:29 pm
Deacon slows down his breathing as the patrol spots Ferret. Sighting in on the closest enemy, Deacon slowly squeezes the trigger.

Rolls

Ranged Combat (.45 SA Pistol) - (1d20+6)

(3) + 6 = 9

Damage (if attack is successful) - (1d10+2)

(9) + 2 = 11

Jun 1, 2021 7:00 pm
Ferret stands slowly and puts up his hands trusting that the team will take care of business.
Jun 2, 2021 1:50 am
Angelique sighs. Weaponplay is not her forte. But like a good soldier, she takes the shot.

Rolls

Pistol vs. enemy agent - (1d20+4, 1d10+2)

1d20+4 : (9) + 4 = 13

1d10+2 : (9) + 2 = 11

Jun 10, 2021 2:01 am
OOC:
Dr_B: I'm not keeping strict track of range for this. It's going to be quick, and you're pretty close together.
Swissknife's shot, quick as it was, goes wide of his mark. Score, firing directly after him, is eponymous with his first shot, and his target is spun partially to the side as the bullet hits his anti-ballistic best. Another missed shot and then Speed belies her feelings with a well-placed shot that rips through the edge of the last one's shoulder. He's not down, but he's hurting.
OOC:
Vitality points simulate a character's ability to somehow NOT be hurt, rather than a slow accumulation of damage. Speed's damage wiped out all those vitality points for her target, so now, further damage is actual damage. If you don'twant to be lethal, you need to use melee (or rubber bullets), and pull your punches by dealing subdual damage.

Now I need initiative. That's 1d20+ your init bonus. If you get 17 or higher, go ahead and take another round of actions.

Also, now that we're in a situation where movement isn't a necessity, let me explain a bit more about actions. You have a FULL action each round that can be split into two HALF actions. Most everything (including moving your speed) is a half action except for the following:
-- READYing an action to take in response to a trigger that hasn't happened yet
-- Times where you just want to pump out a massive amount of bullets, like AUTOFIRE, COVER or SUPPRESSIVE fire, or STRAFE attacks.
-- doing nothing but moving: CHARGE, RUN (move x4 your speed), go on TOTAL DEFENSE or WITHDRAWING
-- moving heavy objects
-- taking a moment to REFRESH yourself (gain one action die of Vitality points or 2 Wounds)

tldr version for gun lovers: You can attack twice per round if they're single shots.

Falconloft sent a note to Falconloft

Rolls

NPC init - (1d20+3)

(14) + 3 = 17

Jun 10, 2021 2:07 am
Angelique readies her weapon, firing two shots in rapid succession, but neither hits the target.
Last edited June 10, 2021 3:26 am

Rolls

Initiative - (1d20+5)

(16) + 5 = 21

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (2) + 4 = 6

1d10+2 : (2) + 2 = 4

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (1) + 4 = 5

1d10+2 : (8) + 2 = 10

Jun 10, 2021 5:18 am
INIT

Rolls

INIT - (1d20+0)

(4) = 4

Jun 10, 2021 6:55 am
OOC:
Initiative
Dammit, we need to close this quick, he thinks, seeing their attacks are not so effective. He takes aim from behind his tree and fires two more shots at the enemy targets.
Last edited June 10, 2021 7:00 am

Rolls

Initiative+3 - (1d20+3)

(20) + 3 = 23

Ranged attack (+3) - (1d20+3)

(20) + 3 = 23

Ranged attack (+3) - (1d20+3)

(10) + 3 = 13

damage (if hit) - (1d10)

(7) = 7

damage (if hit) - (1d10)

(7) = 7

Jun 10, 2021 12:17 pm
OOC:
Initiative

Rolls

Initiative - (1d20+4)

(7) + 4 = 11

Jun 11, 2021 3:06 am
OOC:
Initiative
OOC:
Ferret was last standing with his hands up. Is a weapon still trained n him? He can't do much if so other than maybe dodge and hide.
Last edited June 11, 2021 3:09 am

Rolls

Init - (1d20+3)

(14) + 3 = 17

Jun 15, 2021 12:15 am
Ferret runs for cover, drawing his pistol as he goes and dives to the ground, attempting to get himself out of harm's way and ready to fire.

Rolls

Hide - (1d20+3)

(20) + 3 = 23

Jun 15, 2021 5:16 pm
Ferret dives for cover as the shots start to ring out, finding a safe spot behind a man-sized stump at the edge of the path.

Angelique's shots are good, right at the lead man's head, but he is quick enough to dodge to the right and the shots go wide. Unfortunately for the man, a couple feet to the right, Vincent's first shot is carving a path through the air, and it continues its path into the middle of his skull. He drops like a ragdoll full of stones. Vincent's second shot hits the one who'd already taken a good shot earlier, and glances off his armor to graze his neck.
OOC:
If you roll a threat on an attack roll against a non-mastermind villain (basically, anyone but the BBEG), you can spend an action die to make it a critical hit and immediately drop the target. I've given this one for free as an example.

You've got two at 0 Vitality. Generally, if you get all your enemies to 0 Vitality, they'll surrender (this is just a preference of mine). They won't surrender if they think they'll die, though.
The remaining three try to bring their guns to bear against the team.

Falconloft sent a note to Falconloft

Rolls

Minion vs. Speed (Attack, Damage if hit) - (1d20+3)

(1) + 3 = 4

Minion vs. Swissknife (Attack, Damage if hit) - (1d20+3)

(10) + 3 = 13

Minion vs. Score (Attack, Damage if hit) - (1d20+3)

(14) + 3 = 17

Damage for Score - (1d8)

(7) = 7

Jun 15, 2021 5:24 pm
OOC:
7 Vitality damage to Score.
One shot is especially on target, forcing Gene to take split-second evasive action (up to you to describe), but he comes out of it unharmed, just a bit more tired than he was before.
OOC:
PCs are up!
Jun 15, 2021 5:37 pm
Ghost stands by and carefully aims at the closest enemy combatant.

Rolls

Attack (closest target) - (1d20+6)

(16) + 6 = 22

Damage (if attack is successful) - (1d10+2)

(8) + 2 = 10

Jun 15, 2021 5:39 pm
Angelique fires again, squeezing off two more shots.
Last edited June 15, 2021 5:40 pm

Rolls

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (16) + 4 = 20

1d10+2 : (2) + 2 = 4

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (14) + 4 = 18

1d10+2 : (1) + 2 = 3

Jun 15, 2021 6:55 pm
From his new vantage point he fires at the nearest target.

Rolls

Pistol attack - (1d20-1)

(16) - 1 = 15

DMG if hit - (1d6+1)

(5) + 1 = 6

Jun 15, 2021 7:37 pm
The last remaining enemy in good condition manages to dive to the side to miss most of those, but somewhere along the way he catches a bullet in the leg, and goes down, cursing. Someone's hit an artery, and he's holding it tight, unable to continue fighting. Can you contain them with the gear you've brought along, or will you have to rely on the old gun grip to the back of the head to take them fully out of action?
Jun 15, 2021 7:55 pm
I have 20 tie wraps and even some duct tape which should do the trick, Ferret says, smiling almost as if he will relish the prospect of zipping the things around the guy's hands and legs.
Jun 16, 2021 12:25 pm
He sighs in relief, seeing the gunfight turn in their favor. He holsters his gun and rushes to Ferret, to help disarming and containing the survivors with the wraps and tape.
OOC:
not sure if a roll is involved. Opposed Strength?
Jun 16, 2021 2:12 pm
OOC:
Nah, you guys have zip ties, which are essentially handcuffs, so there's a set DC for those, just gotta slip em on. I'll give you an extra boost from the duct tape.
With the patrol restrained, you're clear to go now, but that probably wasn't the only patrol. Keep that in mind in your plans. Ferret previously noticed that the outflow pipe also has sensors. The wiring is exposed, so you can bypass it (Electronics DC 20) if you can get close enough (Sneak/Balance DC 15).
OOC:
Also as a reminder, you can Take 10 or 20 on these checks. Taking 10 involves moving slowly so you get a consistent check. Taking 20 involves MUCH more time and will usually lead to side complications if failure would have consequences.
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