Dottie Underwood/War Widow |
Dottie looks at the plastic wrap. If she fails to come up with some kind of shenanigans to get up to with these giant rolls, she will be deeply disappointed. She tears off a piece large enough to, say, wrap around someone's head so that it would completely cover their mouth and nose. You know, just in case.
Still hiding amid the pipes, Dottie waves to Nite Owl to try to get his attention, and pantomimes turning a wheel, e.g., a valve one would open to release the steam. She then recedes further into the machinery, looking to see where everyone is moving to.
GM SuperTumbler |
I had a vision of the older, more experienced Dottie walking up behind the inexperienced Nite Owl, who is fiercely trying to pry the pipe, and turning a valve, or just shooting it. In any case.
His attack on the steam pipe in vain, Nite Owl takes a more circumspect approach. He finds a small wheel and turns it. Steam streams out, filling the area between Nite Owl/Dottie and the advancing gang members.
Nevertheless, the men continue to advance, moving into the fog as they scan for the intruders.
Dottie Underwood/War Widow |
She didn't want to leave her hiding place or that's what she would have done. Hence the pantomime instead.
Dottie peeks around the machinery and sees a lone guard moving nearby who is not, as best she can tell, in the line of sight of the other men--especially now that the steam is clogging things up.
She sneaks toward him, squeezing between the machinery, and spins out, trying to kick the gun out of his hands...
Disarm, Improved Disarm: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
She trips over a pipe instead. She rolls her eyes. Prison had clearly not been good for her reflexes. Not to mention the concussion she got this morning.
She still trains her own gun on him and flashes a smile before she issues a "shhhhhh...."
Doctor Icarus |
Doctor Icarus whispers over to Batman "What's going on down there? Are they taking everyone out. Do you think we'll need to tag in soon. Kind of new at this. I don't want to lose my head and charge in foolishly but staying on the sidelines is getting me antsy."
[ooc]I mean that IC, OOC as long as they can keep up the stealth thing is a sensible play."[/b]
Qiʼn |
Growing impatient with the men standing near him of the catwalk, Qi'n approaches them quietly, hoping to take them both down quickly and silently.
Stealth: 1d20 + 20 ⇒ (5) + 20 = 25
Hoping they have not heard him, he sizes them both up, and then strikes swiftly and accurately, but to disable, not kill.
Stunning Strike/Power Attack: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Fortitude Save DC: 23
If the first one goes down he can make an attack at the second one via the Takedown feat.
Stunning Strike/Power Attack: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23
Fortitude Save DC: 28
GM SuperTumbler |
Qi'n makes his way quietly over to two of the men, who are staring at the ground level intently. Both fall quickly, but clatteringly, to the metal catwalk as Qi'n strikes them from behind.
Dottie holds her gun on a man who has a pierced eyebrow and several tear shaped prison tatoos. They face off, guns trained on each other. Just a moment before he squeezes the trigger, she sees the decision in his eyes.
attack: 1d20 + 4 ⇒ (14) + 4 = 18
Dottie Toughness vs DC 18: 1d20 + 8 ⇒ (9) + 8 = 17
1 bruise
More attacks coming soon.
Dottie Underwood/War Widow |
The bullet grazes Dottie's arm, the thick leather of her jacket absorbing the bulk of the damage. She already feels the little trickle of blood stop almost as soon as it starts as her enhanced stamina kicks into gear. She keeps her gun and her smile trained upon the gang member, and one might have trouble guessing which is more deadly.
"Oh sweetheart, you can't hurt me with that," she says with a laugh, acting as though she were nigh-invulnerable. "Now, put that useless gun down and let me know who hacked into Horizon. Are they over here?" She begins to walk toward the doors leading west, though she never keeps her eyes and gun off the man.
Bluff to Distract: 1d20 + 15 ⇒ (10) + 15 = 25
Opposed Bluff, Sense Motive, or Will save or be dazed for 1 round
Qiʼn |
Stealth: 1d20 + 20 ⇒ (14) + 20 = 34
Moving left on the map. Changing his Array to 'Mystic Being'
Qi'n dashes down the catwalk silently, his slippered feet making no noise on the metal grating. He extends his senses out, looking for any sign of the missing girl, or anywhere prisoners might be held for trafficking.
Notice: 1d20 + 13 ⇒ (20) + 13 = 33
Dottie Underwood/War Widow |
Hellooo? :) (Who hasn't posted yet?)
Also, SuperT, the goon vs Dottie needs to make that opposed roll.
GM SuperTumbler |
Two of the goons respond to the sound of Nite Owl's attack, moving toward him. They go after him with clubs, not trusting their marksmanship in the dense fog.
attack: 1d20 + 4 ⇒ (12) + 4 = 16
attack: 1d20 + 4 ⇒ (15) + 4 = 19
Nite Owl ducks under one swing, but another catches him. Toughness DC 19
Two more take shots at Batman, their shots spanging off of machinery and concrete behind him.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
attack: 1d20 + 4 ⇒ (6) + 4 = 10
Dottie's goon takes in the fact that she is a woman and decides that perhaps more finesse is in order. He lunges toward her.
grapple attack: 1d20 + 4 ⇒ (18) + 4 = 22
grapple opposed check: 1d20 + 4 ⇒ (20) + 4 = 24
Well, I grappled Dottie. I think that won't go well for me.
Doctor Icarus |
The Doctor felt a pang of pity for the man who just grappled Dottie. He considered giving him a time out but in swirling melee didn't want to risk accidentally hitting her.
Instead he trained his pistol to knock out one of the men firing at Batman.
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
DC23
Dottie Underwood/War Widow |
SuperTumbler, I'm really confused. Dottie attempted a distraction to daze the target, not a disarm. He needed to succeed on Bluff, Sense Motive, or Will save vs DC 25 (the result of Dottie's bluff check) or be dazed, I.e. not take an action that round.
Doctor Icarus |
The Doctor fires again from his vantage point down at his foes. It was kinder to knock them out than leave them to the fists of the others but mainly they needed to go down with all the shots being fired, they might hurt the others or themselves in the confusion.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
DC23
Dottie Underwood/War Widow |
"Cat got your tongue, huh? I suppose you're too unimportant to know anything useful. They probably don't even trust you with the lunch orders..." She taunts him.
Taunt to demoralize: 1d20 + 15 ⇒ (7) + 15 = 22
She cartwheels over to the edge of the bay doors separating the warehouse from the rest of the building and, if she has time, flips the switch to open the doors.
Batman. |
Batman takes a quick look at the guys shooting at him. Under his mask, he smiles as he realizes how well they are set up. He turns to the north wall and screams at it. The sound echoes off the wall, hitting one foe and driving him towards the other.
I have ricochet and 4 levels of extra knockback, so I'm trying to bounce the guy NW of me into the guy W of me. Hopefully we end up with a pile of bad guys trying to untangle themselves.
attack: 1d20 + 10 ⇒ (9) + 10 = 19
DC 21 toughness save
targeting the knockback right: 1d20 + 10 ⇒ (13) + 10 = 23
GM SuperTumbler |
Dottie flips the switch and the doors creak open. Beyond the doors, she sees a blue glow of dozens of ancient (well, not to her) CRT screens glowing. The spacious hall behind the doors is filled with classic arcade video games. Centipede, Galaga, Pac Man, Dig Dug. Everything one can imagine from the 70's and 80's.
Dottie Underwood/War Widow |
Seeing the guard not follow her, Dottie steps through and walks along the hall of old arcade cabinets. 70s and 80s was a time she had some freedom to go about and she remembered these things being everywhere. "Someone's a collector of old games... or old tech..."
She stays alert for trouble, looking right and left as she steps through and heads a ways up the hall way.
GM SuperTumbler |
Nite Owl and Doctor Icarus take out Nite Owl's two opponents.
Icarus, you are going to have to come into the building to hit the rest of those guys. You can't get an angle on them. Also, everyone, dont' forget their is a sneaky Q'in running around.
Dottie heads up the hall way, the glow of the games' screens flowing over he skin like liquid. To the left, she hears a low hum, like machinery. Through an open door to the right she hears loud voices, like someone yelling, then gunfire. Someone says yippey kay a mother --
I'm not sure whether Dottie would recognize Die Hard, but someone is watching it loudly.
Dottie Underwood/War Widow |
Dottie freezes for a second at the sound of fighting, but at the sound of "gunfire" she realizes both volume and pitch are wrong... a movie, not actual gunshot.
If it's this loud, the door must be open. She kneels by an old Gauntlet machine near the door, and peeks in.
Skill mastery Stealth - 22
Notice: 1d20 + 12 ⇒ (7) + 12 = 19
GM SuperTumbler |
Dottie is about to get very angry.
The hallway beyond the door is dimly lit by the flicker of a massive television hanging on a wall in a room to the west. The rooms to the east are simple metal beds, 8 to a room. A few of the beds are inhabited by a young man or woman in some state of unconsciousness or drug dazed stare. Each of them is handcuffed to the bed. They do not smell clean, but the smell of disenfectant mixes with the odor of their bodies and the burnt smell that accompanies drug use.
From the tv room, Dottie hears a deep laugh at some quip by John McLane.
Dottie Underwood/War Widow |
"Angry" is too simple a summation for how Dottie feels at the sight. Memories of the past ripple through her, a barely-suppressed, bomb of grief, determination, yes, anger, and a lot of fear. And in there, even a strange indignation almost protective of her handlers: At least they kept us clean. And there, she knows, these youths are being kept not for something like training, but for human trafficking or experimentation. Worse. Wasteful. The product of greed. And that does make her angry. In the back of her mind, her own since-childhood training repeats incessantly, focus on the mission, the mission, the mission. But the memory of Peggy also rises up in her mind, and she can hear her voice as if the woman were standing next to her: "Help. Them."
If Dottie has a phone at all, it's probably a "burner phone" and a "dumbphone" at that. If she has one, she replies to whatever the last message sent her (probably from Batman or Nite Owl) and manages to tap out "pr1s0n3r5" on the ordinary phone buttons before hitting send. (If she doesn't have a phone, she just proceeds--running back and raising an alarm would just get her embroiled in a fight again, and she needed to act while the guard(?) was distracted.) She makes a mental note if she keeps working with this group, they need to get some proper comm units or at least walkie talkies. Kids these days and their silly wireless telegrams.
Dottie sneaks slowly and quietly into the TV room. The noise of the TV should help mask her arrival. Skill Mastery Stealth 22
Dottie's Plan
If he is armed, first order of business is to remove his gun--ideally without notice. She'll wait until he is especially engrossed in a scene. Then also ideally without notice, she will pull out her handcuffs and try to, without notice, handcuff his wrist to the arm of the chair. Skill Mastery, Sleight of Hand, 25
Presuming success in that, she will restrain him-
Grapple: 1d20 + 13 ⇒ (4) + 13 = 17
And then stretch the length of plastic wrap fully across the man's face and lean in close, whispering in his ear, "Hi."
I realize this will probably take a couple rounds, and any step therein could go wrong, but it was easier to post the whole intent/plan and then see what happens.
Nite Owl |
He begins to make his way through the warehouse trying to find his way to their staging area. He does it quietly Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
While looking for some secret passageway or room.Search: 1d20 + 11 ⇒ (11) + 11 = 22 and Notice: 1d20 + 13 ⇒ (16) + 13 = 29