| GM_ZenFox42 |
Initiative time!
Alpha One : 6C
Dark Angel : 7C
Dr. Toxic : 4D
Enkidu : 9C
Jack : 9S
Nature : 3C
Thomas : QH
Wolf Spider : 7S
Monks (group 1) : 9D
Monks (group 2) : 4C
Monks (group 3) : 7D
So in order : Thomas and Jack; Monks; Endiku and Wolf Spider; Monks; Dark Angel, Alpha, Dr. Toxic; Monks; Nature
Thomas and Jack are up!
| Jack of Clubs. |
Jack, I count your score as 15 (you left out the MAP). So on to the monk's roll...
[dice=Strength]d8 So that's...3 Raises
I think of "obstacles" as hard, at least relatively immovable objects. So I'll let you push your monk into 3 others, and they *all* go prone. Howzat?
Arrrrg sorry about the MAP.....Wait a min...Modifiers -2 map +2 movement -1 lighting +2 elan is a net +1. Roll was 6+6+4 or 16 so total of 17. Not that it matters with the Monks effective 0 (1 -1 light)
I am good with the 3 prone.
Also I want to point out that this is the first time you have rolled a one where Jack was involved. I got all excited for a moment that this would activate Jacks jinx power but the wording is pretty clear that the foe has to be the source of the action, sigh. So no Jinx on the initial opposed roll in a grapple but yes if they take action to escape Jacks hold. I suppose this keeps a defensive power from becoming a back door offence by say making multiple tests of wills in a round just to fish for bad rolls from your foes.
Thomas Roland
|
Tom channels his inner 70's child and speeds ahead, making a beeline for their target's hut/quarters/shack.
He turns his head back to see a devotion of monks (what? Isn't that what you call a group of monks? It's like a pride of lions, a murder of crows, a funk of hippies....) go down to Jack's well-placed/lucky illegal block.
He just hopes he can get to Monolith before Nature murders them all with stone and fire.
| Jack of Clubs. |
Everybody was Kung Fu fighting... round 1. 9 of spades
Bennies 4/5
Jack keeps moving to the side building.
"Inside, don't get surrounded!"
Don't know if I can make this with a normal 6" move. I should if I was right about the at most 12" away for the buildings part. If I can then I will make a normal move and Defend (+2 parry) for a total parry of 10.
If I cannot Jack will Run (1d6 ⇒ 2) and attempt to bowl anyone between him and the door out of the way. Opposed STR, -2map, +2move, -1light: 1d10 ⇒ 21d6 ⇒ 6. Wild ace: 1d6 ⇒ 5. For a total of 10. The door, if closed will get the same treatment.
| Enkїdu |
Waiting for my initiative, after the monks. Having flown himself up in the form of a bird (it being night, it'll be an owl), he'll remain in that shape, looking innocuous. During the time leading up to the monk's attack, he'll cast his eyes about looking for the monk's numbers, as well as any sign of where the Monolith might be stationed.
Notice: 1d10 + 2 ⇒ (5) + 2 = 7
| GM_ZenFox42 |
Thomas, with an average run, you're about 3 rounds away from where the monk's mind said Monolith was (2 more after this round).
Jack - I forgot to mention, the 4 monks you knocked down were the *only* monks in your area. And you don't have to run to get to the door. Are you heading for the nearest building, or the building the monks came out of? That'll determine the status of the door you face.
Enkidu - you see two large buildings, but from the air you can't determine which one (if any) might house Monolith, and which one might be an assembly hall. Or maybe an assembly hall and eating area. In any case, they're the most unusual things in the compound.
| GM_ZenFox42 |
The first group of monks are the ones knocked over by Jack - they get up (2" move), and run after Jack :
Running: 1d6 ⇒ 5
And catch up to him handily, ganging up on him :
Fighting: 1d10 + 3 - 1 ⇒ (5) + 3 - 1 = 7
Fighting: 1d10 + 3 - 1 ⇒ (3) + 3 - 1 = 5
Fighting: 1d10 + 3 - 1 ⇒ (10) + 3 - 1 = 12
Fighting ACE!: 1d10 ⇒ 2 = 14
Damage: 1d8 + 1d6 ⇒ (7) + (1) = 8
Which doesn't get thru his Toughness.
Fighting: 1d10 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Endiku and Wolf Spider are up! Enkidu, if you want, your scouting and Notice roll can be on the free action everyone got before initiative started.
| Wolf_Spider |
Wolf Spider will sigh, leaping into the fight and ambushing the furthest back mook from the overall cluster of monks. Picking off stragglers.
Fighting: 1d10 ⇒ 31d6 ⇒ 5
How abysmal
| Jack of Clubs. |
Jack - I forgot to mention, the 4 monks you knocked down were the *only* monks in your area. And you don't have to run to get to the door. Are you heading for the nearest building, or the building the monks came out of? That'll determine the status of the door you face.
The side building with the fewest monks or the nearest one please. But if there is no difference then....odd is left as you enter: 1d6 ⇒ 1. Left hand building.
| -- Dark Angel -- |
Angel descends into the melee, but sheathes her sword. The monks are defending their temple; they do not deserve death.
Fighting: 1d10 ⇒ 8 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 2
Damage: 1d10 + 1d6 ⇒ (3) + (5) = 8
| GM_ZenFox42 |
ALL - I'll mentally subtract 1 for the light level, if you don't do it on your own. So YMMV...
Jack, the door to the building you go to (one of the several that the monks came out of) is wide open, no need to do damage to get in.
Wolf's attack misses his target completely.
Angel's attack *just barely* gets thru (on both counts), leaving her target Shaken.
Enkidu - you're up!
| Enkїdu |
In Owl form, Enkidu will have Low-Light Vision.
Enkidu, seeing the fight with the monks relatively well in hand at this point, instead chooses to retain his low profile for the time being. A heavy-hitter makes a good hole-card...
The small Brown Hawk Owl (native to Japan) flies on silent wings, a bit separate from the rest of the team, looking both for more monks, and for sign of the Monolith. He goes first to investigate the other buildings, looking for windows to peer in, and open doors to fly through.
Notice: 1d12 + 2 + 1d12 ⇒ (12) + 2 + (5) = 19 Nice!
Stealth: 1d12 + 2 + 1d12 ⇒ (12) + 2 + (5) = 19 Ok, that's eerie...
One of those questions I've been meaning to ask is whether anyone else in the group has Atlantean blood? Knowing who I can communicate with telepathically would be handy.
| GM_ZenFox42 |
Enkidu - you see some rats running around the monastery grounds, and the animal part of your brain is tempted to swoop down and eat them, but you manage to resist the temptation. No one notices you as you fly around.
The second set of monks (from the middle building) run, covering
Running: 1d6 ⇒ 1
9 squares, getting that much closer to the main group.
Dark Angel, Alpha, Dr. Toxic are up!
| -- Dark Angel -- |
Angel swings at the monk that she Staggered last round.
Fighting: 1d10 ⇒ 4 Wild: 1d6 ⇒ 4
Damage: 1d10 ⇒ 10
| Alpha One |
Alpha, Beta, and Gamma take Jack's lead and head for the side building. Gamm and Beta still have Dark Angel's wings, while Alpha remains grounded for the time being.
After moving, they'll each fire warning shots, hoping to keep the monks at bay.
Do I roll for purposefully firing a warning shot?
| GM_ZenFox42 |
Angel's sword completely misses the monk.
Alpha - no, you don't have to roll to intentionally miss someone. :)
Doc Tox - upon reading the rules, it sounds like you can't take Ranged Touch Attack with Ensnare, because RTA "can be applied to any power that requires a Touch Attack", while Ensnare is strictly a Fighting roll (nowhere is "Touch Attack" mentioned). <...time passes...> Ok, but under Projectile, Ensnare is included in the list of "Touch Attack Powers" - so now I've posted a question to the SW forums for an answer. For now, I'll let you do it - but be warned, a change may be coming...
Doc Tox's glue bomb ensares a monk.
The third group of monks runs across the compound :
Running: 1d6 ⇒ 1
And they get halfway across the compound.
Nature is up, then new initiative for all!
| -- Dark Angel -- |
Reminder, Angel is not using her sword. She doesn't want to permanently injure the monks. Just fists.
| GM_ZenFox42 |
Thanks for the reminder, Angel.
Doc Tox, you can't throw again until your next initiative action...
Alpha One : 5C
Dark Angel : AC
Dr. Toxic : 9H
Enkidu : KH
Jack : QS
Nature : AS
Thomas : 2C
Wolf Spider : 2S
Monks (group 1) : 6D
Monks (group 2) : 3H
Monks (group 3) : 2H
Initiative order : Nature, Dark Angel, Enkidu, Jack, Doc Tox, Monks/1, Alpha One, Monks/2, Wolf Spider, Monks/3, Thomas
Nature, Dark Angel, Enkidu - you're up!
| -- Dark Angel -- |
Angel again assaults the monk nearest her, striking with her fists.
Fighting: 1d10 ⇒ 6 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 4Damage: 1d10 + 1d6 ⇒ (10) + (3) = 13
| Enkїdu |
Enkidu is not particularly concerned by the monks; he sees no reason as of yet to join the fight. As a result he continues to scout, looking for the Monolith, or at least his hiding place. He flies a circuit of the monastery, counting how many buildings there are, and if any look different from the others, or from the first two spotted. He figures one must look different; or perhaps that the important buildings lie further back into the complex.
| GM_ZenFox42 |
Sorry for the long wait, I was going to bot him today, but...
I said earlier that you see two buildings that are larger than the others, but from the air you can't determine which one (if any) might house Monolith, and which one might be an assembly hall. Or maybe an assembly hall and eating area. In any case, they're the most unusual things in the compound.
Jack and Doc Tox, you're up!
Oh, and Doc Tox - a SW system developer has said that Entangle is a Touch Attack, so you're all good. Wish they'd put that in an Errata document somewhere...
| Jack of Clubs. |
Everybody was Kung Fu fighting... round 2. Queen of spades
Bennies 4/5
Jack takes a quick glance around.
What kind of building is this? Dorm? Storage? Temple? Garage? Kitchen? Server room?
"C'mon folks! Inside or in the air. Stop playing with the pajama pals."
Standing in the doorway and going on hold. Will interrupt to punch any enemy trying to get in. Friends are free to pass by.
| Jack of Clubs. |
You're a loose cannon Jack! Also, I don't know if you can make it to a doorway right away. I've been making a beeline to a building this whole time and I think I still have a round left. =/
See Zen Tue, Oct 24, 2017, 06:26 am. Jack is in the box.
Different building. You are going to the main bldg I am just hiding in the laundry/kitchen/porn cave.| GM_ZenFox42 |
Of the 4 monks in the first group, one has been Incapacited (non-lethally) by Angel, and two have been ensnared by Doc Tox. They try to escape their bindings :
Agility-4: 1d10 - 4 ⇒ (9) - 4 = 5
Agility-4: 1d10 - 4 ⇒ (7) - 4 = 3
And the first one breaks free, but can't act this round.
Since this is theater-of-the-mind, I'm just going to pick two people on the ground to attack :
Monk #3 attacks Alpha :
Fighting: 1d10 ⇒ 7
for
Damage: 1d8 + 1d6 ⇒ (6) + (5) = 11
Which just barely Shakens him.
Monk #4 attacks Wolf :
Fighting: 1d10 ⇒ 6
Which misses.
Alpha One, you're up!
| Alpha One |
Hmm...I'm shaken. Okay, seems we'll get overrun if we stay put for two long.
Alpha, Beta, and Gamma rush to catch up with the faster members of the group and keep out of damaging range.
Recoverfrom Shaken: 1d6 + 1d6 ⇒ (1) + (2) = 3
Sigh...
| Wolf_Spider |
Wolf Spider sweeps his leg along the ground, kicking up dust and dirt and flinging them into his enemies' eyes.
Agility Trick: 1d12 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (6) + 2 = 8
Wild ace: 1d6 ⇒ 5
Total: 13
Then he uses the distraction to move away from the group.
| GM_ZenFox42 |
Jack, it's a dorm room for 4.
Alpha, don't forget you roll your Attribute and Wild die separately. If you want to do that in one "{dice=" statement, type this : d6; d6
Wolf, your victim tries to avoid the dust :
Agility: 1d10 ⇒ 5
So your victim (monk #4) is not only at -2 Parry until his next action, but is Shaken as well.
Thomas, you're outside the door of the building where you think Monolith lives.
Initiative time!
Alpha One : JD
Dark Angel : QC
Dr. Toxic : QD
Enkidu : 5D
Jack : 10H
Nature : 6S
Thomas : AH
Wolf Spider : 5H
Monks (group 1) : Joker!
Monks (group 2) : JH
Monks (group 3) : AD
Initiative order : Monks (group 1), Thomas, Monks (group 3), Dr. Toxic, Dark Angel, Monks (group 2), Alpha One, Jack, Nature, Wolf Spider, Enkidu
| GM_ZenFox42 |
The four monks closest to the group try to attack those on the ground :
Monk #1 attacks Jack :
Fighting: 1d10 + 2 ⇒ (8) + 2 = 10
Which hits (the dorm room is lit, so no lighting penalty), doing
Damage: 1d6 + 1d8 + 2 ⇒ (1) + (4) + 2 = 7
No damage.
Monk #2 tries to break free of Doc Tox's glue-snot :
Agility: 1d10 + 2 ⇒ (9) + 2 = 11
And succeeds with a Raise, so he can also act this round, attacking Wolf :
Fighting: 1d10 + 2 ⇒ (9) + 2 = 11
Which hits, doing
Damage: 1d6 + 1d8 + 2 ⇒ (5) + (7) + 2 = 14
Giving 1 Wound.
Monk #3 attacks Doc Tox :
Agility: 1d10 + 2 ⇒ (7) + 2 = 9
Which hits, doing
Damage: 1d6 + 1d8 + 2 ⇒ (5) + (5) + 2 = 12
Leaving him Shaken.
Monk #4 tries to recover from being Shaken :
Spirit: 1d8 + 2 ⇒ (1) + 2 = 3
Mmmrph. Spending a Benny.
Spirit: 1d8 + 2 ⇒ (7) + 2 = 9
And can act this round, attacking Alpha :
Fighting: 1d10 + 2 ⇒ (3) + 2 = 5
But Alpha dodges out of the way.
Thomas, Dr. Toxic, and Dark Angel are up!
Thomas Roland
|
Chummer, I don't even know how you determine if you know another language in SW. But I do know how to read minds. And I also know LOOK A DISTRACTION!
Thomas, wearing the guise of a kindly monk, puts his hands up and smiles serenely, while at the same time trying not to laugh at how funny it would be if he walked into a pizza place and asked them to "make me one with everything".
"Patience, fluttering petal. Though the sun nurtures the grass, it does not tell it where to grow. Though the storm waters the grass, the grass can not tell the sky when to rain. So too, we will now speak English, as a man can run, but he may never outrun his shadow," he says, spouting something that he hopes sounds neat, and he may or may not have heard on the olde timey channel in a Kung Fu re-run.
That done, he launches into his speech that he is totally making up on the fly.
"I have always suspected this day would come, as you have always known it might. Just as a man may turn his back on the sun, the sun is still in the sky, so too you may turn your back on the World, the World is still there.
From the chaff that was left in the wake of the Great Fire, ripe wheat has arisen. They do not know our ways, but their cause is still just, and though we do not embrace the thorn, that makes the rose no less sweet.
Though we may not wish it, it is not our way to deny Reality, only to see how things truly are. And now is the time to return to the world to do that which you have been destined to do. Some people are here, and though they are rough, it is with their path that your destiny awaits.
Are you ready?"
PerSWAYshun!: 1d12 + 2 ⇒ (9) + 2 = 11
WilD Persuasion!: 1d6 + 2 ⇒ (2) + 2 = 4
Tom turns up his Chameleon so his profuse sweating doesn't show up as much.