
DM ShadowBloodmoon |

Yep yep... I hadn't checked back in a couple days because I failed a Fort save vs. Illness and was afraid I'd find a whole slew of stuff to wade through. Though Natalie did well, the rest of you guys can act in concert with her. The man is.. broken... to say the least.

DM ShadowBloodmoon |

So, I have been considering a request regarding per session/ per mission abilities and how to work them in PbP. Here are my thoughts, feel free to weigh in.
As far as per mission goes, they are exactly that. Per Mission. They are innately strong enough to leave them as such. However, I do realize that this first mission is a long one with multiple objectives. Therefore, I was thinking that we can roll a d6 when you want to use such a power. If it is equal to or less than the number of objectives completed, you are able to use it. Logic= The closer you are to completion, the easier it is to bring your resources to bear.
For per session items, I am willing to go with per scene. I try to be clear when we are at a different scene, but I can spell it out if that helps. Some scenes may include multiple locales, but for the most part, they are usually when you are in one place.
So, thoughts? Ideas?
EDIT:
Your current objectives:
- Contact Abdul al-Salahar
- Establish Safe House
- Establish Yellow Brick Road
- Locate Scientists
- Rescue Scientists

Johnny "Razor" Macomb |

I was backing the play of Ward. I think we can let our face people play to their strengths once in a while. I don't see anything wrong with your approach or Wards attempt at getting inside ISI HQ. I think we need confirmation that our contact is alive first. Antonova may have made him and taken him off the board already. I prefer to keep discussions in this section if possible. I have no problem with throwing a quick ooc in gameplay post but if it's all ooc shouldn't it go here? I for one would like to see if we can't follow this Antonova character for a bit but I guess that can wait for later. How about a mixture of strategy Smith, Natalie, and I can stake out the ISI HQ as Ward tries to enter?

Jason "Snake" Ward |

Oh, yeah, I thought I already said (guess not). Yeah, I was thinking, um, well I forget what I was thinking. Something about us being foreign exchange agents, if that's a thing. Which it is now, because I have a high bluff...which takes a penalty if they don't speak my language, but they probably do because AMERICA! Any better ideas? Maybe we could be, um, diplomats? That actually makes a lot of sense TBH.
Also, Ward has +9 Disguise and +13 bluff :)

DM ShadowBloodmoon |

So. .. It's been a couple days, have we finally come to a consensus as to the actual plan?
-Posted with Wayfinder

Johnny "Razor" Macomb |

Agreed on all accounts except I thought before Smith and I head to the construction site we were going to see you get into ISI from the street.
so myself and Jason go to ISI, Smith and Razor try to catch one of the KGB's men checking in on the construction site, I suppose!
It's been slow last few days.

Jason "Snake" Ward |

Okay, Nat can use whatever cover she likes. Jason will be using the cover of a foreign diplomat from some english-speaking country (suggestions?), with all the forged papers to say so. I honestly don't have any better ideas, nor does it matter if this is a bad idea, as playing with a bad idea is better than stalling for a good one. Just in case, he has IDs for undercover ISI agents for both of them. Just say they were there to observe the ISI HQ and make sure everything was in order without them knowing we were agents or something.

Johnny "Razor" Macomb |

Smith nice rolls. Not sure how you got 2 attacks though. 1/2 action to draw weapon from your waistband. 1/2 action to attack.
With your choice on spending action die remember that due to Bleak we have 2 less.
DM how many Gunmen total?
Can Johnny see Verun the Vendor?

DM ShadowBloodmoon |

Razor is right on this one. Drawing a weapon is incidental only if you do it with a Movement Action, not an Attack Action. The first shot still counts and it is your call if you use the Action Die.
There are at least eight gunmen, but at the moment only one has turned in your direction.
Verun is crouching behind his stand.

Johnny "Razor" Macomb |

DM I didn't know drawing was incidental with a movement action. If that is the case I should get 2 attacks. 1 Standard and 1 Final.
The actions I performed on my last turn were:
Draw 1/2 Action
Standard Move Action 1/2 Action
Final Attack (Mobile Offense)-Free Action Final Attack just means that it is a free attack and limits to bonuses not that it has to be my last attack of the round.
So if Draw is free with move than actions would be.
Draw w/ Standard Move-1/2 Action
Final Attack-Free Action
Standard Attack-1/2 Action
Just read that my final attack also has the effect of lowering my initiative by 2.

Johnny "Razor" Macomb |

Smith to activate a Threat you simply declare you are making it a Critical Success and burn the Action Die. The roll is not required. Think of action dice as a pool of resource. One use is activating a critical another use is rolling and adding result to the total check.
Anyway with that critical I believe that now there are only 7 gunmen.

Johnny "Razor" Macomb |

Read my mind Smith. But I looked up the rules on this and it is complex to say the least. The truck is considered a Large object so does 1d6 for each 10 mph. There is a question as to how fast I can get it in the short distance. DM and others collision damage is on page 334 and 335. Page 125 has sample DC and modifers for Drive checks. Page 291 has rules about accelerations and distances required to get to certain speed. Page 237 has the gear table for trucks. If the truck is a full sized pickup it has an Acceleration of 4 and turning of 3 Max Speed 90 cruising speed 60.
So combining table from Page 291 and the stats for a pickup I should be able to get to 1/4 of 90 in 1 round or 23 mph and then gain another 18 mph in the second round. The next question as to how many squares one covers in a 6-sec round when travel 23 mph. So after 6 seconds I could be going 23 mph and would have covered a small distance in that time of **physics** = 100 feet. The second round of speeding up to 40 mph would take a total of 350 feet. If checking the math remember that the average speed not final speed should be used to calculate distance required.
So question I need to know from the DM how many bad guy gunmen are in the middle of the street and could easily be struck by a moving vehicle. Approximately what DC are we looking at for what I am describing? How far away are the bad guys from me. The truck was 50 yards or 150 feet away from Macomb. Safe to assume the truck is at least 100 feet from bad guys but probably less than 350 feet. Could we say it is possible to get the car to 30 mph in 1.5 rounds? Leaving a half action for Razor after the attempt of running the bad guys down.
I have included a knowledge "Drive" check to get the DC if required.
Knowledge Drive: 1d20 + 4 ⇒ (10) + 4 = 14

DM ShadowBloodmoon |

You figure you can hit at least two of the gunmen by the van in the first round after getting in the truck.

DM ShadowBloodmoon |

Ward actually. They asked about an action, I made a ruling and now waiting. Going to press forward shortly.
-Posted with Wayfinder

DM ShadowBloodmoon |

Oh no. Hope you will be alright. No worries on time. I'm usually the one holding us up. :-)
-Posted with Wayfinder

Johnny "Razor" Macomb |

Hey I saw that. Didn't know it was contagious but at least the DM caught it to with his 2. Also the normal penalty to attacks when fighting defensively is -4. Do you have a feat or trait to lower the penalty? I think with your Not The Face feat it makes sense to do all the time pretty much. Given you DR to melee and unarmed attacks. Out of curiosity what was the source for that Cheap Shot that you attempted? Nevermind just realized you were saying taget Foot-Speed -10. Duh.

DM ShadowBloodmoon |

Yes, that two is an error with the weapon, thus the wide shot that takes out a mailbox. You're right though, you could activate it if you want.