Author Topic: Isle Noir: Bad Karma  (Read 52140 times)

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #280 on: September 05, 2009, 12:44:39 PM »
Doc
[spoiler]You hear the loud explosion of a firearm from the other side of the glass door. You see a splatter of blood hit then streak down the frosted glass.[/spoiler]
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #281 on: September 05, 2009, 01:09:40 PM »
Did Cross get the door unlocked before it gets to my turn in the init. list?
[spoiler]Either way Doc is bursting into the room, i just need to know if I have to break the glass first.

As soon as he is in the room Doc will check if Cross is down. If I have any actions left after this what i do depends on the circumstances.[/spoiler]
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #282 on: September 05, 2009, 01:15:44 PM »
Doc has unimpeded movement entering the door now as Cross indeed unlocked it.

EDIT:

And Cross is not down, but he IS bleeding. He's looking back down the hallway.
« Last Edit: September 05, 2009, 01:23:30 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

j0lt

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Re: Isle Noir: Bad Karma
« Reply #283 on: September 05, 2009, 01:22:34 PM »
Cross is clutching his side where the bullet's exit wound is still bleeding freely.  He looks up as the door opens.  "Fuck..."
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #284 on: September 05, 2009, 01:25:56 PM »
Free action:

Mercenary_C says , there is a slight note of humor in what he said.
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[d20M] Isle Noir: Bad Karma as GM

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #285 on: September 05, 2009, 01:43:23 PM »
In the other wing, just as Ronin pops the lock and Heavyarms moves to his square...

Mercenary_A autofires from his hiding spot...
*Ka-PAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPA-!!!*

A barrage of lead fills the area where three PCs stand-- bullets that hit the glass of the door ricochet off striking elsewhere in the room--

Greasemonkey, Ronin, and Heavyarms
[spoiler]Make a Reflex Save please. DC15 or take 6 damage.

Immediate Spot Reaction check please.
[/spoiler]


« Last Edit: September 05, 2009, 01:50:54 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #286 on: September 05, 2009, 01:55:54 PM »
"Your not allowed to bleed to death before you put a bullet in his head."

[spoiler]Doc will attempt to stop Cross's bleeding.
I'm not sure which use of Treat injury is most appropriate. I'll make the check and you tell me how much time it takes.
Treat Injury on Cross: (1d20+14=28)[/spoiler]
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #287 on: September 05, 2009, 01:57:45 PM »
[spoiler]
Reflex: 9
Spot: 11

[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #288 on: September 05, 2009, 01:58:54 PM »
Doc
[spoiler]You choose, what exactly are you trying to accomplish with this particular usage?[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #289 on: September 05, 2009, 02:10:34 PM »
[spoiler]Closest would be Stabilize, though he isn't unconscious I'm just trying to stop the bleeding so he doesn't continue to loose HP.[/spoiler]
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #290 on: September 05, 2009, 02:25:13 PM »
[spoiler]Bleeding is largely a cinematic aspect. He's not in danger of bleeding to death until he hit's -1 HP when he needs to Save every round or you treat him with a First Aid kit to stabilize him--

I'm all for RPing stuff that has no mechanic behind it though-- and Cross WOULD be bleeding. So I will say that you are able to bandage his wound with some gauze.

He will still need you to Restore HPs on him, but perhaps when you guys have a better opportunity.[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #291 on: September 05, 2009, 02:28:14 PM »
[spoiler]sounds good to me. While I know he shouldn't be bleeding to death, it is what Doc would do.[/spoiler]
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #292 on: September 06, 2009, 05:03:38 AM »
Borya Bezuhov. Borya "Heavyarms," Butcher Borya." He had nicknames. He was also known as the bullet dodger; apparently, it's just impossible to kill the bastard. The damn bullets miss him completely as he bends to move around the door, letting his shot go.

[spoiler]
Reflex: 21
See my last post for shot info... just couldn't post the reflex lamely...
--EDIT--
Ah yes, spot check: 18[/spoiler]
« Last Edit: September 06, 2009, 07:37:25 AM by Flay Crimsonwind »

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #293 on: September 06, 2009, 07:10:31 AM »
[spoiler]Reflex: 9
Spot: 9

Well, that sucks...[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #294 on: September 06, 2009, 01:19:32 PM »
Spot Results and Action Updates

Leon
[spoiler]Ah! You got shot!


Also, this took place JUST before you moved out of the square. You still have an action. I assume that you may want to change what you had planned just prior to getting shot.[/spoiler]

Greasemonkey
[spoiler]It's hard to tell when a man is getting shot-- but did you notice one of the two wooden double doors next to you in the hall move?

Speaking of move-- it seems you still have yet to move this round...
[/spoiler]

Heavyarms
[spoiler]You caught a glimpse of the tip of a gun barrel slipping back behind the two wooden double doors. The door was open just a crack, but with barrel gone the door shuts completely.

(Nice Save BTW!)


Am I to assume that you still try to fire on the gun barrel? If not you still have an action.
[/spoiler]
« Last Edit: September 06, 2009, 01:29:17 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #295 on: September 06, 2009, 02:14:22 PM »
Ronin grunts in pain as he catches a bullet. Looking around but not seeing anything, he decides to move for cover.

[spoiler]Down to 10 HP, ouch...

Move to I9 for cover from the toilet area and the area behind the double doors to the left.


EDIT: Also, just notice that I forgot to mention that I wanted to switch to AP rounds :banghead

I'll just do that this round if that's okay, it's a free action to reload anyway with that Quick Reload feat...[/spoiler]
« Last Edit: September 06, 2009, 02:21:31 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #296 on: September 06, 2009, 03:04:49 PM »
Greasemonkey retreats into the bathroom, gun ready.

[spoiler]
Moving to H10
[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #297 on: September 06, 2009, 03:31:29 PM »
Greasemonkey
[spoiler]
Greasemonkey retreats into the bathroom, gun ready.

Moving to H10


Technically, THIS action takes place before you get shot. So guess what Mister-I'm-at-the-top-of-the-initiative-list? Go ahead a keep those 9 HPs you lost. You move BEFORE the attack, because the attack was triggered by Ronin's action.[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #298 on: September 06, 2009, 03:40:30 PM »
[spoiler]
WOO, hooray for playing a coward!
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #299 on: September 08, 2009, 02:41:54 PM »
Heavyarms
[spoiler]You caught a glimpse of the tip of a gun barrel slipping back behind the two wooden double doors. The door was open just a crack, but with barrel gone the door shuts completely.

(Nice Save BTW!)


Am I to assume that you still try to fire on the gun barrel? If not you still have an action.
[/spoiler]
[spoiler]Haha, danke. Sure, why not? I've got armor piercers, if they don't hit the bastard at least he gets startled a bit, no?  :P[/spoiler]