Author Topic: Isle Noir: Bad Karma  (Read 53879 times)

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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #140 on: August 23, 2009, 10:43:12 AM »
With the his target obscured and the area he was in quickly filling with allies Doc decides to wait until he gets a clear shot at an enemy. Wanting to maintian situational awareness he listens for the sounds of combat to get an idea of where the gunfire is coming from.

[spoiler]Listen: (1d20+10=14)[/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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #141 on: August 23, 2009, 02:32:03 PM »
9
Damage: Yeah, right :rollseyes
Action Point: Not even gonna bother with how I'm rolling :wall


5-ft. step to U25 for better cover against Mercenary C.


Ammunition: 18/20

Note to self: next time first chamber.[/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 #142 on: August 23, 2009, 02:54:41 PM »
Dove weaves in close to the Mercenary and brings her right leg up to deliver an outside crescent kick to knock the rifle out of his hand.

The AK flies out of his hands, and hits the wall to Dove's left before clattering against the smooth marble floor.
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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Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #143 on: August 23, 2009, 03:01:44 PM »
Dove adds,"Like the man said, surrender and you might just get to walk away from this." at the sound of the rifle clattering to the floor.

[spoiler]Diplomacy=5 Yay!!! IC butchers another roll. Quite possibly the only time I will likely get to use the charm talent and IC botches it with a roll of  2  :lmao funny stuff, ah well guess the guy decides against surrender at this time hehe.[/spoiler]
« Last Edit: August 23, 2009, 04:47:06 PM by Melblen_Cairn »
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #144 on: August 23, 2009, 03:17:08 PM »
As the smoke starts to pour out, Heavyarms holds in a gasp, worried about the gas' nature. Not sure what happened to his shot, he gets out of the way fast, moving quickly further into the building, and passing Cross, wheeling around to cap another shot at the gunman that Cross had not seemingly taken care of for him.

The AP round easily passes through the leather jacket Mercenary_A is wearing. He cries out in pain as he h=is wounded in his left arm.
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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #145 on: August 23, 2009, 03:19:28 PM »
With the his target obscured and the area he was in quickly filling with allies Doc decides to wait until he gets a clear shot at an enemy. Wanting to maintian situational awareness he listens for the sounds of combat to get an idea of where the gunfire is coming from.

[spoiler]Listen: (1d20+10=14)[/spoiler]

Certainly there are shots coming from inside the building, but you also realize that your team mate Ronin is exchanging shots with another shooter-- somewhere behind you and to your East.
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 #146 on: August 23, 2009, 04:07:57 PM »
As my listen check was only a move action i will use my standard to turn and find the other target.
[spoiler]spot (1d20 +10=22)[/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 #147 on: August 23, 2009, 04:20:37 PM »
*BLAM!*

Cursing under his breath for missing he retreats behind the palmtree.

The shot hits low on the rooftop, missing by a mile so to speak.

Mercenary_C peaks from behind his 3/4 cover behind the wooden peak, and fires his rifle down at Ronin.

*Ka-BLAAM!*

[spoiler]Ronin takes 5 points of damage-- that was a damn close shot! That 1/2 cover you got for the tree almost stopped him![/spoiler]

Doc whips his head around in time to notice the exchange between Ronin and the third Mercenary. The Merc had taken up position along the top of the thatched peak-- using a heavy wooden beam that ran the length of the building as cover.


On Mercenary-A's turn the smoke flows heavily from the canister grenade canister, and fills an area of a 15 foot radius.

Heavyarms you know you got your shot in, but the smoke has now filed the space between you and Merc_A breaking your previous LoS.

Dove and Greasemonkey, the two of you are enveloped in a thickening cloud of tactical smoke! Not even  your NVGs help as your world becomes so hazy you cannot even see your hands in front of your face.

Mercenary_A takes a Move Action and then a second Move Action.

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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #148 on: August 23, 2009, 04:28:24 PM »
ROUND #06

Welcome Center Exterior (Map A)
[spoiler][/spoiler]
http://img190.imageshack.us/img190/3581/wc06.jpg

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img207.imageshack.us/img207/5802/wcdetail06.jpg



About the Map B:
This second map uses its own grid, rather than continue the former maps higher digits and wrong alphabet. So if your character gets in close enough to interact with any of the landmarks on Map B, feel free to use that grid instead!



Initiative Order

(You may post out of turn, but be aware that your actions will take place in the proper order. Check your actions against others who come before you in Initiative. If what they did changes what you would have done, knowing their action-- then you'll need to strikethrough and edit that badboy!)

21    Mercenary B
19    Dove
12    Greasemonkey
11    Heavyarms
9     Cross
7     Ronin
7     Mercenary C
5     Doc
5     Mercenary A

?     Sergei


[ Please note that we are using d20M miniatures rules as written. If you don't know what something is on the map, please ask. Proper Move & Actions per turn. No monologues, you can spit out words as a free action, but you are limited to only a couple of sentences! ]
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 #149 on: August 23, 2009, 04:31:54 PM »
psst Jace this is round 5. don't worry no one will notice  ;)
you are correct since we apparently already had 2 round 4s as it is.
Doc not liking someone having such a good sniping position decides to help him down, the hard way.
[spoiler]Attack on Merc C: (1d20+4=22, 5d4=13)
extra note: this is my 3rd shot so i have 2 more before needing to reload.[/spoiler]
« Last Edit: August 23, 2009, 04:34:09 PM by archangel.arcanis »
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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #150 on: August 23, 2009, 05:02:07 PM »
Using the wall as a guide, Dove moves out of the smoke to the other side of the door trying to locate her foe. Seeing Heavy she pulls her cuffs from her belt. "Can you help restrain that one, then we can find where the other ran off to." as she is about to toss the cuffs to him.

Dove moves towards an area near where Cross had the other mercenary pinned. Exiting the smoke she quickly scans the area for her opponent. Keeping alert she says "I can help you restrain that one with these, then we can try to locate the other one." as she pulls a pair of handcuffs from her belt.

[spoiler]Take a 10 on Spot and Listen to see if I can see him or where he might have gone off to, I am thinking he went through the doorway near me. Also can I see if he took the rifle with him? Moved to T14 and second move action to retrieve the cuffs.

edited it since Heavyarms wanted to use his turn this round to take care of the merc still outside, go get him Heavy ;)[/spoiler]
« Last Edit: August 24, 2009, 01:47:53 AM by Melblen_Cairn »
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #151 on: August 23, 2009, 05:16:56 PM »
14
EDIT: decided to change actions, attack roll should be 13 (no bonus for laser designator, previous idea had me moving closer to the enemy, but I figured this has about as much chance of succeeding).

Damage: 11

Ammunition: 8[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

j0lt

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Re: Isle Noir: Bad Karma
« Reply #152 on: August 24, 2009, 12:40:52 AM »
Keeping the pistol pointed firmly with both hands in Merc B's face, Cross asks in a clear, authoritative voice.  "Do you speak English?"

[spoiler]Keep my action readied to pistol whip him if he does anything except answer.[/spoiler]
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #153 on: August 24, 2009, 12:54:59 AM »
Seeing his charge bolt faster than he'd like to blindly follow, and hearing gunshots outside, Heavyarms points himself at the door and bolts as fast as he can. Seeing a body in his path, he just barely twists around "Greasemonkey" to suddenly find himself outside, where he sees Doc shooting. Taking a preparatory step to position his sight better, he lowers the rifle slightly, trying to just spot the bastard. This one, he wanted; none of this apathetic "you will live if you stop" bullshit. They didn't have room for loose ends or loose foes, and he planned on shooting the other fool in the head afterwards. For now, the rooftop foe...

[spoiler]
HP: 48
Shots after Action: 18 (17 if shot goes through)
Move Action: Move to T-10
Spot Check to see Mercenary C: 10 (If still necessary)
If not, or otherwise able, will fire:
To-Hit: 20
Damage: 7
[/spoiler]

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #154 on: August 24, 2009, 12:58:26 AM »
Greasemonkey hacks and coughs, stumbling through the smoke.

[spoiler]
S-14
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #155 on: August 25, 2009, 02:04:27 AM »
Cross
Mercenary_B replies with a bitter smirk, he hocks a loogie-- green and dripping-- into Cross's face. It drips from his cheek and nose, down his chin.
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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #156 on: August 25, 2009, 02:11:39 AM »
[spoiler]Linguist=9 better but still I don't understand a word he said ( :fo IC) Portuguese just isn't my language I guess.[/spoiler]
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

j0lt

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Re: Isle Noir: Bad Karma
« Reply #157 on: August 25, 2009, 02:17:03 AM »
Cross rubs the snot from his face and raises the gun as if to strike the mercenary, then hurls it across the room.  "Son of a bitch!"

He grabs the merc's right hand with his left and twists it around so his palm is in front of the merc's chest, facing right, and grabbing the elbow with his right hand to keep it bent laterally.  Cross then applies downward pressure on the wrist, the fingers pointing upwards as he forces the wrist in a direction it was not designed to move.

[spoiler]Melee touch (no AoO) = 21
Opposed grapple check = 21
Damage (if grapple is successful) = 5
[/spoiler]

PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


jacemachine

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Re: Isle Noir: Bad Karma
« Reply #158 on: August 25, 2009, 02:33:28 AM »
19    Dove
Dove moves towards an area near where Cross had the other mercenary pinned. Exiting the smoke she quickly scans the area for her opponent. Keeping alert she says "I can help you restrain that one with these, then we can try to locate the other one."  as she pulls a pair of handcuffs from her belt.

12    Greasemonkey
Greasemonkey hacks and coughs, stumbling through the smoke. Finally he emerges from the other side right next to Heavyarms...

11    Heavyarms
Seeing his charge bolt faster than he'd like to blindly follow, and hearing gunshots outside, Heavyarms points himself at the door and bolts as fast as he can. Seeing a body in his path, he just barely twists around "Greasemonkey" to suddenly find himself outside, where he sees Doc shooting. Taking a preparatory step to position his sight better, he lowers the rifle slightly, trying to just spot the bastard. This one, he wanted; none of this apathetic "you will live if you stop" bullshit. They didn't have room for loose ends or loose foes, and he planned on shooting the other fool in the head afterwards. For now, the rooftop foe...

*Ka-BLAM!*escapes the grapple attempt.*RATATATATATATATATTATATAT!!!*

7     Mercenary C dodges the barrage as bullets hit all around his position, He spots Greasemonkey coming out of the Smoke, and fires down at this new target *Ka-BLAM!*. The shot JUST misses Heavyarms, taking a splintered chunk out of the wooden railing of the short stairs...

5     Doc
Doc not liking someone having such a good sniping position decides to help him down, the hard way.. *Ka-BLAM!* Or at least he tries to-- The mercenary above is dug in pretty well

5     Mercenary A has seemed to vanish into the smoke cloud.

« Last Edit: August 25, 2009, 02:37:02 AM 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 #159 on: August 25, 2009, 02:39:43 AM »
Cross grabs the merc's ankle and tries to put a joint lock on it to prevent the bastard from escaping.

[spoiler]Melee touch (no AoO) = 15
Opposed grapple check = 19 + 1 = 20
Damage (if grapple is successful) = 7

Action Point = 1[/spoiler]
« Last Edit: August 25, 2009, 02:42:01 AM by j0lt »
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist