Author Topic: Isle Noir: Bad Karma  (Read 53885 times)

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #340 on: September 18, 2009, 01:59:43 PM »
Merc C takes a Move Action then another Move Action.
Merc A readies an action...

And at the end of the round...

Everyone
[spoiler]A reaction Listen Checks please (feel free to take 10)[/spoiler]

Heavyarms
[spoiler]In response to the Listen check you have made as your move earlier in the round:
you hear the sound of the smoke grenade hissing itself out.[/spoiler]

Doc
[spoiler]You take a good look, but see no one.[/spoiler]


Quote
FUN FACT! Smoke Grenades last 10 rounds-- that's 1 minute of time In-Game.


« Last Edit: September 18, 2009, 02:41:56 PM by jacemachine »
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[d20M] Isle Noir: Bad Karma as GM

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

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j0lt

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Re: Isle Noir: Bad Karma
« Reply #341 on: September 18, 2009, 02:05:18 PM »
[spoiler]IC is still down so I'll just take 10 for a total of...  10[/spoiler]
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Nanshork

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Re: Isle Noir: Bad Karma
« Reply #342 on: September 18, 2009, 02:25:43 PM »
[spoiler]
Listen: 20
Hooray for not taking 10!
[/spoiler]
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BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #343 on: September 18, 2009, 03:13:17 PM »
[spoiler]Listen: 5[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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archangel.arcanis

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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 #345 on: September 18, 2009, 07:09:50 PM »
[spoiler]Listen=17[/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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #346 on: September 19, 2009, 12:23:13 PM »
Dove
[spoiler]You hear the sound of a boat's outboard motor starting up outside.[/spoiler]

Doc
[spoiler]From outside you hear the sound of a boat's powerful outboard motor. If you weren't mistaken, the sound is coming right from the dock![/spoiler]

Ronin
[spoiler]You may have heard somebody fart just now. It was probably Greasemonkey.[/spoiler]

Greasemonkey
[spoiler]From outside your bathroom hidey-hole, you hear the sound of a boat's outboard motor. A 350 horse-powered... sounds like a TMC if you aren't mistaken. :D[/spoiler]

Cross
[spoiler]You hear a motor starting up. It sounds distant.[/spoiler]

You will be able to act upon it next round.  :)
« Last Edit: September 19, 2009, 01:44:14 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #347 on: September 19, 2009, 12:31:57 PM »
Round #17 Summary

12    Greasemonkey squats down in the corner, keeping his gun pointed at the door.  He is NOT going back out there unless he has to, he's a scientist not a gunslinger.  He's prepared to shoot anyone who comes in who isn't a part of his team.

11    Dove, still in a low crouch and moving quietly, she picks her route along the wall to her right. Still keeping an ear out for any possible sounds that would tell her where her enemies are while still prepared to roll to one side if she is fired upon.

At the end of her turn she is still within the smoke.

9     Cross quietly takes a step to X-14. Ready to trip any assailants who might be hiding in ambush.

7    Mercenary A ...

6    Heavyarms curses. 'Damn... bulletproof.... piece of shit....' Was all he thought to himself as he heard the noise he was making. There was no hope finding someone that was hiding in the damned room, he knew that; he also knew that there was no way that the room would get emptied of the smoke if there was no exit for it. There had to be a way. He just needed to regroup first; it was time to do some laying in wait of his own. He made a slight movement, just to obscure his position from where his opponent must have heard the bang, and he brought his rifle up, ready to blow a hole in the guy, first chance he got.

"Marco!" He said with a smirk. He needed something to shoot at, even if he gave up his position.

At the end of his turn he is still within the smoke.

5     Ronin moves over to the toilet-area and opens the door, taking up position in the door-opening for cover.

5      Doc examines the little office reception area from the hallway. He can detect no one hiding, though a potted plant has been smashed onto the floor. Potting soil is spread around, papers are  everywhere, many is shreds. Again, you smell the pervasive stench of a monkey house in a zoo.


Everyone hears a noise...
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 #348 on: September 19, 2009, 12:39:39 PM »
Starting ROUND #18

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img41.imageshack.us/img41/7159/wcdetail17.jpg


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!)


12    Greasemonkey
11    Dove
9      Cross
9      Mercenary C
7      Mercenary A
6      Heavyarms
5      Ronin
5      Doc

[ 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! ]

Actions in Combat

AND GO--!!!
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 #349 on: September 19, 2009, 01:39:13 PM »
As he moves to go outside Doc yells "Son of a bitch is stealing our boat!"
[spoiler]Moves to Z8 and opens the door (assuming it is unlocked now that he has probably exited through it)[/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 #350 on: September 19, 2009, 01:45:59 PM »
Doc receives an unpleasant surprise, when he tries to quickly open and walk-through a locked door. He bumps his head unexpectedly into the door.
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 #351 on: September 19, 2009, 08:18:13 PM »
Greasmonkey keeps his position.
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #352 on: September 19, 2009, 09:37:41 PM »
Slowly creeping around, Heavyarms keeps his rifle on the ready, willing someone to move or fire. ANYTHING to give away where to shoot. "Maaaarrrrcooooo...." he says, drawn out, low and quiet...
[spoiler]Move: to F-4
Listen: 11[/spoiler]

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #353 on: September 21, 2009, 08:29:55 PM »
Dove moves along the wall out of the smoke, still in a silent crouch, ready to dodge one way or the other in case her quarry opens fire at her.

[spoiler]Take 10 on Move silent and hide for an 18 for each unless the darkness helps me out more. Concentrating on defense. Fight Defensively and Combat Expertise for DEF of 21. If I can apply my dodge when I see an opponent I will for 22.[/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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #354 on: September 22, 2009, 02:41:27 AM »
Ronin maintains his position.

[spoiler]Same as the last round, use doorpost for cover and ready an attack.[/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 #355 on: September 22, 2009, 07:59:48 AM »
Cross remains motionless, hoping the sniper who shot him will try to come through this door.

[spoiler]Continue holding my readied action.[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #356 on: September 22, 2009, 12:26:28 PM »
Round #18 Summary

12    Greasemonkey keeps his position.

11    Dove moves along the wall out of the smoke, still in a silent crouch, ready to dodge one way or the other in case her quarry opens fire at her.

10    Mercenary A Strafe attacks Dove as she makes her appearance out of the smoke...

*Ka-PAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPA*

Dove attempts to throw herself from harms way--
[spoiler]Make a Reflex Save please. DC15 or take 15 damage.[/spoiler]


9     Cross remains motionless, hoping the sniper who shot him will try to come through this door.

6    Heavyarms, slowly creeping around, he keeps his rifle on the ready, willing someone to move or fire. ANYTHING to give away where to shoot. "Maaaarrrrcooooo...." he says, drawn out, low and quiet...

5     Ronin maintains his position.

5      Doc, as he moves to go outside Doc yells "Son of a bitch is stealing our boat!"

Doc receives an unpleasant surprise, when he tries to quickly open and walk-through a locked door. He bumps his head unexpectedly into the door.

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 #357 on: September 22, 2009, 12:29:11 PM »
Starting ROUND #19

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img142.imageshack.us/img142/3/wcdetail18.jpg


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!)


12     Greasemonkey
11     Dove
10     Mercenary A
9      Cross
6      Heavyarms
5      Ronin
5      Doc

[ 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! ]

Actions in Combat

AND GO--!!!
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 #358 on: September 22, 2009, 12:31:17 PM »
Greasemonkey holds his position and smiles inwardly.  Now that he isn't the only one staying in the bathroom, people will be less likely to point out his cowardice.
My babies - A thread of random builds I've come up with over the years.
Notes to self

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #359 on: September 22, 2009, 12:34:51 PM »
Doc moves to DD8 and will attempt to open that door.
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