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Post by roxolid on Mar 24, 2020 4:35:23 GMT -5
Keeping a low profile Green Arrow settles in for a watch of the place.
It's pretty dull. There's a grocery delivery, the mailman, a plumber...
Several hours in (OOC let's call it late afternoon about 1700 ish) a car pulls up to the gate and a guy gets out who fits the profile. Military type, wary, able to handle himself. A passenger is in the car. Car is non descript sedan, but maybe it's Nathan and he keeps a low profile?
He's sure he hasn't been noticed but can never be 100% sure as there had been the feeling of being watched or followed over the last couple of days. As he's about to pull away he sees another vehicle pull up. It's an SUV and...
OOC Perception check Int 5 + Roll(2d12)+0: 5,10,+0 Total:15 (20) vs OV4 + Roll(2d12)+0: 8,4,+0 Total:12 (16)
+3EV (to 11 Will) vs RV4 = 7RAPs
1) It's a similar vehicle to that which attacked Nathans' compound the day before 2-3) There are lean rough/ready types inside who fit the ex military profile of those who attacked the compound 4-6) There's nothing else on this part of the street to stop for - no shops, stores, and the houses are big and separate 7)+ there are a couple of bullet holes in the bodywork of the SUV
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Post by andyman on Mar 26, 2020 18:23:30 GMT -5
From his hidden position, Oliver plans to put an arrow through one of the SUV's tires. this time, there aren't any highly explosive warehouses around. He also takes a mental note of the licence plate, make and model of the vehicle, in the small chance it gets away. After letting loose his arrow, he stealthily moves to a new position of cover.
Free Action - Note the vehicle's details.
Dice Action - Weaponry: 12 to disable the SUV, using his Bow and an Ordinary Arrow.
vQ_W6WKU7d12
Move Action - Move to a position of cover, stealthily, if possible.
7d12
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Post by andyman on Mar 26, 2020 18:24:33 GMT -5
I'm glad that was a pair of 2s and not a pair of 1s. I will take the pair of 8s and roll again. EhAeyK952d122d12
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Post by andyman on Mar 26, 2020 18:25:19 GMT -5
20 + 9 DEX = 29
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Post by roxolid on Mar 27, 2020 4:24:06 GMT -5
OOC In my ongoing play by post 'house ruled to nearly a different game' a roll of 1,1 or 2,1 will auto fail. All reliability numbers also increase by 1 as do burn out numbers. This is because of the change to D12s to 'fix' the change in probabilities. I also apply a range modifier. I won't in this instance but a shot 3APs away adds 3 to the OV, for example. Haven't applied anything like a penalty for high speed targets other than a trick shot modifier as you have to 'shoot in front' of the target.
Green Arrow took aim at the front tyre of the SUV from behind the cover of his own vehicle.
OOC GA 29 Acting Value Total (AVT) vs OV 3 (distance) + Trick shot 4 + Roll(2d12)+0: 7,11,+0 Total:18 (25)
+3EV (to 7) vs RV 4 = 3 RAPs BANG! Pop, hiss!
The arrow struck true and smashed into the tyre sidewall. Unfortunately there was no quiet way to impale an inflated tyre and it went with a bang!
Immediately the four occupants get out and look about as they move around the vehicle.
Two are jittery and have pulled glocks, the other two are cooler customers and start to look about.
OOC Perception 2 + Roll(2d12)+0: 5,11,+0 Total:16 (18) vs Dex 9 + Roll(2d12)+0: 1,7,+0 Total:8 (17)
+1EV (to 3 Will) vs RV9 = FAILURE
Green Arrow ducks behind the car front and figures on not have been seen but those men would soon start to spread out and look for him around the few parked vehicles on this street. They were all out in the open, however, and made inviting targets...
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Post by andyman on Mar 28, 2020 16:43:39 GMT -5
Oliver pulls two arrows from his quiver to Multi-Attack the jittery pair that have pulled their Glocks. He then moves to the next closest position to the SUV that allows him cover, without being seen if possible.
Dice Action - Weaponry: 12 for a Multi-Attack against two targets (+1 OV CS & +1 RV CS)
|kyc_VRs7d127d12
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Post by andyman on Mar 28, 2020 16:44:36 GMT -5
Taking the pair of 8s and rolling again.
PU1TXmGy2d122d12
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Post by andyman on Mar 28, 2020 16:45:45 GMT -5
Does that count as a fail? If not it is 19 + 9 Dex (28).
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Post by roxolid on Mar 29, 2020 2:21:24 GMT -5
OOC if the first two dice (1+8) had turned up with 3 or less, it would count as a fail. You are absolutely right. I've failed rolls on double 1 on follow up but that's so rare I struggle to remember when it's cropped up in the decades I've played/run this game. With the D12s expanding the range of rolls 1+2 does count as a fail! I'll have to watch follow up rolls like a hawk until it becomes an automatic response/etched in my brain. From the original rules (3e) :
Green Arrow nocks a pair of arrows, slips a pair of fingers between the two flights and sucks in a breath.Then fires and misses! Whilst he can remain hidden the fact that a pair of arrows just shot through the air near the pair with glocks is hard to hide and one of them shouts "Did you see that?" "What?" "look... there!" He points to a tree with an arrow jutting from it. "Dammit! HE is here! Keep your eyes open!" The group immediately goes on high alert looking about and running for cover. They don't know where Green Arrow is, only that he is here somewhere. One of them calls out. "Green Arrow! We know you're here! We have no quarrel with you! It's Nathan we want! We want him and his drugs off the streets! We're on the same side!" Green Arrow has a clear shot at one mans back if he wants to shoot as the four look around for the hidden archer.
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Post by andyman on Mar 29, 2020 19:23:33 GMT -5
Green Arrow sneaks up behind the man with his back to him and grapples him, hoping to use him as a human shield before speaking to Nathan's Nemesis.
Move Action: Creep up behind the guy with his back turned.
Dice Action: Grappling Attack, using Martial Artist so both his AV and EV is 9 (Non-Lethal damage). bEFR8TYX6d12
Free Action: "Those were warning shots," Oliver lies. "I'm not on the same side as cold blooded killers! What do you know about Nathan and why aren't you cooperating with the authorities? If you had shared any evidence on Nathan, you could have put him away and cleaned up our streets already!"6d12
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Post by andyman on Mar 29, 2020 19:24:38 GMT -5
23 + 9 Dex = 32 to Grapple the man... who I'm guessing is about to pass out in my arms.
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Post by roxolid on Mar 30, 2020 23:07:14 GMT -5
OOC Green Arrow Grapple 32 vs Dex 3 + Roll(2d12)+0: 6,6,+0 Total:12 DOUBLE plus Roll(2d12)+0: 9,12,+0 Total:33 (36)
Attack Missed!
The man squirms out of Green Arrows grasp and turns, gun held out. Others take aim at the emerald archer as he finds himself caught between a rock and a hard place!
One of the men calls out "Yo! Tights! you ain't wanted here! The cops won't do anythin' bout Nathan so we will! We lost too many of our buddies to this guy an the stuff he peddles! No more! NO MORE!" he bellows. Another man takes it up "Yeah, we've all made the pledge, like we did servin' abroad, to have each others backs..."
They go quiet for a moment, though the guns - and their hands holding them - do not waver.
One adds "For our fallen brothers. You'd know that if you had honour, but you don't. You can't if you're protectin' that scum!"
These men are convinced that Nathan MUST die and they are the men to do it... or die trying. Green Arrow senses he's onto a loser here...
Just then lights appear at the end of the street as a car starts to approach the mansion. Not just one. It's an SUV out front, a fancy sedan in the middle and another SUV trailing...
Nathans' Nemesis look suddenly uncertain. "The plan!" hisses one.
"What about him?"
"What about you... hero?" snarls one, thrusting an UZI at head level with Green Arrow only fifteen feet away or so. The others look ready to run into cover.
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Post by andyman on Mar 31, 2020 18:47:03 GMT -5
Green Arrow Dodges and runs toward the approaching vehicles to wave them away. (He does not run directly in their path, but to the side, so they won't run him over.) "Turn back! It's an ambush!"
Oliver hates doing this, but if the police are protecting Nathan, it might be with good reason. But if it's because police chiefs are being bribed, Green Arrow will kick ass and take names later. Meanwhile, let's not have anyone dying, until Oliver knows exactly what the heck is going on here. Then probably no one dying. Probably.
Automatic Action - Dodge adding 8 APs of the Acrobatics/Dodging Subskill to his OV instead of the one Column Bonus.
Dice Action: Can't do it. He's Dodging.
Move Action: Running toward the oncoming train of cars, waving them off and shouting.
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Post by roxolid on Apr 1, 2020 11:53:46 GMT -5
OOC A rule I've been running is 'Dice for attack or defence reduce the dice you can then use for defence or attack'.
What this means is that you can attack with Martial Artist or Weaponry Dice and defend with Acrobatics dice in the same round and don't have to bin your Dice action to dodge. Depending on when you act in the round (attack first or after an opponent, for example):
ANY EXTRA DICE YOU USE FOR ATTACK REDUCE THE NUMBER OF EXTRA DICE FOR DEFENCE, and vice versa.
So let's say Green Arrow has four extra dice for Attack (Martial Artist 8) and four extra dice for Defence (Acrobatics 8). If he attacks first and uses four extra dice on his attack, he can use NO extra dice on defence. If he uses three extra dice on attack, he can use one extra die on defence from Acrobatics. If he uses two dice, he can use two dice for defence. uses 1 die, he can use three extra dice for defence.
It works easiest when the character has an equal Martial Artist or Weaponry skill to his/her Acrobatics skill (which, handily, Green Arrow has).
So, with regards Green Arrows action...
1) He can take a dice action. So he could attack if required. Any extra dice he adds from Weaponry or Martial Artist reduce the dice he can add to defence from Acrobatics.
2) Acrobatics no longer costs your dice action for the round and no longer makes your Opposing value 17 which makes it practically impossible for an ordinary person or group of people to hit Green Arrow with a hail of bullets. Instead he has OV 9 and can roll up to 6D12 for his defence (pick two, bin the other dice as usual) and dice can be accommodating or cruel as we know.
For comparison an ordinary person would need to roll (with Dex 2) 32 + on 2D10. With the system I have been using it's Dex 2 + 2D12 vs Dex 9 + 6D12. Chances are the dice will be kind and Dex 9 guy will happily avoid Dex 2 guy all day long but if the dice are fickle and bad for Dex 9 guy, great for Dex 2, things can get swingy, which is what I wanted instead of adding APs up.
On the subject of adding APs up that's another part of the game that doesn't work to my mind. I'm consdering rewriting Skin Armour and Force Field/Shield to reduce RAPs of damage instead of adding APs. That's an aside, I just wanted to lay out the rules I'm using because it means Green Arrow CAN have a Dice action and may be able to add four extra dice to defence or less depending on what he does with his dice action.
Hope that all makes sense!!!
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Post by andyman on Apr 3, 2020 17:03:20 GMT -5
How does this work when multiple people attack Green Arrow. Can he use the Defense dice for all Defense rolls? In any case. right now he's going to use full Defense, unless you think he needs to use Charisma to convince the oncoming vehicles to stop.
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