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Post by roxolid on Apr 16, 2020 2:10:16 GMT -5
OOC GREEN ARROW HP 12 BODY 5/5
Despite the stinging pain from the wild shot Green Arrow has had worse and knows it is only a flesh wound.
He sees the front door of the house itself ajar and can make for that if he wishes. Behind him the sound of gunfire escalates, if that is possible, because of new combatants joining in!
Green Arrow also sees Terminator running full tilt for his location. No attempt at stealth, no obvious aggressive action. Ollie sees the assassin running across open ground and knows he could have a 'free shot' at the famed mercenary if he so wishes.
He also knows that Terminator/Deathstroke is a planner, a master strategist and to expose himself like this isn't his usual game...
Behind, at the gates, the small group of men claiming to be CIA and FBI have been drowned out by gunfire and are concentrating on keeping their heads down as more of Nathan's Nemesis have turned up along with someone else, but GA can't see who because the walls are obscuring his view. He can get to the house before Terminator does and find cover behind/beside the door before the assassin gets there!
OOC According to DC Rules 5APs was the running speed in 1e. This was 'fixed' in 2e onwards (2-3e and Blood of Heroes) to 4APs which is still fast but more realistic (which is an odd thing to suggest about a game with superheroes in it). No suggestion in any writeup that says Terminator would be faster than Green Arrow so GA gets to the house, and possible cover, first.
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Post by andyman on Apr 16, 2020 14:47:41 GMT -5
Green Arrow runs for the door on a search for an office, that is quite likely upstairs, however he will stop if he something that looks like evidence of wrongdoing in the building. He hates that there is a gunfight outside, but not knowing what side to fight on, he might cause the good guts to loose, if there are any good guys.
Smoak said Deathstroke wants him dead, but if he was really doing that much surveillance of Green Arrow he had countless opportunities to put a bullet through his brain with a sniper shot. Oliver doesn't know what game he is playing at, but is putting that on the back burner right now. What he needs to know if what Nathan is into.
Move Action - Running through the front door and search the mansion for a home office, starting on the second floor.
Free Action - Closing and locking the front door behind him.
Dice Action - Detective: 6 (Clue Analysis) looking for clues.
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Post by andyman on Apr 16, 2020 14:48:22 GMT -5
I'll take the double 5s and roll again.
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Post by andyman on Apr 16, 2020 14:48:46 GMT -5
29 + INT 7 = 36 I hope there is something for Oliver to find.
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Post by roxolid on Apr 18, 2020 7:20:21 GMT -5
OOC Technically Perception is used first to find clues then Clue Analysis (Detective) figures out what that stray hair, bootprint, soil sample with the strange odour etc means. However, we'll mix the two because of the nature of Green Arrows' search. he can't use Detective till he finds the clue, but he can use the roll for a Perception result and deduce certain things from a cursory glance, just because he's a Detective type and he's smart.
The roll of 10+5 will apply for Perception +Int 5 (20) vs OV 7 + Roll(2d12)+0: 7,5,+0 Total:12 (19)
+1EV (to 9 Will) vs RV7=2 RAPs for Perception
1) On the upper floor an office would be somewhere less obvious in a drug dealer/crime bosses' place. Any office easily accessible may be there as a ruse. 2-3) In the main bedroom on this side of the house the wardrobes are either especially deep or they hide something someone wants to stay away from prying eyes. Green Arrow DOES find an office... that's neat, tidy, has a stack of drawers, rolodex and is all too obvious and 'out in the open' for someone like the cops to find. That Wardrobe however, holds a row of suits and ties and layer of shoes...It's not deep enough. What's behind it?
Opening the door, slamming it shut and locking it and then sprinting upstairs to search the upper floors might ordinarily take more than four seconds. but with the gunfire outside and very probably time being of the essence to minimise casualties... we'll say GA is in a hurry.
The hero slams the door and spins, clicking a simple mechanism that deadbolts the main door in three places. Then he turns, glances about, sees the main stairwell leading up and heads for it several steps at a time!
On the landing he looks about again. Toilet, door, door, door... sprinting down the landing he pops each door open for a fleeting glance and sees an office... but looks back into the bedroom he just passed. A large room, grand bed, sliding wardrobes with full length mirrors... and the dimensions seem off. This side of the house. Green Arrow is smart enough and sharp eyed enough to know that office is convenient and there for a reason. To work in, sure, but it's too obvious and 'easy' for the cops to find. Nathan is smart, has a very lucrative operation and wouldn't leave things so easy to find if he wanted to stay in business for long. From the sounds of what was going on outside, he might not be in business much longer!
He slides the wardrobe open. There's something.. SMASH!
OOC Str 9 + Roll(2d12)+0: 10,8,+0 Total:18 (27) vs OV 5 (body of door) + Roll(2d12)+0: 6,3,+0 Total:9 (14)
+5 EV (to 14) vs RV 5=9 RAPs.
A door exploding inwards from a kick downstairs signals Deathstrokes noisy arrival!
"GREEN ARROW! I KNOW YOU'RE IN HERE! WE NEED TO TALK... NOW!" shouts a voice belonging to one of the worlds' foremost assassins! "I HAVE INFORMATION YOU MAY FIND... ENLIGHTENING."
Green Arrow hears the Terminator yell out then considers. Could it really be 'the enemy of my enemy is my friend'? He looks at the Wardrobe. He's onto something, but the Terminator is in the house. A dangerous man to have at your back!
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Post by andyman on Apr 18, 2020 7:49:59 GMT -5
OOC: Sorry, it took me a while to find the Perception rules on page 26. In the 2nd Edition Green Arrow has the Sharp Eye advantage. Can this help him find the trigger to enter the secret closet? In case it does not, I'll just roll a straight Int/Will (7/10) check. If Oliver find the way in he will try to go in and close it behind him before Deathstroke reaches him.
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Post by andyman on Apr 18, 2020 7:50:47 GMT -5
Taking the pair of 8s and rolling again. (I'm glad that second die is a 3 and not a 2!)
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Post by andyman on Apr 18, 2020 7:51:43 GMT -5
22 + possible Sharp Eye Advantage to find the way in the secret closet.
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Post by roxolid on Apr 19, 2020 1:35:09 GMT -5
OOC I'll update when I can later but I think we're on different pages. It doesn't matter too much in the grand scheme of things as the write ups are so similar but lines of Death GA looks like this:
I thought we'd decided to add Thief (because he has it and it was missed off this version for some reason). That said Sharp Eye also makes sense. I'll apply a modifier for that (instead of -1CS the OV applies -2OV using the house rules version.) The original adventure doesn't have Cheshire and Terminator running around in it either so I'm fine with tweaks and changes.
Like I say, I'll update later on today when I get chance.
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Post by roxolid on Apr 19, 2020 8:01:34 GMT -5
OOC plus of course the 1e GA has 9 Dex vs 3e's 8.
The write ups are so close only the later versions had Drawbacks/Advantages that boost Initiative slightly higher.
Green Arrow hears Deathstroke with the machine guns firing in the background. At some point the cops would have to ignore the orders they've had to 'Butt Out' and get down here, but that might be minutes away. From the sounds of things outside the fight wouldn't abate any time soon!
Reaching past the suits he runs a hand about. The dimensions of the house were out of whack in this room. There had to be...
OOC Question: where do the extra two dice for GA's Perception check to find the switch come from? I'm scratching my head. No extra dice from HP and Detective doesn't apply to finding clues, only figuring out what they mean.
I have a result of Int 5 + Roll 4 (9) vs OV6 (strenuous) - Sharp Eye -2 + Roll(2d12)+0: 9,10,+0 Total:19 (23) Attempt to find the switch FAILS
I'll stand corrected if there's something I've missed so feel free to point out the error of my ways! If the fail stands then Deathstroke will charge up the stairs and be behind Green Arrow as he's searching...
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Post by andyman on Apr 19, 2020 18:19:55 GMT -5
OOC I'll update when I can later but I think we're on different pages. It doesn't matter too much in the grand scheme of things as the write ups are so similar but lines of Death GA looks like this:
I thought we'd decided to add Thief (because he has it and it was missed off this version for some reason). That said Sharp Eye also makes sense. I'll apply a modifier for that (instead of -1CS the OV applies -2OV using the house rules version.) The original adventure doesn't have Cheshire and Terminator running around in it either so I'm fine with tweaks and changes.
Like I say, I'll update later on today when I get chance. I don;t remember what we agreed on for stats, so I sometimes check murpg.proboards.com/post/524828, sometimes the 2nd edition stats and sometimes the stats from the module.
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Post by andyman on Apr 19, 2020 18:22:24 GMT -5
OOC plus of course the 1e GA has 9 Dex vs 3e's 8.
The write ups are so close only the later versions had Drawbacks/Advantages that boost Initiative slightly higher.Green Arrow hears Deathstroke with the machine guns firing in the background. At some point the cops would have to ignore the orders they've had to 'Butt Out' and get down here, but that might be minutes away. From the sounds of things outside the fight wouldn't abate any time soon!Reaching past the suits he runs a hand about. The dimensions of the house were out of whack in this room. There had to be... OOC Question: where do the extra two dice for GA's Perception check to find the switch come from? I'm scratching my head. No extra dice from HP and Detective doesn't apply to finding clues, only figuring out what they mean.
I have a result of Int 5 + Roll 4 (9) vs OV6 (strenuous) - Sharp Eye -2 + Roll(2d12)+0: 9,10,+0 Total:19 (23) Attempt to find the switch FAILS
I'll stand corrected if there's something I've missed so feel free to point out the error of my ways! If the fail stands then Deathstroke will charge up the stairs and be behind Green Arrow as he's searching... Int 7. Is that not how the house rules work? Next DC Heroes game I'd like to use RAW rules, because I don't have all the info on the house rules in an easy to follow manual.
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Post by roxolid on Apr 20, 2020 2:28:21 GMT -5
OOC It works in exactly the same way, to be honest. Sharp Eye applies -1CS to the Opposing Value of a Perception Attempt, RAW. In my house rules it applies -2OV to the Perception Check (though it would work the same if you just added +2AV to the Perception check as you did, so no problem there.)
As for stats on the first page you suggested we went with the Adventure stats + Thief:8 (which made sense as it was clearly an oversight/mistake by the adventure writer) so that's what I've been working off (with his 1e version Dex 9 instead of 8). It doesn't make a huge difference as the write ups are pretty much similar save for advantages in the later ones and a stat point here/there.
My question up there was to ask where the four dice came from. Without spending HP Green Arrow only gets 2D12 to roll.
With regards RAW going forward I'm fine with that. For my own long running game the House Rules work out fine but I'm doing all the mechanic/clunky stuff and where there is any doubt the players absolutely get the benefit of it. The only main thing that works against them is the dice but that's swings and roundabouts/good with the bad etc. They don't need to know all the rules as I do the heavy lifting but I do give all the beneficial options and advise where things may need HP spending or 'this is a better way to do it' as they are more interested in the RPing rather than crunchy stuff.
We started with the game 'Golden Heroes' in 2009 and compared to DCH, it's better in some ways (street level) worse in others (superspeed at lower ranks is slower than catching a bus to the crime scene). We moved to DC then found out a few problems. Mainly being that PCs with 5-600HP amassed over time tend to win every battle and solve every problem without issue simply by burning through their stash, so some things I felt needed changing and HP/Skill Dice were the main thing (then to D12s to cut down on the doubles).
Moving things on...
Green Arrow searches the wardrobe, sweeping suits aside and aware that the Assassin DEATHSTROKE will soon be behind him!
He's close. He KNOWS there is something near. With his bow close to hand and reflexes honed from years of fighting for his life and that of others on the street Green Arrow is ready to spin and fire. Then a voice came from behind him... Deathstroke!
"Green Arrow! I recently found something out that may interest you. Tell me..." he calls from out of sight in the bedroom. "Have you ever heard of Hashim Rabiid? I hadn't until tonight. I was here to help Cheshire as a favour who has been hired to protect Rabiid, who is Nathan's drug supplier....But there's something else I figured out. Something that may put us on the same side..."
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Post by andyman on Apr 20, 2020 15:41:58 GMT -5
OOC: Since Perception isn't a skill, I thought I would be using INT and looking up how many dice to roll. That was my confusion.
Green Arrow turns to face Deathstroke. "I'm listening. I'll take whatever you say with a grain of salt, but you have my attention."
Dice Action - Detective: 4 (Clue Analysis) to determine if the name Hashim Rabiid means anything to Oliver.
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Post by andyman on Apr 20, 2020 15:42:39 GMT -5
I'll take the pair of 9s for 18 +
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