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16:40, 21st May 2024 (GMT+0)

Chapter 3: Origins.

Posted by FacilitatorFor group archive 0
Tobias Byrne
player, 503 posts
There is brilliant,
and then there's me.
Sun 26 Aug 2018
at 14:43
  • msg #405

Re: Chapter 3: Origins

Toby went. He followed behind Frank, moving quickly and casting a glance upwards at the helicopter. He was running quite low on tricks of his own, but still had enough for one or two more.
Facilitator
GM, 644 posts
Master of the Universe
Creator of Worlds
Wed 29 Aug 2018
at 01:52
  • msg #406

Re: Chapter 3: Origins

As Frank and Tobias near the helicopter, Bacco keeps waving them on and smiling. When they keep going past him, he looks genuinely perplexed. As Frank dashes off down a corridor with Tobias not far behind, the Dons shake themselves out of their daze and start barking orders to each other, trying to follow the dashing heroes. The helicopter blasts a big puff of dust out of the plaza and into the alleyways as it gains altitude, circling overhead to catch sight of the duo.

Chase Scene!


Here's how it will work: everyone's position is represented by a number; the person in the lead is in position 0, and everyone else is assigned a number based on how far behind the leader they are.  Instead of tracking exact location, we will be tracking positions; generally you will be moving forward or backwards a certain number of positions relative to the lead.

How you can interact with other characters is dependent on the difference in position:
    0 [Adjacent]: You are right next to each other and can perform any action you normally could in melee
    1 [Trailing]: You can use reach weapons or ranged weapons
    2 [Point Blank]: You are considered within 30 feet for the purposes of relevant feats or abilities
    3 [Close]: You can use spells with a range of Close; ranged attacks are at -2 or the penalty for  50ft, whichever is greater
    4 [Medium]: You can use spells with a range of Medium; ranged attacks are at -4 or the penalty for 200ft, whichever is greater
    5 [Long]: You can use spells with a range of Long; ranged attacks are at -8 or the penalty for 800ft, whichever is greater
    6 [Lost]: You cannot follow or interact with someone 6 or more positions away (but they can still follow someone else who is less than 6 positions away from them)

Each round, whoever is in the lead is considered position 0, and will act first in the round. Since Frank started to run first, Frank is in the lead for the first round. If both of you are in the lead, whoever posts first moves first (which you might use to your strategic advantage).

So long as Frank and Tobias are within 2 positions of each other they can freely communicate about strategies or obstacles ahead. The trailing character is not confused by any bluff or any action which affects "trailing characters"; in addition, the trailing character gets a +2 bonus to avoid any obstacle encountered by the lead. If Frank and Tobias are further than 2 positions away, treat the trailing character as a pursuer (he could, in fact, get Lost if the lead is too good).

Movement Modifier
You get a new modifier called a Movement Modifier. It starts at +8 each round (+2 from your Jesus bonus and +1 for every 5ft of your move speed).  You get one action per round which could add or subtract from this list (see below). After you perform your actions for the round (and resolve any relevant checks) you add up your movement modifiers then add it to a 1d20 roll to find out your result for the round.

Movement Check Results
Dependent on whether or not you are in the lead, your result has a different effect. The leader's result sets the DC for every other person to beat this round. Any person not in the lead performs their actions for the round then rolls their movement roll. For every 5 points they beat the DC they move up one position (closer to 0), and for every 5 points they fail the roll they move down one position (farther from 0). You CAN split up, in which case you will both be position 0 on separate tracks; you'll also be going separate ways.

But, I'm Tired!
Running is a lot of work! To track this, you will have a Fatigue Level. It starts at 0 and can increase or decrease depending on what actions you take in a round. As long as your Fatigue Level is less than your Constitution score it will have no ill effects. At the end of any round where your Fatigue Level is greater than or equal to your Constitution score, you must make a Constitution check with DC 10 + [Fatigue Level - Constitution Score]. In other words, if your Constitution is 14 and your Fatigue Level is 18, you will have to make a DC 14 check. If you succeed on this check you can proceed as normal. If you fail, you can no longer perform any actions that would add to your Fatigue level until after it lowers back down to less than your Constitution Score.

Basic Actions
While some situational actions will appear, the following are always available:
  • RUN: add +1 per square of movement speed (i.e. +6 for 30ft speed). Increase Fatigue level by 1
  • SPRINT: add +1 per square of movement speed plus your STR bonus. Increase Fatigue Level by 1. Succeed on a DC 15 Fortitude save or increase Fatigue level by an additional 1.
  • CATCH BREATH: add +0 to movement, subtract 1 from Fatigue Level
  • ACT: add +0; use any move or standard action (such as a single attack)
  • START: add +0; declare a full round action. It will resolve next round if you use the FINISH action
  • FINISH: add +0; resolve action started previous round with the BEGIN action. Note that other actions that happened in the round could modify or negate this action (such as if you were going to attack someone who is now Lost)


Notes: Action points can be used as normal, EXCEPT for movement checks. Attacks of Opportunity due to movement don't apply, but attacks of opportunity due to other actions (e.g. trip), do apply.

----------------------------------------

TL;DR version: Frank, choose an action from the list above (RUN, SPRINT, ACT, or START) or below (DUCK or COVER). Next, roll 1d20 + 8 + [number from action taken]. Toby, after Frank has posted, you do the same, but the result of your roll says whether you can keep up.

ADDITIONAL ACTIONS AVAILABLE THIS ROUND:
  • DUCK: +3 to movement (+1 per 10ft); perform a Hide check. All pursuers on the ground must perform a Spot check against this result. If they fail they get a -5 on their Movement check plus an additional -1 for every 5 points by which they failed.
  • COVER: +0 to movement; perform an Intelligence check OR Pilot check. All pursuers in the air must perform a Pilot check against this result. If they fail they move back one position and don't make a move check this round.


Position Tracker
POS:   6   5   4   3   2   1   0
FRANK  -   -   -   -   -   -   X Lead
TOBY   -   -   -   -   -   -   X Adjacent
BACCO  -   -   -   X   -   -   - Close (50ft)
DON1   -   -   X   -   -   -   - Medium (200ft)
DON2   -   -   X   -   -   -   - Medium (200ft)
DON3   -   -   X   -   -   -   - Medium (200ft)


Fatigue Tracker
        00  01  02  03  04  05  06  07  08  09  10  11  12  13  14  15  16  17  18  19  20
FRANK   XX                                                          |---------------------
TOBY    XX                                                      |-------------------------




This message was last edited by the GM at 01:53, Wed 29 Aug 2018.
Francis 'Frank' Decourcey
player, 566 posts
Out of the frying pan
Into the fire
Mon 3 Sep 2018
at 10:34
  • msg #407

Re: Chapter 3: Origins

"We've got to get away from everyone," Frank says to Toby. "Just keep running."

[Private to Facilitator; Tobias Byrne:

OOC: Action chosen - RUN

11:34, Today: Francis 'Frank' Decourcey rolled 19 using 1d20+8+6 ((5))

I think I did that right?
]
Tobias Byrne
player, 505 posts
There is brilliant,
and then there's me.
Wed 5 Sep 2018
at 01:07
  • msg #408

Re: Chapter 3: Origins

"Don't need to tell me twice," Toby takes off after his partner. "Do you have a thought on where we're going?" To his surprise, Toby finds himself easily outpacing the more athletic Frank. "...Do try to keep up with the nerd..."

Run Run Run
20:06, Today: Tobias Byrne rolled 34 using 1d20+14.

This message was last edited by the player at 01:07, Wed 05 Sept 2018.
Facilitator
GM, 649 posts
Master of the Universe
Creator of Worlds
Mon 10 Sep 2018
at 01:47
  • msg #409

Re: Chapter 3: Origins

Frank high-tails it down an alleyway and Tobias barely breaks a sweat keeping up. It's not fast enough to break away from the Dons, however, as two of them are able to gain ground on the fleeing pair.

Bacco's helicopter takes a wide path, circling around to get in front of Frank and Tobias. He puts the ladder right in their path, forcing them to go around, or giving them another opportunity to jump on. His yelling cannot be heard over the sound of the rotor blades, but he is still incessantly waving the duo up, beckoning them to get into the aircraft.


Obstacle!
GET INTO THE CHOPPA! Bacco swings his helicopter around to place the ladder right in your path. Before your action this round,  make a DC 12 Reflex save to avoid or a DC 12 Jump check to grab on. Failing either check causes you to stumble, -3 on this round's movement roll. Avoiding the ladder does not count as your action for the round, and you still get to choose an action from the lists below. Obviously, jumping on the ladder ends the chase.

Turn Order:
  1. Person 1 rolls Reflex or Jump (whoever posts first is person 1)
  2. Person 1 chooses action
  3. Person 1 adds up bonuses and rolls movement check, setting DC for round
  4. Person 2 rolls Reflex or Jump
  5. Person 2 chooses action
  6. Person 2 adds up bonuses and rolls movement check

----------------------------------------------------------------------------------

Basic Actions
  • RUN: add +1 per square of movement speed (i.e. +6 for 30ft speed). Increase Fatigue level by 1
  • SPRINT: add +1 per square of movement speed plus your STR bonus. Increase Fatigue Level by 1. Succeed on a DC 15 Fortitude save or increase Fatigue level by an additional 1.
  • CATCH BREATH: add +0 to movement, subtract 1 from Fatigue Level
  • ACT: add +0; use any move or standard action (such as a single attack)
  • START: add +0; declare a full round action. It will resolve next round if you use the FINISH action
  • FINISH: add +0; resolve action started previous round with the BEGIN action. Note that other actions that happened in the round could modify or negate this action (such as if you were going to attack someone who is now Lost)


Additional actions available this round:
  • DUCK: +3 to movement (+1 per 10ft); perform a Hide check. All pursuers on the ground must perform a Spot check against this result. If they fail they get a -5 on their Movement check plus an additional -1 for every 5 points by which they failed.
  • COVER: +0 to movement; perform an Intelligence check OR Pilot check. All pursuers in the air must perform a Pilot check against this result. If they fail they move back one position and don't make a move check this round.


Position Tracker
POS:   6   5   4   3   2   1   0
FRANK  -   -   -   -   -   -   X Lead
TOBY   -   -   -   -   -   -   X Adjacent
BACCO  -   -   -   X   -   -   - Close (50ft)
DON1   -   -   -   X   -   -   - Medium (200ft)
DON2   -   -   -   X   -   -   - Medium (200ft)
DON3   -   -   X   -   -   -   - Medium (200ft)


Fatigue Tracker
        00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
FRANK   -----|                                       xxxxxxxxxxxxxxxxx
TOBY    -----|                                    xxxxxxxxxxxxxxxxxxxx

Francis 'Frank' Decourcey
player, 569 posts
Out of the frying pan
Into the fire
Tue 11 Sep 2018
at 09:55
  • msg #410

Re: Chapter 3: Origins

"The arms dealer," Frank said to Toby, struggling to keep up. "If he can get weapons into the country, he can get us out — and he's a Clint fan, which makes him alright in my book."

He slowed and turned his head towards the closest two Dons to shout back to them.

"He's targeting us — you've gotta bring him down or none of us are getting clear. I'm out of ammo!"

[Private to Facilitator; Tobias Byrne:

Sorry - bit of a load of OOC text here - hopefully it's formatted clearly enough to see how it breaks down.

Obstacle check!

10:20, Today: Francis 'Frank' Decourcey rolled 15 using d20+8+2.  Reflex save + Jesus bonus.

Total: 15 + 8 = 23

Action

Frank will attempt to divert the Dons into continuing their conflict with Bacco (as per the above dialogue).

10:43, Today: Francis 'Frank' Decourcey rolled 32 using d20+14+2.  Bluff vs Dons (Bluff+Jesus bonus)

Oh, YES! :-)

Note - any Sense Motive check should be vs. 35 as per my Conceal Motive Negotiator Talent (bonus equal to Negotiator level (3) when opposing Sense Motive checks).

Movement check

10:51, Today: Francis 'Frank' Decourcey rolled 11 using d20+8+0.  Movement check.

10:22, Today: Francis 'Frank' Decourcey rolled 8 using 3d6, dropping the lowest dice only.  Action point roll.

Total: 19
]
This message was last edited by the player at 09:59, Wed 12 Sept 2018.
Tobias Byrne
player, 507 posts
There is brilliant,
and then there's me.
Fri 14 Sep 2018
at 13:58
  • msg #411

Re: Chapter 3: Origins

"Good... Thinking..." Toby says to Frank, taking the opportunity to conserve his breath. He knew that he'd be no match for Frank on the long-haul, if it came to that. Though, they were on an island...

He let out a breathy chuckle as images of the old Scooby Do chase scenes flashed through his head.



Obstacle Check:
13:56, Today: Tobias Byrne rolled 27 using 1d20+7. (WHY AM I BURNING THESE ON THAT?!)

Catch Breath, +1 fatigue
13:57, Today: Tobias Byrne rolled 18 using 1d20+8. Running

Facilitator
GM, 653 posts
Master of the Universe
Creator of Worlds
Sat 22 Sep 2018
at 15:22
  • msg #412

Re: Chapter 3: Origins

Frank's ruse seems to work! All three Dons let loose bursts of gunfire at Bacco while he slings spells back at them. They firing at each other while still trying to still follow Frank and Tobias; they are successful at neither. None of the Dons are taken out, the helicopter is still fully operational, but they lose ground on the fleeing duo.


----------------------------------------------------------------------------------

DISTRACT: The Dons exchange fire with Bacco, slowing each other down.

Basic Actions
  • RUN: add +1 per square of movement speed (i.e. +6 for 30ft speed). Increase Fatigue level by 1
  • SPRINT: add +1 per square of movement speed plus your STR bonus. Increase Fatigue Level by 1. Succeed on a DC 15 Fortitude save or increase Fatigue level by an additional 1.
  • CATCH BREATH: add +0 to movement, subtract 1 from Fatigue Level
  • ACT: add +0; use any move or standard action (such as a single attack)
  • START: add +0; declare a full round action. It will resolve next round if you use the FINISH action
  • FINISH: add +0; resolve action started previous round with the BEGIN action. Note that other actions that happened in the round could modify or negate this action (such as if you were going to attack someone who is now Lost)


Additional actions available this round:
  • COVER: +0 to movement; perform an Intelligence check OR Pilot check. All pursuers in the air must perform a Pilot check against this result. If they fail they move back one position and don't make a move check this round.


Position Tracker
POS:   6   5   4   3   2   1   0
FRANK  -   -   -   -   -   -   X Lead
TOBY   -   -   -   -   -   -   X Adjacent
BACCO  -   -   X   -   -   -   - Close (50ft)
DON1   -   -   -   X   -   -   - Medium (200ft)
DON2   -   -   X   -   -   -   - Medium (200ft)
DON3   -   X   -   -   -   -   - Medium (200ft)


Fatigue Tracker
        00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
FRANK   -----|                                       xxxxxxxxxxxxxxxxx
TOBY    --|                                       xxxxxxxxxxxxxxxxxxxx

Francis 'Frank' Decourcey
player, 574 posts
Out of the frying pan
Into the fire
Mon 8 Oct 2018
at 09:10
  • msg #413

Re: Chapter 3: Origins

"Keep moving," said Frank, gritting his teeth and moving into a sprint. Toby and he had to put as much distance between them and those chasing them, while they were distracted. It wouldn't be long before one group of pursuers were out of the fight, and once that happened, all bets were off.

[Private to Facilitator; Tobias Byrne:

Action chosen - SPRINT (+6, +1 Str)

Movement check: 10:08, Today: Francis 'Frank' Decourcey rolled 31 using d20+8+7.

Fortitude save: 10:09, Today: Francis 'Frank' Decourcey rolled 23 using d20+7 +2 (Jesus bonus).
]
Tobias Byrne
player, 509 posts
There is brilliant,
and then there's me.
Thu 11 Oct 2018
at 20:12
  • msg #414

Re: Chapter 3: Origins

"I'm not... going to keep... this up..." Toby panted, feeling himself beginning to drop behind. "I have two... invisibility... shots. Maybe turn a corner and... hide?"

15:10, Today: Tobias Byrne rolled 24 using 1d20+8. Running, because sprinting does nothing for the weakling.
Facilitator
GM, 656 posts
Master of the Universe
Creator of Worlds
Mon 29 Oct 2018
at 21:02
  • msg #415

Re: Chapter 3: Origins

The helicopter and the Dons continue to fire at each other, slowing each other down. A few bullets zip past the heroes and send up puffs of dust as they embed themselves into nearby buildings. Frank risks a look back over his shoulder and notices he's lost sight of two of the Dons completely. Tobias, lagging behind Frank by a few paces, counts two dons in chase. The helicopter still whirls overhead, neither catching up nor losing ground.

----------------------------------------------------------------------------------
Round 4!
DISTRACT: The Dons exchange fire with Bacco, slowing each other down.

Obstacle!
AUTOFIRE: The Dons send a hail of gunfire in your direction! Before your action this round make a DC 15 Reflex save; if you fail, you take -4 on this round's movement roll. You can forgo the check and take 1d6 ballistic damage instead.

Basic Actions
  • RUN: add +1 per square of movement speed (i.e. +6 for 30ft speed). Increase Fatigue level by 1
  • SPRINT: add +1 per square of movement speed plus your STR bonus. Increase Fatigue Level by 1. Succeed on a DC 15 Fortitude save or increase Fatigue level by an additional 1.
  • CATCH BREATH: add +0 to movement, subtract 1 from Fatigue Level
  • ACT: add +0; use any move or standard action (such as a single attack)
  • START: add +0; declare a full round action. It will resolve next round if you use the FINISH action
  • FINISH: add +0; resolve action started previous round with the BEGIN action. Note that other actions that happened in the round could modify or negate this action (such as if you were going to attack someone who is now Lost)


Additional actions available this round:
  • DUCK: +3 to movement (+1 per 10ft); perform a Hide check. All pursuers on the ground must perform a Spot check against this result. If they fail they get a -5 on their Movement check plus an additional -1 for every 5 points by which they failed.
  • COVER: +0 to movement; perform an Intelligence check OR Pilot check. All pursuers in the air must perform a Pilot check against this result. If they fail they move back one position and don't make a move check this round.


Position Tracker
POS:   6   5   4   3   2   1   0
FRANK  -   -   -   -   -   -   X Lead
TOBY   -   -   -   -   -   X   - Trailing (Reach)
BACCO  -   -   X   -   -   -   - Medium (200ft)
DON1   -   X   -   -   -   -   - Long (800ft)
DON2   -   -   -   -   -   -   - Lost (7, cannot see Toby/Frank)
DON3   X   -   -   -   -   -   - Lost (6, can see Toby)

Fatigue Tracker
        00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
FRANK   --------|                                    xxxxxxxxxxxxxxxxx
TOBY    --|                                       xxxxxxxxxxxxxxxxxxxx

Francis 'Frank' Decourcey
player, 577 posts
Out of the frying pan
Into the fire
Wed 14 Nov 2018
at 13:14
  • msg #416

Re: Chapter 3: Origins

"Good plan-" Frank starts to shout back to Toby, then ducks as gunfire zips over his head. "Are they actually shooting at us?!"

He slows his pace to give his partner time to catch up, reaching back to take the 'invisibility shot'.

[Private to Facilitator; Tobias Byrne:

Reflex save -

12:55, Today: Francis 'Frank' Decourcey rolled 19 using d20+8+2.  Reflex save (inc. Jesus bonus).

Question - Does Frank believe that Don's are intentionally shooting at him and Toby, or that the stray fire is just stray fire from the altercation with Bacco?

Act: Delay - Frank will delay and then take an action to take and use the invisibility potion once Toby gives it to him.
]
Tobias Byrne
player, 511 posts
There is brilliant,
and then there's me.
Fri 16 Nov 2018
at 21:22
  • msg #417

Re: Chapter 3: Origins

"Are you SURPRISED?!" Toby shouts back, catching up with his partner and slapping him on the shoulder, murmuring something short in a dead language.



15:20, Today: Tobias Byrne rolled 16 using 1d20+5. Reflex. 18 because I forgot the bonus.
Casting invisibility on Frank, and then myself, if there's time in the round (It says attack action, so dunno if you'd let me do two as a full-round).

Facilitator
GM, 661 posts
Master of the Universe
Creator of Worlds
Mon 3 Dec 2018
at 16:38
  • msg #418

Re: Chapter 3: Origins

Wait, that's not what happened...

Frank and Tobias both get a huge sense of deja vu.
Francis 'Frank' Decourcey
player, 582 posts
Out of the frying pan
Into the fire
Tue 4 Dec 2018
at 16:29
  • msg #419

Re: Chapter 3: Origins

"Whuh?" Frank said, as he reached back to grab something from Toby and then Toby was still some distance behind him. "Keep running - get yourself outta sight!" He added, a little redundantly.

[Private to Facilitator; Tobias Byrne:

Reflex: Passed in another universe, and carries through to this one. :-)

Action: Run!

16:19, Today: Francis 'Frank' Decourcey rolled 22 using 1d20+8+6 ((8))

Not going to spend an action point, as the plan is to have Toby catch up next turn, anyway.
]
Facilitator
GM, 663 posts
Master of the Universe
Creator of Worlds
Fri 7 Dec 2018
at 19:47
  • msg #420

Re: Chapter 3: Origins

Both Tobias and Frank escape through the gunfire unscathed. Tobias utters a few short words and shimmers out of view. Frank keeps running, and notices that the gunfire has stopped behind him; they've finally gained enough ground that the Dons gave up on shooting and are booking it at top speed. Too little too late, however, as the remaining Dons slip out of view. Bacco, frustratingly, manages to keep his distance.

The wheezing gasps of computer nerd lungs give away the fact that Tobias manages to catch up with the more athletic Frank. Both men turn the corner (one slightly more obvious than the other) and find themselves in a narrow alleyway. Ahead stand several monks, armed with Uzis and poised for battle. A wooden door leans against the wall behind them, clearly ripped from a nearby building. They level their weapons, but lower them when they see Frank. One beckons them to pass, and in broken English says keep going, brother! All three step to the sides of the alley to let Frank and Tobias pass through.

----------------------------------------------------------------------------------
Round 5!
(Note the new Additional Action available for the round, THANKS FOR THE HELP, below)

Characters who are invisible add +10 to their DC when setting the Movement DC for the round (this does not apply to their actual Move check, however, only to the DC). By yelling out descriptions of your movements (free action), you can voluntarily lower this DC for people in the immediate area, but it comes at a cost. To do this, choose a penalty between -1 and -10 to add to your DC for anyone in the same Position as yourself (this is cumulative with the bonus, so the final range is +9 through +0). Cut the penalty in half (rounded down) and apply this to the DC for those 1 position away; cut in half again  (rounded down again), and apply to those 2 positions away. Continue until the penalty is negated.

For example, if you take the full -10 penalty, your bonus will be +10 - 10 = +0 at Position 0, +10 - 5 = +5 at Position 1, +10 - 2 = +8 at Position 2, +10 - 1 = +9 at Position 3, and +10 - 0 = +10 at Positions 4 and 5.

Basic Actions
  • RUN: add +1 per square of movement speed (i.e. +6 for 30ft speed). Increase Fatigue level by 1
  • SPRINT: add +1 per square of movement speed plus your STR bonus. Increase Fatigue Level by 1. Succeed on a DC 15 Fortitude save or increase Fatigue level by an additional 1.
  • CATCH BREATH: add +0 to movement, subtract 1 from Fatigue Level
  • ACT: add +0; use any move or standard action (such as a single attack)
  • START: add +0; declare a full round action. It will resolve next round if you use the FINISH action
  • FINISH: add +0; resolve action started previous round with the BEGIN action. Note that other actions that happened in the round could modify or negate this action (such as if you were going to attack someone who is now Lost)


Additional actions available this round:
  • THANKS FOR THE HELP! (no check) You point out your pursuers to the monks. +0 to movement this round, but pursuers take -3 to their checks so long as the monks are still around. The penalty is cumulative.
  • COVER:  (Frank ONLY) +0 to movement; perform an Intelligence check OR Pilot check. All pursuers in the air must perform a Pilot check against this result. If they fail they move back one position instead of making a move check this round.


Position Tracker
POS:  6   5   4   3   2   1   0
FRANK  -   -   -   -   -   -   X Lead
TOBY   -   -   -   -   -   -   X Adjacent (touch)
BACCO  -   -   X   -   -   -   - Medium (200ft)
DON1   -   -   -   -   -   -   - Lost (6, cannot see Toby/Frank)
DON2   -   -   -   -   -   -   - Lost (9, cannot see Toby/Frank)
DON3   -   -   -   -   -   -   - Lost (10, cannot see Toby/Frank)


Fatigue Tracker
        00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
FRANK   -----------|                                 xxxxxxxxxxxxxxxxx
TOBY    --|                                       xxxxxxxxxxxxxxxxxxxx


[Private to Tobias Byrne: You needed a 19-20 to catch up to Frank... I got really lucky!

14:46, Today: Facilitator, on behalf of Tobias Byrne, rolled 27 using 1d20+8 ((19)).
]
Tobias Byrne
player, 513 posts
There is brilliant,
and then there's me.
Fri 7 Dec 2018
at 19:49
  • msg #421

Re: Chapter 3: Origins

Frank hears more uttered arcane phrases, and he, too, slips out of view.

"Oh crap," Toby exclaims. "We didn't think this through all the way. Uh I'm going to turn left… NOW!"

OOC: GM posted on behalf of Toby. Used ACT to cast Invisibility on Frank. Movement roll: 1d20 + 8 = 26 + 10 (invisible) = 36.

He uses the full -10 penalty to negate his invisibility bonus in the immediate area:
  • Pos0: 36 - 10 = 26
  • Pos1: 36 - 5 = 31
  • Pos2: 36 - 2 = 34
  • Pos3: 36 - 1 = 35
  • Pos4+: 36 - 0 = 36

[Private to Tobias Byrne: 16:28, Today: Facilitator, on behalf of Tobias Byrne, rolled 26 using 1d20+8 ((18)).]

Francis 'Frank' Decourcey
player, 586 posts
An invisible man
On the run
Mon 31 Dec 2018
at 14:34
  • msg #422

Re: Chapter 3: Origins

"Too late now," said Frank, turning left and hoping he was still on Toby's tail. "If we get split up, meet at the port. Whoever gets there first, find somewhere to hole up and leave a message with the harbourmaster for the other."

[Private to Facilitator; Tobias Byrne:

OOC: Run - 14:28, Today: Francis 'Frank' Decourcey rolled 15 using 1d20+8 ((7)).

Facilitator: Not 100% sure I've done this right - it's been a while!
]
Facilitator
GM, 668 posts
Master of the Universe
Creator of Worlds
Tue 12 Feb 2019
at 03:08
  • msg #423

Re: Chapter 3: Origins

Frank and Tobias keep running through the twists and turns of the corridors that make up the inner complex, calling out to each other periodically to stay together. They pass by several more sets of monks, and between the barricades they set up and the heroes' invisibility, they easily lose pursuit of the Dons.

Bacco holds pursuit for a little while longer, but he, too, cannot follow his invisible prey. He makes a wide circle of the area one more time before giving up and leaving. As his helicopter leaves, Frank and Tobias hear a voice in their heads, clear as day. The accent sounds disticntly... Michael Caine-ish, and says sorry about the mess, boys. Ask your boss about me.

As they make their way out of the compound they pass the downed Company helicopter; it appears to be intact, standing upright, in fact, though the pilot and passengers are shaken. They don't spot Frank and Tobias (thanks in large part to the lack of a visible presence), who continue running until they find their way back to the city.

END OF PURSUIT!
Tobias Byrne
player, 516 posts
There is brilliant,
and then there's me.
Sun 17 Feb 2019
at 16:27
  • msg #424

Re: Chapter 3: Origins

Toby panted as the invisbility finally wore off, waving down Frank as he leaned against a retaining wall, catching his breath. He was visibly shaking from the pursuit and the chaos they'd seemingly unfolded.

"What the hell just happened?"
Francis 'Frank' Decourcey
player, 590 posts
An invisible man
On the run
Sun 17 Feb 2019
at 17:06
  • msg #425

Re: Chapter 3: Origins

Frank welcomed the chance to catch his own breath, though he didn't seem as badly worn out as his partner.

"I think-" he said. "I think we just went rogue."

He stopped, taking a few deep breaths before continuing.

"Someone, or something just showed us that prophesy, or whatever it was. You saw what happens if this bowl falls into the wrong hands, same as me. Right now, what we did isn't what's worrying me. It's what They might do in response that is."

"We need to get off this island, and fast. But first, I need to get a message back home. So we need to find a phone, then we need to find a boat. Sound okay?"
Tobias Byrne
player, 519 posts
There is brilliant,
and then there's me.
Mon 25 Feb 2019
at 00:31
  • msg #426

Re: Chapter 3: Origins

Toby nods, then looks at the bowl. "Still on plan for hiding that in some backwoods museum somewhere? Or encasing it in concrete and tossing it into the sea..."
Facilitator
GM, 673 posts
Master of the Universe
Creator of Worlds
Tue 2 Apr 2019
at 23:44
  • msg #427

Re: Chapter 3: Origins

Early Afternoon, Saturday, February 11, 2012

Despite being the off season for tourism, the warm winter sun has brought enough people out that it is easy to slip into the crowd in the small city that sits at the foothills of the monastery.

While the options for hiding are plentiful, places to find a telephone, let alone one that will make long-distance calls, are less so. There are a few scattered cafes, bars, and restaurants around the area. All are staffed to be ready for the dinner rush, but few have many customers this early. There is also a 24-hour internet cafe and a few tourist traps that sell international calling cards.
Francis 'Frank' Decourcey
player, 594 posts
An invisible man
On the run
Tue 23 Apr 2019
at 21:10
  • msg #428

Re: Chapter 3: Origins

"The plan hasn't changed," replied Frank. "But I've gotta make sure my family are safe first. I've a feeling we're only just starting to see what these people are capable of."

As they reached the city and merged with the crowd, Frank led them deeper into it, moving towards the port.

"We need to disappear," he said. "Let's keep moving."

Once they were much nearer the port, Frank started looking for a cafe or restaurant which might have a phone he could use.

[Private to Facilitator: OOC: Frank is trying to avoid the obvious places, aiming for somewhere local in the port area with a telephone that isn't officially for customer use and a backdoor.

Any phone should be capable of making international calls (even in 2012) so I'm guessing it's more of a case of persuading a local business owner to let him use it?
]
Tobias Byrne
player, 521 posts
There is brilliant,
and then there's me.
Sat 27 Apr 2019
at 03:11
  • msg #429

Re: Chapter 3: Origins

Toby nodded and did his best to look inconspicuous which, despite some peoples' claims, was harder than it looked. He kept pace behind Frank, keeping an eye on his partner, and an eye on the crowd.
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