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Dedman Walkin
Dec 20, 2006





Chicago at night.



They say the days are hot in the summer, but the nights make up for it. All nice and cool here in the theater district up and down Randolph Street, with the bright lights of the show signs giving a little warm glow...except this night. This night is unpleasantly warm, and dark, and smokey...like...



Soon there is a panic, with people running away from the flames...but who'd want to run towards it? Rubberneckers, gawkers, firefighters, reporters...maybe some heroes?

*

Who's Who On The Streets:

LeSquide as Felix Fortitude Stevens
Ryuujin as Raymond Deville
Geektox as Simon "Xiao Hou" Li
Upmarket Mango as Robert Morose

Okay everyone, we're starting the game and going in hot. Post your charsheets, a quick rundown as to how your character knows at least one other, then react to the fire as you want.

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Proletarian Mango
May 21, 2011

IN THE PAST~~
Robert crossed paths with Simon one day while running a job for William that brought Robert to Chinatown and to the Tong in order to retrieve a package for one of William's many experiments that so often go over Robert's head. Robert and Simon briefly worked together to retrieve the package after some unexpected difficulty from the Black Hand and afterward celebrated a job well done at one of Chicago's many speakeasies...

NOW~~
Robert, Man Of Action, for once in a blue moon, had a night off. His good friend and mentor, William Malaise, had been working him like a dog, but Robert didn't mind because he had been learning a lot of new things in the process, and Robert is a man of ambition and drive who will put that newfound knowledge to use. The how isn't exactly important right now, though, because a raging inferno is currently swallowing up a number of buildings on Randolph Street in the theater district--coincidentally the same street and district Robert had chosen for his leisure this night!

"People's lives are in danger!" shouts Robert to nobody in particular as the adrenaline takes hold. "I've got to save them!"

Robert scans the scene for any entry-point into the blaze, and presumably charges valiantly headfirst towards it.

Upmarket Mango posted:

Robert Morose grew up in a hard environment devoid of any love in the slums of Chicago. He was raised by his strict religious uncle who was an enforcer for the Teamsters, and Robert was made to work from a young age. As Robert got older his uncle's behavior became more erratic and he eventually he left the Teamsters and disappeared into the wilderness outside Chicago. Robert was fairly confident his uncle fell in with some fringe religious cult, although be that the case, Robert had no real feelings toward the situation. With his overbearing and oppressive caretaker out of the picture, Robert started to blossom as a person. He became good friends with a fellow named William Malaise, a researcher at the University of Chicago, and an all around great guy who took Robert under his wing as a protege of sorts. In his mid-twenties, Robert's uncle made a return into his life. He had indeed joined a cult and he wanted to take Robert along with him. Robert rebuffed him and this led to a violent split between the two. Shortly after this incident Robert left Chicago to spend a month down south in New Orleans. During his stay in NOLA, Robert engaged in a number of casual flings. This behavior continued when he returned to Chicago and has led to more than one spurned lover left in his wake. Now on the cusp of thirty, Robert remains a hip bachelor and works as a retainer for his good friend William through the University of Chicago.


Agility - d6
Spirit - d8
Smarts - d6
Vigor - d6
Strength - d6


Pace - 6
Parry - 5
Toughness - 5


Brave - +2 to Fear/Guts tests

Night Terrors (Major) - Robert's rough childhood left him with recurring nightmares as an adult.
Lech (Minor) - Robert will fall head over heels for a cute latina.
Obligation (Minor) - Robert has soft spot for those he perceives as oppressed and downtrodden, and feels compelled to action if he thinks there's something he can do to help.


Boating (Agi) - d4
Climbing (Str) - d4
Driving (Agi) - d4
Fighting (Agi) - d6
Investigation (Smt) - d6
Notice (Smt) - d6
Repair (Smt) - d4
Swimming (Agi) - d4
Tracking (Smt) - d4
Stealth (Agi) - d4
Persuasion (Spt) - d4
Survival (Smt) - d4


Shoes, pants, shirt, & sports coat: $27
Shoulder holster: $2.50
Ruger .22: $100
.22 Ammo: x50
Cash: $10.50

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
Though not normally a prizefighter, Simon has been known to take fights for money during the troupe's off-seasons. The community of people who fight for money is small, and as such, Simon and and Raymond have crossed each other's paths, but never met in the ring.

One night after Raymond yet again refused to take a dive, a gangster who bet against him got a little hot under the collar and instructed his goons to tear up the place. Simon, who was scheduled for a bout later that night, couldn't stand idly by. Joining forces with Raymond, the pair handily dispatched the goons but had to make a hasty exit when the police, sirens wailing, began beating down the doors of the basement arena. Simon never saw Raymond again after that.


Simon was in the theatre district, waiting for an old friend from the troupe, now working as a stagehand, who said he might have a lead on his parents' murder. It was already 30 minutes past their meeting time, and Simon is getting antsy. Suddenly, a group of people ran past, reeking of smoke. It was only then Simon noticed a bright glow and a plume of smoke several blocks over.

Surely, a self-stylized hero like Simon couldn't stand idly by as innocents are devoured by flames! Pushing against the crowds fleeing the scene, Simon makes a dash for where the blaze glows brightest.

Geektox posted:

Simon "Xiao Hou" Li

Background:
Eking out a living as a performing martial artist in a Chinese theatre troupe. Simon came back to his parents' Chinese medicine shop two years ago to find it ransacked and his parents lying in a pool of their own blood, barely recognizable if not for the small jade Buddha clutched in his father's right hand. Both the police and Simon's own investigation turn up no suspects, and no motive.

Vowing to seek revenge on his parents' killer, Simon quit the troupe and settled in Chicago, occasionally running goods for the local Tongs to make a living.

Attributes:
Agility d6
Smarts d4
Spirit d8
Strength d8
Vigor d6

Skills:
Climbing d6
Driving d6
Fighting d8
Healing d4
Knowledge (Chinese) d4
Perform (Martial Arts) d6
Stealth d6
Streetwise d4
Taunt d4

Derived Stats:
Charisma +0
Pace 6
Parry 6
Toughness 6

Hindrances:
Heroic: Simon read too many Wuxia novels as a child and often thinks of himself as a modern man of the Jianghu, defeating evil and helping the weak.
Rebellious: Living as a Chinese in early 20th century Chicago meant you get accosted by cops and immigration agents at every turn, and as a result Simon has developed a strong distaste for those in uniform.
Stubborn: A little too strong-willed at times, it's hard to convince Simon he is wrong.

Edges:
Martial Artist
Hard

Gear: Bicycle, brass knuckles, switchblade, lighter, $116

Does everything looked squared up? First time making a character for SW.

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Raymond has not always been on the side of the law. Many don't look favorably on prize fighting, especially if it takes place in the basement of a speakeasy. And sometimes a fight gets a bit rowdy and the place gets raided. And sometimes he might go for a drink in a speakeasy, and that would be enough for trouble when it gets raided. And he has found many a copper that was rather crooked, and a bully too boot. One night after a long bout of prize fighting he was walking home, nursing a number of bruises, when he spotted a man pressed up against a wall by a pair of coppers. The two looked rather crooked, and seemed to be trying to extort money out of the man. Seems they may have found some alcohol on him, or just smelled it.

Ray didn't like bullies, nor crooked men who have no honor, and these coppers seemed to be both, they towered over the man and Ray was seeing red. As one of the coppers raised a billy club Ray rushed in and grabbed his wrist. "Why don't you take on someone your own size, ey?" He followed it up with a bunch, knocking the copper onto his rear. He turned to deal with the other copper with a bit of one two, but then the first was getting up and rushing him. Slamming Ray into the wall. Ray dealt with him after a bit longer, but was rather worried about the other teaming up. After a few minutes the copper was on the floor again, passed out this time, and Ray was turning to the second copper again. But he was rather confused to find the other copper on the floor as well, giggling and looking around like everything around was the greatest thing ever. Ray looked around and spotted the man, holding some container with nearly visible fumes rising from it. Ray got a whiff of something and started feeling a little giddy just from that.

He stepped away and shook his head to clear it. "Are you alright?"

The man nodded, and introduced himself as Felix, a purveyor of curiously strong drinks. Ray walked the man home, talking with him about a few things like the prohibition, before seeing him off. He never saw the man again, though his own life was about to undergo a number of changes.



Ray's life had been turned upside down. He still had a number of habits, though he was finding that many of them were not exactly necessary anymore. Or as enjoyable. Pity brandy has lost its charm. Still there are some comforts he tries to indulge in, when he has the cash. Going to the theater was one of them. He was just finishing a night on the town. Dinner, bland and tasteless for the most part, at least the meat tasted good still. A play, passable though hardly riveting. And was on his way home for the night when he noticed the smoke, and then the flames. As he stares toward the fire people rush past him. It would be smart to run away from a fire, really it would, but Ray wasn't always the smartest. And he couldn't ignore the possibility of someone trapped in the fire. So he rushed forward.

pre:
Name:
Raymond Deville (pregen)

Background:
Ray was a prize fighter—actually more of a stepping stone for better fighters. Still, he wouldn’t take
a dive to save his life…literally. The Black Hand put a bullet in him after he won the wrong fight. Just
like in the ring, he didn’t stay down. Now Ray does muscle work to make the rent, but one day he’ll
find the mook who plugged him…

Attributes:
Agility d6
Smarts d6 
Spirit d6
Strength d8
Vigor d8

Skills:
Driving d4 
Fighting d8
Intimidation d6
Lockpicking d4
Notice d6 
Shooting d6
Streetwise d6
Stealth d4

Derived Stats:
Charisma 0
Pace 6
Parry 6
Toughness 6

Hindrances:
• Code of Honor: Ray brought his ethics back from the grave with him.
• Loyal: He never abandons a friend in need.
• Vengeful (Minor): Ray avenges any wrong against himself or his friends.

Edges:
• Harrowed: Ray saw the inside of a coffin once. He still doesn’t really understand what’s going on
but he’s slowly figuring it out. +2 to Fear tests, immune to normal Fatigue, can only be killed by a
head shot.
• Cat Eyes: +2 to visual Notice rolls, no modifiers for Dim or Dark lighting.

Gear:

Used lockpicks, trench knife, Luger pistol with 1 spare magazine and 100 extra rounds, $13.50.

Cash on Hand $13.50.  $150?
pre:
			Weapon Stats
Weapon 			Range 		RoF	Damage	AP 	Wt 	Notes
Luger (9mm)		12/24/48 	1 	2d6 	— 	3 	Shots 8, Semi-Auto
Trench Knife 		— 		— 	Str+d4 	1 	1 	Includes brass knuckles*
 *Brass Knuckles	— 		— 	Str+d4 	— 	— 	Can do nonlethal damage at no
									attack penalty

LaSquida
Nov 1, 2012

Just keep on walkin'.
Felix loves the theater. Pricey uptown productions, nickle filmstrips, the occasional touring musical; all those people and all those stories! It's no surprise that he'd be distracted by the foreign theater when delivering a crate of his best to Chinatown. Of course, Felix wasn't about to let some toughs try to shake down the place while he was was trying to watch the traditional martial arts display...and severely overestimated his ability to deal with angry mobsters.
If Simon hadn't stepped in mid-fight, Felix's bootlegging days would likely have ended with broken kneecaps. Since then, Felix makes a point of trying to stop by and catch a show whenever he's moving booze through the area.


Felix's deliveries to the showbiz set arealmost over; he's down to three bottles of white lightning, flush with cash, and ready to take a break and take in a show-...
When this nonsense begins. Fire? Here? Well, he wouldn't be much of a patron of the arts if he didn't try to help out, would he?
Besides, he'd have to admit if asked, Felix really wants to know what the heck started a massive fire on the nice end of town!
And so he's running towards the fire, looking to help out...or at least figure out what in tarnation is going on.

LeSquide posted:

Felix Fortitude Stevens
Grifter, Tippler, a Modern Dionysus
Attributes
Agility: d6
Smarts: d8
Spirit: d6
Strength: d4
Vigor: d8

Skills
Fighting: d4
Gambling: d4
Healing: d4
Investigation: d4
Lockpicking: d4
Knowledge (Hillbilly Alchemy): d8
Notice: d4
Persuasion: d4
Spellcasting: d8
Streetwise: d6
Stealth: d4
Taunt: d4

Derived Attributes:
Charisma: 0
Parry: 4
Pace: 6
Toughness: 6
Power Points: 10


Hindrances:
Impulsive (Minor)
Loyal (Minor)
Curiosity (Major)

Edges
Arcane Background: Grifter

Powers
Sweet Waters of Wonder: The first time a someone gets tipsy, drunk, or truly hammered is a wondrous thing, as the brain desperately rewires itself to deal with the sudden altered state it finds itself in. Most people only experience their first bender once...unless they run into Felix. He drinks, yet they feel the effects, as if they were a child sneaking sips from their parent's brandy. A true marvel! (Confusion)
Merciful Muddled Mists: All manner of alcoholic fogs and vaporous spirits flow from the bootleggers cauldrons of dreams. Every good batch brings joy and cheer to men and women across the land! And each spoiled batch must be disposed of, least it blind, paralyze, or kill someone. Felix is too consciousness to let even dregs go to waste, and can pour the sad alcoholic ghosts of disasters prevented from empty bottles, letting them dance and play in someone else's eyeballs. Of course, this also blinds the sumbitch. (Blind)
Strange Gravity of the Grape: A stiff drink can seem to make the world spin. When Felix takes a stiff drink, it actually does. The bootlegger's own boozy ebullience warps danger away from him, sending blows helpless wide, twisting knives to harmless angers, and sending drunken bullets into the ground. (Deflection)

Born into Appalachian poverty, Felix found his way out of destitution and obscurity thanks to a gift for brewing everything from cider to moonshine and the head for selling it. Lured to the big city with the promise of money, fame, and fortune as partner in a new brewery, the coming of Prohibition smashed Felix's dreams and left him broke, unemployed, and desperate in the Chi-town gutter. The life of a bootlegger held little interest for Felix beyond allowing him to escape into the bottom of a bottle. It was among the smugglers, bathtub brewers, and speakeasy drinkers however, that Felix met the stranger who taught Felix the secret of turning his self-destructive spiral into something else entirely.

Now a different man strides the alleyways between speakeasies and basement bars. A bottle in his left hand, chaos in his right, Felix has been reborn as a rosy cheeked herald of good times and better drinks. He knows he walks in the shadows of countless dangers; the jealous masters of organized crime on his right, the long arm of the law on his left, and the yawning abyss beneath him. For now, though, Felix will plumb the depths of his strange powers and try to bring his particular brand of salvation to Chi-Town, whatever it may cost him in the end.

Gear
pre:
Crowbar, Boot Knife, 3 bottles of moonshine, 139$

Dedman Walkin
Dec 20, 2006



Out of the Frying Pan, Into the Fire

As the four of you run towards the smoke and blaze, it soon becomes clear that only one building is on fire - for the moment. From the burning sign on the equally burning wall, this used to be Carlo's Fine Steaks and Chops. Sirens are starting to blare, but the firefighters are still a ways out. But you're right here, and some of you can hear some screams from inside the blaze (along with the smells of cooking meat). What are you going to do?

*

To cover running into a burning building and such, I'm going to treat this as a Dramatic Task, with the Goal of saving as many people inside as you can. You'll have five rounds to do what you gotta do before the firefighters and cops show up and keep you out while they battle the fire. While most Dramatic Tasks have one skill to be used, go ahead and think up whatever you gotta do. Because you're all in a hazardous situation (running inside a burning building), your rolls have a -2 penalty, unless you think up a really clever way to deal with the flames. Once you hit at least five successes, you'll have saved at least one person and I'll consider this Task a success.

For rolling dice, I'll accept link to online dice rollers like Orokos or copy-pasted rolls from #badwrongfun's own dicebot.

Dramatic Task Action Card Order:

Felix: Ace Diamonds
Simon: King Spades
Robert: King Diamonds
Raymond: Queen Spades

Dedman Walkin fucked around with this message at 01:51 on Aug 22, 2016

LaSquida
Nov 1, 2012

Just keep on walkin'.
Felix pulls out his crowbar as he nears the burning restaurant, squinting into one of the windows. Who needs savin' and where are they?


Trying a Notice roll!

Had some issues with the roller.
Notice: 1d4o6 4
Notice part two!: 1d4o4 3
Notice part three!: 1d6o6 3

So...with the -2, the first roll which exploded should be a 5, correct?

LaSquida fucked around with this message at 02:57 on Aug 22, 2016

Dedman Walkin
Dec 20, 2006



For future reference, if you're using Orkos, a handy die syntax is this:

xDyoY; 1d6o6

That way one roll takes care of both your task die and your wild die, and set up for any aces.

For LeSquide's roll, I'm parsing it as 7(-2 for the penalty for a total of 5) and Wild die of 3(-2 for 1). So he passes and can give a little bonus to anyone who goes inside:


Eyes In The Fire

Felix sees a whole bunch of smoke, a lotta fire, quite a few burning dead bodies (there's a couple still sitting in a booth, burning away), but he does see two people alive. An old an pinned by a large table, and a girl in a waitress' uniform trying to lift the table to free him. Also...wait a second...

Felix sees what seems to be a foot-long fireball skitter along the floor. That's not normal...that's not right.

Proletarian Mango
May 21, 2011

Robert is in a full sprint as he nears the burning building that used Carlo's Fine Steaks and Chops--former home of the best pulled pork in the city, oh the humanity! Out of the corner of his eye, the Man Of Action spots another figure running toward the building with what appears to be a crowbar. No doubt another good samaritan attempting to save the innocent lives at risk but Robert knows that there's no time, just look at that fire. It's hot! You can't be messing around with prying utensils when it comes to braving a fire and saving a life!

Using his forward momentum, Robert executes a LEAPING DIVE-ROLL through the nearest window into the burning meat shop!

Agility roll
Wild Die roll

(So I'm assuming with the Wild Die it rolled a 6, then a 3 to get 9? I almost never use Orokos so I'm not too familiar with it. But with the -2 modifier it would be a 4 instead of 6, wouldn't it?)

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
Running at a full clip, Simon arrives at the restaurant, and recognized the man standing in front of the shop as a regular at his old shows. A drunkard but certainly not malicious. Deciding to worry about who the arsonist is later, Simon puts up his arms in front of his face and charges shoulder-first into the burning door of the shop.



Strength Roll+Wild Die

(=5 -2 = 3, shoot)

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Ray rushes to the burning building, watching as another man bursts through. He thinks he recognizes the man, and rather than cause even more damage trying to follow suit he simply follows. As the waitress trying to lift the table pinning the old man is pointed out by another man that looks familiar to Ray, he makes a beeline for it and begins to help her lift the table. Ignoring the flames and the smoke, it is hardly the scariest thing he has ever seen.

Okay going to follow through the already busted down door and pick up that table and fling it out of the way.

Not sure if being dead, and having a bonus against fear and probably no need to worry about smoke, would remove the -2 penalty or not.

Strength Roll + Wild Die 1d8o8; 1d6o6 10 and 2
That is not counting the -2 so if the -2 that should be an 8 I believe.

LaSquida
Nov 1, 2012

Just keep on walkin'.
Felix follows Simon in, looking around for that critter he saw before, while trying to usher the woman out. "Pardon me, Ma'am, I think there are about four strapping men here to help this gentleman out from under the the table; let's get you out of here before things get worse!"

Dedman Walkin
Dec 20, 2006



Before I get into the game, some dice talk. REMINDER to everyone, you have three Fate Chips if you wanna reroll.

Upmarket Mango: Penalties are added after the roll, so your original roll of 5 Wild Die 9 would later become 3 Wild 7 once the -2 penalty kicked in.

Geektox: You don't add the trait die and Wild Die together. You take the higher of the two. In this case, your roll of 1 Wild 4 would end up being -1 Wild 2 with the penalty.

Raymond: the -2 penalty still works because, even though you're a tough scary Harrowed, you're running into a fire. Smoke and flame can block vision, and even dead flesh can burn if you're not careful.

With that outta the way:


*

At Least This Isn't a Disco Inferno!

While poor Simon stumbles though the door (at least it was unlocked so he didn't bounce it), Robert smashes through a window and lands in the burning building. Raymond and Simon follow, with Raymond beelineing towards the waitress and the pinned man. Heavy oak tables are no match for a determined deader, and Ray lifts the table enough for the girl to pull the man out. As Simon leads the two out, the girl points down the blaze. "Back room..Kitchen! Maybe others!"

*

Well heroes, you saved two lives tonight. Care to try for more?

Here's a quick 'n crappy FateCore-esque Zone Map to describe the area that you can see so far:

pre:
*ENTRANCE*
      |
*Dining Area (You Are Here)*
     |                       |
  *Bar*                 *Doors To Kitchen*
Since you're now in the fire, you have to deal with a Environmental Hazard: Fire. If you get too close to flame (or get hit by something burning), you run a change of catching fire. Plus, you also have to deal with Smoke Inhalation - every round you're in the blaze, roll Vigor to avoid catching a Fatigue level to smoke inhalation. Getting a wet rag over your face adds +2 to the roll, except poor Raymond, who can just ignore the whole thing by simply not breathing.

Dramatic Task Action Card Order:

Simon : 9 Hrt
Felix : 9 Dmd
Raymond: 8 Hrt
Robert: 3 Clb - Oh No! A Club means a Complication! You have to make your task roll (not Vigor roll to avoid Smoke Inhalation) at an additional -2 (for -4 total - unless someone can help Cooperate a bonus for him) or else things will go wrong for you. How wrong? You're in a burning building - I'm sure you'll figure it out. :flame:

Proletarian Mango
May 21, 2011

Rolling to his feet, Robert hops up and scans the room and sees that other samaritans had managed to make it inside the building and were escorting two people out. One of the people being escorted points towards the back to indicate that there are possibly more people trapped in the back of the building. Wasting no time, Robert makes his way in that direction toward the kitchen, employing his best effort to avoid bursting into flames on the way.

Agility + Wild Die roll to Avoid Fire = 0 Wild 11
Vigor + Wild Die roll to Avoid Smoke Inhalation = 4 Wild 1

LaSquida
Nov 1, 2012

Just keep on walkin'.
Felix wastes no time in tearing a tablecloth off of a table, slitting it up, and using some departed diner's drink to dampen a pair of masks. He pulls one on, and runs after Robert.

"Hey fella, wait up; you'll suffocate in there! Take one of these!"

Makin' masks: 1d4o4 11 1d6o6 3

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
Having led the two survivors out of the inferno, Simon quickly checks them for any life-threatening wounds.

Healing Wounds: 1d4o4 1 1d6o6 3

Gonna spend a benny to reroll:

Healing Wounds Redux: 1d4o4 3 1d6o6 4

(Does being outside the shop mean I don't need to take the -2 penalty?)

While tending to their injuries, Simon asks the waitress: "Did you see how the fire started?"

(Sorry about the late post, been sick)

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Ray gets ready to rush into the kitchen with the others, but pauses and takes the time to look into the bar to see if anyone might be stuck back there.


So +2 from Cat Eyes should cancel out the -2 from the danger here.

Notice Roll + Wild Die 1d6o6; 1d6o6 9 and 4
That is not counting the -2 or the +2, in case the +2 effects only one of the rolls.

Dedman Walkin
Dec 20, 2006



Shop talk before the game section.: I'm going to drop the burning restaurant as a Dramatic Task. I think I was wrong setting it up like that, I was aiming for a countdown until either the firefighters arrive or it burns down. I'll still deal out cards for "initative" if you want, but they'll be no -2 penalty for the Task. Maybe a -1 to sight based tasks due to smoke in areas, and the Environmental Hazards of Fire and Smoke Installation still stays. You'll have three more rounds before the authorities arrive.


Burning Down The House

Simon tends to the two from the resturant. Both are coughing up smoke and soot, but they aren't seriously hurt by the fire. The waitress turns to Simon when he ask how the fire started. "I dunno...I was taking an order...heard some weird song, like someone messed with the radio, something about Bluebeard, didn't think anything about it...then I heard screaming and saw the fire..."

Raymond peers into the bar. Since it's still the Prohibition, it's mainly full of tonic water and mixers, odds are the good stuff is hidden in a backroom someplace. And hey...isn't there a worn bit by a shelf, like it gets hit quite frequently? Anyways, water's handy in a fire, right?
Raymond notices something!

Robert and Felix run into the kitchen, where the steaks are all charbroiled and the flame's raging. There's three different sets of doors, one to your left, a big metal door down to the right, and straight ahead is an open exit. Frantic bangs and screams are coming from the metal door.

*

pre:
*ENTRANCE*
      |
*Dining Area (You Are Here)*
     |                       |
  *Bar*                 *Doors To Kitchen*
    |                                      |
   ?                        Freezer    Other Door   Exit
Updated the map to show the new discoveries.


Raymond: Jack Club
Simon: 9 Club
Felix: 2 Spade
Robert: 2 Club

...you guys lucked out outta whole lot of Complications. If you want a Complication, let me know - I'll give you a FateChip for letting me put the screws to you.

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Ray goes up to the worn spot on the bar, and before taking any water to try and douse some flames he fiddles with it, perhaps it opens a hidden speakeasy with some people hiding. If so they need to get out.

Not sure what to roll for this.

Proletarian Mango
May 21, 2011

Flames lash out for the Man Of Action but his deft maneuvering carries him into the kitchen unscathed when a spry looking hobo bumps into him from behind. He offers Robert a rag to wear around his face who takes it and quickly puts it on. Suddenly, banging rings out and Robert's keen ears direct him to the large metal doors at the end of the kitchen.

"THERE! THE FREEZER!" The Man Of Action exclaims, snapping a heroic finger towards what's probably the freezer.

The HEAT is GETTING HOT but with time running out, Robert muscles through and makes a run towards the metal doors.

Vigor & Wild Die roll to avoid succumbing to the heat. 0 Wild 4 -- Go ahead and gimme a complication.

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
What the waitress said made no sense to Simon. Bluebeard? Radio? None of those things sound like they've got anything to do with a fire! Shrugging it off for now, Simon heads back into the shop and looks for the others. Seeing Raymond, who he hasn't seen in ages at the bar fiddling with something, he runs over and asks what he's doing.

I'll do a cooperative roll with Raymond if it's a skill I have?

Dedman Walkin
Dec 20, 2006



LeSquide, your character has yet to make a move. I apologize for the delay in posting, so I'll post now and will make a new one once LeSquide does.

*

That Pesky Spot On The Wall

Raymond and Simon both check out the spot out. With a quick click 'n press, a door in the bar opens up. This would have been the storage for the booze, but it's all burning now. The only thing not on fire is the floor, and the human body on the ground. Is he alive or dead? Who knows, but his odds of survival might have increased...


Kitchen Challenge

Robert dashes to the freezer doors, but his dash is stopped when he tries to open the door. Something has jammed the lock shut! It won't budge! And those bangs and screams are really getting hectic now!

Robert, your Complication is a DRAMATIC TASK. I figure this is a good place for one. Your challenge is to open the door. If you wanna brute strength it, feel free. You'll have five rounds before something happens to make the rescue moot. But since you wanted the Complication, you get a Fate Chip. Remember, anyone else can help you for bonuses.

*

Felix: 8 Spd (This is for when you post!)
Raymond: 5 Spd
Simon: 6 Clubs (Potential Complication on your way if you want a neat new Fate Chip)
Robert: 4 Spd

LaSquida
Nov 1, 2012

Just keep on walkin'.
Felix comes rushing in after Robert. "Think you can force the lock?"

He offers his crowbar. It's only polite.

Dedman Walkin
Dec 20, 2006



Every Kitchen Has Tools

And right now, there's a crowbar.

*

LeSquid has posted and has offered up a crowbar, which can give a bonus for any Strength based checks.

LaSquida
Nov 1, 2012

Just keep on walkin'.
"Then again...lemme take a go at that."

Felix squints at the lock, and cracks his knuckles. "Maybe I can clear whatever has it stuck..."

Going to try to gimmick the lock. Lockpicking roll!
lockpickin: 1d4o4 3 1d6o6 5

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Ray picks up the body, and then rushes outside with it, placing it safely away from the destruction before rushing back in.

Proletarian Mango
May 21, 2011

"A crowbar?! Excellent!" Robert exclaims. He snatches hold of Felix's tool and slams it into the crevice between the doors where the locking mechanism would be and begins wrenching on it heroically. "DON'T PANIC! WE'LL HAVE YOU OUT OF THERE IN A JIFFY!"

Strength roll - 2 Wild 4

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
Simon checks the body Raymond carried out of the inferno for wounds and burns.

Healing Wounds Yet Again: 1d4o4 3 1d6o6 1

(Doomed to roll bad forever!)

Dedman Walkin
Dec 20, 2006



I'm Running Out Of Fire Jokes

The crowd is getting bigger as Simon checks the body. Maybe it's the crowd, maybe it's the adrenaline, but he can't seem to get a stable heartbeat outta the guy. Almost fluttery. The sirens are blaringly loud, as fire engines and ambulances finally draw into sight.

Raymond runs back into the blaze. Where does he want to go?

Robert and Felix start working on the freezer door. Felix scrubbing the lock helps to unjam it a bit, while Robert works the door with the crowbar.

(Two successes down, three to go)

But then the other door opens up...



Well that's not good at all! (Give me Fear checks Robert and Felix)

This'll be the next to last round before the blaze gets too dangerous. Remember, you have Fate Chips to spend.

Felix: The Goddamn Black Joker! YOU ARE WILD, SON! You get +2 to all Trait rolls this round, and +2 to any damage totals! You can go whenever you want, and can even interrupt another's action if you want!
Raymond: The Goddamn Red Joker! YOU ARE WILD ALSO! Same drat thing Felix gets, you got!
Simon: ACE OF SPADES! No bonus, but go play some Motorhead.
The Burning Thing: Ace Clubs
Robert: 5 Dmd

I'll reshuffle the deck for the next round.

LaSquida
Nov 1, 2012

Just keep on walkin'.
"Wooah! "

Felix reflexively back-peddles away from the thing, hands waving in the air.

Fear!: 1d6o6 8 1d6o6 4
Witht the bonus, that's a 10!


He suddenly stops, and looks around wildly.

"You want a drink, spirit?" From his side satchel he pulls an bottle, and upends it. Nothing happens.

"All out I'm afraid...just the dregs left. You can have the hangover, though."

As he speaks, something ephemeral spills out and swirls towards the fire-thing.
Blind!: 1d8o8+2 5 1d6o6+2 12 I'll, uh, go with the 12.

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Ray finally moves into the kitchen to check on the others. Where he sees them trying to open the freezer, and a man on fire...or was it?

Do I need to roll a fear test? And can I still perform an action?

Had something I wanted to do but not sure if I can pull it off, for a number of reasons.

Kind of wanted to go up to the freezer door, rip it off its hinges and throw it at the fire man.

Dedman Walkin
Dec 20, 2006



First off, let's see how Mister Burny handles his Agility check to avoid Blindness:

Agility d6 - 4 (for raised Blind power) = 0

Well, he's Shaken and at -2 to Parry. Good job Felix!

Ray: You'd stlll need to make a Fear check upon seeing Burny, because walking blazes aren't something one ordinarily sees. But, as a Harrowed, you get a +2 to Fear checks, plus an additional +2 for the Joker, so unless you roll a natural 1 (or get really unlucky and snake-eyes), you should be okay. As for the plan of ripping the freezer door off and chuckin' it at Blazes, ripping off a door would take an extended action and a number of tries. But...you are in a kitchen (which is currently on fire). There's plenty of large pots, utensils, sharp knives and cleavers, butcher blocks, and whatnot would do a serious ding on him - and also keep him away from Robert and Felix.

Ryuujin
Sep 26, 2007
Dragon God

Raymond Deville

Well it isn't every day you see a man on fire, and this one seems to be menacing the others who rushed in to save people. He grabs a pot and throws it at the burning man, "Hey ugly! Over here!"

Fear test 1d6o6; 1d6o6 10, 11 +2 for joker, +2 for harrowed ... 12, 13 yeah not scared.
throwing pots 1d4o4; 1d6o6+2 1, 7

Geektox
Aug 1, 2012

Good people don't rip other people's arms off.
Telling a gawking bystander to keep an eye on the body, Simon runs back in to rejoin his compatriots.

I can see it in your eyes, take one look and die

Fear!: 1d8o8 6 1d6o6 2

The thing in the kitchen seemed too purposeful to be an actual man on fire. But there were more important things to focus on. Seeing Robert trying to pry open a giant metal door Simon realized there may be more survivors trapped still. Grabbing a nearby meat cleaver, Simon uses the blunt edge to try and bash the lock open.

Lock bash: 1d8o8 7 1d6o6 3

(Spending a benny to see if I can get a better roll:)

Lock bash benny: 1d8o8 5 1d6o6 4

(I'll take the first roll)

Dedman Walkin
Dec 20, 2006



Simon's impromptu cleaving with a cleaver helped, as the door started to stutter open a bit. The screams continued, but now were there sounds of hope?

There are now three successes, two to go.

As for Ray and the burning thing, the pot makes a loud, hard CLANG as it rattles it's head. It hisses, staggering around, reacting to the strike...then stops as the sirens become audible in the blaze. It turns to Raymond, points at him...then waves, as if to say 'good-bye'. Then it walks back into the other burning room, and shuts the door.

Improvised Weapons have a -1 to it's use, but your total of 6 still beats the TN of 4. As for it's damage:

d8+d6 Damage: 8

That beats it's Toughness, and since it's already Shaken (and not a WildCard), it's gone.

Robert, you're up. You're at the next-to-last round, and only two more successes to go before you can open the door and get rushed by more burning zombies save whoever's in there.

Proletarian Mango
May 21, 2011

F.E.A.R check - 5, Wild 9

Robert is taken back but his NERVES OF STEEL keep him together and he stands his ground. His muscular hand snaps to his ruger that he keeps on him always but before he can even level it at the creature, the hobo there with him does some kind of hocus pocus with what appears to be a bottle of booze and that seems to stun the beast briefly. Then suddenly somebody shouts and a pot whizzes past Robert's head and knocks the Fire Man square in the head. The flamer then strangely waves a goodbye and disappears into the inferno.

The Man Of Action suddenly remembers what he's supposed to be doing and turns his attention back towards the door he's trying to open and aims his ruger at the lock, unleashing a hail of bullets at the confounded contraption. Who the hell needs such a secure freezer?

Unskilled Shooting roll - 2, Wild 2 (Minus -2 for being unskilled leaves me with 0, Wild 2--right? In any case, I want to use that fate chip. That works just like a benny, doesn't it, so I would just reroll?)

Dedman Walkin
Dec 20, 2006



Unskilled rolls also add the -2 to the Wild Die, so since both your rolls were 2,2, the final total is 0,0. Also, yes, Fate Chips are just renamed Bennies.

Proletarian Mango
May 21, 2011

(Ah, ok. I also linked a reroll there at the end of my previous post if you missed it.)

Dedman Walkin
Dec 20, 2006



I saw, and since your reroll was also 2,2, it also had the final total of 0,0.

Wild Shots

Robert shoots at the door, but does nothing as one bullet ricochets away and some of the screams from inside intensify. Meanwhile, the fire gets hotter and the sirens louder.

This is the LAST ROUND. The Open the Door Challenge has 3 out of 5 successes, you need only two more to open the door.


Felix: 4 Spd
Robert: 2 Spd
Simon: 7 Club
Raymond: 6 Club

Simon and Ray can take a -2 Complication to get a FateChip, if they wish.

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Proletarian Mango
May 21, 2011

The Man Of Action, annoyed his weapon was so ineffective, begins kicking the drat door.

"Somebody, help!" He shouts at the other two with him.


Strength roll - 2, Wild 1

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