A fierce battle rages in a converted house. The house has become a cowboy themed saloon and brothel. It is run by a new gang calling themselves the Sons of James. They are new and this is their first business in Megalopolis. That fact has made them the target of a Vigilante.
The Vigilante does not want to see one more gang rise up. Gangs are slowly eating the soul of the people of this city. He is going to remove these parasites. He is Phantom.
As a shotgun blast slams into Phantom and rips into his body armor [last issue, ed.], he does his best to plant his feet and throw his weight into the door frame behind him. His tenacity and determination are frightening as the ‘alabaster angel of armaments’ rights himself and steps back into the doorway of the room where Ringo is cowering behind an overturned table.
Knowing that he has to keep the momentum up, he looks to take Ringo out as quickly as possible. As his target lifts his head up from behind the overturned table, Phantom jerks back the trigger of his assault weapon and sends a burst of three rounds speeding towards Ringo’s unprotected cranium.
The first two are slightly off target. The rounds hit Ringo in the shoulders. The third hits right hits him between the eyes. Ringo falls backwards dead.
[GM Note: My interpretation on special attacks. If both rolls are successful the target is hit, if the first roll is successful and the second roll fails then the object of the target is hit. In this case Ringo is still hit. Any special benefits of hitting the target are not gained for just hitting the object. If the first roll fails, I don’t roll the second as it is a complete miss. On the special attack to the head, I gave the same bonus 3x as normal rules but instead of applying it to the percent change of unconsciousness, it was applied to the Killing Attack carrier attack to Hit {5 x 3 = 15} number. Ringo still had the opportunity to make his saving throws against End. and Agi. He didn’t.]
As Ringo drops to the ground Phantom once again turns his attention to the central corridor. Whirling his P90 around, he aims it towards the end of the hallway and lays down a heavy suppression fire of 10 rounds. As the bullets tear into the wall at the far end of the corridor, Phantom quickly makes his way down the other side of it in order to get ‘up close and personal’ with Bobby Ray and Rusty.
Both Sons of James members hide as best as they can from the barrage. Bobby Ray recovers first. He quickly raises his shotgun as fires. BOOM! His fear causes the brunt of the blast to be off target. Phantom is barely hit (GM Note: 4 damage – All withstood by Armor, Invulnerability now 1).
Rusty’s hand is shaking so bad, he grabs the pistol with his second hand in an effort to steady it. POW! His shot is completely off mark as he shoots into the ceiling. Bobby Ray yells in disgust, “Careful! The girls are up there!”
Phantom drops his P90 to his side; the attached sling ensures the P90 stays there. The alabaster weapon master pulls out his Ka-Bar knife and attempts to slam it deep into Bobby Ray’s neck. He misses.
Current Conditions:
Phantom Hit Points: 23 Power Points: 49 Invulnerability: 1 (will be 5 at start of Issue 7)
Right FN Five-seveN Pistol: 16 rounds
Left FN Five-seveN Pistol: 16 rounds
FN P90 Submachine Gun: 31 rounds
MK3A2 Concussion Grenades: 4
<Due Date: Mar 23rd, Actions, Goal, Reply?>
Street Patrol: Issue 5: Down The Hallway
>PHANTOM’S IC RESPONSE<
As the shotgun blast slams into Phantom and rips into his body armor, he does his best to plant his feet and throw his weight into the door frame behind him ( OOC: Using his Fortitude ability to keep from being knocked down to the ground by the shotgun blast). His tenacity and determination are frightening as the ‘alabaster angel of armaments’ rights himself and steps back into the doorway of the room where Ringo is cowering behind an overturned table.
( OOC: If Ringo pops his head up from behind the table to take a look or take a shot )
Knowing that he has to keep the momentum up, he looks to take Ringo out as quickly as possible. As his target lifts his head up from behind the overturned table, Phantom jerks back the trigger of his assault weapon and sends a burst of three rounds speeding towards Ringo’s unprotected cranium ( OOC: Phantom is going for a head shot ).
( OOC: If Ringo doesn’t pop his head up from behind the table to take a look or take a shot )
Knowing that he has to keep the momentum up, he looks to take Ringo out as quickly as possible. As his target hides behind the overturned table, Phantom jerks back the trigger of his assault weapon and sends a burst of three rounds speeding towards the center of the table ( OOC: I’m hoping that the damage will either penetrate or damage the table enough that he is able to take Ringo down ).
( OOC: If Phantom isn’t able to take Ringo out with his first attack )
Determined to not leave an enemy at his rear, Phantom fires another three round burst into the center of the wooden table in hopes of taking out Ringo once and for all.
( OOC: If Phantom is able to take Ringo out with his first attack )
As Ringo drops to the ground Phantom once again turns his attention to the central corridor. Whirling his P90 around, he aims it towards the end of the hallway and lays down heavy suppression fire ( OOC: use as many rounds as you think will be effective to achieve this, Tom ). As the bullets tear into the wall at the far end of the corridor, Phantom quickly makes his way down the other side of it in order to get ‘up close and personal’ with Bobby Ray and Rusty. ( OOC: I’m hoping the suppression fire will keep them from making any further ranged attacks this turn and will allow Phantom to get within HTH range of Bobby Ray without being shot at again. If you’re not going to consider the suppression fire an attack or an action ( treating as movement only ), then once Phantom makes it into HTH range of Bobby Ray he will drop his P90 to his side ( I’m assuming that it has a sling attached to it ) and pull out his Ka-Bar and attempt to slam it deep into Bobby Ray’s neck – a ‘double to-hit roll’ – going for some dramatic flair with that. Between the knife attack and Phantom’s Presence ( Fear Factor ) Skill, I’m hoping Rusty will frozen in fear - he already seems scared from the way you described him ).
> PHANTOM’S GOAL(S)<
Phantom wants to take Ringo out quickly so he can make his way down to the end of the hallway and start the fight with the two Son of James gang members down there. If he can make it down to that end of the hallway, then he knows he’s in control of the vast majority of the ground floor of the building.
> PHANTOM’S OOC RESPONSE<
Damn – lol – finally took some damage – I was wondering when that was going to happen lol. Great Stuff Tom! I love it!
If Phantom is able to take the head shot at Ringo I’m assuming the -2 to hit won’t apply to his to his to-hit roll ( since the table is blocking/protecting his body and not his head ), although I realize that he’ll have to make a successful ‘double to-hit roll’ in order to hit. Hopefully Phantom’s bonuses are good enough where hitting won’t be that big of a worry . . . hopefully. If he does hit, that would be really dramatic ( keeping fingers crossed ) – it would definitely work well with his double dose of the Presence ( Fear Factor ) Skill – hopefully making him seem even scarier to the villain community at large.
Oh, by the way Tom, I noticed you put Phantom’s HP down as 61 – he actually only has 23. Figured I would mention that now incase it somehow became an issue later on in the story ( me accidentally having more HP then I should ).
Talk to you all soon,
-Kev
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GM Reply
I have thought over what you are wanting to do and how it plays against the way V&V is designed. Here are my basic thoughts
The basic structure of the turn is by Phases.
So Phantom by his higher Agility will have the first phase to take an action. In the phase Phantom can move then act or act then move.
So Phantom can shoot at Ringo and if successful then move down the hall.
I don't have any problem letting you spend rounds for dramatic effect. I would use 10 rounds with no chance to hit. The dramatic effect would provide a bonus and still has one problem. I will add a -4 modifier to the NPCs save value for the pschyological imact of the barrage but when it is their phase to act, it will not stop them from acting.
On a successful Feat Factor (failed for the NPC), it will apply a -4 to hit penalty and can't roll with damage or evade. So the NPC will still get a shot off but the success rate is lower. (Like the scene in Unforgiven where they are all shooting but missing at close range).
So for the turn, you need to plan as if the two at the end of the hall both will get an attack off.
Thanks
Tom
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Sounds good, Tom. I really wasn't sure how you wanted to work it, but that sounds good. It would probably be a lot easier to just toss another concussion grenade down the corridor, but I wanted to get a little more of a 'dramatic/hands on' type of a thing going on. Phantom has been using his ranged attacks this whole time - time to test drive some of his HTH skills ;)
Talk to you all soon,
-Kev