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DiscoDude

The Activity Club #outsiders_go_home 9/25/2017

Sep 26th, 2017
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  1. DiscoDude: **---BEGIN SESSION---**
  2. DiscoDude: **Session logging commenced**
  3. GM: Bartem and Psmith exit the tent together. Supposedly, this bird can guide you through the passages underground, maybe to find where those topsiders are being kept.
  4. GM: "Well, tally ho, mistress! Come along, my boy; we have people to find!"
  5. Bartam: _grumbles audibly, marching along a fair distance behind._
  6. GM: "Person-trafficking, I swear. Had I not encountered so many cases of this before, I would simply be beside myself! Those scoundrels!"
  7. You are approaching the outer ruins, now.
  8. Bartam: "Quiet, now," Bartam hisses. "All that talkin' is gonna tip off the guards, if they've got any."
  9. GM: (Both of you- us are going to have to roll Stealth to get in and find an entrance to the underground.)
  10. Bartam: !f
  11. DiscoDude: <@Bartam> rolled 4dF for 1 [4dF = [ ][+][-][+]]
  12. Bartam: (rolling at +0 XD)
  13. GM: !roll 4df
  14. DiscoDude: <@GM> rolled 4df for -2 [4df = [ ][-][ ][-]]
  15. GM: (Oh boy. That's a fail for Psmith. XD)
  16. GM: (Hm...)
  17. GM: (I'll let you narrate this?)
  18. Bartam: (as an aside, why Stealth and not Notice? if the point is to find an entrance?)
  19. Bartam: (or is the point finding a *stealthy* entrance?)
  20. GM: (Well, everyone has to roll Stealth vs. +0 when entering the outer ruins.)
  21. GM: (So... I guess I'm narrating this?)
  22. GM: Bartem, you at least make the effort. Good gods. You're behind a nearby pillar when a lone guard finally notices Psmith marching down the middle of the road, and- yep, he's putting up his dukes as the guard looks around, unsure of what to do.
  23. Bartam: "Aw, *hell.*"
  24. Bartam: _looks around for something he can use to make a distraction. Even the old "rock thrown in the opposite direction the guard's looking" will do._
  25. GM: Finally, the guard slowly puts down his lantern pole, and puts up his own fists.
  26. "Ah, jolly good!"
  27. "Sh-shut! Bad topsidier, what do? Why here?" The two are edging closer.
  28. Bartam: (dammit, is there any way I can just *build* a distraction from stuff laying around? like roll Crafts to put something together I can use to make a noise or just plain knock the guard out without him noticing me? XD)
  29. GM: (I mean, this guy's a goon. I think you're overthinking this. XD)
  30. Bartam: "Hey! Think fast!"
  31. Bartam: _calls out, and whips out a hammer from his tool sack, aimed square at the goon's face._
  32. GM: (Is this Fight, or Shoot?)
  33. Bartam: (oh jeez. i guess it would be shoot. that said, do I need to invoke "Head-Cracking Handyman" to say I have the hammer in the first place?)
  34. GM: (Nah.)
  35. GM: (Anyways, roll whatever you think is appropriate.)
  36. Bartam: !f
  37. DiscoDude: <@Bartam> rolled 4dF for 2 [4dF = [+][+][+][-]]
  38. Bartam: (good enough? :3)
  39. GM: !roll 4df
  40. DiscoDude: <@GM> rolled 4df for 0 [4df = [-][ ][ ][+]]
  41. GM: "Wha-" *BONK*
  42. GM: And he's out.
  43. GM: "Ah- That was rather unsporting of you, my boy! We shall have to work on that..." Psmith marches on.
  44. Bartam: _grumbles somewhat more audibly as he follows Psmith. He takes a quick moment before they move on to search the guard, in case he carried a communicator or anything useful on him._
  45. GM: The guy has nothing but a lantern, a polearm with a handle to hang the lantern on, and a somewhat snazzy uniform.
  46. Bartam: _looks around, then stuffs as much of the uniform as he can into his tool sack before moving on._
  47. GM: The pair eventually arrive at the half-demolished building where Psmith supposedly made his initial exit along with Mada and "Valente." That is certainly a hole to catacombs of some sort. Psmith hops in.
  48. Bartam: _takes a sniff of the air in the hole, then reluctantly follows._
  49. Bartam: "You sure you know where you're going, adventure-bird?"
  50. GM: "Ha!" His voice echoes back from the deep halls. "I have had my doubts at times, yes. But the beak knows in the end, it always does! Why, there was this time where I was hacking through the jungles of western Jewel..."
  51. Bartam: _hurries along after him, suddenly realizing he has a real risk of getting lost. Following the bird's voice will only get him so far; with acoustics of those tunnels, odds are good he might end up following an echo._
  52. GM: "... so then I said to my guide, 'what are you worried about'? What he said- oh, how we'd laugh afterwards; what he said was that the great goddess Umami would be angry with us, so..."
  53. Bartam: "You're sure not worried about the wrong people *hearing* us, are ya?" Bartam mutters.
  54. GM: "... and oh, her appearance! What was there to say? Feisty, also! Heh, but I jest. She never did put out, and she was stronger for it, I'm sure! I can respect the sanctity of the word 'no,' unlike a certain general I had come to blows with not a few months afterward. But I suppose we all remember those, the ones that got away... Pray tell, what has your experience been in the realm of love?"
  55. Bartam: "...ain't got much to say," Bartam says, though he can't keep from blushing.
  56. GM: "Oh. Oh-ho-ho-ho! To be young again!" He stops walking, looking around as if he didn't recognize his surroundings, then turning to Bartem with a knowing smile. "... Pardon the curiosity, but do you know her name?"
  57. Bartam: "Sure I do! It's D...dah...di..." He clears his throat. "It's Dee," he says with feigned confidence. "Also, *none of your business!*"
  58. GM: "Hmph. That's very true, and I apologize for the intrusion, though..." He looks around again. "... I will say this; if't be love, truly, then you must grab hold of it. Never let go. I have been betrayed by many a harlot, but even then, there are women within them yet. Yes, half of the betrayals came because I was too fool to realize what I had. So," he says, about to continue his march, "I say again; hold on to them, no matter what. If it's meant to be, then that is the only course."
  59. GM: (While you make your response, I want you to roll Notice for something that could potentially be heard.)
  60. Bartam: !f 1
  61. DiscoDude: <@Bartam> rolled 4dF+1 for -1 [4dF = [-][ ][-][ ]]
  62. Bartam: (got nothing to improve that with)
  63. GM: (I'll let you invoke your species.)
  64. Bartam: (for a +2, then)
  65. GM: (Alright.)
  66. GM: (That beats +0, yes.)
  67. GM: !roll 4df+1 (Notice)
  68. DiscoDude: <@GM> rolled 4df+1 for 4 [4df = [+][ ][+][+]] (Notice)
  69. Bartam: "...You read a lot of romance novels? I had a coworker once who read *nothing but* romance novels and *wouldn't shut up about 'em.* You kinda remind me of him."
  70. GM: "Haven't read a book in my life! ... Hm?" Psmith looks up, and off in a weird direction. It takes a moment, but Bartem can hear it too: Is that a trumpet?
  71. Bartam: _is momentarly stunned by Psmith's show of perceptiveness, then turns his attention to the trumpet. He raises a hand to his ears. Is that an alarm? A hunting horn?_
  72. GM: No, it's not a signal, unless jazz melodies were "in" for military procedure nowadays. Psmith heads over to a wall and starts digging at a half-collapsed crack in it.
  73. Bartam: "Hang on! What are you doing? Whatever that is, we need to *investigate* it!"
  74. GM: "Quiet! Do you not also hear it?!" As Bartem gets closer, he realizes that the sound is partly coming from the crack as well as down the more official passage.
  75. Bartam: _listens very carefully to the crack._
  76. GM: "In all obviousness, there's going to be guards once we start entering the place beneath the inner ruins. It's where their smuggling operation practically ends, and close to where that damn portal is, after all! But if that music is coming through here as well, then this can also take us where we need to go, and is less likely to be guarded. You realize what we've found, boy?!"
  77. Bartam: "The jackpot," Bartam says, legitimately shocked that this partnership has paid off. "A *back entrance* straight into the heart of their operation."
  78. Bartam: _peers into the crack. Surely there's some way to open it wide enough to permit passage..._
  79. GM: "Help with my dig! This could be the breakthrough I was looking for!"
  80. GM: !roll 4df+2 (Notice)
  81. DiscoDude: <@GM> rolled 4df+2 for 2 [4df = [+][-][ ][ ]] (Notice)
  82. GM: The trumpet playing stops.
  83. Bartam: "That's...not good?"
  84. GM: "What, you're stopping now?" One of the guards glances at the Singing Rabbat. They lower the trumpet.
  85. "Eh, s'nothing. Someone's coming, and that's all."
  86. "Friendly?"
  87. "Maybe."
  88. The guard is put off by this answer.
  89. GM: Meanwhile, Psmith has made quick progress on his [Backdoor][!].
  90. Bartam: "Are...you sure ya don't need help?" Bartam says, cautiously. "I mean, digging holes is kinda one of the things I do fer a livin'..."
  91. GM: "Oh, many thanks, dear boy." He steps out and does a gesturing bow as if to say 'you do the honors.'
  92. Bartam: (Crafts or Physique, y'think?)
  93. GM: (Physique, I think. Also, might I count the trumpet playing in the first place to be a compel of [Can't Live Without R&B]?)
  94. Bartam: (on who?)
  95. GM: (I think you can take a wild guess. :3)
  96. GM: (Their name is Floyd, BTW.)
  97. GM: (But yeah, having more than one FATE point would be nice, especially with the GMPC running around. ^_^;)
  98. Bartam: (gotcha XD)
  99. Bartam: !f 4
  100. DiscoDude: <@Bartam> rolled 4dF+4 for 5 [4dF = [ ][ ][ ][+]]
  101. Bartam: "Let's make a proper tunnel o' this, then!"
  102. GM: You really hack away at things there. If a human were looking in on this universe at this moment, they'd be calling you a regular John Henry with that hammer.
  103. GM: "Mph?" A bound and gagged topsider with especially long and plenteous ears looks around. Floyd's ears also perk up. At first, the trumpeter is confused, but then.
  104. GM: "Well shi-"
  105. GM: *POOM* You burst through the wall [To Everyone's Surprise][*]. Three goons almost jump back completely, a fourth one is on his ass, and this fellow Rabbat (though admittedly less familiar on account of their demonic aura) is just calmly pulling out a CD player, clicking a disk in, and setting it down on the rock they were sitting on.
  106. GM: The rest of the [Prisoners] in this wide lobby are throwing themselves around excitedly now.
  107. Bartam: _coughs his way through the dust from the fallen wall._
  108. Bartam: "Ugh. Uh." He looks around. "Uh. 'Stay calm, we're here to save you'?"
  109. GM: *sigh* <What you guys doin'? C'mon, up and at 'em> The Rabbat gestures up the guards, but doesn't seem enthusiastic in actively participating, themselves.
  110. Bartam: _realizes which one of them must be the ringleader, then whirls to face him, sledgehammer at the ready. "You must be the boss here," he says, a lot more confidently this time. "We're here to close you down!"_
  111. GM: <Whazzat? Sorry, don't speak common. Try again.> They glance over at the guards. <Ok, this cat seems content with yappin'. You can at least get 'em, right? Can you even do tha->
  112. GM: "Tally ho!"
  113. GM: !roll 4df+2 (Fight)
  114. DiscoDude: <@GM> rolled 4df+2 for 1 [4df = [ ][ ][-][ ]] (Fight)
  115. GM: !roll 4df+1 (Fight)
  116. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [ ][ ][+][-]] (Fight)
  117. GM: (And I'll boost with [Backdoor][!] for the win.)
  118. GM: As soon as one was working up the courage to approach Bartem, Psmith comes out from behind the Flower Rabbat and decks the poor guy out flat. "Secret punch! Works every time! Who's up for more?" After that dynamic swing, Psmith straightens up into an old-timey boxing pose.
  119. GM: <Well well well. Things just got... *interestin'*.> The tone the Singing Rabbat wasn't exactly cheerful. They pull out their trumpet. <Guess Floyd's gonna hafta get serious with these cool cats.> And with that, they begin their [Jam Session]. The guards stand defensively between them and this invading duo.
  120. GM: (Floyd's theme: https://youtu.be/Jn6NdEUnvUw)
  121. Bartam: (I KNEW IT)
  122. Bartam: "What...what is this."
  123. Bartam: "Some kind of *music battle?* I'll play drums on yer *skull,* I swear it!"
  124. GM: (All talk and no action so far! It's your turn! (And technically, Floyd's in another zone, with you and the goons in this one.))
  125. Bartam: _charges the nearest goon, ready to cave his face in with his trusty hammer._
  126. Bartam: !f 2 (Fight)
  127. DiscoDude: <@Bartam> rolled 4dF+2 for 1 [4dF = [-][ ][-][+]]
  128. GM: !roll 4df+1
  129. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [ ][-][+][+]]
  130. GM: (Got any boosts?)
  131. Bartam: (i'll pay an FP to invoke Head-Cracking Handyman)
  132. Bartam: (that puts me down to 1, right?)
  133. GM: (Or wait, you have free invokes.)
  134. Bartam: (oh yeah)
  135. Bartam: (gonna use [To Everyone's Surprise], then XD)
  136. GM: (Or, *a* free invoke.)
  137. GM: (Alrighty, spent.)
  138. GM: *SMACK* The goon ducks, but you clip him in the head, leaving him staggered and bleeding. However, these guys seem to be made of *slightly* tougher stuff than the goons outside.
  139. GM: GOON A: [X]
  140. GM: The goon retaliates, cursing under his breath all the while.
  141. GM: !roll 4df+1 (Fight)
  142. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [+][-][-][+]] (Fight)
  143. GM: (Roll defense, <@!Bartam>. Physique.)
  144. GM: (<@!Bartam>?)
  145. Bartam: (whoop)
  146. Bartam: !f 4
  147. DiscoDude: <@Bartam> rolled 4dF+4 for 1 [4dF = [ ][-][-][-]]
  148. GM: (Wowie.)
  149. GM: (No response?)
  150. Bartam: (i think i'll hold onto my FP and take the hit)
  151. Bartam: (or the tie, anyway)
  152. GM: (Okay.)
  153. GM: And the guy nearly clips you back, requiring you to be [Thrown Off Balance][*] to avoid a hit.
  154. GM: Meanwhile, the second goon moves in to push the advantage.
  155. GM: !roll 4df+1 (Fight)
  156. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [ ][-][+][+]] (Fight)
  157. Bartam: _wheezes. "I could use some help here, birdventurer!"_
  158. Bartam: !f 4 (Physique)
  159. DiscoDude: <@Bartam> rolled 4dF+4 for 0 [4dF = [-][-][-][-]]
  160. Bartam: (oh wow XD)
  161. GM: (PFF)
  162. Bartam: (gonna take a Mild, then)
  163. Bartam: (let Bartam get smacked around a little)
  164. Bartam: (save my invokes for the counter)
  165. Bartam: (that's totally what he'd do)
  166. GM: (Straight for the Mild when he has a perfectly fine stress box? No argument there.)
  167. GM: *STAB* "Dear gods, my boy! Are you alright?!" Psmith sounds distressed in response to the [Flesh Wound][!] Bartem just took to the shoulder, though not quite as distressed as he *could* be.
  168. GM: Meanwhile, the third one turns to run out the side passage.
  169. Bartam: "Get the guy who's making a break for it! I got these two!"
  170. GM: "Very well!" (Forget; what do I roll when someone's defending against another person leaving the zone? Both sides of that equation. Maybe Athletics for the fleeing one?)
  171. Bartam: (yeah, prolly Athletics vs. Athletics)
  172. GM: (Alright.)
  173. GM: !roll 4df+1 (Goon)
  174. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [-][+][-][+]] (Goon)
  175. GM: !roll 4df+1 (Psmith)
  176. DiscoDude: <@GM> rolled 4df+1 for -1 [4df = [-][-][+][-]] (Psmith)
  177. GM: (Gonna use a FATE point on [Prisoners] to make that a tie. Maybe tie means they both move?)
  178. Bartam: (yeah, the chase is on! XD)
  179. GM: One of the prisoners sticks out a leg as they hear someone running their way and cursing. They trip, but not enough for Psmith to catch them outright, especially since he trips, himself. However he keeps up enough to follow them into the [[Connecting Hall]], where he attempts to end their bid for reinforcements!
  180. GM: !roll 4df+2 (Fight)
  181. DiscoDude: <@GM> rolled 4df+2 for 2 [4df = [-][ ][+][ ]] (Fight)
  182. GM: !roll 4df+1 (Physique)
  183. DiscoDude: <@GM> rolled 4df+1 for -2 [4df = [-][-][ ][-]] (Physique)
  184. GM: (OUCH)
  185. GM: And the admittedly small fist comes down on the top of the goon's head, almost leaving a dent in the floor with how hard the poor guy got slammed. Psmith blows on his hand and preens at how that blow [Loosened Up His Joints][*].
  186. GM: Meanwhile, Floyd, though starting to get a little worried, tries to get deeper into their [Jam Session][!].
  187. GM: (Bartem, your turn.)
  188. Bartam: "That all you got, punk? Huh?" Bartam retaliates against the first goon to strike him, leveling a crippling shot at his knees.
  189. Bartam: !f 2 (Fight)
  190. DiscoDude: <@Bartam> rolled 4dF+2 for 4 [4dF = [+][ ][+][ ]]
  191. GM: !roll 4df+1 (Physique)
  192. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [-][-][+][+]] (Physique)
  193. GM: (Gonna spend the invokes on [Thrown Off Balance][*] and [Flesh Wound][!].)
  194. Bartam: (and I'm gonna spend a FATE Point on Head Cracking Handyman to maintain the advantage. That still leaves me one, right?)
  195. GM: (Not if I throw in [Jam Session][!].)
  196. GM: (Still want to spend that FATE?)
  197. GM: (<@!Bartam>?)
  198. Bartam: (i'm gonna make you burn all your invokes >8D)
  199. GM: (Psh, fine. In return, *you* get to describe how you whiff.)
  200. Bartam: Bartam swings once - he swings twice - he strikes out. There's something in the music that's making the minions lighter on their feet than they ought to be, he's sure of it!
  201. GM: And the first minion retaliates again!
  202. GM: !roll 4df+1 (Fight)
  203. DiscoDude: <@GM> rolled 4df+1 for 0 [4df = [ ][-][+][-]] (Fight)
  204. Bartam: !f 4 (physique)
  205. DiscoDude: <@Bartam> rolled 4dF+4 for 6 [4dF = [ ][+][+][ ]]
  206. Bartam: "That won't *work* on me *twice,* pal!"
  207. GM: And he stabs Bartem a second time! This time, though, it makes a dissatisfying *schlup*. This second flesh wound on the other side hardly seemed to phase the guy this time...
  208. Bartam: (man, i didn't even think of using...*that* >8D)
  209. GM: But that doesn't dissuade the other!
  210. GM: !roll 4df+1 (Fight)
  211. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][+][ ][-]] (Fight)
  212. Bartam: !f 4 (Physique)
  213. DiscoDude: <@Bartam> rolled 4dF+4 for 3 [4dF = [ ][ ][ ][-]]
  214. GM: (Gonna spend a FATE point of my own on [Jam Session].)
  215. Bartam: "Gah, *darn it!*"
  216. GM: This one nicked Bartem's face - an area that was *less* prepaired.
  217. GM: "Right, I'm done here! Here comes Jean Luc Psmith, GENTLEMAN ADVENTURER EXTRAORDINAIRE, to save the day!" Psmith seems to come barreling into the fray at the [[Lower Lobby]], attempting to slam into the injured goon!
  218. GM: !roll 4df+2 (Fight)
  219. DiscoDude: <@GM> rolled 4df+2 for 3 [4df = [-][+][ ][+]] (Fight)
  220. GM: !roll 4df+1 (Physique)
  221. DiscoDude: <@GM> rolled 4df+1 for 0 [4df = [-][-][+][ ]] (Physique)
  222. GM: *POW* The goon goes literally flying.
  223. GM: But Floyd just keeps chugging away with their [Jam Session][!].
  224. Bartam: "Normally I wouldn't try something like this with an audience, but..."
  225. Bartam: _wipes some of the blood off his own face. It sticks unnaturally to his fingers, and in the next instant it's rising up from the palm of his hand, coagulating into a writhing ball._
  226. GM: (Creating a stunt, are you?)
  227. Bartam: "Let's see ya dance with yer darn *feet* glued to the floor."
  228. Bartam: (gonna roll Create Advantage with "Gel in the Blood")
  229. Bartam: (what do you think that would take? basically the goal is to create a sticky trap)
  230. GM: (So you're not aiming for *them*, per say, but around them?)
  231. Bartam: (what i'm aiming to do is gum up their legs so they can't dodge so easily)
  232. Bartam: (technically it works as a free invoke on "Gel in the Blood," but still)
  233. GM: (Hm, I'll allow a Shoot roll for that. Athletics defense. *Technically* not disruptive, too. >:3)
  234. Bartam: !f 0
  235. DiscoDude: <@Bartam> rolled 4dF+0 for 1 [4dF = [-][+][ ][+]]
  236. GM: !roll 4df+0 (Athletics)
  237. DiscoDude: <@GM> rolled 4df+0 for 1 [4df = [+][ ][+][-]] (Athletics)
  238. GM: (Wait, what happens on a tie?)
  239. GM: (Just a boost?)
  240. Bartam: (yeah)
  241. GM: (Describe what happens. Nothing too major.)
  242. Bartam: _lobs the ball of bodily fluids at the goon's feet. There's a loud, viscous splash as it hits, and it spreads like a big ball of tar, twitching all the while._
  243. GM: Floyd seems rather unfazed by their [Sticky Feet][*], or rather tries to keep the appearance of such. Meanwhile, the sole remaining goon attempts to take another stab at Bartem!
  244. GM: !roll 4df+1 (Fight)
  245. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [+][-][ ][ ]] (Fight)
  246. Bartam: !f 4 (physique)
  247. DiscoDude: <@Bartam> rolled 4dF+4 for 3 [4dF = [-][-][ ][+]]
  248. Bartam: "I told you, that ain't gonna fly."
  249. GM: (Spending the invoke on [Jam Session][!], and my last FATE point on [Flesh Wound].)
  250. Bartam: (gonna spend my last FATE Point on "Gel in the Blood" to make it a tie)
  251. GM: There's another *schlup*, meaning Bartem's "flesh" caught another attack, though this time, it's stuck there, and leaving him [In An Awkward Spot][*].
  252. GM: As they both stand there, Bartem suddenly becomes aware of the pigeon standing behind the goon.
  253. GM: !roll 4df+2 (Fight)
  254. DiscoDude: <@GM> rolled 4df+2 for 1 [4df = [ ][ ][ ][-]] (Fight)
  255. GM: !roll 4df+1 (Physique)
  256. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][-][ ][+]] (Physique)
  257. GM: (Spending that [Loosened Up His Joints][*] boost.)
  258. GM: And a *wallop* across the head leaves the goon more than a little rattled.
  259. GM: "I must say," said Psmith, "they don't make henchmen like they used to!"
  260. GM: GOON: [X]
  261. GM: Floyd responds only by getting more passionate into their [Jam Session][!].
  262. GM: (Your turn.)
  263. Bartam: (so to be clear: are both goons down now?)
  264. GM: (One remains out of the original four.)
  265. Bartam: "Three down, one ta go. Sure you're not ready to call it quits yet?"
  266. GM: (The one remaining is the one holding the spear in your gut, and also just got bonked by Psmith, but wasn't KO'd.)
  267. Bartam: _looks down at the last goon. "I said that *ain't gonna work...*"_
  268. Bartam: He forgoes his hammers this time and brings his fists down on the goon's head.
  269. Bartam: !f 2 (Fight)
  270. DiscoDude: <@Bartam> rolled 4dF+2 for 3 [4dF = [-][+][ ][+]]
  271. GM: !roll 4df+1 (Physique)
  272. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][ ][ ][ ]] (Physique)
  273. GM: (Spending a free invoke on [Jam Session][!].)
  274. GM: (Take another stress?)
  275. Bartam: (that was my attack, I thought?)
  276. GM: (Attack fail?)
  277. Bartam: (yeah, but i don't take stress from a botched attack)
  278. GM: (Sorry. Let's wrap this up so we can sleep.)
  279. Bartam: (*poke*)
  280. GM: (Sorry, internet's spotty, and I was in the bathroom.)
  281. GM: And another couple of *whiffs* from Bartem. The goon just gives up and leaves the spear in him, and grabs another, attacking with it as well!
  282. GM: !roll 4df+1 (Fight)
  283. DiscoDude: <@GM> rolled 4df+1 for 0 [4df = [+][-][ ][-]] (Fight)
  284. Bartam: !f 4 (physique)
  285. DiscoDude: <@Bartam> rolled 4dF+4 for 6 [4dF = [-][+][+][+]]
  286. Bartam: (let's see you invoke against *that*! >8D)
  287. GM: This time, the polearm is simply *caught*.
  288. Bartam: _grins. "I think that's *mine* now."_
  289. GM: (Whoops. Could have worded that better. XD)
  290. GM: !roll 4df+2 (Fight)
  291. DiscoDude: <@GM> rolled 4df+2 for 0 [4df = [-][ ][-][ ]] (Fight)
  292. GM: !roll 4df+1 (Physique)
  293. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][+][ ][-]] (Physique)
  294. GM: Psmith yanks the weapon out of the goon's hands, but trips again trying to dispose of it. This almost makes Floyd break out of their [Jam Session][!] for a chuckle, but they're persistent.
  295. GM: (Your turn again.)
  296. Bartam: "All right, I've *had* it with you bunch!"
  297. Bartam: !f 2 (Fight)
  298. DiscoDude: <@Bartam> rolled 4dF+2 for 3 [4dF = [ ][+][ ][ ]]
  299. GM: !roll 4df+1 (Physique)
  300. DiscoDude: <@GM> rolled 4df+1 for -2 [4df = [-][-][-][ ]] (Physique)
  301. Bartam: (Okay, woo, I can totally save that boost from that defense SWS XD)
  302. GM: (Spending [Jam Session][!] for a reroll.)
  303. GM: !roll 4df+1 (Physique)
  304. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][ ][-][+]] (Physique)
  305. GM: (Eh, still a hit.)
  306. Bartam: (would spending the boost give me a clean win, or is that it for them?)
  307. GM: (It's already a clean win.)
  308. GM: *THWACK* The guy goes down like a sack of bricks, and now Bartem got very dark-looking blood on his knuckles.
  309. Bartam: "Just you and us now, bozo!"
  310. GM: The [Jam Session] finally ends with no one left to support. Floyd sighs as they swing their trumpet around to their back.
  311. <Sorry, still can't speak the common. I do know "yes" and "no," though, so let me ask you a question.> Their hand flits over to the play button of the yet-unused CD player. <Ya like the blues?> They hit play.
  312. Bartam: (uh-oh)
  313. Bartam: _shouts something angry in broken Prattle; he's reasonably certain it's an invitation to a duel, but it comes out as a threat to do rather violent and explicit things to his adversary._
  314. GM: <Whoa, um... Okay then. Rather forward of ya, but I'm not exactly into... those sortsa violent tastes.> Damn, that ruined the mood, thought Floyd. The mood's quickly returning though, as they let the hard, but classic guitar and the smooth trumpet ease them into the groove. They take up a straight posture, with their fists to their chin, pivoting on one foot or the other at all times.
  315. GM: "Ah! Excellent!"
  316. GM: Psmith puts up his own dukes. "Nothing like an honorable exchange of {Fisticuffs} between gentlemen!" And he goes in for the attack.
  317. GM: !roll 4df+4 (Fight + Stunt)
  318. DiscoDude: <@GM> rolled 4df+4 for 3 [4df = [-][ ][-][+]] (Fight + Stunt)
  319. GM: !roll 4df+1 (Physique)
  320. DiscoDude: <@GM> rolled 4df+1 for 1 [4df = [+][-][+][-]] (Physique)
  321. GM: <Mph!> Psmith's fist just sort of sticks to Floyd's cheek for a second, before withdrawing to let the other fist jab forward. Before the former can follow through with an uppercut, however, Floyd had already swiveled around to Psmith's blind spot!
  322. GM: !roll 4df+4 (Fight + Stunt)
  323. DiscoDude: <@GM> rolled 4df+4 for 0 [4df = [-][-][-][-]] (Fight + Stunt)
  324. GM: (*)
  325. GM: !roll 4df+1 (Athletics)
  326. DiscoDude: <@GM> rolled 4df+1 for 2 [4df = [+][-][+][ ]] (Athletics)
  327. GM: But their counterattack was dodged, as Psmith jumps to the side to get out of range!
  328. GM: (Your turn, Bartem. I think we're both tapped out on FATE?)
  329. GM: (Also, I think knowledge of Floyd's stunts might be useful.)
  330. Bartam: *<Your face is mine>*
  331. GM: FLOYD STUNTS:
  332. {Moving Score} - Once per scenario, Floyd may initiate the [Jam Session] aspect, spending each turn to add one free invoke that can be used by any ally, ending if something interrupts him, like being attacked.
  333. {Tempo Flux} - If there’s music playing, Floyd gains +2 to Fight.
  334. {Intrigued By The Lie} - Once per scene, if Floyd fails to defend via Empathy from Deceive, he may still succeed, but not act on his knowledge of the deception that scene.
  335. Bartam: While the two are fighting each other, Bartam aims another blow at Floyd's head.
  336. Bartam: !f 2 (fight)
  337. DiscoDude: <@Bartam> rolled 4dF+2 for 1 [4dF = [-][ ][ ][ ]]
  338. GM: !roll 4df+1 (Physique)
  339. DiscoDude: <@GM> rolled 4df+1 for -1 [4df = [-][-][-][+]] (Physique)
  340. Bartam: (what would it do if i used my boost?)
  341. GM: (I think that's KO. (TBH, I didn't spend it myself before because I wanted a little more boxing stunt on boxing stunt action. XD))
  342. Bartam: (then let's do that >8D)
  343. Bartam: (*Music, maestro, please!*)
  344. GM: *KONK* <Guh-> As Floyd staggers, they trip over the sticky floor for once. (Have you been getting enough sugar to your water, Bartem?) The music's still alive, and so's the Rabbat. They think they'll just stay down for a bit. Not worth getting gibbed over a job.
  345. Bartam: _takes the spear he grabbed from the other mook and stabs it right through the CD player._
  346. Bartam: <You're coming with us.> He uses the wrong "come," of course.
  347. GM: Floyd had to stop themselves from giggling. Maybe they'll leave them alone if they think they're actually dead.
  348. GM: Meanwhile, Bartem hears muffled calls from people who have guessed that the fight was over.
  349. Bartam: _grabs Floyd and hauls him over his shoulder like a sack of concrete mix. "Bird-guy. Can I trust you to help me herd these folks back to HQ? We're all headed home."_
  350. GM: "Very well, all's well, and the end is well, also! Come now!" Psmith walks over to the kidnapping victims, first removing their blindfolds and leg bindings, then giving them a *shushing* gesture before removing the rest.
  351. GM: They all seem rather shaken, but still compliant.
  352. Bartam: "Mission accomplished," Bartam mutters to himself as he leads the march back out the tunnel.
  353. GM: (Last line?)
  354. Bartam: (yep)
  355. GM: !end
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