William Tack: what to do?

Where GMs play villains who don't die in round one.
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How do we attack Mr. Tack?

Hit him on the road before he gets home, extract the money or take the head
0
No votes
Pure brute force raid when he's home
0
No votes
Infiltrate security team
4
100%
Rig a high stakes game
0
No votes
 
Total votes: 4

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Snake Eyes
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William Tack: what to do?

Post by Snake Eyes » Sun Mar 22, 2020 10:02 pm

Pure mob rule. Based on chatter to date, there are 4 possible options for getting to Tack. Which one sounds the most entertaining or has the best chance of success?
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Re: William Tack: what to do?

Post by Freemage » Mon Mar 23, 2020 1:39 am

As I said in-character, I think the option to infiltrate the security team gives us the most paths to success; If that isn't a popular option, I think hitting him on the road is our best choice.
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Re: William Tack: what to do?

Post by Ndreare » Mon Mar 23, 2020 5:25 am

Freemage wrote:
Mon Mar 23, 2020 1:39 am
As I said in-character, I think the option to infiltrate the security team gives us the most paths to success; If that isn't a popular option, I think hitting him on the road is our best choice.
I like the infiltrate option, because if it fails we can recover to brute force.

But there other brute force options if they fail we have no fall back.
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[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
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Venatus Vinco
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Re: William Tack: what to do?

Post by Venatus Vinco » Mon Mar 23, 2020 5:05 pm

Voted for Infiltrate, like Rob said if we fail we can still shoot out way out after that.

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Re: William Tack: what to do?

Post by Snake Eyes » Mon Mar 23, 2020 6:11 pm

Mob rule. Infiltration takes the cake. I'll start working on the post now.
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