angrydurf Posted October 4, 2018 Author Posted October 4, 2018 Feel free to chat amongst yourselves more before checking on the NPCs just making sure we keep moving.
Amelia Posted October 5, 2018 Posted October 5, 2018 I'm basically waiting for the others to clear the bystander out of the office so I can get a snack and start reading the gang leader's mind through his blood.
Amelia Posted October 6, 2018 Posted October 6, 2018 Here's some rolls to save time. You can always toss 'em out if the next couple of IC posts invalidate them somehow. He'll be using his blood-based Super-Senses (Postcognition) and Mind Reading powers. Notes on Postcog from UP: You can make Notice and Search checks to pick up on past information in an area or from a subject. The Gamemaster sets the DC for these checks based on how obscure and distant in the past the information is, from DC 15 (for a vague vision that may or may not be accurate) to DC 30 (for near complete knowledge of a particular past event as if you were actually present). If required: Notice check: 16 Search check: 10 Mister Strix's Mind Reading effect has -Requires Grapple, but his target is unconscious, so he automatically wins that check. Here's the Mind Reading check: 16. If I'm allowed to coup-de-grace (the Mind Reading effect isn't Perception-range, it's Touch-range, it requires an attack roll, so a case could be made), then it's an automatic critical for 21. Regardless, the gang leader opposes that check result with his steadily-increasing Will save. He's doing a mind probe. If I won the opposed check, then I get the answer to one question I ask the GM. Since the Mind Reading effect has a duration of Instant (Lasting), the victim gets a new save every round to kick me out, with a cumulative +1 bonus per round. Each round he doesn't kick me out, I get another question.
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 Just gonna doa batch of resist mind reading rolls adding one as it goes. 12, 6, 19, 6, 10, 15, 5, 15, 20, 11 Alright that'll increment up to 12, 7, 21, 9, 14, 20, 11, 22, 28, 20 You have the higher mod so tie goes to you That'll be 7 questions. Post cog is a bit scattered. There are alot of flashes of minor violence and theft but it's all layered over with the haze of pretty extensive drug use. Mostly stimulants leading to an overall narrative of a tarantino directors cut. Salient points you can pick out are a pair of yearbook pictures from High School 005. One is of the girl in the other room, the other a slightly younger boy not looking at the camera and clutching a battered backpack covered in what look like some kind of military patches but no recognizable insignia just machine embroidered serial numbers woven through that memory is the scent of gasoline. Also an address of a warehouse down near the Rook Island terminal. It's harder than usual to pick out how recent and what order those memories come in.
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 Sam, something, troublemaker gonna start snitching to the cops
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 His dealer frankie set up the deal but isn't the person paying.
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 There's a flop house on the edge of Hardwick Park he works out of when he's not street hustling.
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 Brother, special needs (his memories use the much less appropriate term) kid saw too much.
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 He has an apartment building but no apartment number, seems to be part of why they went after the girl first.
Amelia Posted October 6, 2018 Posted October 6, 2018 6) Why do you smell gasoline when you think about the boy?
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 plan was/is to cover their tracks buring the building down.
Amelia Posted October 6, 2018 Posted October 6, 2018 7) What's the significance of the warehouse near the Rook Island Terminal?
angrydurf Posted October 6, 2018 Author Posted October 6, 2018 That's where they're supposed to go to get their payout.
Amelia Posted October 10, 2018 Posted October 10, 2018 I think the three of you can go ahead and keep talking amongst yourselves. I kinda doubled-up on posts last "round" as it was, and I think I'm outta stuff to talk about until you get back. So don't wait on me, just keep posting!
Amelia Posted October 11, 2018 Posted October 11, 2018 (edited) Heh. Nevermind. I came up with something to post after all. Using Extra Effort to power-stunt Super-Strength 9 as a temporary alternate power on the main array. Quote BREAKING OBJECTS If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively. This requires a full-round action. Instead of rolling, assume the object’s Toughness save result is equal to (5 + Toughness). Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way). If your damage bonus is equal to the object’s Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically. (Str +8) + (Super-Str 1) + (Stunted Super-Str 9) = 18 Steel is Toughness 10. 18 is "5 or more" than 10, so he's temporarily got what he needs to destroy beyond repair every weapon he can find on the gang. Edited October 11, 2018 by Grumblefloof
Amelia Posted October 25, 2018 Posted October 25, 2018 (edited) Mister Strix will burn a Hero Point to get rid of the Fatigue from the Extra Effort. Then he will attempt to use his Mind Control power on all nine thugs. Mind Control checks (opposed by Will saves): 26, 18, 25, 22, 18, 27, 19, 9, 19. I rolled raw dice and added his power rank manually after the fact, because I needed (1d20+8)x9, not (9d20)+8. The effect has a duration of Sustained (Lasting), so it persists even if he swaps to another AP in the same array, and anyone who fails the save gets a new save for every interval that passes on the Time Table, with a cumulative +1 bonus. So the next save happens in 1 minute, then again in 5 minutes, then in 20, then in an hour, and so on. Depending on their Will save and how they roll, it's entirely possible that they'll be following his last command for weeks or months to come. The effect is Distracting, so if any of them successfully save and decide to attack him, he won't have his dodge bonus. Mister Strix will also attempt to Intimidate the thugs as a group. Intimidate check: 25. Edited October 25, 2018 by Grumblefloof
angrydurf Posted October 26, 2018 Author Posted October 26, 2018 I'm going to call that good enough these are not exactly the iron will types to start with. Also for reference orokos will do that if you enter it as 9#1d20+8 for future rolling. I end up needing to use it alot on big fights with minions.
angrydurf Posted October 27, 2018 Author Posted October 27, 2018 give me notice checks for the approach and trip upstairs to her apartment. the mother has clearly passed out from booze and pills, possibly harder stuff given some of the paraphernalia on the table. Feel free to describe your methods of conveyance to get over to the apartment I just moved things forward to keep it moving.
KnightDisciple Posted October 29, 2018 Posted October 29, 2018 Notice Check: 14. Going to save my HP but hoboy that hurts.
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