Supercape Posted December 7, 2018 Author Share Posted December 7, 2018 Knowledge (Streetwise) DC 15 Frank Fish is a rumoured crime boss, nicknamed "Blowfish" DC 20 info on request! Link to comment
Supercape Posted December 7, 2018 Author Share Posted December 7, 2018 http://www.zbrushcentral.com/attachment.php?attachmentid=30470 for Mr Frank Fish! Link to comment
RocketLord Posted December 7, 2018 Share Posted December 7, 2018 Knowledge [Streetwise], cus of Eidetic Memory: 1d20+5 = 16 Link to comment
RocketLord Posted December 10, 2018 Share Posted December 10, 2018 Robin's trying to push the detective's hand and gun up, so he'll shoot into the sky again. What check do I need to make? Link to comment
RocketLord Posted December 15, 2018 Share Posted December 15, 2018 Stealth roll: 1d20+2 = 13 Link to comment
RocketLord Posted December 18, 2018 Share Posted December 18, 2018 The moment any of the men turn a weapon on them, Justice will take a shot at them as a prepared action. Rolling prepared attack roll for that now, just in case, and to make posting smoother: 1d20+9 = 23 DC20 Toughness if shot is made, and it hits. Link to comment
Supercape Posted December 18, 2018 Author Share Posted December 18, 2018 Sure lets use that, but hold that action for a bit of banter. One point of clarification; if they move as a group, any particular target? Link to comment
RocketLord Posted December 18, 2018 Share Posted December 18, 2018 The Wall's a priority target. Link to comment
RocketLord Posted December 18, 2018 Share Posted December 18, 2018 Bluff: 1d20+8 = 19 Link to comment
Supercape Posted December 19, 2018 Author Share Posted December 19, 2018 Probably worth a diplomacy roll from Justice. Kidd will go along with any plan - the Wall is another matter (And he may seem to go along with you rather than actually do so!) Link to comment
RocketLord Posted December 20, 2018 Share Posted December 20, 2018 Diplomacy: 1d20+8 = 28 Link to comment
Supercape Posted December 20, 2018 Author Share Posted December 20, 2018 Could you throw me a Knowledge [Behavioural Sciences] Check? DC 15 will give you +2 bonus in taunting later, DC 20 will give you a +5 bonus. Link to comment
RocketLord Posted December 20, 2018 Share Posted December 20, 2018 1d20+5 = 7 And there my streak ended, oh well! Link to comment
Supercape Posted December 24, 2018 Author Share Posted December 24, 2018 I'm going to suggest a scene cut to next day unless you want to play out the conversation more. If that works perhaps a gather info roll? We can cut to the singer's haunt Link to comment
RocketLord Posted December 27, 2018 Share Posted December 27, 2018 Works for me, I'll just do a last post for this day. Gather Information: 1d20+8 = 22 Also, do you mind if I use the new update that got approved and updated for Justice from this point on? Just so I won't have to remember the old profile. Link to comment
Supercape Posted December 27, 2018 Author Share Posted December 27, 2018 No problem. Thats kind of the default procedure here - its really impossible to keep track of "old sheets" in threads. For myself, I usually give the heads up if PL shifts just to alert the GM (it might mean a small shift in difficulty) - or when something really pertinent shuffles in the sheet (such as being an underwater thread and gaining immunity to drowning!) Link to comment
RocketLord Posted December 27, 2018 Share Posted December 27, 2018 Well, PL has increased by 1, with DC, Accuracy, Toughness and Defense following suit. Aside from that, the only big change is a new melee attack power. Link to comment
Supercape Posted December 28, 2018 Author Share Posted December 28, 2018 For the pat down, could you throw me a sleight of hand check vs the bouncer who takes 10 to get 10 on his search roll. Link to comment
RocketLord Posted December 28, 2018 Share Posted December 28, 2018 No sleight of hand, I hope that a Dex check can do in place of it! 1d20+2 = 17 Link to comment
Supercape Posted December 28, 2018 Author Share Posted December 28, 2018 It can indeed! Link to comment
Supercape Posted December 30, 2018 Author Share Posted December 30, 2018 Sneaky sneaky! The lock(s) are DC 20 to pick. Given its all a bit tense, taking 10 or 20 will not work! Link to comment
RocketLord Posted December 30, 2018 Share Posted December 30, 2018 Disable Device: 1d20+11 = 20 Link to comment
Supercape Posted December 30, 2018 Author Share Posted December 30, 2018 Click! Open Sesame! Justice can enter the backstage area. Amber is drinking her wine and the three piece band is smoking, relaxing, or drinking as you see fit. You may, depending on how bold you wish to be, and/or how close you want to get unseen / unheard, wish to roll stealth - DC depending on how close you want to get but fairly low as everyone is relaxed and drunk. (e.g. DC 10 to get within whispering range of Amber without anyone seeing, DC 15 to approach her from behind and slap her face with a frozen kipper...or something...) Link to comment
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