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Golden Gloves (OOC)


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  • 2 weeks later...
Posted

Luke knows the Southside Palace, and knows the rumours it is controlled by mobsters. 

 

Can maked a DC 15 Streetwise check

 

Spoiler

Rumours are true!

 

DC 20 Streetwise

 

Spoiler

Currently, a filthy mobster called Blowfish is running the joint, moving in after the previous mobster had an accident with a shotgun. 

 

DC 25

 

Spoiler

The Southside Palace currently has a massive store of gold in its vault, which Blowfish is trying to legitimise through money laundering. 

 

 

 

 

Posted

24!  Hehe that makes me dread for future combat rolls, given Luke's luck, but there you go :)  

mmm he also need to invest a few more skill points in his next update.

  • 2 weeks later...
Posted

If he succeeds in making eye contact with the thug, Luke is gonna use a bit of a magic trick to help intimidate him, infusing his gaze with some sane primal fear: (Emotion Control 9 (Feats: Mind Blank, Subtle). 

 

A part from that, he is trying to bluff the guard

With a 20! that +10 is 30. Woah...

Mmm... I definitely should have thought of a stronger excuse to fit the roll.

Posted (edited)

Could you throw me a Notice roll? DC 15

 

And also a straight CHA roll DC 10, to ingratiate yourself with the bartender. 

 

 

Edited by Supercape
Posted

Nightscale is going to check if there is a reasonable way for him to just pry the vault open. The best he can get is Strength 28 and Super Strength 5.

Otherwise I think just see if there is anything in the room he can use to incapacitate the brawling gangsters.

Posted

Thats enough to rip open the door but not without drawing everyones attention. 

 

The room itself has lots of alcohol but not sure what you had in mind for incapitating the gamblers?

Posted

Well Luke is gonna hero-point an area snare and try to contain the mobsters so that he can work on the vault. 

Chains of Greed - Snare 9 (Extra: Area[Shapeable]) 18 PP 

 

If most are snared Luke will also try to force the vault open.

Posted (edited)

Nightscale - Unharmed - 3 HP

 

Im going to fiat that in yer favour, as the goons are all preoccupied and tied up in the fighting. As none of them are more than PL 5, they all get snared. That said, they will eventially break free :)

 

But Im too lazy to keep track of eight snares toughness and breakout rolls.... !

Edited by Supercape
Posted

Wow. Luke is having a very unusual luck for his standards in this thread. Hopefully that's not a sign of things to come. 

- 30 (Stealth) to get closer

- 29 (Touch) to hit the power pack. 

 

And this is the power: 

 

Transform 9 (Broad group into one result [Inanimate Objects into Gold]. Flaws: Distracting, Range [Touch])) {18PP/24PP}

Posted

Aweome rolls!

 

Now lets see if Gibbons can avoid the transform with a DC check

 

[url=https://orokos.com/roll/984074]Reflex[/url]: [u]1d20+6[/u] [b]14[/b]

 

Nope! the Exoskeleton is turned to gold! (until you drop sustained effect)

 

However, on the down side, the suit has (or rather, had) an electric defence system (Stun 5 Aura)

 

So thats a DC 15 Fortitude Save or stunned!

 

If you are stunned, DC 19 Concentration check to avoid the Transform dropping. 

Posted

Its chase time!

 

To start off, lets have a DC10 Escape Artist Check to squeeze through. If you cant make that, Grabber will be out of eyeshot. 

 

DC 20, and you can start making ground catchiung up as you pop through like a greased eel. 

 

Anything else, the chase will continue topside. 

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