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Three Days of The Gecko [OOC] (Closed)


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Posted

As far as Geckoman can tell, this guy would make a really lousy liar, if he even tried. Which he isn't.

  • 2 weeks later...
Posted

Geckoman has about 2 rounds before someone drinks the tainted cola. The 3 vendors are moving in 3 different directions, getting farther from each other all the time. With Swinging and/or Acrobatics tricks, he can probably close into melee with two of them in time, but the 3rd will be too far away for that. Some Surging will probably be in order.

Posted

Ok, cunning plan.

Move action: Swing up above the crowd.

Free Action: "Stop, innocent drinks vender No. 1and FEEL JUSTICE!"

Standard action: Throw smokebombs at Vender No. 2

Surge: Throw at Vender No. 3

That work?

Posted

Talking is a free action. :P

As I've just landed in front of him, I shouldn't need to do much to stop him so I'll just land beside him and quip as a free action.

Posted

I'm gonna rule that a simple Free Action to talk isn't gonna be enough for that. You'll have to take a Standard Action to Bluff him (or a Move Action at -5). Or a Standard Action to knock his drinks over. One of the two.

The rest sound fine.

Did you mean to imply that you were throwing smoke bombs at both of the other vendors?

Posted

That works. I did say 2 rounds. A kid in tights swinging out of the air next to him tossing smoke bombs around is going to at least get his attention.

I know area attacks are usually auto-hit, but in this case, I want you to make me a ranged attack roll for each smoke bomb. DC17. That includes a -2 circumstance penalty for moving targets, and range penalties - they're out at the edge of your throwing range.

Have a Hero Point for being jerked around by the GM. And next round, don't forget that the drinks are poisoned at the source. You've got 5 targets - 3 mobile vendors, 1 stand, and 1 suspect.

Posted

Technically, you'll spend one of your older HPs, since you can't spend the one you just got on the very setback that earned you the HP in the first place. But I'm being needlessly pedantic. (No, you can't have another HP for that.)

Posted

Technically, you'll spend one of your older HPs, since you can't spend the one you just got on the very setback that earned you the HP in the first place. But I'm being needlessly pedantic. (No, you can't have another HP for that.)

Quiet, you. Or you'll feel the wrath of the GECKOFIST

EDIT: To keep track, I'm at 1 HP. Gimme more.

Posted

You have Luck. You started with 2. You popped 1 for the Interpose feat, then got it back for suicidal bravery. You just got 1 and spent 1 at the ballpark. You should be at 2.

  • 2 weeks later...
Posted

Normally, it would be. However, one of those Notice checks I had you make back in the day covered that, because I forgot that Survival was the Track skill.

Posted

He grabbed the hot dog. Does he do anything with the soda cup?

Investigate isn't an untrained skill. It's a DC15 check to properly collect and store evidence. If you burn a HP for Beginners Luck, the +5 ranks will let you take 10 and pass the check. If you don't, you automatically fail, and any subsequent Investigate checks to analyze the evidence you tampered with will suffer a -4 penalty.

Posted

I'll suffer the -4. Why would he carry proper evidence bags?

You won't suffer the -4 penalty. Raven, and the technicians in the crime lab, will.


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