Ari Posted February 12, 2011 Author Posted February 12, 2011 Activating Boost. Climb Check, DC 20, (17+7) = (24) Outstanding!
Ari Posted February 13, 2011 Author Posted February 13, 2011 Another Notice check, DC 20. (9+7) = (16) Darn.
Ari Posted February 13, 2011 Author Posted February 13, 2011 Wisdom Check, DC 18. (20+7) = (27) Great! Marceau will track the original thief, rather than the maybe-accomplice, and as the check was successful, his choice will be the right one.
Ari Posted February 16, 2011 Author Posted February 16, 2011 Notice Check for any routes a moderately athletic human could use to get to higher ground, DC 16. (20+7)=27 Brilliant. He sees the flagpole lacking snow above him.
Ari Posted February 19, 2011 Author Posted February 19, 2011 Stealth Check to sneak into the house undetected, DC 20, (11,10) = (21) Superb, Marcy isn't noticed.
Ari Posted February 19, 2011 Author Posted February 19, 2011 Notice Check, DC 18. (1,7) = (8) Dang, well, Marceau closes the door on his fingers(thank Heaven for gloves, eh?), alerting Mr. Larceny of his presence.
Ari Posted February 24, 2011 Author Posted February 24, 2011 For combat purposes, the Foe is a taken from the 'Thug' archetype in the Core Book. Changes: Removed Feat 'Equipment', replaced it with the power Strike 2(Magic Sword), Knowledge(Magic) 4, +5 to INT. Intiative: King of Suits : 17 Stranger : 9 Combat begins.
Ari Posted February 24, 2011 Author Posted February 24, 2011 Marceau's Attempts a Ranged Pin. (11,5) = (16) Stranger's Reflex, (18,1) = (19) Stranger's Attack, (18,2) = (20) Marceau's Defense, (17,4) = (21) End of Round One.
Ari Posted March 5, 2011 Author Posted March 5, 2011 Marceau's Ranged Pin attempt, (11,5) = (16) Stranger's Defence, (20,2) = (22) Stranger activates the blue orb in the living room(the place with the shunted aside furniture). GM fiat: both teleported back to the Hallway World(no HP awarded because frankly that'd be pointless). end of Round 2.
Ari Posted March 7, 2011 Author Posted March 7, 2011 KoS's Dip. attempt: (2,5) = (7) WHY DO YOU DESPISE ME SO, DICE? Strangers Sen Mot. Check: (19) = (19) SERIOUSLY, WHY??
Ari Posted March 9, 2011 Author Posted March 9, 2011 Combat Round One: Initiative. KoS:(19,2) = (21) Stranger:(1) = (1) So, Marceau will Activate his Array and do a basic Grapple Attempt. First the Attack, (16,5)= (21) Stranger's Defence, (5,2) = (7) Marceau Grapple Check, (17,17) = (34) Stranger Opposition Check. (8) = (8) Round One end. Stranger is Bound. Marceau's Intimidate Check: (17,5) = (22) Stranger's Will Save. [16,-2] = (14)
Ari Posted March 12, 2011 Author Posted March 12, 2011 The King of Suits attempts to peer past the Stranger's veil of submission for any hidden plots, Sense Motive check, (14,2) = (16), no guarantee of success, though. The Stranger's Bluff: (6) = (6). Woohoo! the dice smile upon me!
Ari Posted March 15, 2011 Author Posted March 15, 2011 KoS does a Dip. Attempt to get Wolfgang to help him find his accomplice, (13,5) = (18) Wolfgang's Sense Motive check, [6] = (6) Success for KoS.
Ari Posted March 21, 2011 Author Posted March 21, 2011 KoS's Stealth attempt, to get away from Wolfgang without being noticed. (2) = (2) Darn. Wolfgang's Notice check. (3) = (3) What the blazes? COMBAT BEGINS!! Initiative Checks: KoS:(4,2) = (6) Wolf:[13,1] = (14) Wolfgang ATTACKS! Forms his mage-blade and swipes: (10,2) = (12) The KoS's Defence! (14,4) = (18) The KoS Attacks! after activating Array. (14,5) = (19) Wolfgang's Defence. (10,2) = (12) The KoS hits. I'm going to go with the 'one hit KO for mooks' system. END COMBAT. Wolfgang down, Marceau Used HANDCUFFS.
Ari Posted March 24, 2011 Author Posted March 24, 2011 Marceau's Stealth check, DC: 10 (1,10) = (11) Huh, that was close. The KoS switches to Super-Strength and shifts a dumpsters in front of the thieves only viable escape route. Notice check to see an open window on the second floor. DC is 5. (1,2) = (3) Bah! Finally, Stealth check(DC 12) to avoid notice by the thieves in the warehouse. (20,17) = (37) Critical Success! Marceau is not noticed whatsoever by the thieves and they don't hear him when he calls for the police.
Ari Posted March 31, 2011 Author Posted March 31, 2011 Master Plan check, DC 10, as per usual, (4,2) = (6) Well, darn. Stealth Check, DC 12 to slip into the warehouse unnoticed. (11,10) = (21) Well, that's a relief.
Ari Posted April 1, 2011 Author Posted April 1, 2011 Dexterity check to throw the Concealable Microphone near enough to pick up what the thieves are saying, DC 10. (10,7) = (17) Huzzah.
Ari Posted May 21, 2011 Author Posted May 21, 2011 Master Plan check, DC 10 as always (11+7) = (18) Excellent! KoS's Stealth check, (7+10) = (17) +2 due to Master Plan so 19. The Thug Minions' collective Notice check(gonna get this moving along, staid still long enough!) (15) = (15) Great! Now the Acrobatics check, DC 10, to get closer to the table. (2+6 = (8) +2 due to Master Plan so 10. Activates Empowerment Array. So, within attack distance, so Marcy strikes! Initiative rolls will be collective for thugs to save time. Thugs: (4+1) = (5) Kingy: (2+7) = (9) +2 " " so 11. Surprise Attack aiming for Thug #2(Larry). (18+5) = (23) +2 " " so 25. Defence for Thug #2 is negated by 2 due to surprise, so (18-2) = (16) still one-hit K.O. for minion-level enemies, so blue hair is down. Takedown Attack on Thug # 1(Mike): [10,5) = (15) +2 " ", so 17. Defense for Mike: (1+2) = (3) Still surprise attack, so 1. Down. Takedown for Thug #3( Jonas) (6+5) = (11) +2 " ", so 13. Defense for Jonas (18) = (18) Misses. Jonas strikes at Marcy with his sword of magic(K?). (16+2) = (18) Marcy's defence is (13+4) = (17) +2 " " so 19. Misses. Thugs 4-8 Attack. Thug #4(Charles 1): (19+2) = (21) Marcy Def: (11+4) = (15) +2 makes it 17, still hits, so Damage DC is 17. Now for Toughness on Marcy's part:(16+10) = (26) +2 makes it 28, huzzah! Thug #5(Raphael) Strikes :(9+2) = (11), and Marcy's Defense, (1+4) = (5) +2 makes it 7, hit. Damage DC is 17 and Marcy's Toughness: (4+4) = (8) +2 makes it 10, KoS is now Bruised(1). Thug #6(John)'s Strike (5+2) = (7), and Marcy's Defense is (9+4) = (13) +2 makes it 15 due to Master Plan so miss. Thug # 7(Adrian) attacks (2+2) = (4), Marcy's Defense (17+4) = (21) +2 due to Master Plan is 23 so miss. Finally, Thug #8(Paul) attacks with (13+2) = (15) and Marceau defends with (10+4) = (14) +2 makes it 16 so a miss. Thus endeth ROUND ONE. KoS: Bruised (1). Mike: Out Cold. Larry: Out Cold. Jonas: Active. Charles: Active. Raphael: Active. John: Active. Adrian: Active. Paul: Active.
Ari Posted May 26, 2011 Author Posted May 26, 2011 Also, I should mention that any suggestions, criticisms and corrections on points of the rules, wrongful appraisal of the background of the campaign setting or just random facts I ought to be aware of are appreciated and encouraged. Anyway, Second Round of Combat! Kingy attempts to Intimidate the group of wrong-doers into ceasing the conflict, with a -3 circumstance modifier due to him suffering my poor implementation of his abilities skills and powers in the previous rounds. Anyway, he rolls (17+2) = (19) The Thugs Will Save, collective :(7) = (7) success. So...Combat Ends!
Ari Posted June 1, 2011 Author Posted June 1, 2011 Intimidate check to get the gang to tell Kingy who hired them for the job. (20+5)= 25 Thug's collective Will save: (7)= 7 Success! They inform Kingy of their emplyer's name and nature, but not location due to their not knowing where he is(except Wolfgang that is).
Recommended Posts