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Murder on the Victorian Express (OOC)


Supercape

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Posted

Not bad. It will take some time, of course, but we aren't exactly in melee!

Various tittle tattle in all the carriages, dresses, money, jewelery, books, etc. Feel free to ad lib these. If you are searching Ms. Wells or the victims beds, lots of books on advanced physics and engineering.

Ramsteins quarters: Several changes of clothing, including a Sihk turban. An extremely well made steam-powered revolver (Knowledge: Tech DC 20 to examiine it more closely), a few books on local (Indian) history, some sporting stuff.

Drumbridges quarters: Lots of books on engineering. A letter hinting he may have considerable financial problems at home, after investing in a company that was wrecked by the Luddite movement.

Willowbreak: Hunting gear, including a magnificent antique shotgun and a few small firearms. A few love letters to his lover. And a few from his wife. Probably the wealthies of the three in terms of the stuff he has.

Let me know if you are looking for any other compartments, but nothing particularly of interest. The three suspects are as above (along with the two Sihk men in second class).

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Posted

It would be mondo-awkward to run out to borrow money and run back in. Do I need to make any rolls to say "I left my money pouch in the other room, but I promise I'm good for it, and someone can even make sure I pay up"? That line's probably a bit hokey, but still.

Posted

Personally, its too cool not to do a Casino Royale scene.

Plus, benefit: aristocrat plays here. Fenris just has that "air" about him.

He is good for credit. Just act aristocratic in your post and you can pull some credit on the grounds of being a gentleman!

Posted

Right im simply going to have to award Fenris an HP for being so utterly cool!

As for the gambling itself, Knight D, its going to involve a bit of artistic licence on your part...

The pertinent skills are Bluff and Sense Motive, ill match them against Ramstein - the other characters are fluff.

Of course you are welcome to try and cheat (sleight of hand), or other stuff too. However if you are going for some straight forward gambling (over several hands), could you make Bluff and Sense Motive rolls.

Posted

Ok, Ramstein is using the Exemplar Archetype from Worlds of Freedom (the steampunk chapter)

Setting 2 points of variable power into Bluff.

1d20+12=16 for Bluff, so you pip him.

1d20+7=19 for Sense motive, so he reads you.

Its a draw, you both get the drop on each other. Ill post on that, but feel free to also post on Fenris cards etc.

On that note, you can also make a Notice Roll vs DC 25.

Posted

Nope! as previous post lost in the midst of time and well worth reposting!

[ Engine / Driver ]

[servants quarters / bed ]

[Kitchen / Scullery ]

[Lounge] - 3 Scents in here

[1st Class cabiins]

[2nd class cabins]

[2nd class cabins] 2 scents in here.

[brit Machine equipment, murder scene] - you are here at the moment.

[brit Machine itself]

In other words, Carrie can easily reach 1st class cabins without crossing into Lounge.

Posted

Its probably a new roll.

However, advance warning here - the second class cabins are cramped, and people will be in them. A stealth roll would be in order for searching. Ill throw in a +2 modifier for 2 dimensional form, but it ill make it DC 20 to avoid being noticed.

Posted

NO problemo!

The second class carriages are full of all sorts of tittle tattle.

The two Sihks have a small compartment together. There is a lot of books written in Punjabi (I am guessing Carrie cant read that) and some religious paraphenallia.

Some clothes which have ripped. Not much more you can tell from that without Investigate skill.

  • 3 weeks later...
Posted

Right now, the only reason we have for thinking that Thugees fired those gunshots is that Willowbreak said so. How far can we trust that man? Be that as it may, gunshots were fired, and Jube is going outside for recon and general intelligence-gathering. We still don't really know much of anything about what's happening here, so caution is called for...

Posted

there is indeed a small horde (a good dozen or more) of Thugee's outside the train, fighting four Indian cunstables who have holed up and are outgunned

Incidentally, the train is currently STATIONARY, and has been since the murder, for purposes of "inspection". Its not that it cant move, its just that it has been on lock down so to speak.

Posted

Jube will (try to) disarm the Thugees and generally stop the fighting. Hopefully everyone involved speaks English; once the fighting is over, Jube will ask both sides what the heck was going on here.

Should I roll for Disarm, or shall we assume that a speedster can just naturally take the guns away from a bunch of normal humans?

Posted

Thats a tricky one, Cubist - I am inclined to say yes on the principle of saying yes in principle! however, I am going to let that decision perculate a day or two so I will get back to you on it... sorry for uncharacteristic indeciveness. It does have plot ramifications...

Posted

Disarm isn't really a function of Speed though, is it? It goes off your Strength; that is, how firm your grip on your weapon/device is. I mean, yeah, in comics and stuff they often disarm mooks. But, I guess I maybe wanted Fenris to have a chance to contribute to the encounter as well. :?

Posted

I'm actually okay with making a roll to Disarm, so what the heck; I'll roll, and if the roll turns out to not be needed, I only wasted a little time. [shrug] Core rules say that Disarm needs a standard attack roll, so Disarm roll vs Thugees (1d20+12=30). And since Jube is doing this whilst Timeshifting, his STR is 18.

Posted

Ok there are twenty thugee outside. I wasn't necessarily planning on a war, so to speak, but heh, lets wing it!

They are minion cultists armed with rifles (And knives).

You can take 10 and automatically hit, no problem. The disarm is your damage (DC 22, I presume you are using claws!) vs Opponents Strength (+1).

THis makes it pretty likely you will disarm said thug, in fact, I am happy to fudge this.

The issues is disarming all twenty of them! :?: How to resolve that...

Posted

The Disarm rules say that you get to take custody of the weapon you're disarming if you're doing an unarmed attack, and that's what I want to do -- no claws, thanks. This means Jube is using his STR of 18 in an opposed roll against the target's STR, and that gives him 1D20 (base roll) +4 (STR modifier). So one way to handle it would be for Jube to Take 10 on all these rolls, which gives him a 14, and roll for each Thugee individually -- this is as simple as telling Invisible Castle that you want to roll your dice X number of times, like so -- and Jube succeeds in taking the weapon away from any target whose roll is 15 or higher (ties go to whoever has the highest STR modifier, and you've just stated that the Thugees have a STR modifier of +1 apiece). Do we really want to mess around with Hero Points? Whatever works to get thru this in a quick and clean manner, is okay by me.

Posted

Its more a case of disarming 1 / round and then having each thugee fire back at you every round... that could end up being a lot of attacks at least twenty (using the power of fudge).

Are you ok with that?

I dont want to get into massive rolls on this - partly because by strict maths Jubatus would be facing an average of something like 270 rifle shots by my calculations (disarmig 2 thugee every 3 rouns on average). M&M is not built well for mass combat, I would rather just use handwavium and say the thugs are spread out, there is a lot of cover, and say Jubatus will face 20 attacks in the course of his disarming, if you are agreeable with that.


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