Supercape Posted July 3, 2011 Share Posted July 3, 2011 OOC for [urlhttp]this thread. Rene and the King of Suits meet at a little French Restaurant. Coincidentally, Driogano is also there. Or is it coincidence....? Link to comment
Supercape Posted July 3, 2011 Author Share Posted July 3, 2011 To start of Driogana is in the restaurant. Feel free to make a streetwise knowledge roll for that one! Rene would not recognise him. As you have streetwise skill, ill say you recognise him as a mobster, DC 15 to pinpoint who he is. Link to comment
Ari Posted July 3, 2011 Share Posted July 3, 2011 Streetwise, , 6. Darn. Using a hero point to re-roll, result: [url=http://invisiblecastle.com/roller/view/3095122/, plus the 10 from using the hero point makes 19. So, success. Link to comment
Supercape Posted July 3, 2011 Author Share Posted July 3, 2011 Ok, Cant see any reputation rolls for secret ID of King, so leave that. Feel free to make them for Rene (from Reputations thread). Link to comment
Ari Posted July 3, 2011 Share Posted July 3, 2011 Truly? Is Gather Information not the way we're supposed to place the Secret ID checks? I am sorry for the blunder. Anyway, Marcy's Knowledge(History) check comes out to: 12. Huh, so I guess he doesn't recognize him. Link to comment
Supercape Posted July 3, 2011 Author Share Posted July 3, 2011 NO blunder! As I understand it (and we all get things wrong, rules open to interpretation etc), Knowledge rolls can be a reaction (or an action). Gather Information is always an action - and usually one which takes some time (the Connected feat reduces it to a few minutes). Well Informed feat would allow use of Gather INformation as a sort of reaction. So if you see somebody, you could make a knowledge roll to see if you know something about them (in Rene's case, that he is an artist). Gather Information would be - look at that chap there, I'm going to find out what I can about him, call some people up, ask questions, etc. Link to comment
Ari Posted July 3, 2011 Share Posted July 3, 2011 Ah, okay, that makes it much clearer. I'll revise that then, make it Knowledge(Current Events). Link to comment
Supercape Posted July 7, 2011 Author Share Posted July 7, 2011 Notice Roll DC 20 to notice coffee is a little "off". DC 30 for more. Link to comment
Ari Posted July 7, 2011 Share Posted July 7, 2011 Alright: http://invisiblecastle.com/roller/view/3100449/ Dangit. Link to comment
Supercape Posted July 8, 2011 Author Share Posted July 8, 2011 Fort 13 DC Check Please [Fatigue Poison] 1d20+10=15 for Rene Link to comment
Ari Posted July 8, 2011 Share Posted July 8, 2011 8. urgh, have got to increase KoS's blasted exotic saves. Link to comment
Supercape Posted July 8, 2011 Author Share Posted July 8, 2011 Fatigued! –2 to Str and Dex, –1 to attack and defense, and cannot move all out As its a poison, we will both need to repeat that save in a minutes time... we arent in a combat so I will make that somewhat arbitary. Although combat may not be far off... Bear in mind a HP can shake off fatigue. Link to comment
Ari Posted July 9, 2011 Share Posted July 9, 2011 Nah,If I used a Hero Point every time I rolled badly with KoS I'd need...a whole lot of Hero Points, more than I've got. Link to comment
Ari Posted July 11, 2011 Share Posted July 11, 2011 Checks! Diplomacy: 21 Notice: 15 Sense Motive: 19 Link to comment
Supercape Posted July 11, 2011 Author Share Posted July 11, 2011 Couple of rolls here: The Silencer is fairly famous, but could you make a Knowledge (Streetwise) roll for how much you know about him and his mob connection. This can be untrained. 1d20+1=4 for Rene. The ignorant old man! Once thats over with, moving into combat. The Bad News: Surprise round! The Good News: Silencer is without his armoured suit (it would give him away), and furthermore he needs that Surprise round to pull his Weapon. Rene however has danger sense 1d20+10=16 which just kicks in, meaning he can act in Surprise round. Initiative rolls please! 1d20+2=18 for Rene 1d20+6=15 for the Silencer Rene Surprise action will be straightforward, drawing out his magic paintbrush, so we move into normal activity. Could you roll initiative please? :D Link to comment
Ari Posted July 11, 2011 Share Posted July 11, 2011 Knowledge(Streetwise): 6. Darn. Initiative: 21. W00t! Link to comment
Ari Posted July 11, 2011 Share Posted July 11, 2011 Activating Empowerment Array, Switching to Super-Strength and attempting a Grapple attack. Attack:19 Link to comment
Supercape Posted July 11, 2011 Author Share Posted July 11, 2011 Thats a big old miss Im afraid Silencer has a nasty old Defence of 14 Rene up next, using complication: Artistic! going for sub-optimal tactics, to say the least! gaining an HP and painting illusion onto the room as a standard action. 1d20=2 however the picture isn't complete this round... Silencer responds: Move action: Startle King of Suits: Standard Action: Sonic Stun of King of Suits (Shifted +3 DC, -3 Attack) STartle: 1d20+6=14 resist that with highest of Will, Sense Motive or Intimidate (in your case +5) to avoid being flat footed. Stun attack: 1d20+9=12 looks pretty weak... Incidentally, It may be me but I am having a little trouble with King of Suits sheet, e.g. Toughness Save misses out his armoured suit (Which I presume he is without, like the Silencer). So forgive me if I make any mistakes. It lookes to me that King's Defence is +4, +2 flat footed, i.e. if SIlencer manages to startle you, his stun will hit... If it does, thats a DC 19 Fort save - dazed/stunned/unconscious (And gain an hp!) depending on result. Leave rolls to you (and any hp burning!) Link to comment
Ari Posted July 12, 2011 Share Posted July 12, 2011 The issue with the sheet is hardly just yours. Shaen's recently told me I should deeply re-work KoS to make him more efficient. Anyway, here's the the Intimidate counter to the Startle: 25. Natural 20, +5. And Defence: 8. Drat. Link to comment
Supercape Posted July 12, 2011 Author Share Posted July 12, 2011 You dont need to roll defence (I think its an optional rule in Masterminds Manual, but not used here, and I dont think anybody uses it elsewhere ) Your defence is fixed at 10+modifiers (4 in this case) [exception if you are helpless]... so in this case the Silencer will miss! Link to comment
Ari Posted July 12, 2011 Share Posted July 12, 2011 I had no idea about that. Anyway, One quick question: how is the kitchen set up? Where are the doors leading outside, I mean? Link to comment
Supercape Posted July 12, 2011 Author Share Posted July 12, 2011 Personally, I tend to give players a fair bit of leeway in that regard (partially as I have a narrativist rather than simulationist/gamist bent and background to RPGs). As long as you don'd bend, munchkin, or screw with the scene, it can follow your lead. So, I would say a Kitchen probably has three doors: one back door outside, one to the main restaurant, and one to the Larder. If you can come up with anything else plausible, go for it. There will be tables, chopping boards, fridges, kitchen knives, foodstuffs, etc all at your (or the Silencers) disposal! Link to comment
Ari Posted July 12, 2011 Share Posted July 12, 2011 Alrighty, I'm going to spring to the left of the Silencer, and try to blast his gun in half. Attack roll: 15, hope that hits. Link to comment
Supercape Posted July 13, 2011 Author Share Posted July 13, 2011 As per chat, scratch that and going for Disarm? By the way, a disarm is a standard action, so you always have the option of a move action, such as a feint (bluff) or intimidate. Anyway, Disarm Attacks are made as a standard attack (your unarmed in this case? - you could use a ranged attack at a -4 penalty). As normal, you have the option of shifting your attack / DC. If you hit, its opposed rolls, your 1d20+"Damage" of your attack (no actual damage done), versus Silencers Strength which in this case is +2 If you win, he is disarmed, and you have the gun! Bear in mind the drug has left you poisoned, -2 STR and -1 attack/defence (fatigued), so all attack rolls at -1, and your unarmed damage is at -1 too. Link to comment
Ari Posted July 13, 2011 Share Posted July 13, 2011 Understood, yes, going for a ranged Disarm. 24, natural 20 with an additional 4, due to the -4 Attack penalty. Link to comment
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