Supercape Posted July 26, 2011 Author Posted July 26, 2011 I am going to throw you a minor ethical conundrum here. Monsieur Verdoux and the restaurant want to keep things fairly quiet and "Noise" down to a limit. How much does Marceau want to call the cops in, interrogate the Don in the restaurant? how much does he want to keep the restaurant running and free from Mob interference? And how much would he like free meals at the restaurant and a contact there? ALl this is up to you and for you to hook into future threads if you so wish (not just with me of course!)
Ari Posted July 26, 2011 Posted July 26, 2011 Going to keep this on the low-down for now, I guess, to provide a better chance of catching the Silencer due to him thinking nobody took him seriously as a threat.
Supercape Posted July 27, 2011 Author Posted July 27, 2011 For interest, I have done a wiki page for Aliments Avenir! As always, feel free to edit if you disagree with any of it!
Ari Posted July 27, 2011 Posted July 27, 2011 I see no problem with it. Thanks for writing it up. Should I make a Diplomacy roll to try and convince the Don of the validity of Marcy's plan? Or how are we doing this? If it's a Diplomacy check, here's King's: 23.
Supercape Posted July 27, 2011 Author Posted July 27, 2011 Good call OK according to the rule on diplomacy thats enough to shift him from unfriendly (his current position) which is wishing you ill (get out of my face, but wont attack or put himself in any risk), to indifferent (act as socially expected). Its just off shifting him to friendly, so Ill give you the benefit of the doubt, putting you at the higher side of indifferent. You certainly have his ear, but not his trust or goodwill.
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Rene using artificer feat. Power Supersenses 2: Hearing counters obscure (silence) Design Check DC 12 Taking 10 and a -5 penalty, automatically succeeding and taking 1 hour. Construction Check taking 4 hours. 1d20+14=28 easy for DC 12 Rene will have a gift
Supercape Posted August 5, 2011 Author Posted August 5, 2011 Ok first off, for prosperity, make your master plan roll (using knowledge tactics skill) Secondly, a notice roll DC 25.
Ari Posted August 5, 2011 Posted August 5, 2011 Master Plan Roll: 34. Notice Rol: 11. With your permission, I'll spend a HP to re-roll: 18, +10 from HP-expenditure=28.
Supercape Posted August 5, 2011 Author Posted August 5, 2011 Of COurse! First Off master plan: will give a +3/+3/+3/+2/+1 bonus to skill and attack rolls (for those rounds). Nice. Secondly, the notice roll will spot a Customer carrying a briefcase with a flashing light on it (silent). It some kind of booby trap.
Supercape Posted August 7, 2011 Author Posted August 7, 2011 Ok I will give Silencer +2 Situatuation Bonus - he is actively staking out the Joint from a good position. 1d20+12=19 But really, he never stood much of a chance against that stealth roll. You have the upper hand.
Ari Posted August 10, 2011 Posted August 10, 2011 Do I need to make a Notic cjeck to see the Silencer coming towards the Aliments? Or are we just assuming I can see him no problem?
Ari Posted August 10, 2011 Posted August 10, 2011 SC, would it be possible to swing into the Silencer's back(using comic book physics to keep from killing him) using the grapple gun? Or, say, grabbing him with it and tying him to a streetlight?
Supercape Posted August 10, 2011 Author Posted August 10, 2011 The first would be a straightforward charge attack, with the element of surprise. The second, I am not quite so sure. We could handle it as a charge / grapple if you want to actually grapple him. But you seem to want to use your grapple line to actually snare him? Mechanically that would be stunting a snare off your grapple line, which would be pretty ineffective (although possible).
Ari Posted August 10, 2011 Posted August 10, 2011 Alright, I'll go with the charge attack. Should I roll initiative?
Supercape Posted August 10, 2011 Author Posted August 10, 2011 For prosperity yes, although you have a surprise round. May be worth you familiarising yourself with house rules on charge (I know I will be! )
Ari Posted August 10, 2011 Posted August 10, 2011 It sure will, I can barely recall how the regular rules work at best of times. Thank God for pdf.s. Anyway, initiative! 22. For surprise round, I Charge the Silencer. Attack roll(unarmed): 24+2 for Charge bonus makes it 26.
Supercape Posted August 10, 2011 Author Posted August 10, 2011 ok House Rules Charge (Standard Action): Charging allows you to move and attack in a single Standard Action. You must move at least 10 feet and may move up to your normal speed. You must stop as soon as you are within striking range of your target (you can't run past the target and attack from another direction). After moving, you may make a single melee attack, with a +2 attack bonus. You suffer a –2 Defense penalty for 1 round (until your next action). All sounds good to me. So, as you also have sneak attack feat, and its surprise, its a DC 21 Toughness save for the Silencer. The poor flat footed guy only has +4 Toughness... 1d20+4=5 .... Well, I think I will let that stand! Best laid plans and all that. After the bad rolls to begin with, and all the careful preparation, yeah, lets give the King of Suits one devastating carefully laid out charge. KNOCKOUT! Post away IC (your action anyway, Ill post the Silencers final dazed reaction)
Recommended Posts