Supercape Posted January 21, 2012 Author Posted January 21, 2012 DIego Cruz is using the "Gang Leader" Archetype, and is not a minion. He isnt actually a gang leader but the stats suit him and he is from the streets of Mexico. Ill give him Swimming +2 (+4) and Drive 4 (+5) to represent his additional dock / sea experience. His Grapple Roll 1d20+5=24 yer fluffed!
Ari Posted January 21, 2012 Posted January 21, 2012 Alright then, change of plans. Subito will Move All-Out to get into the water before Diego, yelling something like "I'll get it!", and once submerged he'll use his powers to get to the underside of the boat, stop it for a moment while he gets some random nick-nack from the dock bed, and once the engine is shut off so people can get a look at what's going on he'll slip off and bring the random item to Diego, pretending to observers that it was something of the other man's that dropped in the water. Then, once Kris has some window of sneaking aboard, he'll resume his place underneath the boat... That soundd much more sensible in my head somehow.
Supercape Posted January 22, 2012 Author Posted January 22, 2012 Thats all fine by me. Are you actually disabling the ships engines or just stopping it? In any case, post away!
Ari Posted January 23, 2012 Posted January 23, 2012 Wondering if it wouldn't be counterproductive to actually damage the boat. If so that would necessitate repairs(and maybe even cause other problems), while just stopping the boat for a moment to make the guys think something's wrong has the desired effect and doesn't leave too many problems to my mind. I'll go with that.
Ari Posted January 25, 2012 Posted January 25, 2012 Bluff roll to convince Diamond's crew that there's a problem with the yacht's propeller: 12.
Scuffles Posted January 29, 2012 Posted January 29, 2012 Kristin leaps for the boat. It's a 12 foot jump and her normal distance is 10. Acrobatics checks add 1 foot per point above 15. Glow rolls a 19 and just makes it!
Supercape Posted January 29, 2012 Author Posted January 29, 2012 Ok, Subito is fine clinging on underwater. Holding on to the side of the ship, I will say is a DC 5 Strength test (Cruz 1d20+2=8). Its not too hard, but the muscles will ache. If you carry on, I may call for further tests. A failure means extra effort to hold on, or you go overboard! Also, it is cold and both of you are getting splattered by sea water. Ill treat this as a cold environment, so DC 10 Fortitude checks (or -1 CON). 1d20+5=21 for Cruz. Of course, various tricks might help with the above - and you may want to do something else as always, so let me know. :D
Scuffles Posted January 29, 2012 Posted January 29, 2012 DC5 strength check: 20. DC10 Fort check: 19. Kristin auto-hits a DC5 stealth check to find a hiding place on the deck.
Scuffles Posted January 31, 2012 Posted January 31, 2012 Is there a dinghy we can steal at a later time if we need to? Anyway, just to make sure I'm clear, Kristin wants to ignore the cargo ship (and call the heavy hitters on it later) and save the two victims after they're transferred to Diamond's yacht. And she's not bluffing at Diego, if he looks like he's charging the cargo ship she fully intends to throw him in the ocean for Subito to drag back to shore.
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Ok, as you have successfully crept up, you can get a surprise round in (one standard action). Ari: as you are melee, you would need a successful stealth roll (DC 15) to get to melee and attack as a surprise. If you are going for a fight, could you throw in initiative rolls?
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Ok. Diego: 1d20+2=18 However, Scuffles goes first (higher bonus) He is not acting on surprise round, letting the heroes get in, Ari and Scuffles, you are up! The guards have toughness +5 (Body Armour and CON), and are flat footed.
Ari Posted February 6, 2012 Posted February 6, 2012 Moving very quietly up behind the guard on the left, making sure not to be heard... Okay, punching time: 18. As that seems to hit, DC24 TOU.
Supercape Posted February 6, 2012 Author Posted February 6, 2012 1d20+5=6 Take him down! Post away IC. Scuffles, Glow is up!
Scuffles Posted February 6, 2012 Posted February 6, 2012 Glow will raise her telekinetic barrier as a free action, then attack from the doorway and aim for the second guard. Attack roll: 18 That will be a DC22 toughness save if it hits.
Scuffles Posted February 9, 2012 Posted February 9, 2012 I'm going to assume he meant grapple Diego, which is what I was thinking Glow would do too (telekinetic grapple of course). Assuming Heraldo makes the tackle Glow might just keep an eye on baldy and keep playing good-cop. He doesn't look like he's got any kind of alarm to push or anything like that does he?
Supercape Posted February 9, 2012 Author Posted February 9, 2012 May I make a Grapple check? If so... 27. Grapple check first requires a Grapple to hit roll! Also, can you clarify who you are grappling? to reach Diego in time would require using your flight power.
Ari Posted February 9, 2012 Posted February 9, 2012 ...Right, right. Aiming for Diego, using the old Flight power to reach him in time before the suddenly crazy-strong guy does something horrible. To Hit roll: 21. Opposed Grapple check: 25.
Supercape Posted February 9, 2012 Author Posted February 9, 2012 1d20+5=10 for Diego, take it away IC! Scuffles: No, apart from his syringe, the scientist looks unarmed and no obvious alarms on display anywhere!
Recommended Posts