Supercape Posted April 27, 2013 Author Share Posted April 27, 2013 Eh, sorry BR, that was my mistake. YOu want to target a duck, not a rat Goon Will roll: 1d20+0=2 Yep, he is enraged. Rolling Notice rolls (DC20) to see if Filth or Vermin notice the change (as it is subtle) 1d20+4=5 Filth does not. 1d20+9=14 and neither does Vermin. In response, Duck will throw a surprise attack on Vermin Filth Gangs stats [spolier] Using a scrawny Thug Archetype! STR 10 DEX 10 CON 10 INT 10 WIS 10 CHA 8 Attack +2, Defence +2, Tough +1, Fort +2, Reflex +1, Will +0 Equipment: Leather Jacket (+1 Tough), Club (DC 17 Tough Save) 1d20+4=7 missed the rat. I wont roll further, just rule that Filth and Donny are engaged in grappling / restraining him. Link to comment
Blue Rose Posted April 27, 2013 Share Posted April 27, 2013 Did Filth put down the stick to grapple? Link to comment
Supercape Posted April 27, 2013 Author Share Posted April 27, 2013 Sounds good to me! Link to comment
Blue Rose Posted April 27, 2013 Share Posted April 27, 2013 (edited) Switching to invis. Take 10 on Stealth to not bump anyone, if need be, for a result of 27 before bonuses, if any. Just go in, grab stick, off lights, and get back to a conventional hiding spot.Now, will holding the cane without knowing how to use it let me understand the rat, I wonder? Edited April 27, 2013 by Blue Rose Link to comment
Supercape Posted April 27, 2013 Author Share Posted April 27, 2013 It will indeed, see Pitch sheet for the Cantos Cane. One of its powers is Animal Comprehension (Speak, understand) limited to animals associated with dev'lry. Including Rats! Very cool! I can see how solo threads suit Kit better? Post away. Link to comment
Blue Rose Posted April 27, 2013 Share Posted April 27, 2013 I was aware of the power, that's why I asked; if it was something she needed to know in order to use. Is she aware of the other functions by virtue of having the cane in hand?And yeah, Sam is kind of an odd one here. Even most stealth characters use it for scouting or to get the surprise round before getting to the part where they punch people. Sam's a character that just does not want to get to the part where she's punching people.Though I am going to get Teamwork on Sam in the near future so she's more useful when it comes time to start punching people. Link to comment
Supercape Posted April 27, 2013 Author Share Posted April 27, 2013 The can isnt restricted, so you are free to use it as you see wish! YOu may of course wish some complication with regards to its use and Sam's own infernal origins. Of course, this is entirely up to you and backstory so I leave that entirely up to you! Link to comment
Blue Rose Posted April 30, 2013 Share Posted April 30, 2013 (edited) DC17 will save to try and get Filth mad at the rat.And we'll see what happens when Sam tries something that isn't passive.Edit: Also, taking 10 on Stealth for 27. Edited April 30, 2013 by Blue Rose Link to comment
Supercape Posted April 30, 2013 Author Share Posted April 30, 2013 1d20+7=27 Again, we have notice rolls to see if the emotion control effect was noticed DC 20 1d20+4=6 Filth doesn't 1d20+9=16 and neither does Vermin. At this juncture, I am temped to GM fiat some kind of notice of these effects, for an HP, but I am going to run that past you first. Thoughts? Link to comment
Blue Rose Posted April 30, 2013 Share Posted April 30, 2013 With as much as I'm stirring the pot? By all means. Link to comment
Supercape Posted April 30, 2013 Author Share Posted April 30, 2013 Kit - 2 HP - Unharmed Link to comment
Blue Rose Posted May 1, 2013 Share Posted May 1, 2013 In their fanning out, have the bad guys left their little room empty to go do other things? Also, is there enough space for Sam to get past Filth, or is it too cramped for that? Link to comment
Supercape Posted May 1, 2013 Author Share Posted May 1, 2013 So Donny and Duck are going back to the pit entrance to - presumably - seal it up. Vermin (the rat) and Filth are still with Carmen, searching for the cane. They are spreading out however. The rat will stay with Carmen as he(it) is a bit more crafty than poor Filth. Sam can dodge past Filth and Vermin fairly easily. Ill say it a DC 5 DEX check to do so. Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 Take 1. Auto-succeed on Dex. Walk over to Carmen. Still invis'd. Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 (edited) How far is the light switch from the chair? And is the rat approaching from in front of Carmen? Edited May 3, 2013 by Blue Rose Link to comment
Supercape Posted May 3, 2013 Author Share Posted May 3, 2013 A couple of feet And yes, the front seems best. Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 Oh, arm's reach? That makes this easy.[/famouslastwords] Link to comment
Supercape Posted May 3, 2013 Author Share Posted May 3, 2013 That works by me, although it will Alert Vermin. HOwever, Teleport with no accurate? it will mean you have to perceive where you are going....which I guess means most places in the underground Den, but not outside it? Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 I really hate being surprised by my powers not working the way I've used them and long thought they did.*Goes to the book.*Aha! Accurately sense or know especially well.Sam teleports to her own closet back in Claremont. Link to comment
Supercape Posted May 3, 2013 Author Share Posted May 3, 2013 That works! On that note, however, how do you want to play out this thread? potentially it could wrap (or near wrap) with your escape. It could play on from that point, or there could be some GM-fiat thingy as Kit makes her escape with Pitch to complicate that very escape. Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 There is, of course, the matter of Tazel. However, I suspect once Carmen is back in earshot, that sort of takes care of itself.The gang itself isn't all that dangerous, really. Taking them down isn't a huge deal.If the rat is dangerous as more than just a schemer, it could jump on Carmen's leg and come along for the ride for a battle in Sam's dorm room, which may be a bit silly. Especially since it's a school of supers. The rat can't really do much before being swarmed and overwhelmed. And, if you think the demon rat may come in handy later, leaving it floating around may be handy.I wouldn't mind a complication in-escape, so long as it doesn't amount to, "Aha! The teleport failed! You're trapped in a fight with the gang anyways!" but otherwise, this wouldn't be a bad place for a near-wrapup. Link to comment
Supercape Posted May 3, 2013 Author Share Posted May 3, 2013 Filth and Vermin are around PL 6/7, which would prove a fight for Kit - at least combined. I am inclined to say this is a wrap, although I have grown quite fond of Filth and Vermin as NPC's and perhaps they could challenge Kit in another thread? would she be proactive in seeking them out again? Link to comment
Blue Rose Posted May 3, 2013 Share Posted May 3, 2013 Hm... possibly, though there seems a more likely scenario.Vermin got a good whiff of her. It knows something was going on, and has access to the demonic grapevine. They could find her. Link to comment
Supercape Posted May 3, 2013 Author Share Posted May 3, 2013 Sounds like another thread then - that is, if you are interested! Link to comment
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