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Filth and Vermin (OOC)


Supercape

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Posted

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. 

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Posted (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 by Blue Rose
Posted

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. 

Posted

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.

Posted

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!

Posted (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 by Blue Rose
Posted

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?

Posted

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?

Posted

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. 

Posted

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?

Posted

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.

Posted

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. 

Posted

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.

Posted

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?

Posted

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.


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