Supercape Posted August 11, 2013 Share Posted August 11, 2013 OOC thread for A Canadian Wilderness adventure for Blue Jay! Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 A few things! Firstly, could I have a sense motive roll from Jay Secondly, the environment here will be a cold one unless indoors. Which means hourly fort saves. Heavy clothing gives +2 Lastly, the pair you meet are willing to give Jay any reasonable basic equipment she wishes...like a tent, compass, flashlight, heavy clothing. If you want better equipment its. DC 10 diplomacy roll, raised by 2 for every item above one. Examples would be things costing 1EP and suitable, such as a multi tool, knife weapon, arctic clothing (+5 on cold saves) camo clothing, night vision goggles, etc. broadly speaking any "survival" equipment Link to comment
Raveled Posted August 31, 2013 Share Posted August 31, 2013 Blue Jay's Sense Motive check. (1d20+15=25) I compensated for an unreal skill bonus by rolling like crap.Tona has her mask, so no need for NVGs. She has martial arts, so no need for a knife. She has Improvised Tools, so no need for a multitool. She had Survival, so no need for a compass.She'll ask for winter clothes. Blue Jay's Diplomacy check. (1d20=20) It's official, Jay is the nicest archer on the site. Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 Ok, First off you suspect that the Police Captain is under some kind of mental influence (choose your method - some slight pausing of his words, lack of facial expression, glazed eyes, whatever) ANd thats cool you can have Arctic Type clothing...which will give you a +5 SItuational Bonus vs the Cold. Plus anything like a tent, rucksack, food, water, etc, you wish to carry. No need to go on detail, we will just assume Jay is clever and experienced enough to pack whatever would be reasonable. Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 For Reference: Blue Jay - 2 HP - Unharmed Also, much of the environment here will be tundra forests, meaning Jay's Favoured Environment Feat comes into play (+2 to defence or attack, +2 to stealth and survival rolls). However, the rocky mountains nearby (if we end up there) will be a different matter! Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 Predictably - Survival roll please! Also, if you are being stealthy, a stealth roll And finally, a notice roll for prosperity! Remember the Favoured Environment Bonus to stealth and survival! Link to comment
Raveled Posted August 31, 2013 Share Posted August 31, 2013 Not particularly trying to be stealthy.Blue Jay's Survival check. (1d20+17=22) Skill bonus wins once again.Skill Mastery makes Notice 25. Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 Ok with that, Jay can pick up the trail (as predicted!) For reference, the DC to pick up the trail is 10. The terrain is actually pretty good to pick up a trail - lots of foilage, a little snow, so Ill give that a +2 Situational bonus. On the flip side, you are two days behind the target - Ill say in these situations its -1 to DC every 8 hours old This means a total of -4 penalty. Still enough to start tracking him! Post away for the trail... 2 Hours in (and that's two Fort Saves vs Cold at +5 situational bonus, DC 10 and 11), you find another set of trails, a group of four men also hunting the target! Link to comment
Raveled Posted August 31, 2013 Share Posted August 31, 2013 Just humans? No dogs, no trucks? Anything I can tell by the tread, i.e. deep impact meaning a lot of weight, small prints suggesting a smaller individual? Does it look like they milled about any particular place, or are they making pretty good time? Link to comment
Supercape Posted August 31, 2013 Author Share Posted August 31, 2013 Of course! Four men, tending towards the slightly heavy / big side, and whilst they are not matching your speed, they are progressing at a reasonable speed - they are booted up. Basically it looks like four fairly capably hunters / trackers. Link to comment
Raveled Posted September 1, 2013 Share Posted September 1, 2013 (edited) Fort saves vs. Environmental cold. DC 10 & 11 (1d20+13=16, 1d20+13=16)Jay's Search check. (1d20+10=25) Edited September 1, 2013 by Raveled Link to comment
Supercape Posted September 18, 2013 Author Share Posted September 18, 2013 Well I would ask for a Survival roll at this juncture for "Getting on in the wild" / finding shelter, etc. But seeing as you would automatically make it... Feel free to narrate any cave, fire lighting, etc within reason (ie anything DC 20 or above, which is not an awful lot!) Link to comment
Supercape Posted October 27, 2013 Author Share Posted October 27, 2013 Ok so technically we could make a few Survival rolls, but Blue Jay would make em automatically! Let me know if you want to add anything or we can cut to the next morning and setting off again / stuff happens. Link to comment
Supercape Posted October 28, 2013 Author Share Posted October 28, 2013 Ok so its probably time to make a fort roll against cold, I'm going to fudge this a bit to make it easier, lets make it every few hours, starting off with DC 15 now, getting +2 for your high survival skill and +5 for good quality clothing. Then, can you give me a DC 10 notice roll - base, however there will be a range penalty (i.e. your roll will determine the distance you see the thing). Link to comment
Raveled Posted December 6, 2013 Share Posted December 6, 2013 Been way too gorram long posting here.Jay's Fort save, vs DC 15. (1d20+13=27)Jay's Notice check. (1d20+15=21) Link to comment
Supercape Posted December 12, 2013 Author Share Posted December 12, 2013 No probs with the survival / fort roll, of course! Notice check - that is pretty damn good! So, at a distance of 110 feet, you spot a group of four hunters making in the snow, wearing arctic camo gear and with sniper rifles, ahead of you, making their way following the trail. They are also trying to be stealthy. On that note, lets have a stealth roll from you to see if they spot you! Link to comment
Raveled Posted December 13, 2013 Share Posted December 13, 2013 Jay can hit 30 Stealth without rolling. Is that enough? Link to comment
Supercape Posted December 13, 2013 Author Share Posted December 13, 2013 That is indeed, you have the drop on them. Link to comment
Raveled Posted December 24, 2013 Share Posted December 24, 2013 Cape, I'd like to do an Area Disarm on the guys. Jay does not have Ranged Disarm on her AoE attack, so if I stunt it with a HP can she try it? Link to comment
Supercape Posted December 28, 2013 Author Share Posted December 28, 2013 Sorry for delay! Christmas plus personal family issues. First off, Im not sure you need an HP at all! as per core rules, you can attempt a disarm as a standard action - if you attempt to disarm with a ranged attack, you are at -4 on the attack roll. It seems reasonable to me to spend an HP to eliminate that penalty for the scene? (as a feat) Link to comment
Raveled Posted December 29, 2013 Share Posted December 29, 2013 -4, enh? Alright, Jay will stick in cover and take +5 Att/-5 Def from All-Out Attack, and switch her bonus from Favored Environment to Attack. That should be a ( -4 + 5 + 1) +2 attack bonus overall. Blue Jay's ranged Disarm attempt. DC 20 to resist. (1d20+17=19) One above a natural failure. Well, I'm going to hope that since she's attacking from cover, this will hit regardless. Link to comment
Supercape Posted December 30, 2013 Author Share Posted December 30, 2013 It will indeed! So we need an opposed roll: Your damage bonus vs their strength. I suggest you roll once for damage roll (can always use HP to reroll), their STR rolls are: 1d20+2=16, 1d20+2=11, 1d20+2=13, 1d20+2=14 For reference, the first roll is the leader (who is not a minion, an experienced hunter). The other three are also good hunters, but minions. Link to comment
Raveled Posted December 30, 2013 Share Posted December 30, 2013 Isn't damage static in M&M? Link to comment
Supercape Posted December 30, 2013 Author Share Posted December 30, 2013 "If your attack succeeds, make an opposed roll of your attack’s damage against the defender’s Strength"! Somewhat open to debate, but opposed roll normally means two of em, as far as I know (and the precedent is for grapples, trips, overruns...) What do you think? The static part is for damage saves, a different kettle of fish I think. Link to comment
Raveled Posted December 30, 2013 Share Posted December 30, 2013 Would it just be 1d20 + DAM bonus? Link to comment
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