Supercape Posted January 29, 2014 Share Posted January 29, 2014 OOC for this Synapse and Foreshadow attend the Winter Olympics! Some politics, some athletics, some icy danger! To kick off, please feel free to post your arrival to Soshi, by air sea or land. Foreshadow has also experienced a fore-vision of Sergeant K approaching him, and also of Sergeant K getting shot (lethally? who knows...) Feel free to make appropriate Knowledge (Current Events) or Gather Information rolls about any specifics you want to know - either now, or in the course of the thread. Link to comment
Thevshi Posted January 29, 2014 Share Posted January 29, 2014 I'm here! Synapse's Kn: Current Events roll (considered trained thanks to Eidetic Memory) is a 26. It goes to 30 if she gets the +4 Eidetic Memory can also give for remembering things. Link to comment
Brown Dynamite Posted January 29, 2014 Share Posted January 29, 2014 Although he has Eidetic Memory this is a knowledge skill he does not have to make untrained. Knowledge (Current Events): 1d20+5 18 Link to comment
Supercape Posted January 29, 2014 Author Share Posted January 29, 2014 With that, we can presume Synapse knows most details of the Olympics, like the major athletes, the timings, schedules, coaches, etc. Also, she is aware that the Russian team was under scrutiny for drug abuse, but this quickly disappeared / quashed. There was a significant hoo-ha about it, but then everything turned up clean. Link to comment
Supercape Posted January 29, 2014 Author Share Posted January 29, 2014 Foreshadow will, with the +4 bonus from Eidectic Memory, be able to recall the main athletes / hopefuls, and coaches. Link to comment
Supercape Posted January 29, 2014 Author Share Posted January 29, 2014 Also, feel free to post IC: Foreshadow has experienced his visions of Sergeant K. Wherever you want to narrate being (such as arriving at your hotel, or outside the stadium to catch the first events), he can make a DC 15 Notice roll to spot K in the crowd. As for Synapse, can she also make a DC 15 Notice roll? If she passes it, she notices two suspicious looking Russian men in shades, trench coats, etc, trying to look inconspicious but following her (wherever you would like to start narrating e.g at hotel, airport, train station, stadium, etc...) Link to comment
Thevshi Posted January 29, 2014 Share Posted January 29, 2014 She tottes sees them with a 28 Link to comment
Brown Dynamite Posted January 29, 2014 Share Posted January 29, 2014 Notice Check: 1d20+15 34 He has good eyes Link to comment
Supercape Posted January 30, 2014 Author Share Posted January 30, 2014 Sense Motive roll from Dee please, DC 20 The Cab driver is acting suspicious, and can speak English much better than he is letting on Link to comment
Thevshi Posted January 30, 2014 Share Posted January 30, 2014 Yeah, she thinks something is fishy with a 26 on that Sense Motive check. She is going to try to scan surface thoughts, but a pretty bad roll, only a 12 for her power check against his Will save. (Also, DC 20 notice check for him to even know she is doing so). Link to comment
Supercape Posted January 30, 2014 Author Share Posted January 30, 2014 So just using the M&M Agent archetype (as if you hadn't guessed) 1d20+6=14 so no show. 1d20+6=13 He noticed not. Link to comment
Thevshi Posted January 30, 2014 Share Posted January 30, 2014 I'll blame the bad mind reading roll on a in-flight cocktail! Link to comment
Supercape Posted January 30, 2014 Author Share Posted January 30, 2014 Sounds great! On that note, feel free to get sickened status on too much vodka, if it comes up! (and earn an HP!) Link to comment
Supercape Posted February 1, 2014 Author Share Posted February 1, 2014 Ok, so I am going to ask for two rolls, HG. Firstly, a DC 10 Bluff check to successfully appear drunk. Secondly, a CHA roll (just modified by CHA) to see how much of a ruckus you can create in a short period of time! DC 10: The immediate vicinity notice you. DC 15: The lobby notice you, including the reception staff. DC 20: The hotel notices you, including security and doorman. Link to comment
Brown Dynamite Posted February 1, 2014 Share Posted February 1, 2014 Bluff Check to appear drunk (DC 10): 1d20+10 13 Bad roll good enough bluff bonus at least!CHA check to cause a commotion: 1d20+3 20 Well that was rather perfect Link to comment
Thevshi Posted February 1, 2014 Share Posted February 1, 2014 Should I make any sort of Sense Motive roll or anything regarding getting an idea what is going on? (Seeing as Eric's show drew the attention of the entire lobby and then some ) Link to comment
Supercape Posted February 1, 2014 Author Share Posted February 1, 2014 Yes. Sense Motive DC 0... Seriously I think we can safely say Dee gets the grasp of whats going on with her high INT and WIS! Link to comment
Thevshi Posted February 1, 2014 Share Posted February 1, 2014 Okay. Dee will try to mind control one of the two apes to have him try to just get the other to leave given the attention they are getting. She does just under average on her power check with a 19. Like her telepathy, it is subtle. Link to comment
Supercape Posted February 1, 2014 Author Share Posted February 1, 2014 1d20+5=14 He is yours! Take it away. Link to comment
Thevshi Posted February 2, 2014 Share Posted February 2, 2014 Made a Kn: Current Events check for Dee to see if she recognizes Erick (with +4 for Eidetic Memory), getting a 19. So she at least recognizes him somewhat. Link to comment
Supercape Posted February 2, 2014 Author Share Posted February 2, 2014 Good by me. The three men fall to the floor in a rather frenzied melee. To stop this getting too complicated Im going to fudge the rules a bit, we are not technically in combat, but combat like actions can be taken - and of course we may flip to combat. Link to comment
Brown Dynamite Posted February 2, 2014 Share Posted February 2, 2014 Erick's going to Kick the Musclebound Ape in the face (DC18/20*): 1d20+10 14 Well I suppose it might help that he's on the ground or if it counts as a surprise attack for sneak attack goodness. Either way he's not trying to hurt the guy so much as to get him to let go of K so they can make a run for it. Link to comment
Supercape Posted February 2, 2014 Author Share Posted February 2, 2014 Base Defence of 8, but I will say flat footed this round, and also prone (-4 to defence), so yes that hits. Ill wing this a bit, as I have fudged this, lets say a DC 10 Difficulty to kick K free, based on your damage roll. 1d20+3=23 Yoikes, so with that, I will also give you the oppurtunity to daze, bruise, stagger, or KO the guy. Your choice! Link to comment
Brown Dynamite Posted February 2, 2014 Share Posted February 2, 2014 To Stagger him seems most appropriate rather than just cleaning his clock. Link to comment
Supercape Posted February 3, 2014 Author Share Posted February 3, 2014 Right could I have some fairly obvious DC 10 Sense Motive Rolls to detect the athletes are not behaving normally. DC 20 (trained) Behavioural Sciences roll to note they show clear signs of "brain washing". Link to comment
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