Supercape Posted August 10, 2014 Posted August 10, 2014 1d20+7=19 for Gather Information. Knowledge rolls for current events and business respectively: 1d20+6=21, 1d20+6=10
Brown Dynamite Posted August 10, 2014 Author Posted August 10, 2014 For Gather Information, Lorena was not staying in a fancy hotel. Instead, she had brought a private unmarked boat. Which Lucien was able to scrounge up the location to in North Bay. Although the Detective did not offer up the exact location of her death while interviewing Lord Steam, one can infer that North Bay is not the sort of location to have easily seen dumpsters out in the open. Making some calls he is able to inquire that her body was found on the other end of the bay in a hispanic neighborhood inside of Lincoln. For Current Events, The big business deal that Lorena was seeking to strike with Rupert would have been a major one for the man. With rumors persisting of questionable ethics on his part as far as business matters went, the publicity would have been a major boon for him. On the flipside, his reputation has negatively impacted Lorena's with the shareholders who are a proponent of her new ethically driven approach to business. For Business, The óleo de leão corp, has had some vocal criticism by some of its shareholders to the new energy friendly policies. So what's the game plan?
Supercape Posted August 10, 2014 Posted August 10, 2014 To the bat boat? Perhaps if you post the above as an IC, and then Lord Steam slips away in his submarine?
Brown Dynamite Posted August 21, 2014 Author Posted August 21, 2014 DC20 Notice check if you would please.
Supercape Posted August 22, 2014 Posted August 22, 2014 So moving all out to catch the masked man! Steam does not have speed power, but he has a fair old constitution to hold out with sprinting!
Brown Dynamite Posted August 22, 2014 Author Posted August 22, 2014 Chase Scene I'm going to play with the rules just to see how this works. Could just narrate. But let's have the dice add some drama! Since 2e doesn't have an Athletics skill instead you two will chase with opposed con scores. Occasional climb/reflex/acrobatics checks depending on obstacles. Or even Stealth/notice depending on intended actions. Staying within 5 intervals of each other keeps the pace. If one gets 5 or more than the other then he gets 5' closer (With +1' for every 2 after that). For argument's sake he started with a 10' lead. Will be able to run at full speed for 1/2 Con score rounds. Then a DC11 (+1 for every round thereafter) Fort Save. Failing once, puts one of the two in fatigued. A second time in exhausted. A speed difference of 2 would give give a +2 and a Speed difference of 3 a +5 Circumstance bonus. Since you two have the same speed, I'll say Fatigued will give the +2 and Exhausted the +5. Now of course, I'm going to assume it doesn't go on long enough to worry about that. Tackling will be an unarmed attack follow by a grapple. Or you could overrun. Or if something in the description of what you see in the GM posts inspires something else like shooting something down to crash land on him depending on the narrative just go for it.
Brown Dynamite Posted August 22, 2014 Author Posted August 22, 2014 CON: 1d20 5 Current Distance Between Lord Steam and his prey: 1'
Brown Dynamite Posted August 22, 2014 Author Posted August 22, 2014 Chase Round 2 CON: 1d20+0 17 If Lord Steam Rolls 6+ above DC17 on the Con check feel free to do something in melee range like tackling our pal to the ground. If he gets below 12 then our friend gets to pull a lead. It doesn't get rid of ranged actions but there is now a crowd to worry about. Want to try something fancy like flanking him say so and can set it up with a stealth check and/or any other appropriate skills that fit the narative as mentioned before.
Supercape Posted August 22, 2014 Posted August 22, 2014 1d20+4=21 Hmmm. A stealth roll would not be a bad idea. But how about putting one of his mini tracers on the foe? 1d20+6=20 which he lucks out and does!
Brown Dynamite Posted August 22, 2014 Author Posted August 22, 2014 Technically he'd be just barely out of arm's reach still. But! We can fudge that and he slips it in.
Brown Dynamite Posted December 17, 2014 Author Posted December 17, 2014 If you would to sneak up behind him a Stealth Roll would be in order! If you would like to continue following him past the alley way. A notice roll instead.
Supercape Posted December 17, 2014 Posted December 17, 2014 Hrm. Lets grab the bull by the horns. Pouncing! 1d20+5: 6 [1d20=1] awesomely bad, but lets go for it! In case initiative needed, rolling that too: 1d20+8: 22 [1d20=14] Better.
Brown Dynamite Posted December 17, 2014 Author Posted December 17, 2014 (edited) The Boat Sneak's Notice: 1d20+3 6 Well that was close. Lockwood didn't sneak. But, I will give the sneak a surprise round for being startled. Shots fired (DC18): 1d20+7 13 He misses though with Steam's Uncanny Dodge Boat Sneak's Initiative Initiative: 1d20+1 13 Round 1 22 - Lord Steam - 2HP, Unharmed 13 - Boat Sneak - GM, Unharmed Edited December 17, 2014 by HG Morrison
Supercape Posted December 17, 2014 Posted December 17, 2014 Ok trying a Victorian Bartitsu technique! So move action, a Feint! at +10 due to a move action. 1d20+10: 24 [1d20=14] Pretty good. Standard Action, an unshifted unarmed attack! Steam Attacj#ks Ninja: 1d20+13 19 now with a link! Not sure if that hits - maybe, if the feint works. If it does hit, a DC 18 Tough save and initiating a grapple: Steam Grapple: 1d20+21 34
Brown Dynamite Posted February 11, 2015 Author Posted February 11, 2015 Bluff vs Feint: 1d20+10 14 ish feinted The attack does hit. Normally no TOU save though because he has impervious Toughness enough to prevent the pain (However it is ablative meant to represent a bulletproof vest). So, we'll ut on theTou Save (DC18): 1d20+4 14 That's a BruiseGrapple Check: 1d20+11 25 he is grappled Move Action: Escape Artist: 1d20+15 16
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