angrydurf Posted December 12, 2016 Share Posted December 12, 2016 So HP to Gremlin for the railroading but teleporting kinda wrecks this whole set up Alice will be coming too without more than minor bruising whenever Fox wants to post. At most Gremlin, L0vel@ce and Savant might have heard something about Bedlam Savings and Loan getting hit last night by an organized crew. Obviously you all are in some way suspects. Lou knows nothing about the bank job but does know he's supposed to be scouting for a crew to pull a delicate heist for the Scarpia family that can't use their usual guys without risking tipping off the other families to what they are pulling. Lots of delicate physical and computer security to get past among other issues. Government building important records that sort of thing. Link to comment
Gizmo Posted December 16, 2016 Share Posted December 16, 2016 Lou Lubrano Intimidate check: 1d20+15 27 Link to comment
Fox Posted December 17, 2016 Share Posted December 17, 2016 For record-keeping, Alice can auto-29 a Sleight of Hand check, which meets the minimum DC20 to lift something, and per chat exceeds the cop's max possible Notice. So yeah, she'll go ahead and nab his phone through the bars, even though it's a terrible idea. Link to comment
Gizmo Posted December 17, 2016 Share Posted December 17, 2016 Just to see if Lou notices what Alice is doing: Lou Lubrano Notice check: 1d20+15 32 Link to comment
angrydurf Posted July 16, 2017 Author Share Posted July 16, 2017 Savants Master plan check is 27 That's a +3 when triggered. Link to comment
angrydurf Posted July 16, 2017 Author Share Posted July 16, 2017 Ok pushed things forward to mid heist just before things start to go wrong Need a notice check from Alice and Xavier. Need a DC 30 disable device check from Sophia for the keypad lock on main door to the rare collections. Xavier notice is 27 Link to comment
Fox Posted July 16, 2017 Share Posted July 16, 2017 Alice will lean on her Skill Mastery to auto-22 a notice check. Link to comment
angrydurf Posted July 16, 2017 Author Share Posted July 16, 2017 Alright Alice will notice that the number of guards is higher than their reported allotment by at least four possibly as many as six. Having Wolfram donate security is odd enough donating EXTRA security without record of it is a red flag. Link to comment
alderwitch Posted July 16, 2017 Share Posted July 16, 2017 Oh noooo, I forgot skill mastery. Ah well, rolling first for 26. Well going to HP that. 34 Link to comment
Gizmo Posted July 17, 2017 Share Posted July 17, 2017 Lou Knowledge (Tactics) Check: 1d20+10 21 Link to comment
angrydurf Posted July 17, 2017 Author Share Posted July 17, 2017 Right so it's probably not up to code but this door looks like the only way in or out of the Special collections area. If the guards come by off schedule Lou and Sophia will be pretty much boxed in. Also of course it has some ambush potential, for you or for them. Link to comment
angrydurf Posted July 17, 2017 Author Share Posted July 17, 2017 Ok, DC 30 computers check to jam their coms. DC 25 disable device to put the delay on the alarm system. And a stealth check from Lou if he follows Xaviers plan. Xaviers Master Plan is in Effect so a +3 to all skill checks and attack rolls. Link to comment
Fox Posted July 17, 2017 Share Posted July 17, 2017 Skill Mastery is the best thing. Alice will just take 10 for a 28. Link to comment
angrydurf Posted July 30, 2017 Author Share Posted July 30, 2017 Ok we'll jump to initiative then. 'Guards' go on 14. There are six of them all pretty big guys even by Bedlam security mook standards. Defense +8 for a 18 DC to hit. They are however minions. Lou will have a surprise action and be within striking distance of them as they step into the room. Cracking the network security is a base DC of 25 Finding the Files and location of the hard copies you need to is a DC 20 check Erasing the files and evidence of your manipulation is a DC 30 check Sophias quickness makes all of those less than an action and if you treat yourself as distracted (no dodge bonus to defense) You won't count as in combat and can take 10 (20 given quickness but don't need it) Getting the originals is a full round action (move to get to them on the shelves, standard to unlock the cabinet and secure them in a bag) Link to comment
angrydurf Posted August 2, 2017 Author Share Posted August 2, 2017 Initiative: Surprise action Lou 3HP 18 Sophia 1HP 18 'Guards' 14 Lou is up and has Surprise. Don't forget you all have +3 master plan bonus in effect still. Link to comment
Gizmo Posted August 10, 2017 Share Posted August 10, 2017 Lou Move Action: Sneak up. Standard Action: Attack Guard; Power Attack 5, Master Plan +3: 1d20+8 21 That should be a DC 26 Toughness Save. Link to comment
angrydurf Posted August 10, 2017 Author Share Posted August 10, 2017 'Guard' rolls a 25 on his save so he goes down for the count. 5 guards remain and we roll around to round 1 Initiative: Round 1 Lou 3HP 18 Sophia 1HP 18 'Guards' 5 Up 14 Lou is back up at the top of the round so you can do it all in one post or we can split it however you prefer Giz. Link to comment
Gizmo Posted August 10, 2017 Share Posted August 10, 2017 All in one is fine! Lou Standard Action: Attack Guard; Power Attack 3, Master Plan +3: 1d20+10 30 Critical hit! That's a DC 29 Toughness Save. Link to comment
angrydurf Posted August 10, 2017 Author Share Posted August 10, 2017 He. Can not make that. So another one down. Link to comment
angrydurf Posted August 13, 2017 Author Share Posted August 13, 2017 One 'guard' will attempt a demoralize intimidate check: 1d20+6=20 The remaining three will try a combined attack: 17, 22, 13 only one hits so a DC 21 toughness save from Lou. Link to comment
Gizmo Posted August 13, 2017 Share Posted August 13, 2017 Lou Intimidate Check vs DC 20: 1d20+15 33 Toughness Save vs DC 21: 1d20+8 27 Link to comment
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