Grotesque Posted October 16, 2010 Share Posted October 16, 2010 Notice roll: 1d20+12+28 And the Bluff roll: 1d20+10=24 Also Skill Mastery Disable Device for a 26 Link to comment
ex3lev3n Posted October 17, 2010 Author Share Posted October 17, 2010 The inside of the book store is almost completely dark, hampering Suzaku's ability to navigate, although he can hear raised voices coming from ::somewhere:: The voices are speaking Cantonese, Mandarin, and Taiwanese. Although he can't unsterand all of it, Suzaku can make out that an argument about "consolidating power" is taking place. Link to comment
Grotesque Posted October 17, 2010 Share Posted October 17, 2010 Search check: 1d20+6=19 Notice Check: 1d20+8=26 Edit: Oh yeah gonna use Skill Mastery for Stealth, DC 31 to notice me. Link to comment
ex3lev3n Posted October 17, 2010 Author Share Posted October 17, 2010 Alright. you're currently in the manager's office now. stuff like a desk, the safe, a filing cabinet, etc. the voices are coming from down the hallway that leads into the main area of the store where the book shelves are into the "stock room" which is easily the size of the main area. homing in on the voices was a Reaction. there is a fuse box in the room you are currently in, which you could use a Full action to diffuse, however it is worth noting that with Suzaku's Speed he could easily cover the distance to the meeting room with a Move and have a Standard left. it's up to you. Link to comment
Grotesque Posted October 17, 2010 Share Posted October 17, 2010 Alright listening in at the door to the meeting taking notes and recording for the cops. Will make my move if, 1) People start to sound rather... agitated with each other, and the possibility of bloodshed begins. 2) Meeting start wrapping up. 3) Some other kind form of disturbence occurs. Link to comment
Grotesque Posted October 19, 2010 Share Posted October 19, 2010 Skill Mastery-ed my Stealth and Disable Device rolls... time for Init... 1d20+4=15 Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Initiative check (1d20+8=15) Initiative check (1d20+2=15) Initiative check (1d20+2=11) Initiative check (1d20+2=8) OK, Suzaku has a Suprise round. Thug Groups are Minions. Hua Ling Suzaku Thug Group 1 (2 thugs with SMGs) Thug Group 2 (2 thugs with pistols)) Thug Group 3 (2 thugs with nunchaku) Link to comment
Grotesque Posted October 19, 2010 Share Posted October 19, 2010 22 to hit the two clostest thugs. taking 10 on the roll, +2 for charging, for a total of 22 to hit. DC 25 toughness save and -2 to my defence for a 16 to hit. Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Toughness save DC 25 (1d20+3=22, 1d20+3=14) FAIL! Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Attack roll. DC 23 Toughness. (1d20+8=26) Hua Ling HITS! Miss chance (1d20=20, 1d20=7) One SUCCESS! and one FAIL! Attack rool. DC18 Toughness. (1d20+3=5) FAIL! Miss chance (1d20=2, 1d20=10) FAIL! Link to comment
Grotesque Posted October 19, 2010 Share Posted October 19, 2010 Toughness save... and it's a... 1d20+12=32 Ummmm yeah that works... Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Toughness save DC 25 (1d20+3=19, 1d20+3=23) FAIL! Toughness save DC 25 (1d20+3=22, 1d20+3=12) FAIL! Link to comment
Grotesque Posted October 19, 2010 Share Posted October 19, 2010 Okay... Skill Mastery Acro, automatic 22, sucessful kip-up Step over taking 10 to attack the SMG weilding minion for 20 Takedown Attack on the other one. Hero point extra Standard to charge the other Minions... Take 10 auto 22 for one then the other Assuming they fail the saves of course... Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Ranged Attack roll. Power Attack. Toughness save DC 27 (1d20+12=22) I forgot to subtract 5 for the Power Attack. MISS! Link to comment
Grotesque Posted October 19, 2010 Share Posted October 19, 2010 Return Blast: 1d20+10=27 Link to comment
ex3lev3n Posted October 19, 2010 Author Share Posted October 19, 2010 Toughness save DC 25 (1d20+12=23) FAIL! Bruised -1 Link to comment
ex3lev3n Posted October 21, 2010 Author Share Posted October 21, 2010 Ranged Attack roll. Power Attack. Toughness DC 28. (1d20+7=15) Link to comment
Grotesque Posted October 21, 2010 Share Posted October 21, 2010 Bluff (Feint) 1d20+5=24 Power Attack 1d20+5=24 Ouch... DC 30 toughness save... Link to comment
ex3lev3n Posted October 21, 2010 Author Share Posted October 21, 2010 Sense Motive check. DC 24. (1d20+8=27) SUCCESS! Toughness save. DC 30. (1d20+8=26) FAIL! also, I forgot he was already Bruised, so he fails by 5. Bruise -2 and stunned! Link to comment
ex3lev3n Posted October 21, 2010 Author Share Posted October 21, 2010 Toughness save DC 16 (1d20+6=22) FAIL! Bruise -3 and stunned... again! Link to comment
Grotesque Posted October 21, 2010 Share Posted October 21, 2010 Delaying till he surrenders, or not... Readying action of a flying kick... 1d20+7=27 .... yeah he might want to surrender... Cause DC 35 toughness if not... Link to comment
ex3lev3n Posted October 21, 2010 Author Share Posted October 21, 2010 Toughness save DC 35. (1d20+5=25) FAIL! Bruised -4, Staggered Link to comment
ex3lev3n Posted October 21, 2010 Author Share Posted October 21, 2010 Spending a Hero Point for Beginner's Luck. Knowledge (arcane lore) check DC 20. (1d20+9=15) FAIL! Spending an HP (last one) for a reroll. Minimum result is 20. SUCCESS! Link to comment
Grotesque Posted October 21, 2010 Share Posted October 21, 2010 Straight Intelligence roll: 1d20+4=24 SWEET CUPIN' CAKE! Link to comment
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