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Ari

(how not)To Catch a Thief(OOC, Solo)

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Wisdom Check, DC 18.

(20+7) = (27)

Great!

Marceau will track the original thief, rather than the maybe-accomplice, and as the check was successful, his choice will be the right one.

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Notice Check for any routes a moderately athletic human could use to get to higher ground, DC 16.

(20+7)=27

Brilliant.

He sees the flagpole lacking snow above him.

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For combat purposes, the Foe is a taken from the 'Thug' archetype in the Core Book.

Changes: Removed Feat 'Equipment', replaced it with the power Strike 2(Magic Sword), Knowledge(Magic) 4, +5 to INT.

Intiative:

King of Suits : 17

Stranger : 9

Combat begins.

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Marceau's Ranged Pin attempt,

(11,5) = (16)

Stranger's Defence,

(20,2) = (22)

Stranger activates the blue orb in the living room(the place with the shunted aside furniture).

GM fiat: both teleported back to the Hallway World(no HP awarded because frankly that'd be pointless).

end of Round 2.

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The King of Suits attempts to peer past the Stranger's veil of submission for any hidden plots, Sense Motive check,

(14,2) = (16), no guarantee of success, though.

The Stranger's Bluff:

(6) = (6).

Woohoo! the dice smile upon me!

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KoS's Stealth attempt, to get away from Wolfgang without being noticed.

(2) = (2)

Darn.

Wolfgang's Notice check.

(3) = (3)

What the blazes?

COMBAT BEGINS!!

Initiative Checks:

KoS:(4,2) = (6)

Wolf:[13,1] = (14)

Wolfgang ATTACKS!

Forms his mage-blade and swipes:

(10,2) = (12)

The KoS's Defence!

(14,4) = (18)

The KoS Attacks! after activating Array.

(14,5) = (19)

Wolfgang's Defence.

(10,2) = (12)

The KoS hits.

I'm going to go with the 'one hit KO for mooks' system. END COMBAT.

Wolfgang down, Marceau Used HANDCUFFS.

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Marceau's Stealth check, DC: 10

(1,10) = (11)

Huh, that was close.

The KoS switches to Super-Strength and shifts a dumpsters in front of the thieves only viable escape route.

Notice check to see an open window on the second floor. DC is 5.

(1,2) = (3)

Bah!

Finally, Stealth check(DC 12) to avoid notice by the thieves in the warehouse.

(20,17) = (37)

Critical Success! Marceau is not noticed whatsoever by the thieves and they don't hear him when he calls for the police.

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Master Plan check, DC 10 as always

(11+7) = (18)

Excellent!

KoS's Stealth check,

(7+10) = (17) +2 due to Master Plan so 19.

The Thug Minions' collective Notice check(gonna get this moving along, staid still long enough!)

(15) = (15)

Great! Now the Acrobatics check, DC 10, to get closer to the table.

(2+6 = (8) +2 due to Master Plan so 10. Activates Empowerment Array.

So, within attack distance, so Marcy strikes! Initiative rolls will be collective for thugs to save time.

Thugs: (4+1) = (5)

Kingy: (2+7) = (9) +2 " " so 11.

Surprise Attack aiming for Thug #2(Larry).

(18+5) = (23) +2 " " so 25.

Defence for Thug #2 is negated by 2 due to surprise, so (18-2) = (16) still one-hit K.O. for minion-level enemies, so blue hair is down.

Takedown Attack on Thug # 1(Mike): [10,5) = (15) +2 " ", so 17.

Defense for Mike: (1+2) = (3) Still surprise attack, so 1. Down.

Takedown for Thug #3( Jonas) (6+5) = (11) +2 " ", so 13.

Defense for Jonas (18) = (18) Misses.

Jonas strikes at Marcy with his sword of magic(K?). (16+2) = (18)

Marcy's defence is (13+4) = (17) +2 " " so 19. Misses.

Thugs 4-8 Attack. Thug #4(Charles 1): (19+2) = (21) Marcy Def: (11+4) = (15) +2 makes it 17, still hits, so Damage DC is 17. Now for Toughness on Marcy's part:(16+10) = (26) +2 makes it 28, huzzah!

Thug #5(Raphael) Strikes :(9+2) = (11), and Marcy's Defense, (1+4) = (5) +2 makes it 7, hit. Damage DC is 17 and Marcy's Toughness: (4+4) = (8) +2 makes it 10, KoS is now Bruised(1).

Thug #6(John)'s Strike (5+2) = (7), and Marcy's Defense is (9+4) = (13) +2 makes it 15 due to Master Plan so miss.

Thug # 7(Adrian) attacks (2+2) = (4), Marcy's Defense (17+4) = (21) +2 due to Master Plan is 23 so miss.

Finally, Thug #8(Paul) attacks with (13+2) = (15) and Marceau defends with (10+4) = (14) +2 makes it 16 so a miss.

Thus endeth ROUND ONE.

KoS: Bruised (1).

Mike: Out Cold.

Larry: Out Cold.

Jonas: Active.

Charles: Active.

Raphael: Active.

John: Active.

Adrian: Active.

Paul: Active.

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Also, I should mention that any suggestions, criticisms and corrections on points of the rules, wrongful appraisal of the background of the campaign setting or just random facts I ought to be aware of are appreciated and encouraged.

Anyway, Second Round of Combat!

Kingy attempts to Intimidate the group of wrong-doers into ceasing the conflict, with a -3 circumstance modifier due to him suffering my poor implementation of his abilities skills and powers in the previous rounds. Anyway, he rolls (17+2) = (19)

The Thugs Will Save, collective :(7) = (7) success.

So...Combat Ends!

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Intimidate check to get the gang to tell Kingy who hired them for the job.

(20+5)= 25

Thug's collective Will save: (7)= 7

Success! They inform Kingy of their emplyer's name and nature, but not location due to their not knowing where he is(except Wolfgang that is).

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