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Supercape, July 8, 2011 in Archives
OOC for this thread.
Carrie is free to use whatever disguise gear she wants.
Madam Redpowder is used to Disguising people, so this is an Aid action with a +5 bonus to your disguise rolls (Teamwork 3 feat). In addition, she has masterwork disguise kits, so +2 situation bonus, so +7 to any disguise rolls you may wish to make.
Also, feel free at this point to burn an HP for 5 Equipment points of anything you may wish from "Q" division (within steampunk reason!).
EDIT: Finally, you will also have the appropriate uniform or costume to hand: an additional +2
Total bonus is +9!
Ok you are free to describe the costume you wish!
Tracers and microphones will need an HP to burn (for 5 Equipment points, which you can spend as you wish. Radio waves are a bit "cutting edge" in Earth Victoriana, but they will have them in the Ministry, although they will look a bit odd, and be copper and having moving cogs etc! )
I make that 25 with all the bonuses above.
Alternatively, and quite probably, you would want to take 20 on this, to make sure the disguise is as good as possible? making it a value 29 disguise - enough to fool most!
If I take twenty, it'll be 27, Carrie has no disguise bonus, when you have a stealth bonus as high as her it hardly ever comes up.
Depending a bit on what you do, Gather Information / Diplomacy / Intimidate / Bluff rolls depending on who you interact with and how (in the Pub). Ill do a quick GM post and then you can follow on.
An hour or so in the pub, you get some specific information. Anything you particularly wanted?
Who is hiring lots of help but requesting absolute job discression as well as anyone offering jobs for look outs.
Posted IC, you get some offers. Take your pick, and yes you get full discretion.
Look outs - probably not going to get that without ingratiating yourself more into a gang. Which is certainly doable.
Or you know, she could just turn flat find the warehouse and sneak around.
Going to do a stealth roll for Carrie sneaking around the docks real quiet like.
39, okay, if there is someone anyone at all that could possibly spot her after that roll, then they deserve to find her. Also, you want any search or notice rolls.
STealth 39? what, you want to wake up the whole of London City?
Errrr, no, nobody will match that. Not even rolling!
Post IC about her sneaking, and ill tell her watch she finds. No notice rolls or search necessary at this point.
Its enough, even if not perfect. Ill post IC.
GM Fiat: +1 HP.
That puts her at 3, I believe.
Incidentally, she can also make a knowledge (tech) roll for those Blue Prints if you get a few minutes (or more) to study them.
1d20+1=6 for the THugs, you are up.
The Bowler Hat dude: Gang Leader Archetype, +2 STR, +2 CON, no leather Jacket but a Shotgun.
The Other Chinese gangmembers are regular thugs, they will be swarming from various directions - about 10 at the moment, but more will arrive as the alarm is raised.
Run, run, run, you get it. Overrun, any obsticles are avoided, probably in an acrobatic fashion.
OK Checked the rules, Acrobatics Skill check of DC 25 needed to move through a space occupied by an opponent.
I presume you are doing that rather than overrun?
Taking ten, so Carrie gets 30 Arcrobatics than.
Run, run away!
OK, let me know how you are doing this... its my first chase scene in M&M so should be interesting.
If you are moving all out, we need to keep track of how many rounds you can do that for without DC checks (your CON score). Also - where are you moving? across the rooftops? swimming? onto boats / horses / steam powered cars?
I'm assuming she just for now leap frogs over the bad guys and goes out the door and they are shooting at her as she goes. You want to do a chase scene I am assuming it ends at the boat (or turns into a fight scene).