Supercape Posted February 2, 2013 Share Posted February 2, 2013 OOC for this thread. Blod, Tsunami, and Crimson Tiger out for the night. You may make some knowledge (current events) and (streetwise) rolls to know a few things! Knowledge (Current Events) DC 10 (Untrained) A large number of dock workers have recently been laid off, and are unhappy about it, protesting and picketing... DC 20 (Trained only) The shipping company Triton International have taken over handling of goods in some docks from the regular businesses recently, and have laid off a lot of workers. They have brought in 'independent' workers, who are apparently unskilled thugs! Knowledge (Streetwise) DC 10 (Untrained) A load of street thugs have been employed down the docks, and are paid good money for it, no questions asked. They are happy! DC 20 (Trained only) Knuckles O'Hagan, a two bit street thug with a bit more sense than the regular thug, is organising the "thug labour", and has been bragging about the considerable pay packet he has been getting. He has been down the docks a lot, getting drunk and into fights... Link to comment
Thevshi Posted February 2, 2013 Share Posted February 2, 2013 Hmm, not a great Kn: Streetwise for Tusnami, only gets a 13 Link to comment
Tiffany Korta Posted February 2, 2013 Share Posted February 2, 2013 Wow it's seem's Blod is lacking in both of those, so untrained it is! Knowledge first, then Streetwise 1d20=5, 1d20=15. Link to comment
Thunder King Posted February 5, 2013 Share Posted February 5, 2013 Streetwise? a nine Current Events? Seventeen Link to comment
Tiffany Korta Posted February 8, 2013 Share Posted February 8, 2013 I'm using two skill's she has Mastery in Stealth for 29 and Intimidate for 24. There are lot's of skills she has to roll for honest! Link to comment
Thunder King Posted February 12, 2013 Share Posted February 12, 2013 Skill mastery on Stealth for 22 Link to comment
Supercape Posted February 12, 2013 Author Share Posted February 12, 2013 Ill wait for Blods response before pushing forward. Yeah, basically dirty cop is intimidated! Link to comment
Thevshi Posted February 12, 2013 Share Posted February 12, 2013 Tsunami gets a 14 for stealth as she goes to the water, trying to stick to 100' from the pier for now. Link to comment
Supercape Posted February 12, 2013 Author Share Posted February 12, 2013 That will do fine at this distance in low light conditions. Link to comment
Thunder King Posted February 12, 2013 Share Posted February 12, 2013 Crimson Tiger is going to use the Assessment feat to get an estimate as to how strong this guy is relative to her, rolling a 21 for Sense Motive. She's sneaking towards him to get a good look at him, using the same roll. I'm skill masterying a 22 if I need to reroll stealth. Link to comment
Supercape Posted February 12, 2013 Author Share Posted February 12, 2013 That is certainly enough for the crowd. Knuckles, however - Ill give that an opposed roll, and put him at -5 penalty due to being preoccupied and light etc. 1d20+5=24 Hows about that. As for the assessment: 1d20+5=15 He is weaker than Mali. Post away IC your sneak, and assessment, Ill post Knuckles response. Given Knuckles only just beat you, I would suggest you can get pretty close before he spots ya. Its up to you if you want to say its because of bad luck, a klutz, or just because Knuckles is pretty sharp (which he is). Link to comment
Thevshi Posted February 12, 2013 Share Posted February 12, 2013 Tsunami is shifting her array to Water Control (ie move object limited to water). She can make a 1 foot x 1 foot column of water up to 50 feet high in a standard action, so, depending upon the height of the ship, that should put her up alongside it to see the deck. She will be riding the column up thanks to Water Walking as it goes (SC, let me know if that does not seem right to you). Oh, and she has her forcefield up now. Link to comment
Supercape Posted February 13, 2013 Author Share Posted February 13, 2013 Thev that is all fine, although you will break cover on the ship in terms of stealth. Thunder> Initiative Rolls please! I'm giving Crimson Tiger 1 HP for splitting for the team and being goaded by Knuckles into a fight in the crowd. There will be blood! 1d20+10=16 Knuckles Initiative! Link to comment
Thunder King Posted February 13, 2013 Share Posted February 13, 2013 25 on initiative 31 on an attack roll Link to comment
Supercape Posted February 13, 2013 Author Share Posted February 13, 2013 1d20+4=20 Bruise. As for Knuckles he will try to intimidate / startle Mali as a move action: 1d20+10=12 not too impressive. And then punch away! unshifted attack. 1d20+10=21 which is, by the skin of his teeth, a hit. Its only a DC 18 Toughness save. Link to comment
Thunder King Posted February 19, 2013 Share Posted February 19, 2013 Natural 20 for a 27 Link to comment
Supercape Posted February 27, 2013 Author Share Posted February 27, 2013 Meaning Crimson Tiger is up against Knuckles again! Link to comment
Thunder King Posted February 27, 2013 Share Posted February 27, 2013 25 on an acrobatics check with skill mastery. Will find out what that does before I choose how to attack Link to comment
Supercape Posted February 27, 2013 Author Share Posted February 27, 2013 1d20+10=20 Flat footed! Link to comment
Thunder King Posted February 27, 2013 Share Posted February 27, 2013 http://invisiblecastle.com/roller/view/3946707/ Damage shifted for four on an attack to Knuckles. Rolled a 23. That makes the DC a 25 Link to comment
Supercape Posted February 27, 2013 Author Share Posted February 27, 2013 1d20+4=9 KNOCKOUT! Link to comment
Thevshi Posted March 4, 2013 Share Posted March 4, 2013 Okay Supercape, Tusnami is going to try to use her her supersense to try to figure out where the ships' propellers are. The supersense is accurate, so I would think she should be able to tell how the water is displaced by the various parts of the ship resting in it. Let me know if you want me to make a notice check to try to pick up where the shapes for the propellers would be (the supersense has extended range). Link to comment
Supercape Posted March 4, 2013 Author Share Posted March 4, 2013 No, that sounds absolutely fine to me. (Although an argument could be made for getting acute on that? Hearing without acute would be "There is noise", with it "Someone is speaking", that detect water sense is "There is water there" with acute "it is churning"? - however, I think for the sake of cool, it sounds good and there is plenty of time - and by default she would no where water isn't - so thats pretty helpful!) Link to comment
Thevshi Posted March 4, 2013 Share Posted March 4, 2013 Cool. Now the next question is whether her standard Water Control (ie move object limited water) is enough to push the water away from the propellers to keep them from being able to move the ship. Link to comment
Supercape Posted March 4, 2013 Author Share Posted March 4, 2013 That is an interesting question! I suppose you could move water away, replacing it with...? sounds hard work but feasible. I think that is best considered an opposed roll. The ship probably has something like swimming 4 (25mph) so lets do an opposed roll: 1d20+4=23 yoikes! Feel free to oppose that. However in the spirit of can do, also feel free to exert extra effort to automatically pass (Vworp Vworp handwavium alert!) Link to comment
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