9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
"If we're gonna get him, we got to get moving. The Quincy stop is only a block away, he gets on that and we'll never catch him...not to mention if that f&$%ing idiot kills Sheriff, it looks pretty bad for all of us." Dalton says, quickly stating the options.
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Security Room "I'm afraid you'd lose that bet, Kate. I was a beat cop. The only thing I used a computer for was paperwork, and then only when I had no other alternative, but I suppose I can give it a try." I forget if not having a dot in a knowledge prevents you from even attempting the role in 2nd ed like it does in V20. On the chance that it doesn't... Not sure which one you would like here.
Well here's hoping it's Wits, otherwise it's botch time...
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Being careful not to contaminate the scene by touching anything, Dalton scans the room for anything - other than the dead body of course - of note. Perception + Investigation: 3d10 + 3d10 ⇒ (2, 4, 7) + (3, 3, 6) = 25 Meh - 1 at 7 or 2 at 6...
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Intelligence: 2d10 ⇒ (4, 6) = 10 Looking at the paintings, Dalton could appreciate them for what they were, but otherwise thought little of, and knew even less about them. His attention quickly diverts from the painting toward the conversation between Natasha and the Sheriff.
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
"We arrived Friday night. From there we went about going through the process of trying to present ourselves to Prince Lodin." Dalton says. "Frankly, that's what we're still trying to do, but if you say the Prince is no more, I suppose that's not going to happen."
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Intelligence + Occult Diff 7: 3d10 ⇒ (7, 5, 5) = 17 Having had just about enough of this whole experience, Dalton recognizes the effects of the Presence discipline and focuses his will to ignore the worst of it. Dalton takes a seat and waits for whatever is to come next.
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Dalton shakes his head and comments to James, "You would say that, wouldn't you." before entering and surveying the area and those present. Perception + Alertness: 6d10 ⇒ (3, 6, 2, 1, 10, 4) = 26 Well with the 10 at least I know it's not a botch...
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
@James - That would have been 2 success if it weren't for the 2 1's you rolled too. Nighty night. ;) Self Control: 3d10 ⇒ (8, 8, 2) = 18 The indignity of being treated like the sort of criminal he used to take in fuels Dalton with enough will to remain awake for the time being. He sits quietly, seemingly staring a hole into one of his captors. Hearing Morgrym's commentary, the Gangrel readies himself for the worst.
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Dalton gets to his feet and looks at the man he has just saved. "Go back inside and ask them to call the police." Looking down at his watch he adds, "Have them ask for Sergent Flannigan." Police Ties Merit Taking a look back down at the gunman, he adds, "Might want EMS too."
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Dalton launches himself at the gunman, trying to drive him to the ground. Tackle Diff 7? or is it 6?(Strength (Powerful)+ Brawl): 4d10 + 3d10 ⇒ (6, 9, 3, 10) + (10, 1, 6) = 45
After all of that, two successes. Four if it was Diff 6 Damage (Strength + 1 + Extra Successes): 6d10 ⇒ (7, 3, 6, 10, 6, 9) = 41 Ouch, 5 successes...guess he really was a top rated linebacker going into college. Extra Damage Dice if Tackle was Diff 6: 2d10 ⇒ (4, 5) = 9
9th Generation Gangrel | Bloodpool: 9/14 | Willpower: 6/7
Perception + Alertness Diff 6: 3d10 + 3d10 ⇒ (7, 9, 6) + (2, 2, 2) = 28 3 successes Dalton's previous life experience takes over, seeing the weapon about to be drawn. He rushes the man drawing the weapon while telling the other, "Move!" ST SIN - Do you want me to roll the tackle now, or wait? |