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Session Notes - Misty Investigates
Session Notes - Misty Investigates
Setting the Scene: London, 1934
A cold, dreary afternoon around 5 or 6 PM.
Smoggy and grim streets of London.
People hustling and bustling. A general air of suspicion.
Character Introduction: Misty
Wearing a Girl Scout uniform, possibly with a hat.
Blonde, curly hair and glasses.
Misty's Agenda
Meeting someone who wants to do business with "Vaginawa" (Vontemort), described as an absolute dickhead, at approximately 6:30 PM.
Considering smoking a "candy stick".
Investigating Aunt's House
Looking for suspicious activities related to Vontemort.
Searching for hidden panels.
Spot Hidden Roll:
Mechanics: Uses percentile dice (two dice).
Goal: Roll below 60 for success.
Hard Success: Below 30.
Extreme Success: Below 15.
Critical Success: Roll a 1.
Initial Roll: 96 (Failure).
Options after Failure:
Accept the fail.
Spend Luck: 70 luck points available, spend 1 luck point to reduce the roll by 1.
Push the Roll: Reroll with increased risk; cannot spend luck on the reroll; failing the reroll results in something very bad.
Pushing the Roll: Blindfolding to gain new perspective.
Success after pushing the roll -
Extreme Success
Discovery Behind the Wall
Sound of something hollow.
Wall safe with old hinges.
Contents of the Safe
Small pouches.
Old black and white photo of aunt and Vontemort.
A feral-looking lake above the mountain aiming for the heart. Losing one point to sanity is the result.
Sanity Check:
Maximum Sanity: 55.
Losing 11 or more sanity points at once leads to indefinite madness.
Losing 5 or more points requires an intelligence roll; failing it means the character doesn't understand and avoids madness.
Dealing with the Discovery
Gripping an axe for comfort.
Rationalizing the photo as a trick of the light.
Date on the back of the photo matches the date the house was sold.
Leather Bags
Contain rough, raw, untempered diamonds and other gemstones.
Inventory Management
Adding pouches of gems to inventory.
Plans and Preparations
Making weed brownies.
Getting weed.
Gearing up the car.
Finding out more about the aunt.
Arts and crafts.
Getting another axe.
Crafting a Weapon
Painting a piece of wood (door hinge) with a cute design and the phrase "Vantanoir is a dickhead".
Attempting to sharpen it with a kitchen knife.
Fumble: 99. A fumble on a scale of 100 is between 96 and 100. A success on the scale is below 50 and a fumble is between 50 and 100.
Result: Splinters and one hit point lost.
Current Hit Points: 8.
First Aid
Applying plasters and bandages.
Research Project on Vontonoir
Interviewing people.
Past Investigations
Investigating the entire house.
Reading letters.
Conducting interviews in the library.
Reading newspapers in the library.
Intelligence Roll on Busser
Roll:
60; Intelligence: 75 (Success).
Busser ran food from the kitchen and was laid off with many others - near and off to years ago for a long term.
15 worked in amount. 6 are willing to talk.
The Dumbwaiter
Goes from kitchen to bathroom.
Interviewing Blake Crossbead
Invited Blake for questioning a week ago.
Blake is an important golden gentleman.
Blake works for a woman in London.
Interview with Blake Crossbead
Sits in an armchair.
Pretending to smoke a candy cigarette.
Slamming a glass on the table, then asking, "What do you know about Vansenoir?"
Intimidation Roll:
Initial Roll: 64.
Spending 11 luck to succeed.
Blake says he can tell bits and pieces but takes his job seriously.
Dangerous to torture Vantamort as he can kill. Torture leads to no imprisonment but death.
Deception Attempt
Attempting to deceive by acting as a girl scout.
Deception Roll (Persuade):
Roll: 19. Persuade: 10.
Spending 9 luck points to succeed.
New guy at the door; has to find out how he does the contract.
Additional Actions
Pulling out vodka and girl scout cookies.
Learning that Vontemort traveled to Spain.
Encounter at the Bar
Slapping barkeeper after asking "How much?"
Getting information about Vantemort.
Contact - he'd try to get him in contact, as he's doing a galla.
Tying Jagged Pieces of Wood to Car - not an option
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APUSH Unit 7 (1890-1945)
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