Tripping up the thiefRanged Weapon DC: 18 (tripped up)
Jinichi's attempt: d20 [17] + RAB [11] + Senbon [2] = 30
Success! Anticipating the fleeing bandit's movementsSense Motive DC: 10
Shiro's attempt: d20 [10] + Sense Motive [7] + Wis Mod [3] = 20
Success! Running down the pickpocketAthletics DC: 10 - Anticipation Bonus [5] = 5
Shiro's attempt: d20 [11] + Athletics [0] + Str Mod [0] - Knocked Down Penalty [5] = 6
Success! Reward for Group (4 members): (20 + 36 + 20) / 4 = 19 XP + 1 Ranged Weapon Skill
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The thief runs for a while, surprised only one of the young shinobis escorting his target had apparently spotted his maneuver and started chasing him. However, before he knows what happened, a senbon flies through the crowd and pierces right through his lower thigh, narrowlymissing his femur and, lucky for him, making a clean path through his leg muscle and to the ground. Crumbling down from the pain, the bag he had stolen falls to the ground and opens, letting what appears to be a note and a red vial fall to the ground.
Seeing two of his assailants are now upon him, he turns around and flings a cloud of dust into the air, veiling the area and quickly poking at their eyes. This could get the few seconds he needs to disappear back into the crowd by taking advantage of the commotion.-----------------------------------------------------------------------------------------------------------------------------------
Step 1Don't let that powder get into your eyes! I don't know if you've had thousands of tiny glass needles poke at your iris but odds are that's an experience you'll want to forget!
Fortitude DC: 8 (keep your composure through the pain, if barely)
Fortitude DC: 20 (ignore the pain, if only temporarily)
Success ( 8 ): Still able to function for a moment but suffer -5 to all rolls for next step.
Success (20): Completely ignore the cloud for a few seconds.
Failure: Lose sight and composure temporarily, unable to function for the next few precious moments.
NOTE: Only Shiro and Mizuiro are within range.
Step 2Most of the words you'd use to describe that thief right now would land you in detention right away. For the moment, your priority remains thinking out how you should deal with the situation though...
Option 1Use the few moments you have before the pain takes you out of commission to go for the bag, that's the priority right now and it's just lying on the ground, just as much in your reach as in the thief's. If you're quick enough, you'll get away with your pride intact.
Sleight of Hand DC: 5
Success: Beat the thief to the bag and get it back. He'll probably get a chance to meld back into the crowd though...
Failure: He beats you to it and lets you wallow in pain as the dust gets the better of you for a few seconds.
Reward: 10 XPOption 2It can seem a bit strange, but you're curious about what just fell out of the bag. It's a bit farther away but it seems valuable. The Merchant would probably be happy to get that back... and you'd have a chance to take a look at it.
Sleight of Hand DC: 10 (Just the note)
Sleight of Hand DC: 15 (Note and bag)
Reward: 10 XP (Note), 30 XP +1 Sleight of Hand (Note and Bag)Option 3Tackling that guy down would probably be the hardest thing to do in your condition but tackling that guy down and getting a few punches in would certainly allow you to get everything back... and make you feel better at the same time. Be careful though, he's lightly wounded, not incapacitated...
Dodge DC: 25
Reward: 50 XPNOTE: Mizuiro can use his past grapple roll for this attempt if desired. Or, can reroll another attempt.
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NOTE: Various strategies may influence the DCs and experience gained from succeeding this step. Also, additional choices may be suggested. Be creative.
IMPORTANT NOTE: Given the various possible options for this step, honor system applies here. No rolling and deciding what to do afterwards depending on how much you got!