Supercape Posted August 14, 2018 Author Posted August 14, 2018 (edited) With +20 Knowledge (Technology) and Skill Mastery, the Scarab realises that he is trying to scam you with his techno-speak. It is true to say that it probably did require some investment on his part, but he is still scamming you by talking techno-gibberish. Edited August 14, 2018 by Supercape
Supercape Posted August 30, 2018 Author Posted August 30, 2018 Throw me a Know (Physical Sciences) roll for that! and, if you wish to modify your weapons to optimise them for nullification, a Craft (Electronics)
Tiffany Korta Posted August 30, 2018 Posted August 30, 2018 Kamala's a practical girl so the Electronics is not a problem (skill Mastery for 30) , the Physical Sciences on the other hand... If she can she'll go off of her vast intelligence to bluff the whole thing, Knowledge (Physical Science): 1d20+7 26.
Supercape Posted August 30, 2018 Author Posted August 30, 2018 Ok, thats good enough to allow your weapons to be changed to an continuous area nullify (Daka handwave). However, using them for any other purpose will require an HP or fatigue on the weapons as thats how they are configured, and will of course stop the nullify until you reactivate it.
Tiffany Korta Posted September 1, 2018 Posted September 1, 2018 The vaguest hint of a Bluff Roll: 1d20 3
Supercape Posted September 3, 2018 Author Posted September 3, 2018 Initiative Rolls please! Initiative: 1d20+1 7 These guys are minions with a Defence of +13. Not near enough for takedown attack.
Supercape Posted September 3, 2018 Author Posted September 3, 2018 (edited) Round 1 9 Scarab - Unharmed 7 Thugs [3] - Unharmed Unlikely to be a difficult combat but lets see how it goes when weapons offline! The thugs are about twenty feet away or less, so lets fudge that as broadly in mellee range. NB: You can use a move action to pick up a crowbar / hammer / plank of wood as an improvised weapon if you wish! Edited September 3, 2018 by Supercape
Tiffany Korta Posted September 3, 2018 Posted September 3, 2018 I thought "well I could take ten, but you know it might be a little low so I'll roll..." Attack Roll: 1d20+6 16. So a punch from Scarab!
Supercape Posted September 3, 2018 Author Posted September 3, 2018 Take 10 will work fine I believe thats a DC 15 Tough Save? Tough Save: 1d20+3 19 He makes it! So the other three will all attack with improvised weapons: again, not a massive threat but... Punchy stabby hitty: 3#1d20+3 5 12 20 one hits, a damage 4 effect giving DC 19 Tough Save
Tiffany Korta Posted September 3, 2018 Posted September 3, 2018 Scarab's Toughness Save: 1d20+12 24, and this time I'll Take 10 for another hit!
Supercape Posted September 3, 2018 Author Posted September 3, 2018 Tough vs Scarab Punch: 1d20+3 23 unebelievable! Do you want to throw an IC for that?
Supercape Posted September 4, 2018 Author Posted September 4, 2018 OK so lets not let this drag on too long! As soon as you drop one, they will run! Grab her!: 3#1d20+3 10 21 9 three grapple rolls, one hit. opposed Grapple Roll: 1d20+4 10 his grapple roll. Ill waive that as its such a low throw and to keep things moving!
Supercape Posted September 7, 2018 Author Posted September 7, 2018 Tough vs Scarab Punch: 1d20+3 7 FATALITY! Er, I mean knock out. Its not Mortal Kombat. Post that how you like!
Tiffany Korta Posted September 25, 2018 Posted September 25, 2018 Scarab's Terrible, terrible Bluff: 1d20 11
Supercape Posted September 25, 2018 Author Posted September 25, 2018 Sense Motive: 1d20+4 14 oh dear! And I was going to give a +2 Bonus to Bluff for the dress!
Supercape Posted October 16, 2018 Author Posted October 16, 2018 Opposed against! Notice stealth: 1d20+4 7 YOu are stealthy!
Tiffany Korta Posted November 1, 2018 Posted November 1, 2018 As requested Scarab's Notice: 1d20+10 22
Supercape Posted November 4, 2018 Author Posted November 4, 2018 What is the Scarab attempting to do with Science? (It sounds cool, but wasn't sure!)
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