RocketLord Posted November 3, 2018 Share Posted November 3, 2018 Notice roll, as requested: 1d20 + 8 = 28 Link to comment
Supercape Posted November 3, 2018 Author Share Posted November 3, 2018 Opposed against Picky Pocky: 1d20+10 14 Link to comment
Supercape Posted November 4, 2018 Author Share Posted November 4, 2018 A chase through a crumbling building or two! That means its time for some opposed DEX rolls! Opposed DEX roll chase: 1d20+2 13 Link to comment
RocketLord Posted November 4, 2018 Share Posted November 4, 2018 Opposing with Acrobatics roll: 1d20+8 = 23 Link to comment
Supercape Posted November 4, 2018 Author Share Posted November 4, 2018 You catch up with them! Link to comment
Supercape Posted November 9, 2018 Author Share Posted November 9, 2018 Ok the tear gas grenade is an area (cloud) Nauseate 5 and Dazzle 5 effect, both Fort Saves. DC 15 to save then! Although you do of course get a Reflex DC 15 save vs the area to half that to a DC 13 Fort Save if you make it! Most, but not all, of the Kids / "Fingers" will succumb to the Gas grenade. Finnigan, however, is immune (as is the Gas Man) And its time for initiative! Initiative: 1d20+5 15 Gas Man Initiative: 1d20-1 16 Finnigan Initiative: 1d20+2 6 FIngers Link to comment
RocketLord Posted November 10, 2018 Share Posted November 10, 2018 Reflex Save: 1d20+8 = 20 Made it! DC 13 fort save for Nauseate and Dazzle, then. Fort save vs Dazzle: 1d20+7 = 12. Fort save vs. Nauseate: 1d20+7 = 20. Blinded, but at least Justice's not about to puke. Initiative: 1d20+2 = 12, so your moves. Link to comment
Supercape Posted November 10, 2018 Author Share Posted November 10, 2018 Round 1 16 - Finnigan 15 - Gas Man 12 - Justice - Blinded [DC 12 Recover], 1 HP 6 - Fingers Finnigan and the Gas Man are essentially going to chase this round, ducking into the cracks of the building they are in. The Gas Man is considerably fitter than the shuffling Finnigan, so I will say that this round, the Gas Man closes the distance. They are twenty or thirty feet from you and have partial cover. Justice is up, and can start the round with a recovery fort save from the tear gas! Link to comment
RocketLord Posted November 10, 2018 Share Posted November 10, 2018 Fortitude save vs. blinded: 1d20 + 7 = 23 Justice's back in action. Gonna try to catch up with the Gas Man and Finnigan and take a shot at the Gas Man with the Justice Buster: 1d20+9-1 = 24 Link to comment
Supercape Posted November 10, 2018 Author Share Posted November 10, 2018 That will hit! DC 20 Save Tough Save vs Blast: 1d20+6 9 ouch. Fail by 10, so Bruised, Dazed, Stunned! Lets move out of combat a bit, unless you object. Link to comment
Supercape Posted November 11, 2018 Author Share Posted November 11, 2018 First off, its a Nauseate 8 Fort Save, thanks to Finnigans rotten body emitting such horrible gas! The Gas Man is, predictably, immune. Then initiative rolls, please! Initiative done lazy style: 2#1d20 3 1 with bonuses, the Gas Man gets 8 and poor Finnigan is on 0! Link to comment
RocketLord Posted November 11, 2018 Share Posted November 11, 2018 Fort save: 1d20+7 = 13 (accidentally typed 8, but I hope its fine anyway). Justice got guts of steel! Initiative: 1d20+2 = 14 Justice backs away, hoping to put some distance between them, and takes a shot at Finnigan. Attack roll 1d20 + 9 = 24 Toughness DC 20 if it hits. Link to comment
Supercape Posted November 11, 2018 Author Share Posted November 11, 2018 I actually make that a sickened status for Justice. Not to serious (-2 attack rolls and checks), and Justice still easily hits. That does indeed hit, and Tough Save vs Blast: 1d20+4 14 he is bruised and dazed for this round. That puts Finnigan out of action for this round. the Gas Man has but one action, and uses it to pull out a grenade. Putting us back to Justice, who can make a DC 17 Fort Save to shake off the Nauseate. Round 2: 14 - Justice - Sickened - 1 HP 8 Gas Man - Bruised, Staggered 0 - Finnigan - Bruised Link to comment
RocketLord Posted November 12, 2018 Share Posted November 12, 2018 My bad, I misread it as DC 8. Fort save vs. Sickness. 1d20+7 = 26. Justice did have guts of steel, eventually And then she'll try and broker some peace and stop everybody fighting, again. Link to comment
RocketLord Posted November 12, 2018 Share Posted November 12, 2018 (edited) Justice isn't about to let Finnigan out of there, and maybe she can try and resolve things peacefully without the Gas Man. So, she follows, and rolls as discussed: First: DC 20 Knowledge [Physical Science] roll to try for a +2 bonus to going after Finnigan. I got Skill Mastery, so taking 10 for a result of 22. Escape Artist DC 10 to try and follow at enough speed to keep up, with +2 from above: 1d20+4 = 15 Success! Justice is closing in! Edited November 12, 2018 by RocketLord Link to comment
Supercape Posted November 13, 2018 Author Share Posted November 13, 2018 I forgot to post here! COuld you throw a DC 15 Fort Save vs Fatigue effect! Link to comment
RocketLord Posted November 13, 2018 Share Posted November 13, 2018 Fort save: 1d20+7 = 18 Link to comment
RocketLord Posted November 14, 2018 Share Posted November 14, 2018 Rolling sense motive to see if he's telling the truth: 1d20+8 = 24 Link to comment
Supercape Posted November 14, 2018 Author Share Posted November 14, 2018 He seems sincere enough Link to comment
Supercape Posted November 17, 2018 Author Share Posted November 17, 2018 Justice is facing a disease! This is a Drain 6 CON Effect with the disease extra, so throw that Fort DC 16 save! Link to comment
RocketLord Posted November 18, 2018 Share Posted November 18, 2018 (edited) Fort save: 1d20+5 = 15 So, if I'm reading things right, I gotta make a DC 16 save each day until I get miss or get 2 correct successes in a row. On a failure, infection takes place. Is the amount of con drain then based on this initial save, so -1 Con once the disease hits? Edited November 18, 2018 by RocketLord Link to comment
Supercape Posted November 18, 2018 Author Share Posted November 18, 2018 I think it means Justice is down -1 CON at this point. Every 24 hours she must make another save until she gets two days in a row with a success. The medicine skill helps considerably! Link to comment
RocketLord Posted November 18, 2018 Share Posted November 18, 2018 (edited) Well, at least it wasn't a big fail. And on the inventions I mentioned in the chat: Robin is going to spend some time during the 3 days to make 2-3 inventions, time permitting. All with 2 hours of design time and 8 hours build time. First up, she spent 2 hours, after getting home and taking multiple showers, designing a pair of goggles that grant Super-Senses 2, with the Darkvision option, which is DC12 to design/construct. I take 10 on the Knowledge [Technology] check, for a total of 22, so the design should be fine. Gonna make the rest of the checks as they come up. Edited November 18, 2018 by RocketLord Link to comment
Supercape Posted November 18, 2018 Author Share Posted November 18, 2018 (edited) Thats all good by me. "Night Goggles" Supersenses 2 (Darkvision) Has been designed. Also, given Justice rather good skill bonuses, she can take 1 and still pass the DC check for any device of 2 PP or less, which I guess is what you are going for! If you want any mileage out of super secret ID, such as not seeking medical treatment or getting interrupted inventing / building stuff at the university, let me know. Edited November 18, 2018 by Supercape Link to comment
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