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Better Thinking in the Lost World


Supercape

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Posted

Cool!

 

OK so if you do an IC post of Dok examining the Mush of flesh, and then getting caught in a snare and suspended from a tree!

 

As admiral ackbar would say....ITS A TRAP!

Posted

To be clear, Dok is switching from his Enhanced WIS to his Enhanced CHA, the better to schmooze them with!

 

Diplomacy check?  Or Bluff?  They're both the same for him.

1d20+621 [1d20=15]

 

Not bad!

 

Posted

Hi, sory for huge delays this month, I have been swamped with work and not-work work. 

 

Thats a mighty range on that scanner!

 

Supersenses is an odd beast and has taken me a long time to sort out in my head. That power may be a little off, notation wise, but I am thinking it is:

 

Radio Sense [1 PP] (Detects radiowaves)

Radar Sense [1 PP] (Detects positions)

Accurate Applied to Radar Sense [2 PP]

Acute, Ranged, Radius applied by default to both Radio and Radar Sense [0 PP]

Danger Sense [Radio Senses] [1 PP]

Extended 2 (x100, Applied to Radar Sense) [2 PP]

Uncanny Dodge as Feat [1 PP]

Radar Sense Counters Concealmenet [2 PP]

 

For a total of 10 PP, so I am not sure where the last PP is spent on that?

 

Im going to go with the above for now, but if you can correct my thinking, please do so! :D

 

  • 3 weeks later...
  • 2 months later...
Posted

Gonna try diplomacizing Lord Uplift, from one mad scientist to another.

 

Dok's still got his Mind set to "Enhanced CHA."  He's untrained in Diplomacy, so that's a +7 bonus.

I'm going to use one of his 5 Hero Points to activate Beginner's Luck, giving him 5r in Diplomacy.

Which puts his total at +12.

 

1d20+12: 18 [1d20=6]

 

I can do better.  And I shall, by using another HP to Improved Roll!

 

1d20+12: 29 [1d20=17]

 

Muuuuch better.

 

Down to 3 HP now.

Posted

Thats fine by me. However, I always struggle a bit with diplomacy vs primary characters in these situations. It is, to my mind, not a power that will change his motivation or agenda, or protect you from conflict. It merely suggests that he is more inclined towards you, but that wont (usually) stop him from his course of action. I hope your understanding is of a similar nature. 

 

For reference: Doktor Archeville, 3 HP

Posted

Oh, of course, sure. I am fully on-board with "a non-Minion char _might_ be persuaded to change their ways, but _if_ so it'll take more than just one interaction skill check" type of thing.

  • 3 weeks later...
Posted

Dok's trying a new tactic.  Calling for a stunt off his Enhanced Mind 8 (16pp) array.  Switching from

 

Enhanced Charisma 16 ("enhanced presence/interpersonal intelligence"; to 24/+7)

 

to

 

Emotion Control 12 ("talking them into despair"; Extras: Area [General, Burst, 60-ft. radius], Selective Attack; Flaws: Limited [Despair only], Range 2 [Touch], Sense-Dependent [auditory]; PFs: Progression [120-ft. radius], Subtle) {8pp} & Enhanced Charisma 8 (to 16/+3) {8pp}  {8+8=16/16pp}

 

Targeting just the apes.

They'll need to make a DC 22 Reflex save (for the Area part; representing if their ears happen to be turned away/blocked or not).

Then either a DC 22 or 16 Will save (22 if they failed the Reflex save, 16 if they made it).

Those who fail that Will save by 1-9 become shaken (-2 on attacks, defense, and checks).

Those who fail by 10+ become overcome with hopelessness, and unable to take any actions.

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