Supercape Posted May 1, 2019 Author Posted May 1, 2019 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!
Dr Archeville Posted May 6, 2019 Posted May 6, 2019 (edited) Soo... is now time to roll initiative? Or not, I just saw that Tarrakhash fractured his sternum yesterday! Edited May 6, 2019 by Dr Archeville
Supercape Posted May 8, 2019 Author Posted May 8, 2019 If you are going into combat, then yes, otherwise we can play this out!
Tarrakhash Posted May 14, 2019 Posted May 14, 2019 And I'm back, if a little slower, going to try and talk this out to start!
Dr Archeville Posted May 18, 2019 Posted May 18, 2019 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+6: 21 [1d20=15] Not bad!
Dr Archeville Posted May 19, 2019 Posted May 19, 2019 Dok is trying to worm some info out of their captors as they travel, so... Gather Information check? 1d20+6: 9 [1d20=3] Oof
Supercape Posted May 25, 2019 Author Posted May 25, 2019 Bluff would work better I think, but its a sufficiently rubbish roll... Lets match it against their rubbish sense motive: Sense Motive: 1d20-1 8 Well there you go!
Tarrakhash Posted May 26, 2019 Posted May 26, 2019 Using my Radio scanner to Notice: 22 Radio Scanner; Radio, Enhancements: Accurate [+2], Extended 2 [10 000ft, Notice], Danger Sense [Radio], Uncanny Dodge[Radio] Counters Concealment 2 [Radio]
Supercape Posted May 30, 2019 Author Posted May 30, 2019 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!
Dr Archeville Posted June 16, 2019 Posted June 16, 2019 Welcome back! So now that we see Lord Uplift, any chance we recognize him/know anything about him?
Supercape Posted June 16, 2019 Author Posted June 16, 2019 UNless you can make an INT check DC 1 million, no! (I appreciate your PCs are super smart, but in this case, you know nuthin!)
Dr Archeville Posted August 17, 2019 Posted August 17, 2019 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.
Supercape Posted August 20, 2019 Author Posted August 20, 2019 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
Dr Archeville Posted August 20, 2019 Posted August 20, 2019 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.
Dr Archeville Posted September 10, 2019 Posted September 10, 2019 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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