Amelia Posted December 3, 2019 Share Posted December 3, 2019 @olopi It doesn't look like you've had a chance to get a first post in. Do you want the rest of us to wait for you before posting again? Link to comment
Thevshi Posted December 9, 2019 Author Share Posted December 9, 2019 Not sure we can keep waiting for olopi. Lets move forward and keep things vague as to whether Lady Liberty is present or not so maybe he can join in down the road. Link to comment
Thevshi Posted January 30, 2020 Author Share Posted January 30, 2020 @Grumblefloof @Dr Archeville @Electra @Cubismo @KnightDisciple @olopi Okay everyone, while we continue with some interaction for a bit more, could I get Notice checks for everyone please (when/if we have a dice roller working) Link to comment
Amelia Posted January 30, 2020 Share Posted January 30, 2020 Octoman can take 10 with Skill Mastery and hit DC25 on Notice, except for Listen checks which he fails automatically. Link to comment
Dr Archeville Posted January 30, 2020 Share Posted January 30, 2020 Artificer's Notice check 1d20+5: 9 [1d20=4] He's lost in his bamboozlement! Link to comment
Cubismo Posted January 30, 2020 Share Posted January 30, 2020 Here's Ms. Thursday's Check. Notice: 1d20+5 13 Link to comment
KnightDisciple Posted February 1, 2020 Share Posted February 1, 2020 Thunderbird Notice: 28. Link to comment
Thevshi Posted February 1, 2020 Author Share Posted February 1, 2020 Veronica manages to get a 25 for her check. In my next post I will describe what she, Ben and Micah all notice. Link to comment
Thevshi Posted February 4, 2020 Author Share Posted February 4, 2020 @KnightDisciple@Dr Archeville@Cubismo @Electra Okay, need Will saves from everyone, DC 20 (unless you have some immunity to fear) @Grumblefloof Grumble, I figure that since this is sonic based, OctoBen would be immune. @olopi Olopi, not too late to jump into things. If you can post, please make the Will save for Monica. Everyone might as well make Initiative checks. Everyone will be getting a HP for all the civilians that are now in danger around them. Link to comment
Thevshi Posted February 4, 2020 Author Share Posted February 4, 2020 Veronica just misses her Will save with a 19 (so is suffering a -2 on attack rolls, defense and any checks) Link to comment
Dr Archeville Posted February 4, 2020 Share Posted February 4, 2020 Artificer's Will save 1d20+6: 7 [1d20=1] Yikes! No, using that HP we just got to re-roll that. 1d20+6: 13 [1d20=7] +10 b/c the die rolled less than 10, so that's actually 23. Much better! And initiative -- 1d20+1: 8 [1d20=7] Current status: uninjured, 1 HP. Link to comment
KnightDisciple Posted February 5, 2020 Share Posted February 5, 2020 Will Save: 19. Initiative: 12. Link to comment
Cubismo Posted February 5, 2020 Share Posted February 5, 2020 Will Save: 1d20+12 26 Initiative: 1d20+6 20 Link to comment
Amelia Posted February 5, 2020 Share Posted February 5, 2020 Octoman's Initiative: 17. Link to comment
Thevshi Posted February 5, 2020 Author Share Posted February 5, 2020 Okay, based on my read of the fear effect, Veronica and Micah are -2 on their Initiative checks, which I take into account below: Round One 26 (28 if fear removed) Veronica Danger (Effected by fear (1 rd), unharmed) 4 HP 20 Ms. Thursday (unharmed) 4 HP 17 Octoman (unharmed) 5 HP 10 (12 if fear removed) Thunderbird (Effected by Fear (1 rd), unharmed) 3 HP 8 Artificer (unharmed) 1 HP 6 Fearmaster II (unharmed) So, right now the Initiative is really just to have us in some structured time. At the moment there is not too much that requires it, but that will change at the start of next round. Also, E and I spoke this morning, and I will been sidelining Danica for the moment (in a suitably heroic fashion). If we are still going with things toward the end of the month when she finishes the bar exam, she will be able to get back into the fight. I am going to make a quick IC post for Veronica, then it will be Astrid’s turn. Link to comment
Thevshi Posted February 5, 2020 Author Share Posted February 5, 2020 For bookkeeping, Veronica is going to use a Standard Action to adjust her variable pool in her amulet setting it for: Attack Focus: Ranged 2; Attack Focus: Melee 2; Acrobatics +8 (up to +19) Astrid is up! Link to comment
Thevshi Posted February 6, 2020 Author Share Posted February 6, 2020 @Cubismo Hey Cube, Astrid is up. Want to keep this moving. Link to comment
Cubismo Posted February 6, 2020 Share Posted February 6, 2020 My bad, Thevshi. Her post is in. Since she doesn't know where Fearmaster is there ain't much she can do beyond make a Move Action to get out her weapon. Link to comment
Amelia Posted February 6, 2020 Share Posted February 6, 2020 (edited) The tracking rules in the core book are fragmented to nonexistent. Here's my best guess at piecing them together: The only mechanic provided by the "Track" feat is that you use the Survival skill with it. Other than that, it just directs you to the "Tracking" extra for Super-Senses. The "Tracking" extra in the core book version of Super-Senses states a base DC10, "modified by circumstances as the GM sees fit" (it does not elaborate), but it doesn't say which skill you're trying to hit that DC10+ with. The Search entry in the Skills chapter specifically says that the skill works in conjunction with Accurate senses. Since Octoman's smell is not Accurate, he wouldn't use Search with it. Notice, on the other hand, specifically covers all of your senses ("Spot" and "Listen" are two listed examples of Notice checks). The base DC for a Notice check to spot something out in the open is 0, but it's 10 to discern fine details, like hearing the exact words reading the exact text. Picking up a trail sounds like the latter. So my guess is that you use Notice with the Tracking extra, and it's no coincidence that the base DC of 10 to pick up and follow the trail is the same as the DC10 to Notice fine details about something. The "Action" section of the Notice skill entry says it's either a Reaction or a Move action, depending on whether the GM calls for the check or the PC takes the time to try to notice something. So I think it's a move action to pick up the trail, and then the normal move action to follow it. I think the penalties to an Investigation skill check to analyze a clue might work for a tracking check as well. The "scene is outdoors" penalty probably shouldn't apply, but the age of the trail and the levels of "disturbance" to the scene might. Assuming I pieced all that together correctly, Octoman's round looks like this: Octoman Free Action: Activate Concealment power. Become invisible. Free Action: Activate Morph power. "Put on costume." Free Action: Activate Additional Limbs power. Move Action: Notice check to pick up the scent trail. Take 10 with Skill Mastery to hit DC25, which presumably passes. Move Action: Follow the trail. Edited February 6, 2020 by Grumblefloof Link to comment
Thevshi Posted February 6, 2020 Author Share Posted February 6, 2020 @Grumblefloof Yeah, that all sounds fine to me, and yeah, a 25 Notice check will pick up the trail @KnightDisciple KD, Thunderbird is up! Link to comment
Amelia Posted February 6, 2020 Share Posted February 6, 2020 The D20 SRD has some info on the D&D3.5 version of Track that M&M left out here. It looks like the usual option of speeding up your task by taking a penalty to the skill check works with tracking in D20 too, specifically -5 to move at full speed while tracking instead of half speed. If that's an option for Octoman here, and if it matters, then I'll take it, since I think 20 would still hit whatever DC he'd need, and 30ft of movement is better than 15ft. Link to comment
Thevshi Posted February 6, 2020 Author Share Posted February 6, 2020 Sounds fine to me. Link to comment
KnightDisciple Posted February 9, 2020 Share Posted February 9, 2020 Hm. Free Action: Spend an HP to temporarily get Quick Change. Move Action: Speed off to a spot somewhere out of view. Free Action: Change into costume (hooray backpacks) Move Action: Come back on-scene. I'm not going to invoke any Complications yet, and right now he's not doing anything mechanically with the weather. But FWIW, Thev, he's still learning control and he's under a Fear effect. We can play with this for a round or two as you'd like. Link to comment
Dr Archeville Posted February 9, 2020 Share Posted February 9, 2020 Artificer's up! Starting Conditions: Undamaged, 1 HP. Move Action: Manipulate Item -- secure Astrid's walkman onto his ears and crank the volume. (Penalties to Notice/Listen checks, bonus to saves vs. sonic effects?) Free Action: Extra Effort to power stunt an Area Emotion Control (Calm) effect off of his Magic Emotion Control 8 ("Emotional Purgative"; Extra: Area [Targeted, Burst, 200 ft. radius]; Flaw: Limited [Calm only], Range 2 [Touch]; PFs: Progression [Area] 2 [25 ft. increments]) {6/18} Standard Action: Activate Emotion Control/Calm effect. Ending Conditions: Undamaged, 1 HP, will be fatigued at start of next round. Link to comment
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