Thevshi Posted December 11, 2023 Author Posted December 11, 2023 As Huck said, yes, although they may not work as normal, so might need to experiment. Still need IC posts for you and BitCook for the last round before I set up the next
The Sailor Posted December 12, 2023 Posted December 12, 2023 (edited) Well what I plan on doing is tossing a phosphorescent sphere at one of the enemy karts and see what happens. Going to tap the brakes real quick and let one loose. Not that it'll do much as I rolled a 12 Edited December 12, 2023 by The Sailor
Thevshi Posted December 12, 2023 Author Posted December 12, 2023 Well, might want to wait till I get the GM post for what is up ahead before deciding on what to do next, still waiting on your IC post based on the last rolls. (Same with you @BitCook)
The Sailor Posted December 12, 2023 Posted December 12, 2023 (edited) Um... I wait for your GM post or do you want me to post now? because I just did. Edited December 12, 2023 by The Sailor
Thevshi Posted December 12, 2023 Author Posted December 12, 2023 Didn't see that, but yeah, might want to edit it a bit to leave out the attack for the moment. Should be focused on what you were doing before. Should be getting to the next actions (and rolls soon).
BitCook Posted December 13, 2023 Posted December 13, 2023 Vicki is going to try and use her: Mind Reading 8 (Emotional Scan; Extra: Effortless, Feat: Subtle 2, Flaw: Limited to Emotions) {10PP} 17PP To see if she can use it as kind of a radar to sense other beings on the track. Additionally, she'll work at staying mostly central to the tack and driving as fast (15) as she can. Let me know if I need a roll for the mind reading. I don't think I do, but either way, let me know.
Thevshi Posted December 13, 2023 Author Posted December 13, 2023 Well, Mind Reading auto hits as it is perception range, but it is a single target, would beed to be area to really use as a radar. So need to know who you might target, then you do need to make a power check (d20 + rank) vs the target's will save to see if you can read their emotions.
BitCook Posted December 13, 2023 Posted December 13, 2023 Hmmm, okay, going to have to get an area on that when I have some stuff to spend. Okay, she'll use her selective concealment to blank herself from everyone other than her 3 teammates. Not sure if I need a roll on that either.
Huckleberry Posted December 13, 2023 Posted December 13, 2023 @Thevshi with Vicki and Consuelo having a bit of a lead would a roll be required for them to grab a power-up? I was thinking to have Consuelo grab one just to keep it out of Koopa hands (paws? claws? feet?), but I was also hoping to use the roll to keep gaining on the Quirks. Speaking of that roll, I got a 15. Just saving those good rolls for when I really need 'em!
The Sailor Posted December 14, 2023 Posted December 14, 2023 (edited) I am... really confused as to what to do here... Drive Check: 21 Edited December 14, 2023 by The Sailor
Thevshi Posted December 16, 2023 Author Posted December 16, 2023 Okay, getting caught up with this: Lawrence is going to try Time Stop on K2 and K4: That is a DC 16 reflex save to avoid K2 gets an 11, K4 gets a 19, so K2 is frozen. Lawrence is going to try to catch up, getting a 29 K3 is going to try to ram TL2 again, getting an 18, so he fails to keep up with her as she speeds ahead. K1 is trying to catch up, but gets a 15 so does not make any headway. K4 is going to try to ram Vicki, but will miss as he is fooled by her illusion. Vicki and Consuelo will both get power ups: Consuelo gets a banana (which she can use as a range attack against an opponent to cause them to take a -10 to their Reflex save for a stage of the race) Vicki gets a bomb (which she can throw at an opponent (group of opponents) for an area attack. If not thrown next stage, it will blow up in her hand!
Thevshi Posted December 16, 2023 Author Posted December 16, 2023 Just a reminder of where everyone is in terms of HPs: Timeout 4 HP Magic 8 Ball 3 HP Rot 2 HP Torpedo Lass 2 3 HP So, now in addition to the Koopas, there are clowns to deal with.... Let me know planned actions and some reflex/drive rolls (and depending on the action, may need more rolls).
Huckleberry Posted December 17, 2023 Posted December 17, 2023 @Thevshi how many unicycle-riding, pie-juggling clowns are we talking about here?
Thevshi Posted December 17, 2023 Author Posted December 17, 2023 22 hours ago, The Sailor said: We had comms all along? Well, you mentioned adjusting a headset in one of your earlier posts, I also had Lawrence talk over the headset earlier as well. @Huckleberry There are eight of them, at least that are readily visible.
Huckleberry Posted December 17, 2023 Posted December 17, 2023 Zoiks! If I spent one of her hero points, could I make a Reflex roll for her to avoid clowny-pies AND use her disintegration power to try to render as many harlequins tartless as possible for subsequent allies? Would that be a power check for the second part?
Thevshi Posted December 17, 2023 Author Posted December 17, 2023 Yes and yes Though to clarify, you would not need to spend the HP to do both
Huckleberry Posted December 17, 2023 Posted December 17, 2023 Okey dokey Dodge clown pies: 18+12=30 Disintegrate pie fight ammunition: 6+7=13
BitCook Posted December 19, 2023 Posted December 19, 2023 All right. Racing roll. Reflex Save (+7) Ugh... Vicki is apparently a horrible driver 1+7 = 8 Tossing Bomb at Clowns! (Ranged +8) But she apparently has played a lot of net ball, 16+8 = 24
Thevshi Posted December 20, 2023 Author Posted December 20, 2023 @The Sailor Sailor, can I get a drive/reflex save and an idea of what action you plan to do (if other than just trying to catch up)'
The Sailor Posted December 25, 2023 Posted December 25, 2023 I was going to try catching up but that ain't happening... https://orokos.com/roll/997411 rolled a 1 on the reflex save.
Thevshi Posted December 25, 2023 Author Posted December 25, 2023 Okay, 4 clowns are going to try to avoid the bomb: Reflex checks are 18, 17, 11 and 26, so two succeed and two fail. Toughness saves: 2 that succeeded (vs. DC 19): 7 and 11,so both fail and are knocked out. 2 that failed (vs. DC 23): 23 and 25, so they both succeed. Those two will throw their pies at Vicki, both missing with 11 and 15 The other clowns are throwing pies at Conuselo and Lawerence (2 at each): the get 20, 7, 18 and 22 so 1 hitting Consuelo and 1 hitting Lawrence. Conuselo tries to counter, the clowns’ power checks are 11 and 8, so she disintegrates their pies! Lawrence is going to target the Koopas with his Time Freeze, getting a 24 on his attack roll, which hits them all. So the Koopas have a DC 20 Fort saves: they get 21, 22, 23 and 24! Lawrence’s reflex check is a: 14. Koopas 1, 2 and 3 are all trying to catch up, while K4 tires to ram Lawerence: 22, 14, 22 and 25. The Koppas are catching back up with everyone but Conuselo and K4 is going to collied with Lawerence. Miss chance against Lawrence: 1, so he knocks Lawerence off course and falling behind. Summary: Consuelo counters two clowns to the left that throw pies at her and Lawerence and then pulls ahead. Vicki: Thows the bomb and takes out two clowns on the right, two survive the blast and throw pies at her, but miss. But in the process she looses a bit of control and falls a bit behind. Mizuki is trying to catch up, but not making much progress, meanwhile, the Koopas have caught up with her. At the end of the round, Consuelo is well out in the lead, everyone else is pretty much in a larger group with all the Koopas. @Huckleberry @BitCook @The Sailor Everyone can make their IC posts.
BitCook Posted December 28, 2023 Posted December 28, 2023 (edited) Head hurt. Cannot think. Holiday Stuffing. Edited December 28, 2023 by BitCook Posted in wrong spot
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