Jump to content

Placement Tests -- Geckoman (OOC)


MBCE

Recommended Posts

Posted

That is true. :D

Don't see why he's so reluctant to tell people he stubbled across it though. Would be interesting if people knew.

Posted

He's reluctant because it's basically stolen goods. The whole ship, all his equipment, even his powers, he stole from a police-cordoned warehouse. He's understandably reluctant to tell people about it.

Besides, makes it more fun when it does come out. ;)

  • 2 weeks later...
Posted

STAGE ONE

This level will test Geckoman's senses. Roll your Notice (+4) vs the set DCs, taking into account the various conditions set forth in the room. You get three attempts at each part to notice the targets. You may use Extra effort at any time to improve your rolls however, the fatigue will remain until the end of the Stage. You may use an HP at any point, however, it will be gone for the rest of the thread. You may write up how the test looks like and any details as you see fit based on the limited information I give you.

Part 1 -- Average difficulty DC 10 [Normal Conditions]

Part 2 -- Tough diifficulty DC 15 [Low light conditions]

Part 3 -- Challenging difficulty DC 20 [Complete darkness]

Part 4 -- Formidable difficulty DC 25 [blindfolded]

Posted

First one...

Notice vs DC 10 (1d20+4=6). Auspicious beginnings.

Notice vs DC 10 (1d20+4=6). Very auspicious

Notice vs DC 10 (1d20+4=6)

Ok, barely passed the target in clear view, now onto the dimly lit one.

DC 15 Notice (1d20+4=10)

DC 15 Notice (1d20+4=5)

DC 15 Notice- last try (1d20+4=23)

OK, from now on I'll just roll in bulk. :roll:

3 DC 20 rolls (1d20+4=19, 1d20+4=9, 1d20+4=21)

And, finally, a lovely pitch-black room I can't make the DC for. Unless I spent one of my two lovely hero points for Beginner's Luck to boost my Notice to +9. DC 25 artifically boosted Notice (1d20+9=19)

... Well, it was a good shot, anyway.

Posted

Just a quick observation. Beginner's Luck would have given you the +5 skill poins for the remaining two rolls as well. You could have made the roll with extra effort perhaps which would have given you a +2 on the roll.

Regardless, you're down one HP for the rest of this thread.

Posted

STAGE TWO

This stage will test Geckoman's ability to hit with his zappers as well as teh damage they do. You must first hit the target against its DEF and then roll its toughness save on a hit. If it fails the toughness roll, you've blasted through it. You get three attempts to hit the target but only one attempt to break through. You may use Extra effort or an HP at any time. Any usage of an HP will be used up for the rest of the thread. He has spent one HP already.

Part 1 -- Average defensive DEF 10, Toughness +5

Part 2 -- Tough defense DEF 15, Toughness +10

Part 3 -- Challenging defense DEF 20, Toughness +15

Part 4 -- Formidable defense DEF 25, Toughness +20

Posted

Target One

Three attack rolls (1d20+7=16, 1d20+7=15, 1d20+7=15)

3 Toughness rolls (1d20+5=8, 1d20+5=19, 1d20+5=22)

Blown up on the first hit.

Target Two

Three attack rolls vs 15 (1d20+7=8, 1d20+7=16, 1d20+7=8)

DC 20 toughness save (1d20+10=28)

Screwed that one up, bit I'll save my HP for the harder ones.

Target Three

3 Attack rolls vs Defence 20 (1d20+7=18, 1d20+7=25, 1d20+7=11)

DC 20 toughness save (1d20+15=26)

This isn't going well.

Target Four

Defense 25 (1d20+7=8, 1d20+7=19, 1d20+7=26)

OK, I'll extra effort the final shot's blast to rank 7, fatiguing the device aaand...

DC 22 toughness save (1d20+20=27)

Well, in his defence his true superpower is bluffing....

Posted

STAGE THREE

This stage will test Geckoman's Defense. Make an attack roll to hit Geckoman's DEF. The targets get three chances to hit Geckoman. You may use Extra Effort or an HP to increase your DEF at any time.

Part 1 -- Average attack +0

Part 2 -- Gifted attack +3

Part 3 -- Best in the World +7

Part 4 -- Moderate Superhuman +9

Posted

While writing this post, I was originally going to say 'football', not 'orb', but realised this is a US site so most visitors wouldn't get the description. 'Soccer' :x

Part 1 -- Average attack +0

Attack vs defence 17 (1d20=10, 1d20=12, 1d20=16)

Three misses, awesome!

Part 2 -- Gifted attack +3

vs Def 17 (1d20+3=5, 1d20+3=15, 1d20+3=4)

Rubbish drone; worthy of discount bin

Part 3 -- Best in the World +7 [that's real-world standards, right?]

vs Def 17 (1d20+7=19, 1d20+7=27, 1d20+7=27)

Dammit

Part 4 -- Moderate Superhuman +9

vs Def 17 (1d20+9=10, 1d20+9=13, 1d20+9=18)

I guess he stopped being so cocky and actually started dodging here...

Posted

STAGE FOUR

This stage will test Geckoman's skills. You may use one skill from each of the four categories to beat the listed DCs. You get three chances to beat the DC before moving to the next section. Once you use a category, it can no longer be used. You may take 10 or 20 if the skill allows it. The fourth part entails an opposed check. Roll the opposed check along with your own. Each time you take a retry, re-roll the opposed roll as well.

For example: 1-d20+10=15 vs your roll. YOu fail and decide to try again. Reroll both.

Skill catergories: Creativity [Craft skills]; Intellect [Knowledge skills]; Practical application [Computers, Disable device]; Charisma [bluff]

Part 1 -- Tough difficulty DC 15

Part 2 -- Challenging difficulty DC 20

Part 3 -- Formidable difficulty DC 25

Part 4 -- Opposed difficulty d20+10

  • 2 weeks later...
Posted

For example: 1-d20+10=15 vs your roll. YOu fail and decide to try again. Reroll both.

Skill catergories: Creativity [Craft skills]; Intellect [Knowledge skills]; Practical application [Computers, Disable device]; Charisma [bluff]

Part 1 -- Tough difficulty DC 15

Part 2 -- Challenging difficulty DC 20

Part 3 -- Formidable difficulty DC 25

Part 4 -- Opposed difficulty d20+10

Part 1 Creativity, DC 15

Craft skills DC 15 (1d20+6=24, 1d20+6=15, 1d20+6=21)

Easily does it on the first roll, through use of pseudo-science I'm not sure of the legitimacy of!

Part 2 Intellect, DC 20

Knowledge: Technology DC 20 (1d20+6=22, 1d20+6=14, 1d20+6=22)

Part 3 Practical, DC 25

DC 25 disable device (1d20+5=6)

Disable Device DC 25 (1d20+5=25, 1d20+5=24)

Got it on the second attempt. Now to the money maker skill...

Part 4 Charisma, opposed

Opposed bluff (1d20+14=24, 1d20+10=15)

Easy!

Posted

STAGE FIVE

This stage will test Geckoman's piloting skills. You get to roll three times to beat the DCs listed at each stage. Each part is a different course, with 3 tasks within them. The test can be a simulator or actual flight time with the Pitachoo. Extra effort or an Hp can been used at any time.

Part 1 -- Easy course [DC 10, DC 13, DC 15]

Part 2 -- Average course [DC 15, DC 18, DC 20]

Part 3 -- Challenging course [Dc 20, Dc 23, Dc 25]

Part 4 -- Formidable course [Dc 25, Dc 28, Dc 30]

  • 3 weeks later...
Posted

Part 1 -- Easy course [DC 10, DC 13, DC 15]

Pilot dice rolls (1d20+7=19, 1d20+7=20, 1d20+7=12)

Failed at the third one.

Part 2 -- Average course [DC 15, DC 18, DC 20]

Second set of Piloting (1d20+7=15, 1d20+7=17, 1d20+7=16)

Failed the second two...

Part 3 -- Challenging course [Dc 20, Dc 23, Dc 25]

Third set of dice rolls (1d20+7=12)

Part 3's other rolls (1d20+7=9, 1d20+7=12)

Failed all three.

Part 4 -- Formidable course [Dc 25, Dc 28, Dc 30]

Part four (1d20+7=19)

Part four's other rolls (1d20+7=27, 1d20+7=24)

Failed all three.

Posted

Well that concludes your Placement Test thread. I hope you enjoyed playing in it. Go ahead and give one last wrap up post to the thread before I lock things up.

×
×
  • Create New...