Thevshi Posted March 14 Author Posted March 14 Okay, one of the shapeshifted Grue Arcane will go after Starshot and gets a 23 on its attack roll, which brings up a DC 23 toughness save for Starshot @Supercape The only non-dazed unshapeshifted will try to mentally grapple Star Khan: only a 9 on its mind reading check, which Star Khan beats without a roll, so it fails to establish a lock. The other shapeshifted will go after Dok A and Star Khan will again interpose, it hit but again stopped by Impervious. Star Khan will attack it, hitting with a 31, DC 29 toughness save for the Aracne (with 3 bruises): 15, so that one is down now as well. @Dr Archeville Dok is up!
Dr Archeville Posted March 14 Posted March 14 Bruised, 6 HP Okay, let's go for this serpent's head. Switching VP to Blast 8 ("nonlethal blaster"; PFs: Accurate 4 [+16 to hit]) {20/20} And power attacking for 2, so that'll be +14 to hit with a Blast 10 effect. Targeting the lead Grue cultist, and... 1d20+14: 30 [1d20=16] Assuming that hits, that's a DC 25 Toughness save.
Thevshi Posted March 17 Author Posted March 17 The lead arcane gets a 22, so another bruise. The lead arcane will spend its full action casting a spell that seems to pulse out through the walls and to the area beyond the ravine. And with that we are at: Round Four 27 Starshot (unharmed) 1 HP 20 Arcane (unharmed 3) (1 shapeshifted (bruised 2)); (1 bruised;1 bruised 2 (dazed)) 18 Star Khan (unharmed) 17 Doktor Archeville (bruised) 7 HP 15 Lead Arcane (bruised 3) And Starshot is up! @Supercape (also, going to give you both a HP for the complication the arcane just caused with his spell)
Supercape Posted March 17 Posted March 17 Move action: To partial Cover Starndard Action: Fire plasma rifle 28 Which I hope hits and its a DC 23 Tough Save
Thevshi Posted March 17 Author Posted March 17 That hits, it gets a 13 on its save, so staggered and dazed.
Thevshi Posted March 17 Author Posted March 17 Okay, only one Grue Arcane can act this round due to daze, and it will try to hit Dok A with a mystical blast, missing with a 18. Star Khan will ready an action to move, as he looks to see what Dok A wants to do about the possible complications with the spell just cast. and it is Dok A's turn! @Dr Archeville
Dr Archeville Posted March 18 Posted March 18 Curse their villainy! Reconfiguring VP to Enhanced Flight 10 (“nyoom;” to Flight 11 [25,000 mph / 250,000 feet per Move action]) {20/20} ad nyooming out & up to see what's going on.
Thevshi Posted March 28 Author Posted March 28 Okay, sorry for the delay in getting back to this. We are sort of out of combat, so go ahead and post with ideas on dealing with the Sarcota.
Thevshi Posted April 24 Author Posted April 24 Okay, sorry for letting this idle for so long. For my GM post, Star Khan is going to try Kn: Tactics to get an idea how to best try to "herd" the Sarcota: bad roll, but still a 22 @Supercape If Starshot is going to follow along with the ideas from Star Khan, give me a piloting check, otherwise, le me know what he might want to do. @Dr Archeville Doc, let me know what Archeville is planning to do.
Supercape Posted April 24 Posted April 24 Sure Starshot will go along - taking 10 (skill mastery) for a 20 pilot check.
Dr Archeville Posted April 25 Posted April 25 So the Doktor's plan is to fly up to one of the Sarcota, cling onto its neck/head, and use his "internalized electromagneti screwdriver" as an advanced MRI, to get a scan on the critter's brain, hopefully determining a] if they're of animal intelligence or have sapient thoughts, and b] what sort of stimuli they respond to/how to communicate with them. Game terms, this would be a Mind Reading and Super-Senses (Mental Awareness) effect, and maybe some Knowledge (Behavioral Sciences), Knowledge (Life Sciences), and/or Sense Motive rolls.
Thevshi Posted May 15 Author Posted May 15 Okay, sorry for the delay. @Dr Archeville Doc, could you give me some rolls (or indicate what the result on any skill master would be on those checks) so I can make some opposed rolls to see how this goes. Thanks!
Dr Archeville Posted May 15 Posted May 15 Of course! I'm guessing he might need an Acrobatics check, to maneuver close enough. He's got no ranks in that, but I'll use one of his 7 HP to use Beginner's Luck to gain a 'phantom' 5 ranks. 1d20+6: 17 [1d20=11] Knowledge (Behavioral Sciences) 1d20+16: 20 [1d20=4] I can do better. Using an HP (down to 5 now) to re-roll. 1d20+16: 19 [1d20=3]+10 = 29 (I figure there may be some penalties for working with non-human intelligences.) Knowledge (Galactic Lore) 1d20+16: 31 [1d20=15] Knowledge (Life Sciences) 1d20+24: 33 [1d20=9] Oh, why not -- another HP re-roll. (Down to 4 HP now.) 1d20+24: 30 [1d20=6]+10 = 40 (Again, figuring on some penalites for dealing with non-terrestrial life forms.) I'm guessing a Sense Motive check could be useful 1d20+9: 26 [1d20=17]
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