Dr Archeville Posted May 16, 2009 Posted May 16, 2009 Last round: At the time this thread was started, Doc was still PL 11 (he crossed to PL 12 a few days after this began). [*:3alfny9a]While Cloaked, his Toughness is +11 (Imp 4). His knockback is -7. [*:3alfny9a]With his Full-Power Force Field, his Tougnhess would be +14 (Imp 11). His knockback would be -12. [*:3alfny9a]His Perform (Oratory) is 7 points lower. His sense Motive is 4 points lower. His Bluff, Craft (chemical), Diplomacy, Disable Device, and Knowledge (behavioral sciences) are all 3 points lower. His Craft (electrical), Craft (mechanical), Knowledge (physical sciences), and Knowledge (technology) are all 1 point lower. [*:3alfny9a]He does not have the Fascinate (Perform [Oratory]) feat. [*:3alfny9a]He doesn't have Enhanced Wis, but it's a free action for him to switch between Enhanced Int or Enhanced Cha. Move Acton to bring Bomb #1 down to rest next to Bomb #2. Free action to switch from Flight to Teleport (so now has Teleport 5 [500 ft./5 miles; PFs: Change Direction, Change Velocity]) Standard Action to reconfigure Electromagnetic Screwdriver Free action to switch from Cloaked Field to Full Power Force Field. This round: Full action to teleport self + both bombs 20 miles out so we're over the ocean.
Cyroa Posted May 18, 2009 Author Posted May 18, 2009 You can teleport stuff without having to hold/carry them? Huh, didn't know that! Okie dokie!
Dr Archeville Posted May 18, 2009 Posted May 18, 2009 No, you do need to be holding it. He's been holding the first device, and I don't see anything stopping him from getting an adequately firm grip on the second device. It's not resisting, and there's no one there slapping his hands away.
Dr Archeville Posted May 26, 2009 Posted May 26, 2009 Latest IC post edited due to miscommunications. Doc is now attempting to disarm the device(s). At this time his Disable Device is 3 points lower than his current sheet indicates, so it would be (+13, +18 w/ Enhanced Int, +19 w/ E.S.; +24 w/ Enhanced Int & E.S.) Standard Action to reconfigure E.S. to Enhanced Skills 18 (+6 to Craft/Electrical, Craft/Mechanical, and Disable Device) And takes his Move Action to begin working to disarm it. If it requires a full round action, I'll use Extra Effort to Surge this round to gain another Standard Action. And his roll is... 42! Which is kinda appropriate... ;)
Cyroa Posted June 1, 2009 Author Posted June 1, 2009 thugs resisting falling damage (1d20+5=6, 1d20+5=15, 1d20+5=6) And those 3 are unconscious. The only thugs left are the ones running for their lives I believe.
Dr Archeville Posted June 1, 2009 Posted June 1, 2009 As the Doctor probed the device and began shutting the machine down, a few things became obvious. One, the other device was linked and would need to be shut down simultaniously, at least according to the design. Can Doc do that? With a penalty on his check? Or is this a "must have an assistant" deal?
Cyroa Posted June 1, 2009 Author Posted June 1, 2009 Well, they need to be shut off simulataniously. Not sure if Doc's toys can work independantly of him, or if it's possible or not with HP expenditure.
Dr Archeville Posted June 1, 2009 Posted June 1, 2009 It can't really act independently of him. Well, it could, I guess, if I had it do a Summon power... but it probably couldn't be smart/skilled enough. Surging to gain an extra standard action is the closest I can think of to "doing two things at once." That, or calling Quark over. ;)
Dr Archeville Posted June 7, 2009 Posted June 7, 2009 Shall I post now, or did you need to post something, Cyroa?
Cyroa Posted June 7, 2009 Author Posted June 7, 2009 go for it. DS is going to knock out the runners (too tired to think straight to post now). will do it in morning
Dr Archeville Posted June 10, 2009 Posted June 10, 2009 So... do you need Disable Device checks from Doc and Quark now, or what?
Cyroa Posted June 10, 2009 Author Posted June 10, 2009 was waiting for Quark to post but yes. one each
Sandman XI Posted June 10, 2009 Posted June 10, 2009 Disable Device (1d20+22=39) I really didn't know what to do next other than say, "Hand me the bomb, doctor." Sorry for stalling.
Dr Archeville Posted June 10, 2009 Posted June 10, 2009 Do I need to make another Disable Device roll? Or is the one I made last round enough?
Dr Archeville Posted June 14, 2009 Posted June 14, 2009 Setting E.S. to... nothing. He's going for a "Good Cop, Bad Cop" routine (with him being the latter), and hopes either Quark or Dark Star picks up on it.
Sandman XI Posted June 14, 2009 Posted June 14, 2009 DVD Commentary? Yes, those questions are not ended in question marks. It sounds that bad. The kid has no Charisma :P
Dr Archeville Posted June 14, 2009 Posted June 14, 2009 A Charisma penalty, actually. And no ranks in Bluff, either. I need to stop hanging around you non-duplicitous types ;)
Sandman XI Posted June 14, 2009 Posted June 14, 2009 Aid Doc's intimidate (1d20-2=10) Just enough! Well, it's actually -1, so 11.
Dr Archeville Posted June 14, 2009 Posted June 14, 2009 At the time this thread was started, Doc was still PL 11 (he crossed to PL 12 a few days after this began). [*:1ruhrph5]While Cloaked, his Toughness is +11 (Imp 4). His knockback is -7. [*:1ruhrph5]With his Full-Power Force Field, his Tougnhess would be +14 (Imp 11). His knockback would be -12. [*:1ruhrph5]His Perform (Oratory) is 7 points lower. His sense Motive is 4 points lower. His Bluff, Craft (chemical), Diplomacy, Disable Device, and Knowledge (behavioral sciences) are all 3 points lower. His Craft (electrical), Craft (mechanical), Knowledge (physical sciences), and Knowledge (technology) are all 1 point lower. [*:1ruhrph5]He does not have the Fascinate (Perform [Oratory]) feat. [*:1ruhrph5]He doesn't have Enhanced Wis, but it's a free action for him to switch between Enhanced Int or Enhanced Cha. Free action to switch from Enhanced Intelligence to Enhanced Charisma (Cha is now 20/+5). And +2 from Quark's assistance. And +2 from "doing something intimidating" (okayed by Croa in chat) And using Beginner's Luck (and a Hero Point) to gain 5 ranks in Intimidate. Intimidate check = 1d20+14 = 24! (note: link to die roll shows a +7 modifier, as I made it before realizing all the stops I had to pull out. The die roll itself was a 10.)
Cyroa Posted June 15, 2009 Author Posted June 15, 2009 Besides RP, yeah. This was supposed to be the intro/early part to a story arc. Trying to get the energy to get it going.
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