Avenger Assembled Posted July 17, 2009 Author Share Posted July 17, 2009 Ecal, I need a Will save vs. DC 16. For the rest of you, a Notice check vs. 25. (Thanks to the crowded conditions of the bar.) DC 20 for Psyche and Geckoman, since Psyche has a mental link up and the power is being used on Geckoman. Link to comment
Electra Posted July 17, 2009 Share Posted July 17, 2009 Although she doesn't even want to watch, Wander rolls a 29. Link to comment
Ecalsneerg Posted July 17, 2009 Share Posted July 17, 2009 Must... resist... interrogating... the tonsils... (1d20+2=4) Erm, bugger... Hero Point! Dammit, I don't want to be used... wait, don't I? (1d20+2=16) Ok, two questions. One, did I know it was being used on me, and two, could I bluff to make out that I did fail the save? Link to comment
Avenger Assembled Posted July 17, 2009 Author Share Posted July 17, 2009 She's got Subtle, so you need to pass that DC 20 Notice check to know what she was trying to do with you. And you certainly can roll your Bluff to try and fake it. Link to comment
Ecalsneerg Posted July 17, 2009 Share Posted July 17, 2009 Spot, spot, spot, the evil malicious intentions! (1d20+5=15) Ah, poor clueless Geckoman. Link to comment
quotemyname Posted July 18, 2009 Share Posted July 18, 2009 No way in hell I am making that Notice check. But I will post anyway ^_^ Link to comment
alderwitch Posted July 18, 2009 Share Posted July 18, 2009 Do I know what she's doing with my notice check? Link to comment
angrydurf Posted July 18, 2009 Share Posted July 18, 2009 No chance with the mighty +3 notice Oblivios boy is oblivious Link to comment
Avenger Assembled Posted July 18, 2009 Author Share Posted July 18, 2009 Those of you who make the Notice check note that the new arrival, Dee-Dee, has eyes that turn all spiraly and weird for a minute. She seems to be using some kind of weird hypnotic power on Geckoman, even though it doesn't seem to have taken. Link to comment
alderwitch Posted July 18, 2009 Share Posted July 18, 2009 Emotion Control with the Calm affect for Boredom with Geckoman. DC 16 Will Save and is subtle Link to comment
quotemyname Posted July 18, 2009 Share Posted July 18, 2009 No chance with the mighty +3 notice Oblivios boy is oblivious You should talk... I don't even have ranks. Link to comment
Avenger Assembled Posted July 18, 2009 Author Share Posted July 18, 2009 Let's roll for initiative, shall we? 17 Link to comment
Avenger Assembled Posted July 18, 2009 Author Share Posted July 18, 2009 Given how active we all are and the nature of the thread, let's make sure we post our actions in the order of initiative this time. That is all. ;) Link to comment
Ecalsneerg Posted July 18, 2009 Share Posted July 18, 2009 Geckomaaaaaaaaaaaaaaaaaaaaaaaaaaaaan (1d20+3=17) Link to comment
Avenger Assembled Posted July 18, 2009 Author Share Posted July 18, 2009 Wander: 29 Breakdown: 23 Psyche: 19 Edge: 17 Geckoman: 17 (goes first because of his higher modifier) Candy: 13 Dee-Dee: 11 Phalanx: 10 Wander, you're up. Link to comment
Electra Posted July 18, 2009 Share Posted July 18, 2009 Using move-by action, Erin picks up Geckoman (19 to grab,, +23 grapple against 22 DC). Link to comment
quotemyname Posted July 18, 2009 Share Posted July 18, 2009 Move action to the group, and ready my standard to attack if they do anything actively hostile. i wonder whats playing?1d20=16 = SKA form Link to comment
Ecalsneerg Posted July 18, 2009 Share Posted July 18, 2009 Trick her into letting go (1d20+16=19) Link to comment
Avenger Assembled Posted July 18, 2009 Author Share Posted July 18, 2009 Alder, you're up. Link to comment
alderwitch Posted July 23, 2009 Share Posted July 23, 2009 Mind Control, DC 16 Will save Link to comment
Recommended Posts