Dr Archeville Posted August 3, 2010 Author Posted August 3, 2010 The first one, and the one y'all are at now, are ones most associated with Los Diablos Rojos, the Red Devils.
Heritage Posted August 25, 2010 Posted August 25, 2010 Okay, with Skill Mastery Grim's Stealth check is an Auto 33, so that's not a problem. I am confused as to what her Disguise check should be. Last time I rolled in this thread I used +20, but I have no idea where that came from. It seems too high for Enhanced Charisma and too low for Morph. She did have a separate Morph power back than that was not part of her Glamour array, which I think was Morph 2. This could explain the +20 (i.e Enhanced Charisma +10 combined with +10 from 2 ranks of Morph. I'll do a little digging to double check. Just in case, I did roll it the same way I did last time, with the same result! Disguise check: 1d20+20=30
Heritage Posted August 29, 2010 Posted August 29, 2010 Based on this earlier OOC post about the previous Disguise roll, I will say that Grim is indeed workin' the Enhanced Charisma/stand-alone Morph package on the hermanos, something she can no longer do based on a later character edit. Oh well, she can do other cool stuff nowadays. :D
Heritage Posted September 6, 2010 Posted September 6, 2010 I'm assuming you'll want a Bluff check for this line of bull Grim's spinning; she's got 15 ranks of Bluff plus +10 for her current Charisma plus Skill Mastery, for a total of Auto 35.
Dr Archeville Posted September 8, 2010 Author Posted September 8, 2010 Lucky for you Bluff can be resisted by Sense Motive or Bluff ;)
Heritage Posted September 8, 2010 Posted September 8, 2010 Lucky for you Bluff can be resisted by Sense Motive or Bluff Oh man, now I feel all icky! :(
quotemyname Posted September 8, 2010 Posted September 8, 2010 I'm going to have Colt use Heroic Feat to grab Challenge (Use Acrobatics for Climb). If that's not appropriate, let me know and I'll change the post. I think I can take a -5 or -10 to speed up the climb check, yes? I'll take a -10 if possible. With Skill mastery, that brings his total Acrobatics check down to a 20, but that should still be enough to scale the fire escape rather quickly.
Dr Archeville Posted September 8, 2010 Author Posted September 8, 2010 The building doesn't have a fire escape per se, just the three sets of stairs at the back. Like the one Grim is on. You only need to make a check/use Acrobatics if you want to climb those steps in an especially smooth manner ;)
quotemyname Posted September 9, 2010 Posted September 9, 2010 I guess my description wasn't clear enough. Jack and Grim are in Building A. Across the street is Building B. I would like to have Colt climb to the top of Building B to get a better vantage point on Building A. That doable?
Dr Archeville Posted September 9, 2010 Author Posted September 9, 2010 Ah! Yeah, that is. Also, gimme an initiative roll for Colt. :twisted:
quotemyname Posted September 9, 2010 Posted September 9, 2010 Whoo boy. Haven't had to actually roll dice for Colt in a long long time: Init (1d20+12=25) Haven't quite lost it ;)
Dr Archeville Posted September 17, 2010 Author Posted September 17, 2010 Initiative for Mysterious NPC (1d20+7=12) Colt'll go first. But what does he see? Make a Notice check (or tell me if you're using his Skill Mastery).
quotemyname Posted September 17, 2010 Posted September 17, 2010 Colt's eyes are mostly on Grim's ... situation ... I'll settle for Skill Mastery. Hits DC 25.
Dr Archeville Posted September 17, 2010 Author Posted September 17, 2010 DC was 29. So you do not see anything on the roof, so he gets a surprise round (since he does see you). Standard Action: Use Smoke Pellet (Obscure 2, 10-ft.). Move Action: Leap off roof (30 foot fall). Acrobatics check to reduce damage from fall (1d20+9=18) reduces distance by (18-5) 13 feet, so it's treated as a fall of 17 feet. Damage form a fall is +1 per 10 feet, so that's... DC 17. Toughness save, DC 17 (1d20+8=19) Booyeah. You do hear the person land, though -- he's not that stealthy.
quotemyname Posted September 17, 2010 Posted September 17, 2010 Okay, let me know if the following is kosher: Switch to Jeircho (pistol) (free) Run out of the cloud (since it's only 10 ft.) and jump off the roof after the dude. (move) Fire a shot on the way down (standard) tuck and roll with acrobatics on the ground (part of move? / free?)
Dr Archeville Posted September 17, 2010 Author Posted September 17, 2010 That'd be part of the move, yes. Gimme an attack roll. (Why on Earth does a Cowboy have +20 on Acrobatics, and Skill Mastery on same?)
quotemyname Posted September 17, 2010 Posted September 17, 2010 Simple: He has a history of being a trick gun performer. I imagine he would be a dead eye while performing all manner of physically challenging feats. "Armor Piercing Rounds" Blast 9 (Extras: Linked to Paralyze 9 [Extras], Penetrating 3; PF: Improved Range (175ft), Improved Critical 2, Ricochet, Variable Descriptor 2) Power Attack 5; DC 29 TOU, DC 24 FORT on hit (1d20+15=17) oh hell no. re-roll. re-roll. Power Attack 5; DC 29 TOU, DC 24 FORT on hit (1d20.minroll(11)+15=26) wtf? Nothing for it, I guess. Skill Mastery the Acrobatics for a 30. reduces the falling by 25 feet or so? Should be a non-issue with his high toughness.
Dr Archeville Posted September 17, 2010 Author Posted September 17, 2010 Colt's reflexes indeed serve him well, and he takes no damage from the fall.
quotemyname Posted September 19, 2010 Posted September 19, 2010 There we go. submitted the draft of my post. Sorry about the delay, must have skipped my mind. Carry on :)
Dr Archeville Posted September 26, 2010 Author Posted September 26, 2010 Toughness save (DC 29) and Fort save (DC 24) (1d20+8=28, 1d20+6=13) Fails the Toughness save by 1, so he's bruised. But fails the Fort save by 11, so he's paralyzed! (How/why do his bullets paralyze? Be aware that "shooting through their spine" is not an acceptable answer.) Shame about that dead-man's switch he had. Everyone gets an HP for that, and now has a burning apartment complex to contend with.
Gizmo Posted September 26, 2010 Posted September 26, 2010 Jack tries to hold back the flames: Countering fire. (1d20+6=19)
Dr Archeville Posted September 26, 2010 Author Posted September 26, 2010 Opposed check for JoAB's countering of the fire (1d20+10=30) :shock:
quotemyname Posted September 26, 2010 Posted September 26, 2010 I've explained the paralysis multiple ways before, I think... At one point I think I used a bullet that shocked their nervous system. Would that work? If not, I'm sure I could come up with something else. He does have Variable Descriptor 2 on just about all of his powers so anything Scientific would work, really. EDIT: As this thread has been going on since February, I've forgotten how many HP we all have. By default Colt has 5. I think I used one to give Grim a shotgun early on, so that leaves me with 4. The extra HP now would put me back at 5, I think, right?
Dr Archeville Posted September 28, 2010 Author Posted September 28, 2010 That works, sure. Re-reading the threads, it looks like Colt's the only one to have spent any HP (and only one at that). So he's at [normal] HP, and Grim & Jack are at [normal +1] HPs.
quotemyname Posted September 28, 2010 Posted September 28, 2010 Think you can fix up the Colt's aim is true as ever, but the mystery man is no slouch himself -- a combination of armored clothing and keen reflexes protect him form most of the damage, and the shot only wings him in the shoulder. But that's enough for the [applied phlebotinum] to work its magic, and he falls, paralyzed. then?
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