Supercape Posted September 1, 2011 Share Posted September 1, 2011 OOC thread for this! Young Britannia goes to Earth Victoriana. Well, she kind of had to, didn't she? ;) Link to comment
Tiffany Korta Posted September 2, 2011 Share Posted September 2, 2011 Technically she can't access skills whilst in her normal identity, but I thought it would work well for the scene. If you want I can edit that bit out. Link to comment
Tiffany Korta Posted September 5, 2011 Share Posted September 5, 2011 Trent tiny detail its almost not worth mentioning, but... Y.B. is Agnes, Lucy's the other one. My bad really for having you run two threads with two different characters . Just to check, no prime tech works here right? Link to comment
Supercape Posted September 5, 2011 Author Share Posted September 5, 2011 Trent tiny detail its almost not worth mentioning, but... Y.B. is Agnes, Lucy's the other one. My bad really for having you run two threads with two different characters . Just to check, no prime tech works here right? Ooops :oops: Editted. Please let me know if I slip up again. My other trick is calling characters by their handle. It will be Tiffany next. Prime Tech does work in Earth Victoriana, yes. P.L.O.T circumstances may modify it (e.g. you could have it fail as a complication). Link to comment
Tiffany Korta Posted September 10, 2011 Share Posted September 10, 2011 Time to show off her talents Peform (Singing) 1d20+7=17 That top end routine and borderline great. Let's see what the think... Link to comment
Supercape Posted September 12, 2011 Author Share Posted September 12, 2011 I'm gonna go with M&M Core rules: 15 Routine performance. Audience enjoys your performance, but it isn’t exceptional. That's enough to get the gig, so to speak, but not impress anybody! Link to comment
Supercape Posted September 17, 2011 Author Share Posted September 17, 2011 For reference, lets get em over with! Sense Motive, Diplomacy, and Bluff rolls. Attractive does apply for Diplomacy and Bluff. Link to comment
Tiffany Korta Posted September 19, 2011 Share Posted September 19, 2011 Yeah if only I had those things . I'm going to use a hero point to gain Beginner's Luck, could technically use my power but the whole changing part might tip him off. So that gives me an effective +7 for Diplomacy and Bluff and +6 for Sense Motive. Bluff : 1d20+7=23 Diplomacy : 1d20+7=15 Sense Motive : 1d20+6=25 Link to comment
Supercape Posted September 20, 2011 Author Share Posted September 20, 2011 Just going to clarify on this before posting: Beginners Luck gives you +5 Ranks in any ONE skill for a scene. Could you choose one (you can choose more by burning more than 1 HP)... Keep the above rolls, anyway, I am just looking at modifiers. Link to comment
Tiffany Korta Posted September 21, 2011 Share Posted September 21, 2011 Damn it I knew it was to good to be true . I'll take the bonus on Bluff, that probably the most important to her. Link to comment
Supercape Posted September 21, 2011 Author Share Posted September 21, 2011 Ok for reference Bluff : 23 Diplomacy : 10 Sense Motive : 20 Link to comment
Supercape Posted September 24, 2011 Author Share Posted September 24, 2011 For further information, you may need diplomacy roll DC 15, as Massala Mary's purevyor of finest Indian food and delicacies in heart of Empire is, of course, very discrete. Link to comment
Tiffany Korta Posted September 24, 2011 Share Posted September 24, 2011 Can I play the worried spouse and use my still remaing Bluff bonus? Link to comment
Supercape Posted September 24, 2011 Author Share Posted September 24, 2011 You can make a new bluff roll, for sure. It would do fine to replace the above diplomacy DC. Link to comment
Tiffany Korta Posted September 24, 2011 Share Posted September 24, 2011 In that case Bluff : 1d20+7=17 Link to comment
Supercape Posted September 24, 2011 Author Share Posted September 24, 2011 Post your bluff attempt IC! Link to comment
Tiffany Korta Posted October 2, 2011 Share Posted October 2, 2011 My sing roll for the performance 1d20+7=25. She obviously cut out for music hall . Link to comment
Supercape Posted October 3, 2011 Author Share Posted October 3, 2011 Ok you have made friends with some sailors. And have got very drunk. Fortitude roll DC 10 or you are sickened tommorow morning from the hangover. Link to comment
Tiffany Korta Posted October 3, 2011 Share Posted October 3, 2011 Fort Save: 1d20+3=8, teach me to stay up late drinking with sailors! Link to comment
Supercape Posted October 27, 2011 Author Share Posted October 27, 2011 A perform sing roll may be in order soon...! Link to comment
Tiffany Korta Posted October 27, 2011 Share Posted October 27, 2011 In that case I PERFORM, 1d20+7=27. Wow I guess I've found her calling . Link to comment
Supercape Posted October 30, 2011 Author Share Posted October 30, 2011 A sniper! Firstly a hearing notice check DC 17 (15 base, +2 for range) to see if you can roughly localise where the gunshot came from, Spotting him with vision is much harder in the crowd but ill give that a DC 27 (25 base +2 range), so make on notice roll. Secondly: 1d20+5=25 Ouch! Critical Hit. Damage +4 base, +5 crit, +5 Power attack. So DC 29 Toughness save please. Link to comment
Tiffany Korta Posted October 31, 2011 Share Posted October 31, 2011 Okay listern first, then spot 1d20+9=17, 1d20+9=10. So I've got a good ear for direction that works! Nest my Toughness save. 1d20+3=4, ouch maybe a reroll 1d20+3=10 so that +10 for 20. So I think just a bruise. Can I get a few details about where I hear the shot from before my IC post? I'm going to do something stupis again . Link to comment
Supercape Posted November 2, 2011 Author Share Posted November 2, 2011 You can't locate it accurately - just the rough direction. To your left, up in the boxes or the higher tier of seats. Link to comment
Tiffany Korta Posted November 2, 2011 Share Posted November 2, 2011 Spend a hero poind and bingo Acrobatics, I want to jump from Box to box towards the assailant. My newly minted Acrobatics roll 1d20+4=22. Link to comment
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