Supercape Posted September 21, 2011 Posted September 21, 2011 1 Hero point for Revenant being in a [literal] bind from her kicker Revanant 2 Hero Points
Tiffany Korta Posted October 2, 2011 Author Posted October 2, 2011 I'm going for an intmidation 1d20+3=19.
Supercape Posted October 3, 2011 Posted October 3, 2011 For thugs, who get a +2 Bonus for being armed and outnumbered. 1d20+5=16
Supercape Posted October 8, 2011 Posted October 8, 2011 GM Fiat here, to give you the kicker we started with. Have a hero point! Trapped in some specially constructed magic pentagram thing, which will knock you out in a few moments - taking us back to the start. However, you can get a few posts in with the "bait" (the dame) if you so wish, as your strength ebbs away. Revanant 3 Hero Points
Supercape Posted October 9, 2011 Posted October 9, 2011 Whilst the future is written in stone! make a diplomacy roll!
Tiffany Korta Posted October 9, 2011 Author Posted October 9, 2011 Diplomacy 1d20+9=13, not her best, but its a trying time.
Supercape Posted November 2, 2011 Posted November 2, 2011 Best make an attack roll for that. He would be surprised, but ill give you a -2 penalty on the roll due to unfavourable position and still being [largely] immobilised by the enchanted silver chains.
Tiffany Korta Posted November 2, 2011 Author Posted November 2, 2011 Okay, I'll keep her full attack as she learnt most of it from her street fighting days . Attack Roll : 1d20+11-2=12. I just hope he's well surprised. :D
Supercape Posted November 3, 2011 Posted November 3, 2011 As he is flat footed, yes, its a hit! Ill fudge the actual result - he falls on to you. You are not really mobile enough to grapple as yet, but the chains are dislodged some more.
Tiffany Korta Posted November 3, 2011 Author Posted November 3, 2011 Do I happen to recognize the guy in the chair? i can sense where this might be going .
Supercape Posted November 5, 2011 Posted November 5, 2011 Nope, just a spiffy chap with a spiffy moustache!
Supercape Posted November 11, 2011 Posted November 11, 2011 I have a possible idea for the way this could go involving psychic battles on mental planes. Also, the possibility of a "mind swap" with you as the old fogey and da Boss in Lucies body. (Temporarily at least). However I thought I would run that past you first from a RP perspective.
Tiffany Korta Posted November 11, 2011 Author Posted November 11, 2011 I like the idea of a mindscape battle, and if I do really bad we can still do the body swap!
Supercape Posted November 12, 2011 Posted November 12, 2011 And we are in some psychic mystic realm! Could you throw me an Arcane knowledge roll DC 15, and a notice roll, and, for prosperity, an initiative roll... In this realm everything will work a bit differently of course...I am looking at the mental grapple rolls for starters!
Tiffany Korta Posted November 13, 2011 Author Posted November 13, 2011 Arcane Lore : 1d20+4=14, so close Notice : 1d20+8=28 and Iniative : 1d20+2=3. Well you know I'm slow and steady, but really observant. :D
Supercape Posted November 13, 2011 Posted November 13, 2011 OK, so you wont really know where you are other than its spooky / psychic / mysterious. You can spot, in the distance, "Da Boss" and the Hiatian, the three of you are facing each other in what is basically a three way mexican stand off... Keep the initiative roll for now, some banter first!
Supercape Posted November 28, 2011 Posted November 28, 2011 Could you throw me a bluff roll for trying to reposition yourself? DC 15 (Based on their sense motive scores).
Tiffany Korta Posted November 29, 2011 Author Posted November 29, 2011 Bluff roll 1d20+9=26, and I didn't even have to use attractive ;)
Supercape Posted November 29, 2011 Posted November 29, 2011 Cool, they are kind of distracted by you and your positioning. Also, you should construct in your head an idea of the portal to your body, which will become real in this world. An invisible one is fine, but easy to enter. Or an appropriately barricaded / barbed door. Ill be throwing out bonuses left right and centre for anything you make "real" in this world!
Supercape Posted November 29, 2011 Posted November 29, 2011 Ok Initiative time! In this psychic realm: Init Bonus = INT bonus Attack / Defence Bonus = Your normal. Your Damage and Strength bonus is derived from = WIS bonus. Toughness and Fortitude attacks use Will Save! In addition as you can pretty much create anything here, feel free to narrate in any kind of attack or objects / scenery. Concentration checks might be required to create or maintain complex stuff. Da Boss: INT 14, WIS 12, Will Save +6, Attack +5, Defence +4 (+2 Flat footed) Concentration +1 His Initiative 1d20+2=14 Hiatian is not getting involved at this juncture.
Tiffany Korta Posted December 9, 2011 Author Posted December 9, 2011 k, Want to do the old favourate the pulled carpet trick . So my attack is 1d20+10=17.
Supercape Posted December 9, 2011 Posted December 9, 2011 Excellent! Reflex Save for Da Boss! In this case I will treat that as a counter: 1d20=10 which he looses, and fall flat on his face. You have initiative! PS: This is going to involve a lot of fudging of rules, hope you are ok with that!
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