Ari Posted June 8, 2012 Author Posted June 8, 2012 Their SM roll(+1 due to having been tricked in the past): 14. Failed. Heraldo will make aBluff roll of his very own to try and distract Strongarm from their disagreement, which if sccessful will reduce the DC to change his attitude further by 2. 20., Sense Motive roll(DC reduced by 2, as it conflicts with Strongarm's intentions): 16. Fails.
Vahnyu Posted July 10, 2012 Posted July 10, 2012 Computers Check vs DC18 1d20+10 → [14,10] = (24) Change of plans, attempting to fire the ship with it's weapons from the inside 1d20+10 → [13,10] = (23) , vs DC22 Pass Knowledge[Tech] Take 10(20) vs DC20 Pass
Ari Posted July 14, 2012 Author Posted July 14, 2012 Okay, DC30 cannons vs. +13 TOU hull. 33...I say thee nay! Ruling it fails. Okay, the ship now has several large holes in it.
Ari Posted November 4, 2012 Author Posted November 4, 2012 Diplomacy check for El Heraldo to try and sway Strongarm: 21. Okay, that least makes him no longer hostile, and merely Unfriendly.
Scuffles Posted November 13, 2012 Posted November 13, 2012 So does that mean that Marcus is coming back out to talk to Kristin? If I remember she was lounging on the couch nursing about a million bruises! :lol:
Ari Posted November 15, 2012 Author Posted November 15, 2012 A DC25 Diplomacy roll for Heraldo, collect them all! 13. Rerolling(0HP left)!: 29! Whoa.
Vahnyu Posted November 27, 2012 Posted November 27, 2012 Who's got two thumbs and is flat-footed? 1d20+3 → [4,3] = (7) Dis guy!
Ari Posted November 30, 2012 Author Posted November 30, 2012 The robots will combine their attacks into one against the ship he's in(which has a +15 Toughness bonus). It has a defence of +10, +4 Flat-Footed when at rest: It comes up to +5, which in this case makes it a DC30 Toughness save for the ship. 30. It holds out. Net Fly's turn.
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