Avenger Assembled Posted December 28, 2011 Posted December 28, 2011 Second Week of January, 2012Young Freedom 2.0 goes to the Sanctum, and by extension to the Claremont Academy. (This is set after Wraith's return from the Hunter planet, chronologically)
Fox Posted January 2, 2012 Posted January 2, 2012 So sorry; pretty sure I was told about this thread and then completely forgot. 'cos I'm a jerk. Posting now!
Avenger Assembled Posted January 20, 2012 Author Posted January 20, 2012 I need a DC 10 Medicine check for Ms. Harcourt.
Fox Posted January 20, 2012 Posted January 20, 2012 Indira has no Medicine. Curse you, Trained Only skills! :argh:
Avenger Assembled Posted January 20, 2012 Author Posted January 20, 2012 You can just go ahead and post if you can't make the roll, folks.
Avenger Assembled Posted February 8, 2012 Author Posted February 8, 2012 Who's going where? Note that a helpful, if frightened, civilian NPC is there to help answer questions. Sharl is currently flying at Flight 5, normal movement.
Gizmo Posted February 8, 2012 Posted February 8, 2012 Conveniently enough, Kimber also has Flight 5 in her Gal Vanic form, and she's excitable enough right now to go right after Sharl. Hot on his heels, so to speak!
Fox Posted February 8, 2012 Posted February 8, 2012 Wraith shifts to hunter mode (leaping 2, speed 1, wall-crawling 2, which'll certainly get her around in a densely-packed urban area!) but has significantly less travel oomph in her, but she'll keep up as best she can - double-moves will let her almost keep up with flight five, normal movement, and she can do bursts of all-out movement when she has to. Unless 'normal movement' means moving like you're taking two move actions a round, in which case she'll...be along as soon as she can!
Avenger Assembled Posted February 14, 2012 Author Posted February 14, 2012 Citizen, Ghost Girl, Wraith: Pop Culture check vs. DC 20 for Wraith and Citizen to know what Jem is. 6 Which Sharl miserably fails. Just as he should! Ghost Girl, give me a straight INT check. DC 15. DC 25 Notice check for everybody: 28 Sharl passes, so he thinks Rogue looks a little odd: he's so focused he doesn't back off, though. Initiative? Maybe! 26: Sharl 7: 'Rogue' --------------- Sage and Papercut: Stealth checks if you're approaching quietly: DC 10. Give me a Notice check vs. 26. (If you can make it automatically, just post to that effect, post your results even if you fail.) --------- Cobalt Templar: What do, eh?
Gizmo Posted February 14, 2012 Posted February 14, 2012 Int Check vs. DC 15. (1d20=8) Fail whale. Is it worth spending a HP on another attempt? Notice Check vs. DC 25. (1d20+11=14) Sigh. Initiative. (1d20+3=15)
Fox Posted February 14, 2012 Posted February 14, 2012 Knowledge (Pop Culture) Check, DC20 (1d20 + 5=13) Nnnope. Notice Check, DC25 (1d20 + 15=30) Nothing escapes the three eyes of DOOOOOM. Initiative Roll (maybe?) (1d20 + 7=12) Aaaand we're back to the crappy init rolls.
April Posted February 14, 2012 Posted February 14, 2012 Auto-35 Stealth (it's wise to be cautious in a strange city) Notice vs DC26 (1d20+20=23) (I could swear this was one of the skills I couldn't skill master, but I have learned otherwise!)
Electra Posted February 17, 2012 Posted February 17, 2012 Koshiro makes the stealth check automatically. Should've gone with SM for the Notice, but I didn't, so he gets a pathetic 15.
Avenger Assembled Posted February 18, 2012 Author Posted February 18, 2012 Sage and Papercut: Both of you failed the Notice check, so you don't see the supervillain lurking around. You'll have to land and search on the ground to find him or anything else of interest in the building. (You do pass the Stealth check, so he doesn't see you coming! For now) What you do see is evidently a problem with one of the antigrav conveyor belts: the line nearest the big skylight chuffs its way to a halt and the workers busy themselves moving the boxes by hand, You've got an avenue to sneak your way in from there, but one thing you do notice is inside one of the boxes: evidently these are some kind of dry waste disposal units, there's various empty storage containers, some debris that's hard to identify, and what is clearly recognizable as a humanoid corpse! Citizen, Ghost Girl, and Wraith: No one makes the check to note that it's distinctly odd for 'Rogue', an alien who's been on Earth only about five years, and who sneers at human culture, to have any idea who Jem and the Holograms are. (Neither Sharl nor Indira have any idea who that is, and Kimber thinks hey, at least Rogue has classy taste in cartoons.) You can reroll that check if you want, though, Giz. Indira and Sharl notice that Rogue looks decidedly odd; slightly malformed and warped, and her leather jacket seems to be attached to her skin. Without a lot of experience dealing with shapeshifters, Sharl concludes that something is wrong with her program. Citizen: 26 Ghost Girl: 15 Wraith: 12 'Rogue': 7 Citizen is going to try and set Rogue up for a hit from Wraith as a standard action: Bluff. (-1 HP to acquire the Set-Up feat) 34 Rogue's sheet can't possibly beat that, so she is flat-footed vs. Wraith's next attack. Ghost Girl is up.
Gizmo Posted February 18, 2012 Posted February 18, 2012 Hm. Y'know what, yeah, I'll spend the HP. It's probably not a big deal, but if she gets it then I have more to work with in her response. Int Check vs. DC 15, HP reroll. (1d20=6) That should be 16, yeah? What does that tell her?
Avenger Assembled Posted February 18, 2012 Author Posted February 18, 2012 It is decidedly odd that Rogue would have any idea what Jem and the Holograms are; from all Kimber has seen, she's an alien (Sharl doesn't get most pop culture references Kimber is familiar with) who has particular contempt for human culture and all it represents (Sharl has some issues there from time to time, but he's not a monster like Rogue is. Does it suggest anything? Maybe!
Gizmo Posted February 19, 2012 Posted February 19, 2012 'Gal Vanic' Standard Action: Electrical Blast vs. 'Rogue'. (1d20+11=20) Well, it's DC 26 if it hits. Move Action: Get Wraith close enough to jump the rest of the way.
Avenger Assembled Posted February 19, 2012 Author Posted February 19, 2012 Just hits! Tou vs 26: 26 Awr. Wraith is up
Fox Posted February 20, 2012 Posted February 20, 2012 Move action: Shapeshift. Elongation 2 (10ft) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] Standard action: Charge! Melee Attack Roll vs. 'Rogue' (whip-clubs; Charge +2) (1d20 + 10 + 2=13) Bleh. But situationally appropriate; I'll allow it! Wraith is at -2 defense until her next turn.
Avenger Assembled Posted February 20, 2012 Author Posted February 20, 2012 'Rogue' is here as a distraction, but she's in a tougher fight than she realized. Lacking the real Rogue's grudge against Sharl, she'll fly over and take a poke at Wraith. Have an HP for being honest, Fox! 30 Welp! DC 30 Tou save for that. Go ahead and roll that, Fox, and I'll post IC.
Fox Posted February 20, 2012 Posted February 20, 2012 Toughness Save vs. 'Rogue', DC30 (1d20 + 12=21) Hm! Yeah, what the heck, I'll reroll that with her shiny new HP. Should've just done an Ultimate Tou on it, but it's not worth two HP now. Toughness Save REROLL vs. 'Rogue', DC30 (1d20 + 12=14) Boo. That wasn't worth the HP at all! 14 -> 24, so still a fail by less than ten. Wraith's bruised and dazed.
Avenger Assembled Posted February 21, 2012 Author Posted February 21, 2012 The shapeshifter's unconscious, her secret is out. Seemed prudent to end the fight there! She needs restrained, and interrogated; she'll wake up as soon as she's bound. Sharl's fatigued. Couple of possible routes for the recycler and militia crew to go.
Gizmo Posted February 21, 2012 Posted February 21, 2012 Diplomacy Check vs. Assembled Media. (1d20+13=30) 34 with Attractive!
KnightDisciple Posted February 21, 2012 Posted February 21, 2012 Untrained Diplomacy check: 7. :? EDIT: On suggestion, HP reroll: 13. Which...stays as it is due to reroll rules. Whee.
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