Airon Posted January 21, 2012 Share Posted January 21, 2012 OOC for this thread. I assumed that Synth was out on one of her strolls and that Wisp & Glowstar were just back from a small mission. If I somehow misread your sheets and the introduction is out of character, let me know and I'll change it. Glowstar & Wisp, you can act freely after rolling Initative to decide who can go first. Link to comment
Raveled Posted January 21, 2012 Share Posted January 21, 2012 Glowstar's Ini (1d20+6=12) Woo. Something tells me the speedster/teleporter is gonna go first. Link to comment
Azuth65 Posted January 21, 2012 Share Posted January 21, 2012 Glowstar's Ini (1d20+6=12) Woo. Something tells me the speedster/teleporter is gonna go first. First, not entirely likely... Ahead of her comrade, yeah. By 1. 1d20+7=13 Link to comment
Supercape Posted January 21, 2012 Share Posted January 21, 2012 Works for me, and tagged! Terrible Intimidate skill, but Synth will try... 1d20+1=21 wowzers! Link to comment
Azuth65 Posted January 21, 2012 Share Posted January 21, 2012 Wisp's going to take a shot at using Extra Effort to power stunt create objects off her cosmic energy array. Create Objects 12(Feats: Stationary, Tether) [24/24] available PP. Link to comment
Airon Posted January 21, 2012 Author Share Posted January 21, 2012 synth the two guys are a Gang Leader and a Thug, and resist your intimidate with theirs 1d20+3; 1d20+6 → [6,3] = (9) 1d20+3; 1d20+6 → [4,6] = (10) both are very much scared Wisp Glowstar has time to act, but if he doesn't do anything both falling letters hit your Created Object and it needs to make 2 separate DC 25 TOU check. I'll wait for his post. Link to comment
Airon Posted January 23, 2012 Author Share Posted January 23, 2012 ok, I need two checks from Glowstar: a Notice and a Search and the two aforementioned ST for Wisp's construct Link to comment
Raveled Posted January 23, 2012 Share Posted January 23, 2012 Glowstar's Notice check (1d20+8=19) Glowstar's Search check (1d20+5=10) Link to comment
Azuth65 Posted January 24, 2012 Share Posted January 24, 2012 1d20+12=22, 1d20+12-1=16 So, the barrier is "Injured and dazed" but should have held if I'm reading the damaging objects rules correctly. Link to comment
Airon Posted January 25, 2012 Author Share Posted January 25, 2012 wow, I completely missed Supercape's answer before Raveled's. I edited the previous post with the paragraph for Synth. Also, for Synth, who is not so used to the ways of low-life, Sense Motive check DC 10 the guy may come off as slimy, but he does not seem dangerous DC 15 the guy clearly diverted attention too fast from why they were beating him up; most likely he is not completely innocent. for azuth, as the next "round" begins... pretty much everybody has gotten away from behind your barrier. Link to comment
Supercape Posted January 26, 2012 Share Posted January 26, 2012 Synth, sense motive? ha... 1d20+1=10 Just made first level. Link to comment
Airon Posted January 29, 2012 Author Share Posted January 29, 2012 Glowstar and Wisp, are you waiting for some info about your surroundings that I forgot about? Link to comment
Raveled Posted January 29, 2012 Share Posted January 29, 2012 Well Wisp is up next, isn't she? Link to comment
Airon Posted January 29, 2012 Author Share Posted January 29, 2012 yes, if you wish to help her, then you have to wait for her to act. If you do other stuff, like in the previous round, then it doesn't matter who acts first, since you're separated. Link to comment
Airon Posted February 2, 2012 Author Share Posted February 2, 2012 Supercape, no Sense Motive check required, just know that while getting the drinks, the guy will start hitting on Synth, not too blatantly, just flirting a bit. I don't know how much she can understand of that, play it as you wish. Link to comment
Airon Posted February 8, 2012 Author Share Posted February 8, 2012 William is trying to hot read Glowstar: since his identity is public, he'll use the information gathered from his team fed to him by earpiece to help him make guesses about Glowstar's past.(since his identity is public, the infromation is free, but not many people actually know it, I'm guessing; please correct me if I'm wrong). He will take 10 (for a total of 15) on Sense Motive. Bluff DC 15 for Glowstar to stay unreadable and avoid the showman revealing bits of his past to the crowd, for mere shock value. - If you succeed, his read fails and the show goes on. - If you fail, William reveals to the crowd in a dramatic fashion that you have a villain as a member of your family. You get an HP, but also have to make a Will save DC 15 or you are shaken Link to comment
Raveled Posted February 8, 2012 Share Posted February 8, 2012 I'll forfeit the roll, if it's all the same. Glowstar's not really the sort to hide his reaction well, especially if he isn't expecting it. Link to comment
Airon Posted February 8, 2012 Author Share Posted February 8, 2012 ok. You get the HP and have to roll the DC 15 will save. Link to comment
Airon Posted February 9, 2012 Author Share Posted February 9, 2012 Ok, may I have a Will save, DC 22, from everybody. Raveled, remember that you still have to pass the previous Will DC 15 before this one. The attack is Fearsome Presence 12, for Immunities purposes a Fear Attack. Link to comment
Raveled Posted February 9, 2012 Share Posted February 9, 2012 Glowstar's Will save. (1d20+8=18, 1d20+8=17) First yes, not so much the second. Link to comment
Raveled Posted February 13, 2012 Share Posted February 13, 2012 Glowstar is going to use Create Object to try and create a wall of energy between the seating area and the stage where the guy appeared. Link to comment
Airon Posted February 14, 2012 Author Share Posted February 14, 2012 Wisp is ok Glowstar and Synth are Shaken, and since they failed by 5 or more, they also flee for 1 round before being able to think rationally - unless they spend an HP. Also, Initative for everyone! Zodiacus goes on 1d20+2 → [13,2] = (15) Link to comment
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