Supercape Posted February 4, 2012 Posted February 4, 2012 OOC for this Voltage flies into action when his brother gets mixed up in stuff!
Supercape Posted February 4, 2012 Author Posted February 4, 2012 Ok, straight into some rolls! If you are repairing the fried mess of the computer, could you throw me a Craft (Electronics) roll. Ill say that it does need some spare parts (which you have). Lets call it a moderate repair, so DC 15 base for 10 minutes. If you surreptitiously want to look at whats on the computer, Make a computer skill roll - DC 15 if you are doing it "open" so the guy can see what you are doing, DC 20 if doing it in secret. Finally, a diplomacy roll for your charm with him!
Thunder King Posted February 4, 2012 Posted February 4, 2012 Computer repair check, 32 Covertly checking to see what he's got on his computer, 40 Diplomacy check, 3
Supercape Posted February 4, 2012 Author Posted February 4, 2012 Excellent, Excellent, Rubbish! The guy has now become "hostile" from "unfriendly" due to your leaden tounge! On the computer is a ton of scientific data. Given with Eidectic Memory and INT 30 you have +10 bonus in all knowledge - you realise it is a lot of biological data, using insects as test subjects. There is a lot of stuff, really clever stuff, on stimulating cells with chemicals (drugs based on Zoom etc) and eletrocuting them - including some videos of this. It doesn't look particularly legal or proper, but it is expertly done.
Supercape Posted February 4, 2012 Author Posted February 4, 2012 You know what, hell lets run with it. Initiave Roll! 1d20+1=14 I know that usually Voltage could wipe the floor with this guy (and we would just narrate it), but lets see how he does without his costume...and trying to preserve his secret ID!
Thunder King Posted February 4, 2012 Posted February 4, 2012 Initiative, 15 Even if this creep deserves it, I don't imagine that Voltage would just swing at him, so I think it would be a good idea if the guy made it clear that he was going to attack him first, so Voltage would be justified in self defense.
Supercape Posted February 4, 2012 Author Posted February 4, 2012 Lets say you delay till Thug swings then! 1d20+2=8 And he misses!
Supercape Posted February 5, 2012 Author Posted February 5, 2012 thugs Toughness 1d20+3=12! Ok so you hit, and can inflict whatever level of "damage" you want, from a bruise to a KO. I will let you narrate it!
Supercape Posted February 6, 2012 Author Posted February 6, 2012 And, if you wish to tell a lie, lets see that bluff roll!
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Muahaha! 1d20+5=12 for Crime Lord!!!
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Secret Identity complication! Voltage - Unharmed - 4 Hero Points
Supercape Posted February 6, 2012 Author Posted February 6, 2012 For heroically burning money! and for generally being awesome! Voltage - Unharmed - 5 Hero Points!
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Ok the Doc is currently Friendly, so is helpful, but wont let you in at present. That requires her to be Helpful! So, a diplomacy roll please! +2 situation modifier for being polite, persuasive, and the Doc kinda wanting to help underneath it all. DC 15 to shift to helpful (or 60 for fanatic! ).
Thunder King Posted February 6, 2012 Posted February 6, 2012 Okay, I'm going to use a HP for beginner's luck and give me 5 ranks, so that's a +7 total bonus... And it wasn't enough, got an 11
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Ok you keep Diplomacy 5(+7) for the duration of this scene (in hospital). Voltage - Unharmed - 4 Hero Points!
Thunder King Posted February 6, 2012 Posted February 6, 2012 Not gonna waste that HP, going for a second roll; Got a 15
Supercape Posted February 6, 2012 Author Posted February 6, 2012 Unfortunately Diplomacy can only be tried once, or at least until a new scene. you are of course welcome to try it on the police. Also, I would allow a hero point to be used to get Doc fully on your side in this case (as a kind of reroll of your diplomacy roll - if you do this, your roll would be 25 (not 15), although that still only puts her as helpful (which is more than enough - she would do anything that isnt suicidal!). let me know what you fancy.
Thunder King Posted February 6, 2012 Posted February 6, 2012 If I use it on the cops, can I keep the 15 I rolled? It's about as good as I can expect to get...
Supercape Posted February 13, 2012 Author Posted February 13, 2012 Could you throw me a notice roll? the higher the score, the more notice you get...
Thunder King Posted February 13, 2012 Posted February 13, 2012 Surprisingly enough, got a 17 on the notice check
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