GranspearZX Posted March 18, 2012 Share Posted March 18, 2012 OOC thread for this thread. Starring Supercape! :golfclap: Link to comment
Supercape Posted March 18, 2012 Share Posted March 18, 2012 tagging. And, presuming I can take 20 and have a fair bit of time, seeing if Gather Information on the rapscallion yields anything? Link to comment
Supercape Posted March 19, 2012 Share Posted March 19, 2012 I'm not sure where to go from this - or shall I just post? Link to comment
Supercape Posted March 21, 2012 Share Posted March 21, 2012 Disguise, taking 20, for a result of 25! Link to comment
GranspearZX Posted March 21, 2012 Author Share Posted March 21, 2012 Noted! And Agent Harper is duly impressed. :) Link to comment
GranspearZX Posted April 6, 2012 Author Share Posted April 6, 2012 Gonna need a Bluff check from Supercape on this one. :) Link to comment
GranspearZX Posted April 7, 2012 Author Share Posted April 7, 2012 Vs. his Sense Motive: Sense Motive: (1d20+5=13) Nice job. :D Link to comment
Supercape Posted April 14, 2012 Share Posted April 14, 2012 1d20+10=18 Notice Roll. 1d20+5=24 Search Roll. Using his ESP on Radio Senses. So, Radar (rough shape), any energy there (power cables, TV, etc), and Radiowaves coming and going. Its Analytical, Acute, and Accurate for all of that. And on the off chance if there is any dimensional or temporal distrurbance he picks that up too, I guess. (yes, he has a lot of PP plumped into supersenses!). Link to comment
Supercape Posted April 25, 2012 Share Posted April 25, 2012 Throwing you a Notice Roll in case its needed...1d20+10=20 And for his workman disguise: 1d20+5=10 not so good! Link to comment
GranspearZX Posted May 1, 2012 Author Share Posted May 1, 2012 Vs. Thomas (NPC)'s Sense Motive: Sense Motive: (1d20+2=21) ...well. ^^ Link to comment
Supercape Posted May 8, 2012 Share Posted May 8, 2012 If needed, a notice roll: 1d20+15=16 :( Link to comment
Supercape Posted May 22, 2012 Share Posted May 22, 2012 Applying 'Capes Analytical Energy senses to it, in combination with Knowledge (Physical Sciences): 1d20+20=22 which is not great... Link to comment
Supercape Posted November 17, 2012 Share Posted November 17, 2012 For reference, putting his standard quantum force field up Link to comment
GranspearZX Posted November 17, 2012 Author Share Posted November 17, 2012 Duly noted. Combat hasn't started... yet. I do, however, need a Sense Motive roll. Link to comment
Supercape Posted November 17, 2012 Share Posted November 17, 2012 1d20+5=19 for sense motive. EDIT: As you actually wanted a bluff roll, thats a +1 bonus for 15. For prosterity, ill make an initiative roll 1d20+0=14 Link to comment
GranspearZX Posted November 17, 2012 Author Share Posted November 17, 2012 Alrighty! And you're being sized-up by the skinny guy via Assessment: Assessment [sense Motive (+9) vs. Opponent's Bluff]: (1d20+9=18) And he emerges victorious... and now knows that Supercape is serious business. But Smokey's a stubborn idiot. Thus: INITIATIVES! Trigger's Initiative: (1d20+15=21) Smokey's Initiative: (1d20=12) 21 :: Trigger - Unharmed 14 :: Supercape [3HP] - Unharmed 12 :: Smokey - Unharmed Trigger is delaying his turn, leaving Supercape up next! Link to comment
Supercape Posted November 17, 2012 Share Posted November 17, 2012 Supercape unleashing an EMP! Perception Range Dazzle 13 Burst Effect. So thats DC 23 Reflex save or dazzle visual and radio. (NB: As its perception range, no reflex save for halving the effect, I think). Link to comment
GranspearZX Posted November 18, 2012 Author Share Posted November 18, 2012 Smokey's Reflex Save [vs. Visual/Radio Dazzle DC23]: (1d20+8=10) Trigger's Reflex Save [vs. Audio/Radio Dazzle DC23]: (1d20+16=17) So both fail and are dazzled. Owchies. Smokey immediately turns into a huge cloud of cigar smoke (Insubstantial 2 + Flight 3) and Trigger tries in vain to take a swing through the blindness at Supercape: Concealment Miss chance (1-50): (1d100=58) Neural Whip (Paralyze 7): (1d20+7=15) I don't even think that beats SC's defense. Erf. Which ends the round with: 14 :: Supercape [3HP] - Unharmed 12 :: Smokey - Blinded, Insubstantial 2 -- :: Trigger - Blinded, Unharmed Supercape is up next! IC post forthcoming. Link to comment
Supercape Posted November 18, 2012 Share Posted November 18, 2012 Supercape will activate his glowing cape AP then (A radioactive strike aura!) 1d20+12=26 That is probably a hit on Mr. Trigger...so its a DC 27 Toughness save. (And best of all, if they touch him, its another DC 27 Tough save!) Link to comment
GranspearZX Posted November 19, 2012 Author Share Posted November 19, 2012 TOU Check: (1d20+6=24) TOU Check: (1d20+6=12) And he fails BOTH Toughness saves. Ow. Link to comment
Supercape Posted November 20, 2012 Share Posted November 20, 2012 SMokeys up? (Also I dont think the second toughness save counts until he actually touches SC?) Link to comment
GranspearZX Posted November 23, 2012 Author Share Posted November 23, 2012 Ah! I misinterpreted your last post then. Disregard that 2nd toughness save. Trigger's still Bruised though, so yeah, Smokey's up next! First, a Fortitude save to overcome the Dazzle: FORT Save vs. Dazzle Effect: (1d20+10=14) And he fails. Still blinded. That doesn't stop him from attempting to do something though, and he sends a fireball flying at Supercape: Concealment Roll 50% (Success on 51-100): (1d100=67) Ranged Attack Roll (Blast 12): (1d20+8=28) DC22 TOU check from Mr. Cape. IC post forthcoming! Link to comment
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