Ari Posted January 19, 2013 Posted January 19, 2013 use Super-Hearing to try and hear his slithers uponst the sand?
Supercape Posted January 19, 2013 Author Posted January 19, 2013 This sounds good to me! Throw me a notice roll for that. Scuffles - if you have any ideas post here!
Scuffles Posted January 19, 2013 Posted January 19, 2013 Glow's sadly short on tracking and Super-senses. She has however been working on a telekinetic sense that I'm not totally sure how to model yet. I've never played with Super-senses before, but the concept is generally using her telekinesis like a radar. For now she'd stunt it off her force field if needed, but it'd be short ranged at best. Not much good for tracking. How hard can it be to see the tracks he's leaving though? A man sized (And he's pretttty fat!) snake-slithering trail must be pretty large on any kind of soft ground right?
Supercape Posted January 19, 2013 Author Posted January 19, 2013 YOu can follow it for sure, I just wanted to get a handle on how fast! Ill get to IC Post shortly. On a side note, Scuffs, Super Senses are a bit of a complex one! It took me a while to get my head around it. For what its worth I would suggest: 1. Chose what sense type (Visual, Auditory, Olfactory, Auditory, Tactile, Mental, Radio). For what you describe its probably going to be mental. Think about whether obscures and dazzles would work on this sense. You could possibly go for Radio. 2. Pay 1 PP straight out for your sense type (like it costs 1 PP for infravision) 3. For a mental sense, you get nothing out of the bag (for Radio you would get ranged, radius, acute). For a radar-like sense you pretty must need to get Ranged (+1 PP), and Accurate (+2PP) (to know where things are). You probably want to get (but it depends how you envisage it) Acute (+1PP) (To tell things apart other than 'blob of matter'), and Radius (to detect things behind you). 4. Add extended (+1 per x10) if you can do it far away, and analytical (+1 PP) if its really really precise (you can count the hairs on a head with your sense). Id suggest something like TK Awareness (Mental Sense, Ranged, Accurate, Acute, Radius) for 6PP. Expensive, but it means you are very much covered against dazzles, obscures, and concealmnent. The nature of the power would mean you probably couldn't detect intangible 3 or 4 objects, but thats in the descriptors.
Supercape Posted January 19, 2013 Author Posted January 19, 2013 I took a few literary liberties to keep pushing forward. I hope its ok to say Glow and EH push the boulder aside, let me know otherwise. The tunnel is dimly lit (so partial concealment for anybody who does not have appropriate super senses), and is sufficiently cramped that you are a) flat footed and prone. (again unless you fancy doing some digging or something). Finally, I'll Give EH some recovery time, making him fatigued (As opposed to exhausted)
Ari Posted January 19, 2013 Posted January 19, 2013 All that is fine by me. Woohoo! No more exhaustion!
Scuffles Posted January 27, 2013 Posted January 27, 2013 So can Glow try to make a telekinetic grab for El Sierpe there? If possible she'd like to drag him out of this little tunnel so we can properly dish out justice!
Supercape Posted January 27, 2013 Author Posted January 27, 2013 You can certainly try to grab him! The tunnel is quite long however, and backing up is a little difficult, as its so cramped.
Scuffles Posted January 27, 2013 Posted January 27, 2013 Alright then! I just chuckled imagining Glow pinning El Sierpe with telekinesis and then having Heraldo crawl over the top of her in the tunnel to go punch him. "Ow get off me you big lug!" Attack roll: 20 Grapple if that hit: 19. Great stuff. Oh well, at least that probably means he can get away and we can chase him some more!
Supercape Posted January 27, 2013 Author Posted January 27, 2013 That is just a hit! Grapple Check for El Sierpe... 1d20+16=20 Just! And El Sierpe starts slithering down the tunnel. He is moving at normal human speed, but as he has slithering supermovement, is at no penalty. I am omitting intiative rolls for now as this is more like a chase! Post away Glow!
Ari Posted January 28, 2013 Posted January 28, 2013 Seeing as Heraldo is behind Glow, not really much he can do, except try for an Interaction skill. Full-round action to Intimidate El Sierpe: 28.
Supercape Posted January 28, 2013 Author Posted January 28, 2013 You can intimidate him, but not stop him! (feel free to IC the words of course!) The slippery devil is now, with you, in Mexico. Cue moral dilema! (By the way, there is no-one watching, and no camera's....)
Scuffles Posted January 29, 2013 Posted January 29, 2013 Ooh this El Sierpe guy is earning the punch that's coming to him isn't he! :twisted: I sort of have a post in mind but I'm going to defer to Ari first to see what Heraldo has to say (or whether he's just going to punch the guy). As a side note, can we actually see anything that proves we're in Mexico?
Supercape Posted January 29, 2013 Author Posted January 29, 2013 No, I suppose you cant! THats what direction sense or a Gps equipmennt is for! :D
Ari Posted January 30, 2013 Posted January 30, 2013 Yeah, not seeing the point of deferring there now...
Scuffles Posted January 31, 2013 Posted January 31, 2013 Wanted to see if Heraldo was going to dish out the punchings first! :D
Ari Posted January 31, 2013 Posted January 31, 2013 Why would HE start whaling on El Sierpe & Amigos first? It's not like he's supposed to be impetuous or somethi-wait.
Supercape Posted January 31, 2013 Author Posted January 31, 2013 OK! So first off, Scuffs, that post was so awesome I am giving you an HP for entertaining everybody. For tracking purposes: El Heraldo - 3 HP - Fatigued Glow - 3 HP Second - we are of course coming to the end of the thread. El Sierpe has been great! (for me anyway). Broadly speaking this can conclude with words and a legal parting of ways, or a brawl and borderline breaking the law. I am caught between the two, not sure how El Sierpe would respond. He is a cunning devil, but on the other hand Glow made and awesome inflammatory speech. So I am throwing it out to you guys. Do you want to walk away? Do you want a fight? Do you want a legal issue (if not in the courts, then in your heart), Do you want El Sierpe as a nemesis in the future plotting his revenge with the Devil Doctor from Mexico? I cant promise everything (as the dice and play sometimes spin things off course, quite rightly!) but what are your thoughts on the story of Glow and Heraldo?
Ari Posted January 31, 2013 Posted January 31, 2013 Seeing as Scuffles brought us to this grand point, leaving it in her hands.
Scuffles Posted February 2, 2013 Posted February 2, 2013 So I had a bit of a think and my answer is.... I don't know! :? I'm actually happy with just about any outcome of this little conversation. Obviously Glow is trying to goad El Sierpe into trying to shoot her so that she can punch him in self-defence, but if he decides not to she gets to call him a coward which is fun too. If he does start a fight you can bet that Glow's going to try to accidentally throw him back to the states.. we can't be that far into Mexico after all, and if he happens to land in front of a surprised Captain Meddows then obviously then he's perfectly entitled to arrest him! On the other hand if he goes away we can probably do another thread where we find out if Glow was right about El Sierpe getting backstabbed by his own guys. Which would be pretty cool too! So basically I'm happy with any solution! :D
Supercape Posted February 2, 2013 Author Posted February 2, 2013 :argh: Trapped between equally cool possibilities! Ari if you wish to cast a deciding vote, let me know, otherwise Ill flip a coin!
Ari Posted February 2, 2013 Posted February 2, 2013 I would prefer he fought. More awesome for Glow, and allows the Devil Doctor freer reign for future things.
Supercape Posted February 3, 2013 Author Posted February 3, 2013 Right then, so shall it be! El Sierpe will open fire on Glow with his shotgun, firing a slug! its a masterwork weapon so +1 to attack roll for +11 total 1d20+11=22 I think that hits, so a DC 21 Toughness save! And then, initiative rolls! 1d20+8=23 for El Sierpe 1d20+1=3 for Thugs Sierpes thugs here are a slight cut above the normal street thug, being hardened sodliers of drug wars: 5xHardened Drug Gang Members PL 4 STR 14 DEX 12 CON 14 INT 10 WIS 10 CHA 10 Att +4 Def +4 Fort +4 Ref +2, Will +2, Tough +3 Intimidate 6 (+6) Drive 4 (+5) Equipment: Submachine Guns (Damage +4 Autofire), Leather Jacket +1 Toughness
Scuffles Posted February 3, 2013 Posted February 3, 2013 Toughness save: 11. Pfft. Reroll: 26. Much better! Initiative: 21
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