Quinn Posted May 19, 2012 Share Posted May 19, 2012 Overclock and Silhouette on a date! What could possibly go wrong?! (hint: everything) Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Ring Toss Game, DC 20 Range Attack (which mean both Sil and OC have to roll with only +4, no shifting allowed). Link to comment
Quinn Posted May 19, 2012 Author Share Posted May 19, 2012 Ranged attack! (1d20+4=24) ...Okay, karma is SO going to bite me for this. :facepalm: Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Alright, milk Bottle game, different rules, Base DC 10, all the way to DC 22 to hit all six. Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 14, so Carrie hit two bottles, and gets a small prize. Link to comment
Quinn Posted May 19, 2012 Author Share Posted May 19, 2012 Let's knock down some bottles! (1d20+4=10) Ouch. Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Strengh contest, DC 20 to ring the bell, 2 points from ten for each little thing up the bell tower, it goes wimp, average, fit, altheltic, muscleman (bell ring). Link to comment
Quinn Posted May 19, 2012 Author Share Posted May 19, 2012 DC 20 check! (1d20+4=23) /flex Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 19 for Carrie, she almost rings the bell. Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Alright, straight up competitive, no DC, highest range score roll wins. Link to comment
Quinn Posted May 19, 2012 Author Share Posted May 19, 2012 Ranged score! (1d20+4=6) 6 for Zeke. They aren't very good shots, are they. XD Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Next game, a race, Jacob's Ladder, It's both DC and competitive, DC 25 Acrobatics or Climb to get to the bell, whoever rolls the highest get's there first. Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 30, she rolled a ten, so it's basically like I did skill mastery. Link to comment
Quinn Posted May 19, 2012 Author Share Posted May 19, 2012 Acrobatics check! (1d20+13=27) Close, but no cigar! Link to comment
Aoiroo Posted May 19, 2012 Share Posted May 19, 2012 Okay, an HP a piece for civilian idenity, also, Carrie's sickened, so another HP for her. Also, notice checks please. Link to comment
Aoiroo Posted May 20, 2012 Share Posted May 20, 2012 26 for Carrie. For Quinn, Zeke sees that all the lights that trail the tops of the carnival games are all being shot out one by one, but he can't tell from where. Link to comment
Aoiroo Posted May 20, 2012 Share Posted May 20, 2012 19 iniative for Carrie, MM doesn't get iniative since she's not planning to start combat, how about Zeke? Link to comment
Quinn Posted May 20, 2012 Author Share Posted May 20, 2012 Initiative! (1d20+8=15) He's going to be doing something terribly clever. Once he thinks of it. Link to comment
Aoiroo Posted May 20, 2012 Share Posted May 20, 2012 So, no MM gets to roll, and 12, so she's last, Also Mooks, 14, a little faster then Marvelous, but they're on standby for orders. They're basic thug builds, but they're all arms. Also they're minions. So it's Carrie Unharmed 6HP Zeke Unharmed 2HP Mooks (48) Unharmed MM Unharmed Civilians Unharmed Link to comment
Quinn Posted May 20, 2012 Author Share Posted May 20, 2012 48 Mooks, Overclock can go about 50,000,000' per round, he's got Takedown Attack 2, and can Take 10 on minions. Speedsters make excellent goonsweepers. Also, let's get those civilians out in an orderly manner! Diplomacize the civvies! (1d20+7=27) :shock: Link to comment
Aoiroo Posted May 20, 2012 Share Posted May 20, 2012 Citizens are booking it in an orderly fashion, it's MM turn, and she's shooting at Carrie, 27, yep, that hits. Right, DC 20 for Carrie, Bruise, so it just grazed her. Next round, Carrie's turn, she's gonna drop off the building and disappear. Before using her turn to climb back up and attack Madam Marvelous. Taking ten for Stealth, which is 30, which Madam Marvelous can't make. 26, so she loops around and hit's Madam Marvelous right back. Toughness save on Madam Marvelous who is in fact flat-footed cause Carrie is concealed 17, she's staggered and dazed. Zeke's turn. Link to comment
Quinn Posted May 20, 2012 Author Share Posted May 20, 2012 Zeke's going full bore (top Speed 14 - who was that masked man!) again, spend an HP for Monkey Climber, so he can use Acrobatics up that wall. Move By Action, Disarm to pinch her Desert Eagle, and then...humm...probably drop it into a handy wastebasket somewhere. Acrobatics! (1d20+13=33) O_O Okay, Disarm attempt. Unarmed Disarm - take that Deagle away from the crazy person! (1d20+8=23) Okay, opposed roll with her STR against DC 23. And away-hay-hay we go. Link to comment
Aoiroo Posted May 20, 2012 Share Posted May 20, 2012 He took her gun, anyway, she shakes her daze so Carrie and Zeke get a HP for the both of them, and she produces a detonator and lights it. Ohh shit, there's explosives, and fireworks set under the boardwalk. You get an HP, now they got one round to stop the explosives before they blow up the boardwalk. New round, Carrie kicks MM in the face then starts running like hell again. she hits her, DC 27. MM doesn't make it, she's out cold. It's Zeke's turn, he has 4 HP, this is one huge bomb under the boardwalk filled with enough fireworks for a Chinese New Years display. Link to comment
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