Tiffany Korta Posted December 4, 2012 Share Posted December 4, 2012 Ah Intimidate the one skill I'll determined never to give her . I'm going on sheer Charisma 1d20+3=10, so a tiny bit more. Link to comment
Supercape Posted January 2, 2013 Author Share Posted January 2, 2013 Heh heh! OK, so are you feeding the vampire blood in plain view of the police... :evil: Or if not, throw me a sleight of hand roll DC 15! Link to comment
Tiffany Korta Posted January 3, 2013 Share Posted January 3, 2013 It's just a really, really dark wine? She doesn't have sleight, so the best I can hope is that it was nonchalant enough that they didn't notice what she was doing. So basically she's screwed . Link to comment
Tiffany Korta Posted January 3, 2013 Share Posted January 3, 2013 As you'll alowinf me to try and Bluff it, 1d20+12=29. That should make thing go a little better. Link to comment
Supercape Posted January 14, 2013 Author Share Posted January 14, 2013 OK lets go for one more opposed roll to see if the SWAT officer buys it. On the one hand its rather unbelievable, on the other he is inclined to believe you. So +0 modifier. 1d20+1=15 is his sense motive roll. If you make it, he will basically aid you. If you fail, its everyone under arrest until they can sort it out back in the police cell! Link to comment
Tiffany Korta Posted January 14, 2013 Share Posted January 14, 2013 Bluff roll 1d20+12=19, I have the (mostly) truth on my side. Link to comment
Supercape Posted February 15, 2013 Author Share Posted February 15, 2013 Hypnotic Gaze! DC 20 Reflex to avoid Gaze, and if not, DC 20 to avoid Mind Control! Link to comment
Tiffany Korta Posted February 15, 2013 Share Posted February 15, 2013 I'd like to skip the reflex roll and just resist the Mind Control 1d20+9=22. Link to comment
Supercape Posted February 16, 2013 Author Share Posted February 16, 2013 An HP for dastardly pre prepared plot! Revenant 4 HP As the place is going up in flames, it is a damage 5 effect, with increment every round up to damage 10 when the whole place is an inferno. The Steel door is a foot thick, giving it a toughness of 13. As we are starting with damage, the Master has exposed himself to some flame, and his toughness roll is 1d20+12=19 so he, unfortunately, takes an injury Post toughness roll and then move to initiative 1d20+4=22 The door is about 30 feet away. Link to comment
Tiffany Korta Posted February 20, 2013 Share Posted February 20, 2013 Her Impervious 5 covers the first round at least. Her initiative is 1d20+6=7, so obviously she was surprised by his plan! Link to comment
Supercape Posted February 27, 2013 Author Share Posted February 27, 2013 Isnt she vulnerable to fire? Link to comment
Tiffany Korta Posted February 28, 2013 Share Posted February 28, 2013 What you expect me to remember this stuff ? . You are right she has Major Vulnerbility so she's saving against DC 20 1d20+10=19, so she's injured. Link to comment
Supercape Posted February 28, 2013 Author Share Posted February 28, 2013 Hot! Revenant 4 HP - Injured So Revenant has an action now, and the Master has effectively escaped in normal muahahaha fashion (albeit with melodrama). We can drop out of combat, but for each round/action after Revenants next one, fire damage as above. The air vent, by the way, is easy enough to rip open, but its an escape artist check to squeeze through. The ceiling is quite high (about 10 foot) but I think Rev is strong enough to jump up that high? Link to comment
Tiffany Korta Posted March 2, 2013 Share Posted March 2, 2013 Well her regeneration will take care of the injury I'll roll for next round action now to save time 1d20+12=28. So she's okay for next round at least. I'll go for the easy option and take out the steel door, even though she could make the jump. Do you want me to roll the door's toughness? Link to comment
Tiffany Korta Posted March 4, 2013 Share Posted March 4, 2013 The door toughness roll is 1d20+13=14, so against Revenants Strength the DC would be 25. I make that disabled, if I've got everything right. Link to comment
Supercape Posted March 5, 2013 Author Share Posted March 5, 2013 Woah! Diabled is enough to rip of hinges. Link to comment
Tiffany Korta Posted March 5, 2013 Share Posted March 5, 2013 Okay I'd like to spend a HP to stunt Wall-Crawling off of my Super-Strength, she's literally creating her own hand and footholds as she goes. If I understand the rules she should be able to climb the shaft in a single round. If there also a chance of saving the Minion she' carry him out, after smothering the flames of cause. Once I know what works and doesn't I'll post IC Link to comment
Supercape Posted March 5, 2013 Author Share Posted March 5, 2013 Ok, I think stunting wall climb off super strength is probably pushing the realms of stunts myself. On the other hand, the description of what you are actually doing is worth a +2 situational bonus of climb roll. The elevator shaft is in no immediate danger of being drowned in fire (you probably dont wont to hang around for ever of course!) and the damage to the shaft makes for a few nice distortions and the like. So the DC to climb it is 15 i.e. pretty easy for Revenant. In other words, with a +12 climb bonus you arent going to fall. At worst, you will be a little slow. As far as the flames and rescuing the minion goes. Well, its worth an HP, but it is dangerous: the inferno is now a damage 7 effect, and then a damage 8 effect. Going in, picking him up is 1 round, and another move action to exit (so you could do it in 2 rounds, or 1 round with a surge). Bear in mind her vulnerability to fire. She has 4 Hp at the moment without the extra one. Link to comment
Tiffany Korta Posted March 5, 2013 Share Posted March 5, 2013 That's what I was after and save me a HP so all good. Which I'll need as... Revenants got this whole Vampire's are people too thing, so she's going to try to save the man. Her Toughness Save 1d20+12=19, that would bad so a re-roll 1d20+12=24. Which is good except for the whole Stunned situation. So a HP to cancel the stun and I'll think I'll surge as I'm pushing my luck as it is... If that's all okay I'll post up in IC, and that bloody vampire better appreciate this... Link to comment
Supercape Posted March 5, 2013 Author Share Posted March 5, 2013 Revenant - 2 HP! The Injuries will clean up as soon as she is by the elevator thanks to her regeneration. So climbing whilst carrying the vampire will be a -5 Penalty, so DC 20. She has a +12 bonus so its fairly safe, failure by 5 means a fall which will probably kill the vampire as he is already disabled. Link to comment
Tiffany Korta Posted March 7, 2013 Share Posted March 7, 2013 Okay for the climb 1d20+12=24. And on the wounded Vampire would Revenant be able to somehow channel some of her "life energy" to help him heal up? She know it can theoretically be done as she saw the Masters experiments. Link to comment
Supercape Posted March 9, 2013 Author Share Posted March 9, 2013 That sounds good! you can do it! Link to comment
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