Raveled Posted August 4, 2012 Share Posted August 4, 2012 The OOC for this thread here. Obviously just to roll how much fun we're having, right? Link to comment
Blue Rose Posted August 4, 2012 Share Posted August 4, 2012 That one's an offensive Morph ability. Only DC12 Will, so if you want to break it, just do it. No need to roll in the light-hearted silliness. (And for a general idea of how good the illusion is, it's DC25 Notice.) Link to comment
Raveled Posted August 9, 2012 Author Share Posted August 9, 2012 Blue Jay's very first roll. *Sniff* They grow up so quickly... Blue Jay's Will save, vs DC 16. (1d20+7=24) Link to comment
Blue Rose Posted August 9, 2012 Share Posted August 9, 2012 Success! She has managed to defend against the sinister efforts to help her out! Link to comment
Raveled Posted August 18, 2012 Author Share Posted August 18, 2012 So, just putting this out there. If you want to see Tona in a skirt or dress, you're going to have to suggest it to her. Link to comment
Raveled Posted September 12, 2012 Author Share Posted September 12, 2012 Can I get a Notice check from folks? Link to comment
Tiffany Korta Posted September 12, 2012 Share Posted September 12, 2012 Skill mastery on Notice for a total of 22 and, if needed, the same for Intimidate for a total of 24. Link to comment
Thunder King Posted September 12, 2012 Share Posted September 12, 2012 Mali is apparently blind, 13 Link to comment
Blue Rose Posted September 12, 2012 Share Posted September 12, 2012 Well, it looks like Sam has the firmest grasp on the situation: 1d20+6=25 Also, she uses her emotion control on the guy committing simple assault to inflict fear. DC17 Will. Link to comment
Raveled Posted September 12, 2012 Author Share Posted September 12, 2012 Those who beat DC 20 notice that the Bruiser has a small white patch on his underarm. Looks kind of like a nicotine patch. For the record the bad guys are a pair of Zoom survivors, a Powerhouse (though rather stupider than that one suggests), and a Psychic Martial Artist. Speed Freak 1 & 2's Ini. (1d20+14=34, 1d20+14=25) Bruiser's Ini. (1d20+2=11) Suit's Ini. (1d20+8=24) Blue Jay's Ini. (1d20+15=21) Bruiser's Will save, vs DC 17. (1d20+6=8) Hah! Well he's not feeling like fighting ATM. Link to comment
Blue Rose Posted September 12, 2012 Share Posted September 12, 2012 Initiative: 1d20+5=23 Edit: Truly, this plan is going well! Link to comment
Thunder King Posted September 12, 2012 Share Posted September 12, 2012 not bad, 22 for initiative Link to comment
Tiffany Korta Posted September 12, 2012 Share Posted September 12, 2012 Initiative 1d20+5=9, well someone had to roll low . Link to comment
Raveled Posted September 13, 2012 Author Share Posted September 13, 2012 Initiative 34 -- Speed Freak 1 -- Uninjured -- GM 25 -- Speed Freak 2 -- Uninjured -- GM 24 -- Suit -- Uninjured -- GM 23 -- Kit -- Uninjured -- HPx2 22 -- Crimson Tiger -- Uninjured -- HPx4 21 -- Blue Jay -- Uninjured -- HPx3 11 -- Bruiser -- Uninjured -- GM 9 -- Blodeuwedd -- Uninjured -- HPx3 Everyone gets a HP for being in their Secret Identities. Speed Freak 1 Move Action: Moving up to Blod. Standard Action: Attack Blod with Unarmed + Autofire. Speed Freak 1's melee attack check, vs Blod's Def. DC 25 + Autofire (1d20+10=15) 3 pts over her flat-footed Def, so that's +1 DC, for a total of DC 26 Toughness. Speed Freak 2 Move Action: Moving to Kit. Standard Action: Grappling. Speed Freak 2's melee attack check, vs Kit's Def. (1d20+10=12) That will just barely hit. Speed Freak 2's Grapple check. (1d20+20=33) Yikes. Suit Free Action: Activate Concealment 4 (All Visual, Flaw: Miss Chance only). Move Action: Step up to Mali. Standard Action: Punch her in the face. Suit's melee attack check, vs Mali's flat-footed Def. DC 20 Tou (1d20+15=19) Yikes, that will hit. Okay, once IC post is up, it'll be Kit's turn. Link to comment
Thunder King Posted September 13, 2012 Share Posted September 13, 2012 13? rerolling... 26? Muuch better Link to comment
Tiffany Korta Posted September 13, 2012 Share Posted September 13, 2012 Blod's Toughness roll 1d20+8=9, ah a reroll me thinks 1d20+8=10, so with the+10 that ,barely, a Dazed and Bruise. Link to comment
Blue Rose Posted September 14, 2012 Share Posted September 14, 2012 Holy crap, that's a lot of grapple. Escape Artist! 1d20+10=28 Blarg. Woulda wanted to save that roll. That's failure by five or more, which means Kit's bound. Can't do anything that requires physical action, but that's not a problem for Kit. I make eye contact and try to put him to sleep. Stun (Sleep), DC17 Will. Perception range, requiring eye-contact. It's distracting, but that's not really an issue when already defenseless. Link to comment
Raveled Posted September 14, 2012 Author Share Posted September 14, 2012 Speed Freak 2's Will save, vs DC 17. (1d20+6=10) I believe that means that he is down. Crimson Tiger is up next. Link to comment
Thunder King Posted September 14, 2012 Share Posted September 14, 2012 Acrobatic Bluff, not using skill mastery... hey, he has to roll a 29! Link to comment
Raveled Posted September 14, 2012 Author Share Posted September 14, 2012 Suit's Acrobatics check, vs DC 29. (1d20+18=37) Yikes! Link to comment
Thunder King Posted September 14, 2012 Share Posted September 14, 2012 26 hits I believe, so... DC21 TOU save Link to comment
Raveled Posted September 14, 2012 Author Share Posted September 14, 2012 Suit's Toughness save, vs DC 21. (1d20+9=20) Bruisex1! Just barely. Link to comment
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