Avenger Assembled Posted December 21, 2013 Share Posted December 21, 2013 The OOC thread. I'll call it a DC 10 check (made on whatever skill you think is appropriate) to recognize the Psions. Link to comment
Blue Rose Posted December 21, 2013 Share Posted December 21, 2013 Untrained Intelligence: 1d20+2=19Pass. Link to comment
Avenger Assembled Posted December 21, 2013 Author Share Posted December 21, 2013 Getting over fifteen will tell you not only the broad strokes of who these people are (a family of metahuman supremacists) but that so far only 2 of 5 have shown their faces... Link to comment
Thunder King Posted December 21, 2013 Share Posted December 21, 2013 5...Henry thinks they're villains of some sort Link to comment
Avenger Assembled Posted December 24, 2013 Author Share Posted December 24, 2013 All right, BR; I need a Stealth check and a Notice check for Kit as she makes her way for the broadcast booth doors. (They're easy enough to find, I won't make you roll for something a bystander could do!) Link to comment
Blue Rose Posted December 24, 2013 Share Posted December 24, 2013 Take 10 on Stealth via skill mastery. Result of 27, on top of her concealment power. (All non-tactile, mind-affecting, close-range.)Notice: 1d20+5=15 Link to comment
Avenger Assembled Posted December 26, 2013 Author Share Posted December 26, 2013 That Stealth will get her to the door unnoticed. http://orokos.com/roll/157047 She sees an Asian woman in her early twenties lurking a little too obviously around the door in a black trenchcoat - she can hit the woman by surprise, but she can't get the door open without her seeing because she's watching the door directly. Link to comment
Blue Rose Posted December 27, 2013 Share Posted December 27, 2013 Are ventilation ducts traversable by genre convention? Link to comment
Avenger Assembled Posted December 28, 2013 Author Share Posted December 28, 2013 Sure! Link to comment
Blue Rose Posted December 29, 2013 Share Posted December 29, 2013 Hm...Actually, this trick's gonna be a two-pronged one. And since our other hero is currently pinned down, I'm planning on doing a lot at once on this post.First, Sam's going to go look around and figure out her approach in the ventilation shafts as best she can without actually going in, then she's gonna go down and look for the breaker box. Probably in the basement behind a locked door somewhere. If she finds it, she's gonna throw all of the breakers, cutting off power. Probably gonna take things down to phones and emergency lights. From there, back up to... actually, just to check what happens at the door to the announcers' booth first, to see if she even has to go through ventilation.Search:1d20+5=25Picking any locks in her way. Normal building locks, she can probably roll at all she wants. Starting with taking 10 for a result of 20. If that fails, taking 20 for a result of 30. When she heads back up, she'll take 10 to lock the doors behind her if she can, to make it a little harder to figure out that's where the break in the line is and mask her trail a bit, even though it's the sensible first place to check.Staying 'invisible.' Continuing to take 10 on stealth, in case someone's on the security cameras. Link to comment
Avenger Assembled Posted December 29, 2013 Author Share Posted December 29, 2013 That Search will let you find what you're looking for, BR. http://orokos.com/roll/157420 And so far Kit goes unnoticed Link to comment
Avenger Assembled Posted January 1, 2014 Author Share Posted January 1, 2014 All right, give me a skill check to sneak away, TK! Being cut of a different caliber than his peers, Jump Psion secrets himself by the door to the breaker room. http://orokos.com/roll/157896 31! OK, have an HP for him doing that kind of pre-planning, Blue. Link to comment
Thunder King Posted January 1, 2014 Share Posted January 1, 2014 Gonna stunt a concealment and move out of the area to put his costume on. Then he's going to go and find out whoever killed the lights, either to protect them, or attempt a team-up Link to comment
Blue Rose Posted January 1, 2014 Share Posted January 1, 2014 Ouch! That's an auto-fail for Sam's Notice. Link to comment
Blue Rose Posted January 7, 2014 Share Posted January 7, 2014 Still using Concealment, to exclude sound.Diplomacy, if it matters, assuming Attractive doesn't apply to the disembodied voice.1d20+11=31 Link to comment
Thunder King Posted January 9, 2014 Share Posted January 9, 2014 22 on Diplomacy to talk to the Atoms, see if it does any good Link to comment
Blue Rose Posted January 13, 2014 Share Posted January 13, 2014 (edited) First target, trench coat.Notice:1d20+5=6Search:1d20+5=11Not sure which you want, so whichever. Edited January 13, 2014 by Blue Rose Link to comment
Avenger Assembled Posted January 15, 2014 Author Share Posted January 15, 2014 http://invisiblecastle.com/roller/view/4367514/ Stealth = 20 No sign of the Trench Coat - but Kit does see someone who looks very much like her (Trenchcoat) huddled on the ground with the other hostages! I will say that, given Kit's knowledge of chicanery (and so that you're not stuck playing OOC guessing games), the most logical place for the other to be would be in the broadcast booth with Empath. Link to comment
Blue Rose Posted January 24, 2014 Share Posted January 24, 2014 Diplomacy to get Trench Coat thinking: 1d20+11=24Using my Illusion on Trench Coat only. Visual and auditory, will DC 16. Sam's projecting her own appearance and voice behind her. Link to comment
Blue Rose Posted January 26, 2014 Share Posted January 26, 2014 Bluff to try and persuade Argent. Taking 10, for 23. Link to comment
Thunder King Posted January 26, 2014 Share Posted January 26, 2014 6! The heck? Stupid initiative Link to comment
Avenger Assembled Posted January 26, 2014 Author Share Posted January 26, 2014 Let's go ahead and roll for Initiative here. http://invisiblecastle.com/roller/view/4378761/ = 23 for Ember http://invisiblecastle.com/roller/view/4378763/ = 24 for Jump http://invisiblecastle.com/roller/view/4378765/ = 21 for Aura http://invisiblecastle.com/roller/view/4378767/ = 2 for the Professor http://invisiblecastle.com/roller/view/4378768/ = Argent has 8 http://invisiblecastle.com/roller/view/4378771/ = Empath has 9 http://invisiblecastle.com/roller/view/4378773/ = Jack Wolf has 9 (and goes before Empath) Link to comment
Avenger Assembled Posted January 26, 2014 Author Share Posted January 26, 2014 http://invisiblecastle.com/roller/view/4378780/ Maximus goes on 21, Victoria goes on 23 Link to comment
Blue Rose Posted January 26, 2014 Share Posted January 26, 2014 Initiative: 1d20+5=15 Link to comment
Avenger Assembled Posted January 26, 2014 Author Share Posted January 26, 2014 Jump = 24 Victoria = 23 Ember = 23 Aura = 21 Maximus = 21 Kit = 15 Jack Wolf = 9 Empath = 9 Solar Sentinel = 6 Professor = 2 Jump takes a standard action to evac the kids, then returns and spends a move action delivering a speech. Link to comment
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