Thevshi Posted August 28, 2014 Posted August 28, 2014 Bluff check, if needed: 20, 24 if Attractive applies.
Supercape Posted August 28, 2014 Author Posted August 28, 2014 Good good. DO you fool people? Who knows.... Heri, throw a bluff roll for Grim if you do the same
Supercape Posted August 30, 2014 Author Posted August 30, 2014 at the moment, not very. I mean, you are gripped but its not a grapple.
Thevshi Posted August 30, 2014 Posted August 30, 2014 I think it is time for the ruse to end. Velocity will trigger her Insubstantial alt power to free herself and then demand to know what is going on here.
Supercape Posted August 30, 2014 Author Posted August 30, 2014 Go for i! Its hardly a tricky one, but throw me an intimidate roll to see how many beans are spilled!
Thevshi Posted August 30, 2014 Posted August 30, 2014 Yeah, Velocity is anything but intimidating with only a 7.
Supercape Posted September 1, 2014 Author Posted September 1, 2014 Ok, so first off, a Knowledge (technology) roll, DC 20 from you! Velocity- Unharmed - 3HP Grimalkin - Unharmed - 1 HP
Supercape Posted September 2, 2014 Author Posted September 2, 2014 EDIt after chat with Thev, she would rather keep Insubstantial up! So no probs, editted above post!
Thevshi Posted September 3, 2014 Posted September 3, 2014 Okay, you said that initiative would be rather pointless (least for Velocity), so, she will shift her speed array to Rapid Attack. Using Power attack (-4 accuracy for +4 damage), she will target the duke with the crossbow and the head butler, getting a 27 on the attack roll for the targeted, selective area. DC 29 toughness save. Then using move by action, she will move back to the door and try to slide the bolt open.
Supercape Posted September 4, 2014 Author Posted September 4, 2014 Hits Both and 1d20+4=11, 1d20+4=11 Both are down. If only it was all that easy! Post away!
Heritage Posted September 10, 2014 Posted September 10, 2014 Notice check requested by Cape: 1d20+15=24 Gyuh, not the best, but hopefully good enough!
Supercape Posted September 10, 2014 Author Posted September 10, 2014 1d20+12=17 you notice! Initiative Roll please, vs: 1d20+12=18
Heritage Posted September 10, 2014 Posted September 10, 2014 Initiative roll: 1d20+12=16 Wow that's a crappy roll for Grim! Guess she was really focused on making that coffee!
Supercape Posted September 10, 2014 Author Posted September 10, 2014 Coffee Time! Round 1: 18 - Duke - Unharmed 16 - Grimalkin - Unharmed - 1 HP Not in combat yet (Velocity - Unharmed - 3 HP) So start off, a Feint from the ?Duke: 1d20+10=25 youch quite good (includes -5 penalty from move action) Crossbow bolt to Grimalkin: 1d20+13=23 which will hit if Grim cant beat the feint.
Heritage Posted September 10, 2014 Posted September 10, 2014 Counter-Bluff! 1d20+20=27 In your face, Duke! Neener-neener-neener!
Thevshi Posted September 11, 2014 Posted September 11, 2014 Okay, earlier you said we could make a DC 20 Kn: Physical Science test to look at the stuff in the cellar, I did not make it for Velocity because I forgot she had that skill (and thought untrained she could not get that high). But, she does have the skill so….she gets a 22!
Supercape Posted September 11, 2014 Author Posted September 11, 2014 Right then! The Create Object Hits. that means a DC 16 Reflex Save for the ?Duke? 1d20+8=10 He is caged. Dropping out of combat. As for Velocity, with her superior non-drugged mind, she can make some deductions: Namely, that the slowing down and speeding up effects are Mental / Psionic in nature. Also, that whilst it is a very small effect (it wont effect her powers), something is siphoning off her "speed" (However you want to narrate it) to counteract the slowing effect. Likely, it is the technology she is examining. She can also make a Knowledge (Technology) roll to understand all the equipment if she wishes (again, DC 20 trained)
Thevshi Posted September 12, 2014 Posted September 12, 2014 Soooo, looking at the Search rules: If Velocity wants to search a 1 mile area (which I assume would be pretty much the entire castle), it takes 1 hour, to Take 20 on that would take 20 hours. But, her normal quickness is x5,000, so she can do the search in about 15 seconds (just under three rounds)! Taking 20 on a search would give her a 23.
Supercape Posted September 12, 2014 Author Posted September 12, 2014 That will do! You find a locked draw on a bedside table by his four poster bed, suggestive of somewhere he would put his bedtime reading or writing. The lock is no magnificent (DC 20), and of course she could smash the table open with a flurry of fists...your call! (post away!)
Supercape Posted September 13, 2014 Author Posted September 13, 2014 Ok so opposed straight CHA rolls for who wins the Staff over. 1d20+3=9 Then, Grimalkin is getting run over! What shall she do? She has time to fly to the air, but if on the ground, will need a Reflex Roll DC 15 to avoid the Car. But if she turns small and flies, she is falling into the Dukes ploy! (and a -2 to the opposed CHA roll)
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