Supercape Posted October 2, 2014 Author Posted October 2, 2014 Thats an interesting idea...sure if you wish - it would be an opposed roll
Semi-Autogyro Posted October 3, 2014 Posted October 3, 2014 I'm not rolling for the Atlanteans notice/search because he was more focused on hostilities than making those rolls. Okay, Myrmidon will aid another on Tsunami succeeding automatically on the DC 10, and with his teamwork 3 giving her a +5 to a roll. I figure this would be him physically causing them to have a gag reflex by force of some sort making it easier for her to extract that water. If it works, that is.
Thevshi Posted October 3, 2014 Posted October 3, 2014 Tsunami gets a 19 on her power check for Control Water. Though that will be a 24 with the +5 from Myr. I won't be able to make any IC post until tonight.
trollthumper Posted October 4, 2014 Posted October 4, 2014 I would also like to contribute to this, with Move Object (Area Shapeable, Range [Perception], Limited to Water). Maybe help to get them all in one go.Well, I would, but the DC on mine is +9, whereas Tsumani's is +15, so it's outside the +5 range to make Combined Attack "pop." But, if I need to Extra Effort it to get in that range, I will.
Supercape Posted October 4, 2014 Author Posted October 4, 2014 Ok lets do this! 1d20+11=13 Water expunged. The two other Atlanteans will respond by stabbing their leader! 1d20+5=10, 1d20+5=7 being flat footed and prone, one spear hits, a DC 21 Toughness, lethal damage. 1d20+4=10 for his toughness, so Disabled, Staggered, Dazed. But not dead! As the two mind controlled atlanteans are only PL 6 Minions, versus four superheroes, I am happy for whoever wants to react to beat them up! I suppose Myrmidon would probably have the beat on that, as he was not involved in the water exorcism - but really, however you guys want to narrate KOing them or grappling them into submission, it is cool! First however, Thevshi do you wish to post your Expungment Exoricism? Then I will respond with the spears ogf the Atlanteans.
Supercape Posted October 8, 2014 Author Posted October 8, 2014 So the Atlantean leader in serious injury time. Anyone wants to post their efforts in putting down the two mind control Atlanteans, do so. At PL6, the two of them are basically going to fall, especially with four PL 6 SPec Ops Marines backing you up.
Semi-Autogyro Posted October 8, 2014 Posted October 8, 2014 (edited) Power attacking for 2, Unarmed suit damage DC 25 with Takedown Attack. Taking 10 on the attack for a +18, DC 27 total for both of them, which SC told me in chat the pair were down with that. Medicine Check, Skill Mastery, with masterwork medical kit for a total of a 20. Edited October 8, 2014 by Semi-Autogyro
trollthumper Posted October 9, 2014 Posted October 9, 2014 Temperance will attempt to Snare one of them. Ooooor not.
Supercape Posted October 9, 2014 Author Posted October 9, 2014 Well I think Mrmidon just knocked them both out TT
trollthumper Posted October 15, 2014 Posted October 15, 2014 Hey SC, before I say something stupid on Temperance, would it be possible to use Water Control to flush the water out towards the edges of the Walker and try to reestablish equilibrium, keeping existing leaks from letting more water in?
Thevshi Posted October 15, 2014 Posted October 15, 2014 TT, I am not sure there are any leaks inside the walker, though if there were, Tsunami would likely be able to sense them.
Supercape Posted October 15, 2014 Author Posted October 15, 2014 No leaks in vessel! But you can slosh it around the floor if you want!
Supercape Posted October 15, 2014 Author Posted October 15, 2014 Also: HGM, is that an intimidate from Glamazon? if so shoot me a roll! - although technically it would mean the Marines might help you when you are around, and stab you in the back when not! (Good old core rules!) At the moment they are indifferent. In other words, they have their own agenda and will not especially help or hinder you outside of that agenda.
Brown Dynamite Posted October 17, 2014 Posted October 17, 2014 Intimidate: 1d20+5 8 Well that just won't do. Guess she has to go all jack bauer. I kid of course.
Supercape Posted October 18, 2014 Author Posted October 18, 2014 Ok the Marines are going to sweep the place. Is it split the party time? In any case, need some direction to go - so over to you guys!
Supercape Posted October 29, 2014 Author Posted October 29, 2014 So its up for postage and idea s to you guys - otherwise I will cut to the bridge of the Walker.
Supercape Posted November 27, 2014 Author Posted November 27, 2014 Could I get a diplomacy roll from Tsunami? Cyurrently the Admiral is Unfriendly.
Thevshi Posted November 27, 2014 Posted November 27, 2014 Yeah, not exactly one of her strengths. She only gets a 9.
Supercape Posted November 27, 2014 Author Posted November 27, 2014 okey dokey...ill give it a bit to see if any other hot heads want to speak!
Brown Dynamite Posted November 28, 2014 Posted November 28, 2014 (edited) Glamazon'll give Diplomacy a shot: 1d20+5 19 She hasn't attended any diplomatic functions in a while, but I like indifferent as the end result. She no doubt, has less than kind words. Assuming her attempts to be diplomatic are a-ok with ye Cape Edited November 28, 2014 by HG Morrison
Semi-Autogyro Posted December 7, 2014 Posted December 7, 2014 Allrighty, I figure since Myrmidon has the feats and the skills, he'd be a pretty decent pilot even you decide to hit him with a penalty for not knowing how to pilot a giant spider mech. (Sad to say he missed that Shadow drivers' ed. class.) Though thats' why I asked for the admiral to be a backseat driver/captain.
Supercape Posted December 7, 2014 Author Posted December 7, 2014 Pretty awesome! I think that needs a few rolls, namely: Initimidate to see if the Captain Helps. DC 15 to see if he will, negating any drive penalty. Knowledge (Technology) to see if you can understand the controls well enough anyway: DC 15 to negate any drive penalty, DC 20 to understand the sonic weaponry. Then an actual drive roll, at -5 unless you make one of the above. DC: Well, depends on what you want to do with the walker (your intentions?)
Semi-Autogyro Posted December 9, 2014 Posted December 9, 2014 Okay, lets see. For the intimidate: 1d20+0=10 (Using a HP on this to re-roll) 1d20+0=8 + 10 (HP Bonus) = 18 As for the Know(Tech) he can take a 10 with skill mastery and get a 20 total. Well, he's going to use it against the undead of course. Attacking the largest concentration of the flooded with the sonic weapons while staying on the evasive since he has the requisite feats to fire weapons and perform evasive maneuvers. I figure that it will at least take a round for him to take control of the walker and get it going, regardless.
Supercape Posted December 9, 2014 Author Posted December 9, 2014 Thats cool, although dangerous. If anyone has Earth Sciences and can make a DC 20 Check, please do so!
Thevshi Posted December 9, 2014 Posted December 9, 2014 Tsunami actually has Earth Sciences. so close, and yet so far
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