Supercape Posted October 14, 2014 Author Share Posted October 14, 2014 So feel free to make rolls or stuff or other stuff. Diplomacy, Sense Motive, Knoweldge (Business), Craft (Mechanical) or whatever else you fancy doing! Link to comment
Thevshi Posted October 14, 2014 Share Posted October 14, 2014 Dee gets a 17 for Sense Motive, and a 34 for Craft: Mechanical! Link to comment
Supercape Posted October 14, 2014 Author Share Posted October 14, 2014 She can examine all the vehicles. They are all clapped out, but the Four Wheel Drive appears to be have tampered with (it will thus break down super quick!) Link to comment
Thevshi Posted October 15, 2014 Share Posted October 15, 2014 So, Synapse makes a Kn: History check to see if she knows of any tombs or other similar sites nearby, getting a 25 (or a 29 if she gets the +4 from Eidetic Memory) Link to comment
Supercape Posted October 15, 2014 Author Share Posted October 15, 2014 There certainly are...nothing big but various archeological digs etc. Not particularly pertinent to the course of action off the top of my head, other than to note that the area has a lot of mysticism and ancient culture. Link to comment
Supercape Posted October 15, 2014 Author Share Posted October 15, 2014 Let me know when you want a scene cut to dusty road. Link to comment
Thevshi Posted October 16, 2014 Share Posted October 16, 2014 I'm ready for one of HGM is. Link to comment
Supercape Posted October 17, 2014 Author Share Posted October 17, 2014 In which case, could you both roll Notice rolls please! The DC is 0 The roll however will dictate the distance you see..stuff... Link to comment
Thevshi Posted October 17, 2014 Share Posted October 17, 2014 Synapse gets a 27 on her Notice check. Link to comment
Brown Dynamite Posted October 17, 2014 Share Posted October 17, 2014 Foreshadow's Notice: 1d20+15 28 Link to comment
Supercape Posted October 17, 2014 Author Share Posted October 17, 2014 As its dark, I shall half the distance you spot the camels to 140'. That Said, Foreshadows senses can pick up an inkling first, which I shall post! Link to comment
Thevshi Posted October 24, 2014 Share Posted October 24, 2014 So, let me know if you want a drive roll or something Cape. Link to comment
Brown Dynamite Posted October 25, 2014 Share Posted October 25, 2014 So, Gather Info by virtue of Well Informed to recognize the name or nick of the Crocodile King? If not a Knowledge situation. Or heck neither, if you feel he just flat out doesn't know. Link to comment
Supercape Posted October 25, 2014 Author Share Posted October 25, 2014 I would say flat out not knowing. Its a secret cult! Also, lets have some initiative rolls! Link to comment
Brown Dynamite Posted October 25, 2014 Share Posted October 25, 2014 Initiative: 1d20+15 29 Link to comment
Thevshi Posted October 25, 2014 Share Posted October 25, 2014 Synapse gets a 15 for initative. Link to comment
Supercape Posted October 29, 2014 Author Share Posted October 29, 2014 We have six Crocodile Cultists, who are fanatical minions, PL 6. They are all riding Camels (for which we shall essentially use the horse archetype, although they are obviously much more cool) 1d20+1=8 I don't know who is driving - Foreshadow? In any case, you have the standard Van equipment (Core Book) with -2 to its toughness and your driving rolls because it is a piece of trash. We shall start this out at a distance of 200', again in low light conditions, with the Camels and Van heading towards collision! You are on a dusty track, essentially desert on either side, although the Nile would be not too far to your right. Zaki has a nominal initiative of 10, but will essentially be a bystander (or be attacked) Round 1: 29 Foreshadow - 1 HP - Unharmed 15 Synapse - 2 HP - Unharmed 8 Croc Cultists [6] Link to comment
Brown Dynamite Posted October 29, 2014 Share Posted October 29, 2014 (edited) Well Dee did turn the wheel. So I assume Synapse is driving. Though she could have reached over while Foreshadow was driving. So just in case he is driving, although routine manipulation doesn't require a roll. Shall give one now! Drive Check: 1d20+5 25 welp he is the best at cars for this moment. But since he's not the actual driver. So... Free Action: Draw Escrima Sticks. Move Action: Open the door and climb to the top of the Van's hood. Free Action: Put the weapon in it's Bo Staff Configuration Standard Action: Ready Action: Attack with Bo Staff, Circumstance being at the first cultist riding near enough to the Van. Edited October 29, 2014 by HG Morrison Link to comment
Thevshi Posted October 29, 2014 Share Posted October 29, 2014 Cape, I have to sort of question the sudden appearance of penalties due to the bad shape of the van. When I made Synapse's Craft:Mechanical check to examine the vehicles, she did get a 34. If you had mentioned the van was in such bad shape, she probably would have opted for the jeep and then tried to undo the tampering. Link to comment
Supercape Posted October 29, 2014 Author Share Posted October 29, 2014 Sure: they were all pretty beat up though (the Jeep was just as bad). Still, that high Craft skill should come in for handy. How about removing the drive penalty? If you, want, narrated at some point as her making some swift ad hoc adjustment? Link to comment
Supercape Posted October 29, 2014 Author Share Posted October 29, 2014 Also, with Foreshadows DEX that above manuever is fine for me, HGM. So, Synapse is up! Link to comment
Thevshi Posted October 31, 2014 Share Posted October 31, 2014 Synapse will try to weave through the riders, getting a 22 on her Drive roll. She also puts up her forcefield. Link to comment
Supercape Posted October 31, 2014 Author Share Posted October 31, 2014 Weaving works! That means you get a free attack, HG - you are up again! Link to comment
Brown Dynamite Posted October 31, 2014 Share Posted October 31, 2014 Alrighty, assuming they're not flat-footed (what with charging right for us on horses) so won't factor in sneak attack. Bo Staff Smack (DC21): 1d20+12 18 Link to comment
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