EternalPhoenix Posted October 27, 2014 Posted October 27, 2014 Let's see what Vonnie can do with his meager +1 bonus. Oh, 16? I suppose that will do, then. Orokos really likes me, for some reason.
Supercape Posted November 7, 2014 Posted November 7, 2014 So starshot has Jack of All Trades and an INT of 12, no craft skills. As he has a VD Strike skill, is this enough to whittle down some sticks to sharp points? Not going for anything flash. If necessary ill burn at HP or something! If Craft skills Ill take 10 to build something basic like some stakes.
EternalPhoenix Posted November 7, 2014 Posted November 7, 2014 Vonnie has INT 18 and a point of training each in Craft Mechanical and the Knowledges Physical Sciences and Technology. He also has Inventor. If the two could perhaps work together?
Brown Dynamite Posted November 7, 2014 Author Posted November 7, 2014 (edited) Survival or a Straight INT roll will suffice. I'll let Craft (Structural or Artistic) give a +2 circumstance bonus. Inventor you can work with though (Electronic or Mechanical) will instead be at a -2 penalty as much less woodwork is involved, and Knowledge (Physical Sciences) is what will be used for the design part. DC15 or whatever your Inventor requirement is. Edited November 7, 2014 by HG Morrison
KnightDisciple Posted November 7, 2014 Posted November 7, 2014 Int Check to aid: 13. Not sure that aids. Knowledge: Tactics: 15. For whatever that's worth.
Supercape Posted November 7, 2014 Posted November 7, 2014 Ill just take 10 on Survival for a 20 result.
EternalPhoenix Posted November 8, 2014 Posted November 8, 2014 And Vonnie will take 10 on Knowledge (Physical Sciences) for the design phase to hit 15.And to actually make something: Craft (Mechanical) w/ -2 penalty 20.
Brown Dynamite Posted November 8, 2014 Author Posted November 8, 2014 (edited) Alright Star Shot will make 2 spears or staffs or whatever as improvised weapons. One for he and one for. Vonnie will be able to build a 5PP effect. It'd normally be 20 hours on the construction check. But they won't be undisturbed for that long. So, I, instead will say he can spend an HP to have it now. It's a little hand wavey, but we're moving at the speed of plot, and it's not that far from the rules for preparing an item ahead of time. Edited November 8, 2014 by HG Morrison
EternalPhoenix Posted November 8, 2014 Posted November 8, 2014 Strike 2, Mighty, Thrown, Extended Reach 1Javelins. Hate me now.
Brown Dynamite Posted November 13, 2014 Author Posted November 13, 2014 Grenade! DC15 Reflex Saves all around. Nevermore gets a +2. Failure means a DC20 TOU check. Being an area effect standard rules for reducing the TOU by succeeding the initial Reflex and Evasion are of course up. So here's what failing the initial Reflex Save also means. Cave in. Your character will not get out in time before the cave collapses on itself. Success means you get through. But this isn't all positive, as you're still gonna want to help those trapped inside get out.
EternalPhoenix Posted November 13, 2014 Posted November 13, 2014 Reflex save? 1d20+7=19 Success! Toughness save? 1d20+7=13 Well. At least one of them went well.
KnightDisciple Posted November 13, 2014 Posted November 13, 2014 Let's see, Reflex DC 15: 12. Toughness, DC 20: 13.
Supercape Posted November 13, 2014 Posted November 13, 2014 1d20+8=17 for Reflex, The toughness roll, however, is 1d20+6=7 whic vs DC 18 is a fail by 10 to be staggered and dazed. Whilst I don't mind that in principle, its probably a little early in the day to get crushed so badly, so I will expend my lone HP point...1d10+16=22 and make the save completely.
Brown Dynamite Posted November 19, 2014 Author Posted November 19, 2014 I keep forgetting to note to take an HP. That's a bit of a blunder to do. Nevermore with a second one for being trapped. You're free to try and Search the area for your assailant, or any other creative things you think up. But also remember Alek needs freeing from his imprisonment as well. There is no risk of suffocating this quickly. But it is dark on his end.
KnightDisciple Posted November 19, 2014 Posted November 19, 2014 Can Alek move around much or is he pretty much trapped in a box?
Brown Dynamite Posted November 20, 2014 Author Posted November 20, 2014 He can in fact move around. Though, the further in he goes the less likely it is he could hear anything that goes on outside.
Supercape Posted November 20, 2014 Posted November 20, 2014 Starshot will see if he can pick up a trail, 1d20+10=25 pretty good. Going to make a search of the area where the trail starts, see if he can pick up any clues: 1d20+2=11 well, pretty bad unless there is something blatant there.
Brown Dynamite Posted November 20, 2014 Author Posted November 20, 2014 He is able to pick up a trail. And can track it to boot. We'll say footprints, gunpowder residue, and little bits of hampered ground if you want something to work in. He is not able to spot anything left behind in the area. That's not to say there is or isn't. Just that he did not find anything with bright neon lights pointing to it.
KnightDisciple Posted December 17, 2014 Posted December 17, 2014 Let me know if you need a check or checks from Alek here.
Brown Dynamite Posted February 11, 2015 Author Posted February 11, 2015 (edited) No need for checks. Vonnie and Alek will manage to clear the way together. But it will take long enough for Starshot to make some distance in his tracking. DC15 Reflex from Starshot to avoid the trap outright. DC20 TOU Save if hit. Edited February 11, 2015 by HG Morrison
KnightDisciple Posted February 12, 2015 Posted February 12, 2015 What rolls do we need to figure out where Starshot is?
Brown Dynamite Posted February 12, 2015 Author Posted February 12, 2015 You can use use Search (DC20) to actively look for him. A successful Notice (DC20) by either party will lower the DC on the search to DC15 I.E you hear the sound of the log hiding with a tree or spot shuffling in the treeline.
KnightDisciple Posted February 12, 2015 Posted February 12, 2015 Notice DC 20: 28. THE EYES OF THE BIRD ARE UPON YOU. Search DC 15: 27. ANY WRONG YOU DO HE'S GONNA SEE.
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