Supercape Posted September 26, 2014 Posted September 26, 2014 OOC for for Roulette, on a bounty hunter mission.
Supercape Posted September 26, 2014 Author Posted September 26, 2014 Roulette can make an Galactic Knowlegde roll to see what he remembers of Photonic, Grunt, and Bleed. Photonic DC 15 Photonic is a cyborg alien who is has made many terrorist attacks against the Lor. He is known have power over light, in particular, able to project a holographic field to look like anybody Grunt DC 10 An alien from a high gravity world, Grunt is a dedicated soldier with a blunt sledgehammer approach, ruthless and obedient Bleed DC 10 Is a new bounty hunter who has a reputation for thrill seeking rather than taking money. She is known for being very very fast on the draw and in her movements.
Brown Dynamite Posted September 29, 2014 Posted September 29, 2014 Galactic Lore: 3#1d20+5 13 6 6 He remembers surprisingly nothing.
Brown Dynamite Posted October 2, 2014 Posted October 2, 2014 Roulette will use a wee bit of Diplomacy: 1d20+10 27 to try and calm the crowd if at all possible.
Supercape Posted October 2, 2014 Author Posted October 2, 2014 That will turn the crew and passengers from Indifferent to Helpful! Nice!
Supercape Posted November 3, 2014 Author Posted November 3, 2014 Ok, so lets have Sense Motive, Knowledge (Tech), and Notice Rolls - as well as Search if you are doing so!
Brown Dynamite Posted November 3, 2014 Posted November 3, 2014 Sense Motive: 1d20+14 25Notice: 1d20+12 18Search: 1d20+2 19 This one was surprising
Supercape Posted November 3, 2014 Author Posted November 3, 2014 1d20+7=23 you get a sense that Blood is not being entirely truthful, or deceptive. You can find some power cells, missing. We are going to move to combat soon, so post in reply to the above, and then give me an initiative roll.
Supercape Posted November 4, 2014 Author Posted November 4, 2014 1d20+17=29 for Blood. 1d20+1=20 for Grunt 1d20+9=25 for Photonic
Supercape Posted November 4, 2014 Author Posted November 4, 2014 Meaning... Round 1: 29 - Blood - Unharmed 25 - Photonic - Unharmed 20 - Grunt - Unharmed 18 - Roulette - Unharmed - 4 HP Blood acts first, flat footing Photonic. He fortunately has uncanny dodge: 1d20+12=16 and she missed. Photonic turns invisible, and then unarmed strikes Blood, 1d20+15=32 hitting comfortably, and causing a DC 20 Toughness save: 1d20+6=15 Bleed is Dazed and Bruised. Grunt is going to fire into where Photonic was... Engines damaged! Roulette is up!
Brown Dynamite Posted November 5, 2014 Posted November 5, 2014 As Roulette isn't trigger happy so to speak and less so after the engine got shot. I think he's going to try and start with a little verbal repartee. Standard Action: Taunt: 1d20+14 17 So spending one of his many HP to RerollStandard Action: Taunt (Improve Roll): 1d20+14 16 which becomes 26
Supercape Posted November 6, 2014 Author Posted November 6, 2014 Roullette goes down to 3 HP 1d20+9=14 he is taunted! Shaken for one round (-2 Checks, Saving Throws, Attack Rolls)
Supercape Posted November 6, 2014 Author Posted November 6, 2014 So, as you spent that HP and I am sort of escaping combat I will fudge the rules slightly. Photonic is rattled, and you get +2 to future appropriate rolls the next time you see him (as a circumstance bonus). as the memory will be with him.
Supercape Posted November 6, 2014 Author Posted November 6, 2014 So, could we have a Reflex Save, DC 10, to hold on to something as we decompress! As it has all gone horribly wrong and I played a bit fast and loose with the rules, have an HP! Roulette - 4 HP!
Supercape Posted November 7, 2014 Author Posted November 7, 2014 Post awaaay! It is windy, but there is still oxygen for a round or two! or of course, you may want to dive out of the ship in pursuit!
Supercape Posted November 9, 2014 Author Posted November 9, 2014 So this is space...the thin atmosphere here gives a +5 situational bonus to the effects of space. And positively, you still have gravity! . On the third round of exposure to vacuum, a creature must succeed on a Fortitude save (DC 20) each round or suffer from aeroembolism (“the bendsâ€). A failed save means excruciating pain as small air bubbles form in the creature’s bloodstream; the creature is considered stunned and remains so until returned to normal atmospheric pressure. A failure by 5 or more also causes unconsciousness. The real danger of vacuum comes from suffocation, though holding one’s breath in vacuum damages the lungs. A character who attempts to hold his breath must make a Constitution check (DC 15) every round; the DC increases by 1 each round, and on a successful check the character takes 1 point of Constitution damage (from the pressure on the linings of his lungs). If the check fails, or when the character simply stops holding his breath, he begins to suffocate. In the next round, he becomes disabled and unconscious.The following round, he’s dying. On the third round, he dies. No radiation problems either, the magnetosphere of the planet protects you. So CON check (at +5) or suffocation! The door is still open but can be manually closed. It takes a DC 5 Roll to get there without being blown out (DEX or STR whatever highest), or you can wait another round till all air has been blown out. CLosing it is a DC 10 Know Tech (untrained) roll, or just brute strength (DC 15 STR roll, can make a roll every round) Any other clever ideas, then feel free!
Brown Dynamite Posted November 10, 2014 Posted November 10, 2014 Constitution Check: 1d20+9 19Dex Check to Reach the Door: 1d20+3 5 Well that was close He would dive if not for the fact I imagine his helmet on the suit is a good ways away.Knowledge (Technology) [untrained]: 1d20+2 5 that, however, was not Strength Check to flex those muscles: 1d20+0 6 Umm creates a seal by shooting nonstop large spread eye hard light lasers. Pew, pew! That is of course a joke.
Supercape Posted November 10, 2014 Author Posted November 10, 2014 Ok, well that was kind of cool! Could you throw me a notice roll DC 0, with Photonic being 100' away, that means a -10 Penalty.
Brown Dynamite Posted November 10, 2014 Posted November 10, 2014 Notice: 1d20+2 12 Hey look at that made back up the 10 he lost from the penalty
Supercape Posted November 10, 2014 Author Posted November 10, 2014 Cool. For reference, Blood and Grunt are the suffering. CON Checks: with +5 bonus 1d20+8=28 Blood is OK Grunts Armour is moving into Space Suit mode, so he is immune.
Supercape Posted November 10, 2014 Author Posted November 10, 2014 So Round 2 of the Vaccuum, no wind now, so you can move around freely (low pressure but gravity). Same DCs to shut the door, but you may want to do something else (once you have suffered the CON rolls!)
Brown Dynamite Posted November 11, 2014 Posted November 11, 2014 Constitution Check: 1d20+8 28 Shall save anything fancier than those attempts for next round where things are dicey. Unlikely Strength Check to close that door: 1d20+0 16 Adrenaline!
Supercape Posted November 13, 2014 Author Posted November 13, 2014 Ok that works, you are now in a sealed environment. Grunt is going to manually open the engine room bulkhead (which I shall say he can do due to High G super strength!) Air comes rushing in, but lets give one more Fort Save from the vaccuum before we resume normal atmosphere! Could you throw me a last Fort Save. 1d20+6=8 Blood fails, and coughs up blood! She has -1 CON damage.
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