Brown Dynamite Posted November 14, 2014 Share Posted November 14, 2014 Fortitude Save: 1d20+7 15 Did not include the +5 Circumstance not sure if applied to the Fort Save as well. Link to comment
Supercape Posted November 14, 2014 Author Share Posted November 14, 2014 Yup, that bonus is still in effect so lungs are still alive! Link to comment
Supercape Posted November 25, 2014 Author Share Posted November 25, 2014 For a completely barking mad plan, have an HP - Roulette - Unharmed - 5 HP Link to comment
Supercape Posted November 25, 2014 Author Share Posted November 25, 2014 Ok for Skydiving lets have some Notice and Acrobatics Rolls? Could you throw me three of the former (DC 5, 15, and 25), and one of the latter (untrained if you wish, DC 10) to stop getting buffeted around and lose Grunt (assuming you do actually want to keep in sight of him). Link to comment
Brown Dynamite Posted November 25, 2014 Share Posted November 25, 2014 Roulette's Notice Check: 3#1d20+12 14 19 23Acrobatics Check (Untrained): 1d20+3 19 Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 So if you post your leap of faith, Ill give you the sights as you plummet! Link to comment
Supercape Posted November 30, 2014 Author Share Posted November 30, 2014 So of course Grunt and Roulette could just burn their way in. You may have other options or ideas. To break in requires a DC 20 Disable Device roll - although you may not have the tools to that, and I am giving a -2 penalty for hanging off the edge of a station being buffeted by winds! (As always, open to ideas or suggestions) NB: I will presume Roulette has disable device tools on his belt or something? Link to comment
Brown Dynamite Posted December 3, 2014 Share Posted December 3, 2014 Hm I assume he could. It is a 0EP piece of equipment essentially. So having a tool for doing the job on the belt is reasonable. If not can have me spend an HP for a Heroic Feat and Equipment 1. I have no complaints either way. Disable Device: 1d20+8 11 Which is really 9 having forgot the minus 2. Eh, spending an HP to Improve Roll Disable Device: 1d20+6 10 Which becomes 20 Link to comment
Supercape Posted December 3, 2014 Author Share Posted December 3, 2014 No need for HP for equipment roll. And you break in. Post awaaay! For reference: Roulette - Unharmed - 4 HP Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 So let me know if you want any tech or computer skills to come into play to reboot power or computer systems. Also, there is top grade laboratory and workshop facilities here if you fancy whipping up anything scientific. Link to comment
Brown Dynamite Posted December 16, 2014 Share Posted December 16, 2014 Is there enough time to whip up a Master Plan check? Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 I think there is, yes! Link to comment
Brown Dynamite Posted December 16, 2014 Share Posted December 16, 2014 Master Plan: 1d20+2 16 Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 That gives a +2 Bonus (+1 for second round) bonus to attack rolls and skills. Link to comment
Brown Dynamite Posted December 16, 2014 Share Posted December 16, 2014 (edited) Technically it's a +2 Bonus for 3 rounds. Then lowering 1 per round after that. Unless I'm misremembering how the bonus works. Either way. Cool beans. Edited December 16, 2014 by HG Morrison Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 YOu are the correct! Link to comment
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