Exaccus Posted July 13, 2015 Share Posted July 13, 2015 Ulysses is moving as much as he needs to reach the place he thinks the sound he's looking for is coming though, opening doors and whatnot as required. Link to comment
Thevshi Posted October 2, 2015 Share Posted October 2, 2015 Okay, Synapse is going to try to mind control the red head to have her excuse herself and leave. Shall I roll? Link to comment
Brown Dynamite Posted October 2, 2015 Author Share Posted October 2, 2015 No need, Bystander and all just go for it Link to comment
Brown Dynamite Posted November 19, 2015 Author Share Posted November 19, 2015 Alright, Ex roll for Initiative. Link to comment
Exaccus Posted November 19, 2015 Share Posted November 19, 2015 http://orokos.com/roll/345119 1d20+0=19 Link to comment
Brown Dynamite Posted November 20, 2015 Author Share Posted November 20, 2015 Foreshadow's Initiative: 1d20+15 21 Street Thug's various Initiatives: 12#1d20+2 3 9 10 7 22 20 17 10 11 21 1211 Thugs are three floors down. I'll start posting their actions in the next OOC post. ------------------------ Thev if you want to probe into the rally he's talking about give me a Power Check with mind reading, plus give me a notice check. If not, just give me the notice check. Link to comment
Thevshi Posted November 20, 2015 Share Posted November 20, 2015 Sure, makes sense, Synapse gets a 28 for her Mind Control power check and a whooping 16 on her Notice check (which is almost as bad as she can do). Link to comment
Brown Dynamite Posted November 20, 2015 Author Share Posted November 20, 2015 Well he can't beat that, but let's see how well he does. Will Save: 1d20+4 10 I'll get the description up of the madness she's seen. Nothing worth noting with her Notice. -------------------- Round 1 Initiative Character HP Damage Condition22 Street Thug 5 GM Unharmed21 Foreshadow 1 Unharmed 21 Street Thug 10 GM Unharmed 20 Street Thug 6 GM Unharmed 19 Ulysses 1 Unharmed17 Street Thug 7 GM Unharmed12 Street Thug 11 GM Unharmed11 Street Thug 12 GM Unharmed11 Street Thug 9 GM Unharmed 10 Street Thug 3 GM Unharmed 10 Street Thug 8 GM Unharmed 9 Street Thug 2 GM Unharmed 7 Street Thug 4 GM Unharmed 3 Street Thug 1 GM Unharmed Ignore this next bit, it's just for my reference. So I don't forget which builds I'm using for which thug 1,2,5,6,11,12 (R) 3,8,10 (H) 4,7,9 (S) Street Thug 5 Move Action: Draw Weapon Move Action: Begin Ascending up the stairs. Foreshadow Move Action: Take 10 to hide using Stealth Move Action: Begin moving throughout the hall silently (-5 Stealth, half/speed) Thugs 10 & 6 also draw their weapons. But, begin walking around the first floor. Link to comment
Exaccus Posted December 4, 2015 Share Posted December 4, 2015 Ulysses will draw attention to himself by whist!ing sharply at the thug clambering the staircase, hopefully drawing his friends in so foreshadow can flank them and attempt to demoralise the first one he sees. Intimidate 1d20+10=18 Link to comment
Brown Dynamite Posted February 4, 2016 Author Share Posted February 4, 2016 Intimidate to resist Demoralize: 1d20+3 7 He's demoralized Alright the rest of the "Street" thugs will pretty much all be drawing their weapons and storming stairs. There are three sets of stairs so they're coming in three different directions. I'll post shortly Don't hesitate to have YB start her flirt game, Tiff. Link to comment
Recommended Posts