Heritage Posted February 5, 2016 Posted February 5, 2016 Hey Shoe, could you have Phantasmo approach Echo instead? Gretchen is currently invisible
MisterShoebox Posted February 5, 2016 Posted February 5, 2016 Sorrysorrysorry! Yesh, I will modify my post post-haste
Heritage Posted February 8, 2016 Posted February 8, 2016 Is there anyone waiting in the van? I have an idea, but it might work better without witnesses.
R. Bluefish Posted February 10, 2016 Author Posted February 10, 2016 No, there's no one in the van that you can see.
Heritage Posted February 10, 2016 Posted February 10, 2016 Okay, Gretchen's plan is to disable the van by flattening one or more of the tires, by using her Precise Move Object and Improvised Tools feat in conjunction. Depending on how close the van is, she might even be able to do it from here! Let me know if Disable Device or any other rolls would be required. She wants to do it quietly by popping the valves, not loudly puncturing them. If you feel this is beyond her abilities, let me know and I will do something else.
R. Bluefish Posted February 11, 2016 Author Posted February 11, 2016 I'd say that she can do that automatically - go for it!
R. Bluefish Posted February 24, 2016 Author Posted February 24, 2016 Echo: 1d20+14 29 Thugs: 1d20+1 10 Round 1 Initiative Character HP Damage condition 29 Echo 1 Unharmed 17 The Shrike 0 Unharmed 10 Thugs GM Unharmed 4 Phantasmo 1 Unharmed Echo Standard action: Superfast Fists vs. Thug (with Takedown Attack 2): 1d20+14 26 Thug Toughness save vs. DC 27: 3#1d20+2 15 15 8 Three goons remain. The Shrike is up!
Heritage Posted March 4, 2016 Posted March 4, 2016 Blast: 1d20+8=10 Dear lord, I get the worst rolls for this girl! Almost always in the low single digits On the off-chance she hits, she's going for the one who spoke, DC 23 Toughness save.
R. Bluefish Posted March 4, 2016 Author Posted March 4, 2016 Yeah, even with surprise, that's a miss, sorry. Thugs Thug 1: Attack vs. Echo: 1d20+2 7 Thug 2: Attack vs. The Shrike: 1d20+2 12 Thug 3: Attack vs. Phantasmo: 1d20+2 12 If it's any consolation, they're not rolling much better than you are. All right, Shoe, Phantasmo is up!
MisterShoebox Posted March 10, 2016 Posted March 10, 2016 (edited) Hmmm....All right, for movement, I'm going to port up to the man shooting at me and use sleight-of-hand to try to take away his gun before he hurts someone. Maybe bonk him on the head with it. 1d20+11=27! Edited March 10, 2016 by MisterShoebox
R. Bluefish Posted March 12, 2016 Author Posted March 12, 2016 Notice check vs. Sleight of Hand: 1d20 15 You disarm him - go ahead and make your IC post.
R. Bluefish Posted March 13, 2016 Author Posted March 13, 2016 Echo Full action: Temporal Stasis vs. Thug: 1d20+12 26 Thug's Reflex save: 1d20+1 21. Well, how about them apples. Shrike is up again.
Heritage Posted March 21, 2016 Posted March 21, 2016 I will post here tonight; still getting back up to speed.
Heritage Posted March 22, 2016 Posted March 22, 2016 (edited) Gretchen will take a shot at the guy who's giving Echo so much trouble. Zap! 1d20+8=21 DC 23 Toughness save if that hits. Edited March 22, 2016 by Heritage
R. Bluefish Posted March 24, 2016 Author Posted March 24, 2016 That's an impossible save for him, so he's KO'd - go ahead and post IC, then the remaining thug will act.
MisterShoebox Posted April 7, 2016 Posted April 7, 2016 Hmm...okay, now what? Interrogate him? Put the Fear of God into him? Knock him out for the Po-Po?
R. Bluefish Posted April 8, 2016 Author Posted April 8, 2016 Any or all of those, in any combination, are fine! You could do stuff like question him, investigate out the crates they were stealing, or just hogtie him and leave him for the cops if you want.
Heritage Posted May 10, 2016 Posted May 10, 2016 Can Gretch make a Knowledge: Technology roll to try and figure out some possible uses for the parts?
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