Supercape Posted June 4, 2016 Author Share Posted June 4, 2016 HP for secret ID being an issue when stuff is happening. Echo - Unharmed - 2 HP Link to comment
R. Bluefish Posted June 4, 2016 Share Posted June 4, 2016 All right, Echo will try hiding behind the door to try and get the drop on him. She has Skill Mastery in Stealth and a +15 bonus, so with the +5 you gave me, that's a total Stealth check of 30. Link to comment
Supercape Posted June 4, 2016 Author Share Posted June 4, 2016 So Gas Man cannot beat that, you have a surprise round! Link to comment
R. Bluefish Posted June 4, 2016 Share Posted June 4, 2016 Right, taking advantage of the element of surprise and attacking the Gas Man! She'll use 2 points of Power Attack as well. Superfast Fists vs. Gas Man: 1d20+14-2: 13 Oh perfect, a natural 1. Heh. Link to comment
Supercape Posted June 4, 2016 Author Share Posted June 4, 2016 Yep even flat footed that will miss. So, the Gas Man will drop his grenade, knocking out (sleeping) Jack. Its a Fort 15 Save for Echo, but lets drop out of combat after that save! Link to comment
R. Bluefish Posted June 5, 2016 Share Posted June 5, 2016 Echo's Fortitude save: 1d20+6 7 Seriously, Orokos? So that's how this thread is going to go, eh? Link to comment
Supercape Posted June 5, 2016 Author Share Posted June 5, 2016 Awesome! So that means Echo is Exhausted! We have a minute of conversation; unless you want to attack the Gas Man of course, and then the poison effect kicks in; another DC 15 Fort save! Post away IC, or if you want to attack / intimidate / perform (dance) then post here too! Link to comment
Supercape Posted June 6, 2016 Author Share Posted June 6, 2016 You may want to roll intimidate / bluff / diplomacy depending on what your actions are! (e.g. threatening, reasoning, pretending you have shaken off the gas / are able to summon the seven curses of Clee-Shay, etc...) Link to comment
R. Bluefish Posted June 7, 2016 Share Posted June 7, 2016 Echo will attempt to bluff him in order to buy time. Echo's Bluff check: 1d20+12 17 (Hey, a whopping 5. Orokos hates me so much.) I suppose that mechanically, there's no reason she couldn't just grab Jack and haul ass now, but it feels more dramatic this way! Link to comment
Supercape Posted June 7, 2016 Author Share Posted June 7, 2016 (edited) Sense Motive vs Bluff: 1d20+8 23 Unfortunately, a good roll! Gas Man will grab Jack by the collar. We can go to combat if you wish, although note Poison Fatigue is hitting soon. If you wish to grab Jack, lets make it opposed strength rolls. Of course, you may wish to try something else non-combat! (or just roll with it!) Edited June 7, 2016 by Supercape Link to comment
R. Bluefish Posted June 8, 2016 Share Posted June 8, 2016 Why not - she'll try her luck with trying to grab Jack from him. Although that -6 penalty from being Exhausted ain't doing her any favors... Strength check: 1d20+8-6 16 About as good of a roll as she can hope for, I suppose, given the penalty! This really isn't her day, is it? Link to comment
Supercape Posted June 8, 2016 Author Share Posted June 8, 2016 Tug o War with Echo: 1d20+3 21 conversely good rolls from Gas Man. If its ok, lets go with the second fatigue check DC 15 Fort at this juncture for drama, but go ahead and post the tug of war! Link to comment
R. Bluefish Posted June 8, 2016 Share Posted June 8, 2016 Echo's Fortitude save: 1d20+6 22 Hey, whaddaya know. So no ill effects, then? (Beyond being already nearly incapacitated). Link to comment
Supercape Posted June 8, 2016 Author Share Posted June 8, 2016 Yep, you are merely exhausted! Link to comment
R. Bluefish Posted June 9, 2016 Share Posted June 9, 2016 So, Echo's going to try to tail the Gas Man back to wherever he's taking Jack (nobody said superheroes were honest). She'll be sticking to the rooftops - if another Stealth check is required, she'll just take 10 on that one too. Let me know if any other checks are needed! Link to comment
Supercape Posted June 9, 2016 Author Share Posted June 9, 2016 So thats 25 on the shadowing roll. However, I will impose a -5 penalty for all the time taken to dart around and change; you will have to rush to catch up. Notice check for being stalked: 1d20+8 17 He does not notice! Link to comment
R. Bluefish Posted June 10, 2016 Share Posted June 10, 2016 So, before I start jacking anyone in the face - are the two guards watching the only visible entrance to the building? (Also, sorry for the slower rate of posting! My schedule's gone a bit weird.) Link to comment
Supercape Posted June 10, 2016 Author Share Posted June 10, 2016 GIven its pretty crumbly, lets say 1. Only proper enterance 2: Lots of boarded up windows and doors you could smash through or I suppose dismantle with time? 3: A number of cracks you could squeeze throught (Escape artist DC30 as per rules) Link to comment
R. Bluefish Posted June 11, 2016 Share Posted June 11, 2016 Hmm. Can she see through the cracks (or possibly the windows) into the interior of the building? If so, she'll just teleport through. Forgot I had superpowers for a minute there. Link to comment
Supercape Posted June 11, 2016 Author Share Posted June 11, 2016 Sure thing! You may want to roll stealth for when you "land" inside the building. Link to comment
R. Bluefish Posted June 12, 2016 Share Posted June 12, 2016 She'll take 10 on that one as well (hey, it's working out so far), for a 25. Link to comment
Supercape Posted June 12, 2016 Author Share Posted June 12, 2016 Thats good enough to stay unnoticed for now! Link to comment
R. Bluefish Posted June 14, 2016 Share Posted June 14, 2016 So, Jack's just lying on a bed right now, correct? Echo can just 'port in and grab him? Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now