R. Bluefish Posted July 4, 2016 Share Posted July 4, 2016 Echo's Notice check: 1d20+12 26. Success! Link to comment
Supercape Posted July 5, 2016 Author Share Posted July 5, 2016 (edited) Probably want a diplomacy roll here, but post your IC reply (or action) too! Edited July 5, 2016 by Supercape Link to comment
R. Bluefish Posted July 6, 2016 Share Posted July 6, 2016 Echo's Diplomacy check: 1d20+10 15 Link to comment
Supercape Posted July 6, 2016 Author Share Posted July 6, 2016 Thats good for me. You may wish to roll me a Knowledge (Behaviour Sciences) and (technology) for future or current reference. Link to comment
R. Bluefish Posted July 7, 2016 Share Posted July 7, 2016 She's not trained in either of those, so it looks like a straight Intelligence roll. Echo's Knowledge (technology) check: 1d20+2 10 Echo's Knowledge (behavioral sciences) check: 1d20+2 21. Hey, looks like she may have picked up a thing or two through knowledge osmosis! Link to comment
Supercape Posted July 7, 2016 Author Share Posted July 7, 2016 Surprise, surprise, she can tell Tin Hat has schizophrenia! She doesnt know anything else about the condition or his presentation however. Link to comment
Supercape Posted July 10, 2016 Author Share Posted July 10, 2016 Could you throw me another diplomacy roll, as well as a sense motive roll. Link to comment
R. Bluefish Posted July 10, 2016 Share Posted July 10, 2016 Sure thing. Echo's Diplomacy check: 1d20+10 26 Echo's Sense Motive check: 1d20+10 26 Heh. How about that. Link to comment
Supercape Posted July 10, 2016 Author Share Posted July 10, 2016 Ace rolls. For the Sense Motive, you get the feeling that Deadbolt, for it is he, does not trust you, despite his words. Link to comment
R. Bluefish Posted August 7, 2016 Share Posted August 7, 2016 Boy, this is sure going well, isn't it? If Echo wants to physically stop Tin Hat, does she need to roll something? Link to comment
Supercape Posted August 7, 2016 Author Share Posted August 7, 2016 Sure. Tin Hat is technically flat footed so his defence will be low. You could try a disarm, sunder, or grapple. or, if you are being more direct, a straightforward punch him out. It would be reasonable to try and just interject yourself in between the two - it would probably give you a chance to intimidate or bluff, or even make a diplomacy roll at -10 for the time it would take, but does raise the risk of a cudgel to the face! Link to comment
R. Bluefish Posted August 7, 2016 Share Posted August 7, 2016 (edited) Echo will attempt to interpose herself in between Tin Hat and Deadbolt, and try to use Diplomacy to talk him down. Echo's Diplomacy check: 1d20+10 23 Whoops. I feel like getting into a scrap with this guy right now would be a pretty bad idea, so I'll go ahead and use a HP for a reroll. Echo's rerolled Diplomacy check: 1d20+10 22. I hate you, Orokos. Edited August 7, 2016 by R. Bluefish Link to comment
Supercape Posted August 7, 2016 Author Share Posted August 7, 2016 Echo - 1 HP - Unharmed Tin Hat will take a swing at you: Smashes Echo out of the way.: 1d20+6 22 And miss! So going to play a bit loose with initiative right now as its very mixed up with actual social conflict. Missing, he will try to barge past you, so opposed STR rolls: Barges past: 1d20+4 5 I...am pretty sure that means you stay firm. So you can act again! Link to comment
R. Bluefish Posted August 7, 2016 Share Posted August 7, 2016 Let's try a different tack. Echo will attempt to initiate a Grapple. She'll also be configuring her Array to Super-Strength for the sake of the Grapple bonus. Echo's attack roll: 1d20+14 28 Echo's Grapple check: 1d20+24 27 Hmm, I don't have the book with me - can she try again with the Diplomacy check, or will she have to try a different tack? (Such as knocking him out, potentially.) Link to comment
Supercape Posted August 7, 2016 Author Share Posted August 7, 2016 That is a hit. Tin Hats Grapple Check is: Grapple Roll vs Echo: 1d20+10 18 So you have him well and truly pinned. Id say post that, and your speech, and lets take it from there? Stuff will surely happen! Link to comment
R. Bluefish Posted August 9, 2016 Share Posted August 9, 2016 Hmm. Okay, couple of quick questions: roughly how fast does Deadbolt appear to be going? Not asking for an exact figure, of course - but would Echo estimate that she could catch up to him, or is he pretty much gone like a shot? Also, just on the offchance - do his powers trigger any of Echo's Dimensional/Temporal Awareness senses? Link to comment
Supercape Posted August 9, 2016 Author Share Posted August 9, 2016 They do indeed trigger Echo's dimensional awareness. Something is very off with him! Speed; well he technically has Speed 7 (1000mph), so he is actually slower than Echo, by a bit. She can tell that much. That said, travelling at full speed through dark, slimy, twisting Sewers may well be another matter! So he is not going that fast. Also, at these speeds you can have a degree of tracking - the filth (literally, the Sh*t) will be spraying everywhere! Don't go overboard with the gross factor on the IC thread, however! Link to comment
R. Bluefish Posted August 10, 2016 Share Posted August 10, 2016 Ew. Well, Echo might need to take a trip down to the dry cleaners when all's said and done, but what else is new. She's going to try to grab Jack and Tin Hat, and chase after Deadbolt. Let me know if there's any issues with that action, or if there are some skill checks required. Link to comment
Supercape Posted August 10, 2016 Author Share Posted August 10, 2016 With Echos strength and speed thats no problem; technically TinHat will need to be grappled; which is unlikely to cause a problem but will require both hands (without the Improved Grapple feat). Probably need some rolls to hit (his Defence is 16, or +6), and an opposed grapple roll (his is Resist Grapple: 1d20+10 28) So it does depend a bit on what you want to do! Link to comment
Supercape Posted August 11, 2016 Author Share Posted August 11, 2016 Hammered out issues in chat! Sewer chase upcoming! To kick off, there will be some parkour stuff; fallen masonry. Its toughness 12, weighing about a ton. You can vault it (Acrobatics DC 15), or overrun it, or blast it, etc etc. At the moment, Deadbolt has a slight lead from the initiative he took. Link to comment
R. Bluefish Posted August 11, 2016 Share Posted August 11, 2016 Hmm. This is an odd question to ask, given the character I'm running, but can that Acrobatics check be made untrained? Echo's Acrobatics ranks are an Enhanced Trait folded into her Array, and that Array is currently occupied with Speed. If you rule that she can vault the obstacle without skill ranks, then it shouldn't be a problem, because she has a raw +10 Dex and Skill Mastery. If not, I'll figure something else out. Link to comment
Supercape Posted August 11, 2016 Author Share Posted August 11, 2016 Good question. Im inclined to say not (as in tumble over the masonry), but on the other hand a raw DEX roll DC 15 would be enough to actually dodge the masonry, and ill give a +2 bonus due to wall walking power (more options!) how does that sound? Link to comment
Supercape Posted August 11, 2016 Author Share Posted August 11, 2016 NB: This is of course presuming Echo is going at full speed. If she slows down a little, she can automatically dodge the masonry! Link to comment
R. Bluefish Posted August 11, 2016 Share Posted August 11, 2016 Fair enough! So a DC 15 Dex check, with a +2 bonus? Echo's Dex check: 1d20+10+2 29. No problem. Also, she feels the need. The need for speed. Link to comment
Supercape Posted August 11, 2016 Author Share Posted August 11, 2016 (edited) Post away! BAsically turning this into a super speeder chase scene, so bear with me as I may well drop the ball! Edited August 11, 2016 by Supercape Link to comment
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