Supercape Posted June 9, 2016 Posted June 9, 2016 Notice roll ? Chattering vexations: 1d20+13 32 Notice roll.
Supercape Posted June 16, 2016 Posted June 16, 2016 So broadly speaking, going to the Black Flag, looking horrible Lovecraft spells up in her library, and getting drunk all night. If its ok with you! Ritual feat used for: Concealment 4 (Normal Sight, Extras: Continuous Duration, Flaws: Passive) [4 PP] Thats 16 hours to research, and 1 hour to perform which seems about right, timewise? Also, if its ok, Ill use her Drunkard status to get blind drunk during the ritual, and thus inflict sickened status on her until she sobersup (if you feel that is appropriate) Checking with you before making ritual rolls
Supercape Posted June 16, 2016 Posted June 16, 2016 Looking at the DC for the ritual, Design - 10 + PP Cost = 14. And to take a -5 penalty would half the time to 8 hours. And taking 1 would still automatically pass. Ritual - 15 + PP Cost = 19, Again, taking 1 will still pass. So, I guess its about 10 hours of drunken reading off Lovecraftian tomes, +1 HP, Sickened status? A few posts to narrate? ( I guess with you kicking off)
olopi Posted June 16, 2016 Author Posted June 16, 2016 Works with me! Post coming up, then! And just so it's written somewhere: Flintlock | 2HP | Sickened
Supercape Posted June 16, 2016 Posted June 16, 2016 So done! A scene cut to the warehouse? I think as she is invisible she will go alone.
olopi Posted June 16, 2016 Author Posted June 16, 2016 Okay, can do! Post coming up sooner or later then!
olopi Posted June 18, 2016 Author Posted June 18, 2016 (edited) Okay, since it's quite the cramped space I'd say that's a DC 20 for either Acrobatics, Escape Artist or any other skill you could see as being used to get out of the way in time! Edited June 18, 2016 by olopi
Supercape Posted June 18, 2016 Posted June 18, 2016 With a -2 penalty for sickened status, and thus +5 total acrobatics skill, I was hoping for an amusing failure: Stumbles drunkenly: 1d20+5 24 but she made it! However, before going on, I am happy to wave that, earn an HP, and have some amusing failure of dexterity and evaporation of concealment - whatever you think works best for the thread!
olopi Posted June 18, 2016 Author Posted June 18, 2016 Depends on where you want to take it and which part of Flintlock you want to explore! You can have her just silently stay and listen, or you can have her cause some chaos! And also get to use her various powers! The latter would probably lead to some combat, while the first would just be more listening!
Supercape Posted June 18, 2016 Posted June 18, 2016 Hell, lets go for a completely drunken screw up, losing concealment. More fun!
olopi Posted June 18, 2016 Author Posted June 18, 2016 Okay! Do you want to make a post first or just go to the man stumbling into her? Also: Flintlock | 3HP | Sickened
Supercape Posted June 18, 2016 Posted June 18, 2016 So done. I think she will be inclined to avoid combat / let herself be captured / bluff her way out in the first instance. She doesn't unleash her powers without exceptional reason.
Supercape Posted June 18, 2016 Posted June 18, 2016 This may not be needed, but Ill throw in a sense motive to try and pick out the most tongue-wagging spineless member of the meet. Judging the weakest resolve: 1d20+12 21
Supercape Posted June 22, 2016 Posted June 22, 2016 A rather weak bluff (or intimidate, her bonus is the same) but a good roll: Bluff - we are under attack!: 1d20+16 33 If it doesnt wash, then something awful from somewhere awful will be summoned!
Supercape Posted June 23, 2016 Posted June 23, 2016 Using Illusion power to create something as per IC post.
olopi Posted June 29, 2016 Author Posted June 29, 2016 (edited) Ouch. Well, Flintlock still notices that her wallet/whatever else she'd have like that is missing! But that's all she can notice with that roll! Edited June 29, 2016 by olopi
olopi Posted July 1, 2016 Author Posted July 1, 2016 Okay, the thief will attempt to climb over a fence, about 2 meters high, to get away DC15 1d20 + 8 = 12 And fails! I'll use a fiat/Reroll to say she makes it, so that's another HP to Flintlock Flintlock | 4HP | Sickened So, for Flintlock, she can either try the same DC 15 Climb, or a DC20 Acrobatics to jump from a crate next to the fence over it. Post coming up in just a sec!
Supercape Posted July 1, 2016 Posted July 1, 2016 Well her Climb skill is just ever so slightly better for that, so: Climbing Fence: 1d20+4 16 Just makes it...except I think sickened means -2 to skill checks, meaning a result of 14, meaning a failure. If its ok with you, Ill stick with just crashing into the fence and screwing up?
olopi Posted July 1, 2016 Author Posted July 1, 2016 I think sickened only applies to combat related things? If I understand the rulebook correctly? But yes, this makes more sense. But sure, you can have her crash into the fence if you feel that works better!
Supercape Posted July 1, 2016 Posted July 1, 2016 (edited) So be it! Happy to say its a failure on Flintlocks part, and the thief escaped. If you feel she can still make a go of the chase, she will. Also happy to take a bruise from that fall if you think its pertinent! Edited July 1, 2016 by Supercape
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