Raveled Posted June 29, 2016 Author Posted June 29, 2016 Changing a very minor fact about the set-up, because I realized how I could make it work and because Miami is a better city for this than New Orleans.
Blue Rose Posted July 6, 2016 Posted July 6, 2016 Gonna use Disable Device on the lock. Complex action first, and if that fails, taking the two minutes to take 20. Disable Device: 1d20+10 19 Failing that, taking 20 gives me a result of 30.
Blue Rose Posted July 6, 2016 Posted July 6, 2016 Emotion control on the man. Calm effect, DC17 will to resist.
Raveled Posted July 6, 2016 Author Posted July 6, 2016 Will Save: Results 1d20: 2 [1d20=2] So he's all calm. Melee attack check: Results 1d20+3: 9 [1d20=6] So she misses. Tona's going to wriggle out of the grip with Escape Artist. That makes a check higher than the guy can possibly make, so she gets free. Then she attacks the businesswoman growling at Sam, who is a minion so Tona can hit without rolling and the woman takes 10 on her Toughness check and fails. That's buttkicking by the numbers.
Blue Rose Posted July 7, 2016 Posted July 7, 2016 Sam has magic awareness. Can she sense any strange magical hoodoo going on?
Blue Rose Posted July 11, 2016 Posted July 11, 2016 Invisibility along the way, switching to emotion control to calm the guard down so that we can zip tie him. DC17 will.
Raveled Posted July 11, 2016 Author Posted July 11, 2016 The guy is already pretty calm. Emotion Control isn't going to make him docile, he'll still shoot. Just shoot very, very calmly.
Blue Rose Posted July 11, 2016 Posted July 11, 2016 Then despair. Yay, paralyzing existential crisis!
Raveled Posted July 11, 2016 Author Posted July 11, 2016 Results 1d20+6: 12 [1d20=6] He is questioning his life choices and wondering if being in a weird snake/dinosaur cult is really the best decision. Go post away.
Blue Rose Posted July 11, 2016 Posted July 11, 2016 Well, I'm not gonna try and hogtie the guy while he's crying and trying to call his mommy. Instead, I'm gonna knick his gun. If he has an obvious sidearm, I'm going to take that, too. Skill mastery for a 22 on Sleight of Hand. To notice a sidearm... Notice: 1d20+6 24 Another take 10 for 22 on Sleight of Hand to take the sidearm.
Raveled Posted July 11, 2016 Author Posted July 11, 2016 You get those, no problem. Want to see what he's looking at on his phone?
Raveled Posted July 11, 2016 Author Posted July 11, 2016 He is looking at photos of a young woman, about his age. There's a few of her on a school campus, on a bike, taking a selfie next to him, her with a ring, her in a wedding dress, more of them together.
Raveled Posted July 12, 2016 Author Posted July 12, 2016 Let's say the power put him at Indifferent, the skill puts him at Friendly.
Raveled Posted July 17, 2016 Author Posted July 17, 2016 Okay, Kit's Illusions has a DC 16 Save. Since these are mooks, they'll take 10 on the save and not pass it. They believe the Illusion is real, but now they're ready for things to come through that door. Kit gets a HP.
Raveled Posted July 19, 2016 Author Posted July 19, 2016 The mooks shoot at the Illusion and get another chance to save at it, with a +1; they'll still take a 10 and get 12, so they don't pass. Jay will use Volley Fire and take 10 to hit, making it and doing max Autofire damage for a DC 25 Toughness; the radio mook takes 10 on its Toughness and gets 14, so he's down. Dinosaur does not go down and will go after Jay since she's in front. Results 1d20+10: 14 [1d20=4] Doesn't hit.
Blue Rose Posted July 21, 2016 Posted July 21, 2016 Power of love, baby! I use emotion control on the dinosaur. A dinosaur that probably doubles as cover against the guns at the moment.
Raveled Posted July 21, 2016 Author Posted July 21, 2016 This is not as straightforward as Kit thinks it is. I'm going to need a Power Check from Kit on her Emotion Control. Results 1d20+10: 30 [1d20=20] ... Though it's not likely to work against that.
Blue Rose Posted July 22, 2016 Posted July 22, 2016 (edited) Emotion Control: 1d20+7 18 HP to reroll. Emotion Control, HP reroll: 1d20+7 20 How do ties work on a power check? 'Cuz I'm willing to use my last hero point to have a dinosaur friend. Edited July 22, 2016 by Blue Rose
Raveled Posted July 22, 2016 Author Posted July 22, 2016 It's not a tie; the guy controlling the dinosaur rolled a 20 and got a result of 30. I'll give you that HP back, because there's just no way for Kit to actually beat him. Okay, it's Initiative time. Blue Jay: Results 1d20+15: 17 [1d20=2] Dinosaur: Results 1d20+8: 18 [1d20=10] Cultists x3: Results 1d20+2: 17 [1d20=15] Well, Jay will go before the Cultists, at least.
Blue Rose Posted July 22, 2016 Posted July 22, 2016 Ah. I read that as a result of 20, not 30. Kinda skews the odds, there. Kit: Initiative: 1d20+5 23
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