Ari Posted December 30, 2016 Share Posted December 30, 2016 (edited) OOC thread for this thread. X-Files stuff and maybe some other things WHO KNOWS. Edited January 2, 2017 by Ari Link to comment
Ari Posted December 30, 2016 Author Share Posted December 30, 2016 @GamerXZ QS starts with an additional Hero Point for being captured offscreen. Conditions: Bound, Helpless, Obscured(Normal Visual), Nullified(Alien Powers). Link to comment
Ari Posted January 10, 2017 Author Share Posted January 10, 2017 It will take a base Dexterity check(DC15) to finagle the discarded blaster pistol into an improvised lockpick. You can take 20, but that will leave Quantum Shift alone to face the mutated Sentry Agents. Alternatively, you can make a DC10 Will save and DC10+power rank check to resist the Nullify and break free/liquify out of the power-dampening irons. Or sneak away with the gun to do it somewhere less conspicuous (and lower DC)at risk of a later ambush. Or a Bluff/Diplomacy/Intimidate roll to try and get one of the MJ-20 agents to break you free to fight the mutant Sentries. Link to comment
GamerXZ Posted January 20, 2017 Share Posted January 20, 2017 Quantum Shift uses Diplomacy to try and convince one of the MJ-20 agents to break him free to let him help: Use Diplomacy to get free.: 1d20+10 24 Link to comment
Ari Posted January 26, 2017 Author Share Posted January 26, 2017 Gamer that is precisely one away from moving the Unfriendly MJ-20 agent to Friendly, so they are on the more benevolent side of Indifferent. They decide they need all the help they can get and deactivate Q-Shift's power shackles. Time for initiatives. The Agents: 11. The Sentry Agents: First goes on 12, Second goes on 23. Roll away, Gamer! Link to comment
GamerXZ Posted February 3, 2017 Share Posted February 3, 2017 On 1/26/2017 at 3:21 AM, Ari said: Gamer that is precisely one away from moving the Unfriendly MJ-20 agent to Friendly, so they are on the more benevolent side of Indifferent. They decide they need all the help they can get and deactivate Q-Shift's power shackles. Time for initiatives. The Agents: 11. The Sentry Agents: First goes on 12, Second goes on 23. Roll away, Gamer! Alright, Initiative: Initiative: 1d20+6 14 Link to comment
Ari Posted February 8, 2017 Author Share Posted February 8, 2017 Well that took too long. Sentry Agent #2: attacks Q-Shift with bio-plasma cannons, Attack roll is 29, hits, DC26 Toughness save. After that, your turn. Link to comment
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