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Straw Gods(OOC)


Ari

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Posted

OOC thread for this thread. Trans-dimensional dinosaursations. 

 

DC for a full Sense Motive on Raul here is 25.

 

Accepting his story, or at least cautiously letting him in, will grant you both a Hero Point.

Posted (edited)

Hmm . . . 

 

She wouldn't just let it happen without scrutinizing this guy, much as the hero point is tempting, gah! I'll take it as a bluff instead, with skill mastery she has 26 automatically. 

Edited by Curious Key
Posted

Kat can say with absolute certainty that this Raul guy is not lying. At least not intentionally. She also notices that he isn't "acting". He isn't looking at them, they can see him but he doesn't appear able to see them.

  • 3 weeks later...
Posted

You don't need to apologize for actual physical thngs making a collaborative fanfic even more of a hassle. I'm glad you're fine, Bluefish.

  • 2 weeks later...
Posted

No excuse for me.

Initiative time, INVASION OF THE ROBOSAURS

 

Ten Deinonychi (robo-raptors) are fast-scrapped from the surrounding wartme relics, they attack the two heroines.

 

Their roll: 10.

 

Posted

As well, both of you gain a Hero Point for trying to help, with Echo getting a Bruised condition from touching the Cosmic Coil's Paradox Stream.

Posted (edited)

A little! Kat has an advantage that Echo doesn't, though, if she can just get out of sight. Or if she decides not to care about what Echo or the dino sees. 

 

For the record, since this is pre-change, I intend on using Warp's old sheet, here, rather than her new one.

 

In spite of Warp being incredibly paranoid, it looks like Echo Gets The First Go (19)

Edited by Curious Key
Posted

Okay so order is

 

Echo: Unarmed, 2HP

Warp: Unarmed, 4HP

Robosaurs: Unarmed(x10)-GM

 

Bluefish, your go. For reference, the Robosaurs are currently in a rough circle 10-20  feet from you two.

 

Posted

Oops, sorry, I missed that you had already posted their init roll.

 

Echo doesn't really see that she has the luxury of running off to change, so she's just going to throw caution to the wind and start throwing knuckles.

 

Move action: Move into melee range of the Robosaurs, getting as many into her reach as possible.

 

Standard action: Superfast Fists vs. Robosaur: 1d20+14 30

 

That's +8 damage with Autofire, and Takedown Attack 2.

  • 2 weeks later...
Posted

That hits for a DC28 Toughness save, Robosaur cannot make that and just detonates under Buffy's flurry of blows.

 

Warp is up unless Echo wants to move again, in which case but say so, THEN it is Key's turn.

  • 2 weeks later...
Posted

Key, would you please make a Toughness save, DC25? Going with a larger and much deadlier kind of debris Dino having emerged at some point. 

 

So moving to the end, in the big control room, lots of delicate electronics everywhere. A DC15 Knowledge(Technology) check to know exactly where to blast to just shut the invasion down. 5-10 is still right but has wider repercussions. 

Posted (edited)

Alright, there are two ways this could go. Part of Warp's protection used to be in her costume. She planned to switch into it with quick change immediately after Echo jumped in with Quick Change, so if so her toughness is +6. Otherwise, it's +5. So, I'm going to roll assuming she had time to change, but if she didn't, just subtract one from her save.


1d20+6: 9 [1d20=3]

 

I think that knocks her out. Can I use a hero point to reroll saves like this? I'm going to assume I can, but if I'm wrong just ignore this next roll.

 

1d20+6: 21 [1d20=15]

 

Okay, so Warp is untrained in knowledge (tech), so according to the book she fails automatically? I could use a hero point to temporarily give her the eidetic memory feat for a round in order to try, but I'm unsure about whether this technically counts as one round or not, so I don't know about spending more than one hero point.

Edited by Curious Key
Posted

Warp had 4HP. - 1 to not be knocked out, I would be fine with her getting Jack of all Trades and Beginner's Luck with another two. 

Posted (edited)

Hm, I'll go with jack of all trades, but beginner's luck requires the use of another hero point, which in theory she shouldn't be able to spend at the same time, as I don't think you can really stunt fortune/ultimate feats. I will however use extra effort on it, allowing for her to bump the bonus up from 0 to +2. So savvy!

 

Aahahahaha, she gets NO breaks! (5) Which I think is lovely. Even if she had taken beginner's luck it wouldn't have saved her. I'll throw up a post now.

 

Edited by Curious Key
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