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The Story of Tonight (OOC)


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Posted

Woodsman really wishes he'd kept his smoke bomb arrow. 

Move Action: Uses his Speed and Super-Movement (i.e, a grappling arrow) to retreat to street level

Standard Action: Hides! That's a DC 30 check to spot him, which neither of their antagonists can make 

 

New round! 

 

Sniper realizes that Woodsman has scarpered! 

Move Action: She makes her way down to ground-level too. 

Standard Action: She'll try and grab Hyperactive bare-handed - http://orokos.com/roll/496433 and miss! 

 

Spotter pulls out a staff and tries for Hyperactive too, since he's the one taking the hits. 

http://orokos.com/roll/496434 = a miss, okay. 

 

Hyperactive will be up as soon as I post IC. 

 

 

 

 

Posted

Hyperactive switches to his illusions and starts to run out of the dog pile. He leaves an illusion in the spot he was in and (not sure how the power works) if he can he leaves a few more in the immediate vicinity. 

Posted

Ok so couple of things. Hyperactive is going to take 20 on two search checks. The first is of the guy, a very very very thorough pat down. And the second will be a complete search of the vehicle. With his speed those shouldn't take that long. 

Posted (edited)

So those are 27's each, probably should have said that.

 

also is Woodsman in a suit for all this? Or has he switched into a costume?

Edited by Kolohehonu
Posted (edited)

Ok so Hyperactive will do some good cop and try to work a little Info out. 

 

Diplomacy check: 1d20+9 23

 

almost as good at talking them down as punching them down. So he's either unfriendly or indifferent.

 

hope you don't mind I picked Louisiana because the old licenses were very easy to forge and that only changed within the past few years. It could also be hyperactive playing ditzy if you had a different state in mind.

 

 

Edited by Kolohehonu
  • 4 weeks later...
Posted

Ok so Hyperactive is gonna make those laps around the house and take twenty on a notice check to see if he sees three things

1: security systems

2: anyone with weapon's in the house

3: Dr. Van Raalte

 

So in total 28.

 

Posted

Ugh, I'm sorry, guys, I'll tag this one tomorrow - it hasn't been a great weekend. 

 

Vorik, was there anything you wanted your character to be doing at this juncture? I didn't want to start describing before your guy acted.

Posted (edited)

Not quite sure what there is I could really do. We just got there and Hyper is scouting. I don't see any reason why Mannequin would engage before hearing from the speedster. Afterwards He'd prob stealth through the house just to be safe. The only thing I can think of doing is using radar to see if there is any movement inside the house or not but not sure if thats possible. If so let me know and I can roll a perception.

Edited by Vorik
Posted

Vorik -  

 

Mannequin can 'see' action on his radar. There's a truck parked out front of the house and two people are being loaded inside, both struggling - it looks like the trucks, the kidnapees, and the kidnappers (a half-dozen armed goons) have been rendered invisible to normal senses!

Posted

Hyperactive flips his Array to insubstantial. He's not vain enough to think his skinny little body is going to stop an anti-material round. 

 

I'm going to use quickness to make some notice checks, if I can do that? I'd like to take 20 on listening if I can hear them. So a 28. 

Otherwise Hyperactive will make a notice check. 

Listening for the bad guys: 1d20+8 26

Well that's pretty darn good!

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