Kolohehonu Posted May 20, 2017 Posted May 20, 2017 Using quickness 10, gonna take 20 on that. Not sure how upgrades after a thread starts work, so st least 27, maybe 29.
Supercape Posted May 20, 2017 Author Posted May 20, 2017 Usually, just because its easier, we go with the most up to date sheet and dont fret about it
Kolohehonu Posted May 21, 2017 Posted May 21, 2017 Bluff check: 1d20+1 21 Ha ha ha! The Hollywood air seems to have not only inspired Hyperactive to try acting it seems to have made him an ok liar just this once!
Supercape Posted May 28, 2017 Author Posted May 28, 2017 Sorry for delay! (I was pretty ill and still washed out) Sense Motive vs Hyperactive: 1d20+11 19
Kolohehonu Posted May 31, 2017 Posted May 31, 2017 Taking ten on a diplomacy check to get everyone around us to be on our side, mostly trying to sway the crowd. So 19 in total
Kolohehonu Posted June 1, 2017 Posted June 1, 2017 So I'm taking twenty on search with a quickness of 17 on the can. Looking for any tampering. Trying really hard not to get drugged and in a movie themed death trap. So a total of 29.
Supercape Posted June 1, 2017 Author Posted June 1, 2017 No drugs, no traps! Just a nasty capitalist!
Kolohehonu Posted June 1, 2017 Posted June 1, 2017 Scene change to Hyperactive's extradimensional base?
Kolohehonu Posted June 1, 2017 Posted June 1, 2017 (edited) The Attometer is in the Shadow Zone, essentially a dimension where Hyperactive goes if he moves faster than the speed of light. It's a swirling black and red sand desert with Crimson lightning crackling across the sky. The Attometer is Hyperactive's personal hideout, it's a massive research and training complex in the shadow zone. Taking all of Zyte's crew, Zyte, Zane! And Michelle. Edited June 1, 2017 by Kolohehonu
Supercape Posted June 2, 2017 Author Posted June 2, 2017 ok in this case, feel free to make the scene cut and describe the base!
Kolohehonu Posted June 3, 2017 Posted June 3, 2017 Hey so travel via the Shadow Zone is precarious. Travelers do not always arrive with the same amount of time as they left. What seemed like minutes in the Attometer may be hours or days. Or they could arrive before they left. Feel free to trigger that, I always let GM's know.
Supercape Posted June 3, 2017 Author Posted June 3, 2017 (edited) No problems - for now, whilst in the base that will probably be irrelevant but Ill think about whether that could be a complication on return? Edited June 3, 2017 by Supercape
Kolohehonu Posted June 3, 2017 Posted June 3, 2017 Yeah i was letting you know ahead of a scene change.
Supercape Posted June 4, 2017 Author Posted June 4, 2017 And, if its ok with you (the IC post), we can award an HP for time passing and being behind the curve! Hyperactive - 3 HP
Kolohehonu Posted June 8, 2017 Posted June 8, 2017 Ok well hopefully those two are still in transit. I'm going to see if I can catch them/search for them. Again, quickness 17 on that.
Supercape Posted June 8, 2017 Author Posted June 8, 2017 I think for the purpose of story / HP activation / time dilation we can say that they are at Blooms studios already? I can do a scene cut there but you may want a short post IC first?
Kolohehonu Posted June 8, 2017 Posted June 8, 2017 (edited) Swapping Array over to my concealment and illusion. taking 10 on my notice check Edited June 8, 2017 by Kolohehonu
Kolohehonu Posted June 8, 2017 Posted June 8, 2017 Talk down Gold Star: 1d20+9 20 trying to get him to focus in on hyperactive Initiative: 1d20+12 23
Supercape Posted June 8, 2017 Author Posted June 8, 2017 http://orokos.com/roll/522986 which is a 17 Initiative for Gold Star. Parrot will be initiative 0 Nobody else relevant this round, but may come up. Round 1 23 Hyperactive Unharmed 3 HP 17 Gold Star Unharmed
Kolohehonu Posted June 8, 2017 Posted June 8, 2017 I'm going to do something I've not actually done before and use my acrobatics as an action for acrobatic bluff. Acrobatic Bluff: 1d20+8 22 ok and I'm going to position myself between him and his father.
Supercape Posted June 8, 2017 Author Posted June 8, 2017 acrobatics vs acrobatics bluff: 1d20+6 8 so you have feinted Gold Star. And you can position yourself inbetween the Altmans feel free to post IC!
Supercape Posted June 8, 2017 Author Posted June 8, 2017 Gold Star will (try to) intimidate as a move action, Intimidate Hyperactice: 1d20+6 21 could you roll to match that (Will / Sense Motive / Intimidate...best of) And then punch Punches Hyperactive: 1d20+10 21 which misses.
Kolohehonu Posted June 8, 2017 Posted June 8, 2017 Resist intimidate: 1d20+5 16 ok so hero point to reroll that Will save reroll: 1d20+5 13 ok so that becomes a 23 so I resist. He swung at me, time to swing back! Kick Gold Star: 1d20+10 30 bada bing nada boom that's a crit!
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