Avenger Assembled Posted February 13, 2010 Author Share Posted February 13, 2010 Thunder wishes that bad guys got hero points. Dark Star is up Link to comment
angrydurf Posted February 13, 2010 Share Posted February 13, 2010 Reflex (1d20+8=9) HP reroll Reflex (1d20+8=21) Oh that is made of so much fail. Toughness Save (1d20+9=27) And IC pulls it out in the clinch. No Damage Link to comment
Cyroa Posted February 14, 2010 Share Posted February 14, 2010 Reflex save (yeah, right) (1d20+3=21) so close toughness (1d20+17=32) Ignore that damage, thank you. DS will go flight array, spend an HP to surge and shooter Lady attack (1d20+10=20) Blast 14 (Extra: Penetrating; Feat: Accurate x2, Affect Insubstantial x2, Improved Range x2 (Rank x50)) Link to comment
Avenger Assembled Posted February 15, 2010 Author Share Posted February 15, 2010 She's down. Freedom Angel power-stunts Teleport (i.e.; Divine Speed) off his sword. Ace Danger is up. Link to comment
angrydurf Posted February 15, 2010 Share Posted February 15, 2010 Feint Johnny with skill mastery for a 33 as a move action, Attack him Power attack 5 (1d20+11=30) DC 26 w/sneak attack (24 if he isn't Feinted). Link to comment
Dr Archeville Posted February 17, 2010 Share Posted February 17, 2010 So... top of the round, with "Johnny Rocket" and "Lady Liberty"? Link to comment
Avenger Assembled Posted February 17, 2010 Author Share Posted February 17, 2010 Actually, with all the bad guys but Captain Thunder out, it's Doc Arch's turn! Link to comment
Avenger Assembled Posted February 20, 2010 Author Share Posted February 20, 2010 We're out of rounds, too. Link to comment
angrydurf Posted February 20, 2010 Share Posted February 20, 2010 Skill mastery bluff for a 33 and Sense motive (1d20+17=34) Trying to trick him into giving something up about whats going on here. Referring to things that never happened like they had other tricks like that basically. Link to comment
Dr Archeville Posted February 22, 2010 Share Posted February 22, 2010 Taking 10 on a Gather Info check, 23 total. Went over what that'd get with Avenger in chat. Link to comment
Avenger Assembled Posted February 24, 2010 Author Share Posted February 24, 2010 If anyone else wants to do the same, feel free. I was trying to go for "instructive to the players, but the characters might need to roll to get it" with what Thunder spills. =) Link to comment
Cyroa Posted February 24, 2010 Share Posted February 24, 2010 Please, this is DS! You need to spell things out for him! :) Link to comment
angrydurf Posted March 20, 2010 Share Posted March 20, 2010 1d20+20=29 Diplomacy check if needed. Bluff skill mastery's to 33 if that's more appropriate. Link to comment
Avenger Assembled Posted April 13, 2010 Author Share Posted April 13, 2010 Seems like enthusiasm is low here. Since this is important to a couple of character's story arcs, I'll post a wrap-up in a couple of days if no one goes. =) Link to comment
Cyroa Posted April 13, 2010 Share Posted April 13, 2010 gah! Really sorry. lost this one in the shuffle while I was away! Oh, and for the record, nothing DS said was a lie. He was quite truthful, honest and earnest in his words. (He never actually said he WOULD do those things...just that he could. ) Link to comment
Avenger Assembled Posted April 14, 2010 Author Share Posted April 14, 2010 You guys have reached the limit of the useful information you can get from Captain Thunder. :D Link to comment
Cyroa Posted April 14, 2010 Share Posted April 14, 2010 really? No "how he got here?", "where are your friends?", "How do you contact them?", "How do you get back/get help/get reinforcements?", "what was gonna happen next?" ..........Is this guy that braindead? Oh well, I suppose there are the others... Link to comment
Avenger Assembled Posted April 23, 2010 Author Share Posted April 23, 2010 Well he did drop some pretty strong hints about where (and who) the bad guys are, as well as what's going on. The Tyranny League is on Star Island and they've come in some strength. With what purpose? A nefarious one! And the rest of the good-guy League is around there somewhere under lock and key. How they got there isn't relevant to this part of the adventure. There's also the mystery of the thing they were trying to steal... Link to comment
Dr Archeville Posted April 24, 2010 Share Posted April 24, 2010 Without using his Enhanced Int (his tentacle-brain was on Enhanced Charisma, to bump his Bluff & untrained Intimidate) or his Gadgets (since it's a freaky sparking spider-cobra thing now), Doc can get a 30 by Taking 10 on a Know/Technology check. What's that tell him about the Quantum Transmitter Captain Thunderbolt, Lady Anarchy, and Johnny Speed and were trying to steal? Or would that be some other type of Knowledge check? (If he "puts his mind to it," and uses all his tools, he gets a 43 when Taking 10.) Link to comment
Cyroa Posted April 25, 2010 Share Posted April 25, 2010 I'll burn an HP to powerstunt the Dim travel (portal) to toss all those villains home. Ok'd by AA Link to comment
Avenger Assembled Posted April 25, 2010 Author Share Posted April 25, 2010 Doc, It's a transmitter designed to take a particular signal and broadcast it globally. What signal is that? You're not _entirely_ sure (since Evil Daedalus rolled pretty well), but it matches the frequencies of human brainwaves! As if someone was trying to broadcast a message so powerful as to override the very conscious minds of men! Link to comment
Electra Posted May 10, 2010 Share Posted May 10, 2010 Fleur's taking 10 on her ESP search. What does she see? Link to comment
Dr Archeville Posted May 11, 2010 Share Posted May 11, 2010 Will there be time for Doc to use Master Plan before we roll in to Star Island? Link to comment
Avenger Assembled Posted May 13, 2010 Author Share Posted May 13, 2010 I've told you yes in chat already, D-A, so I'll remind you again here. ;) Link to comment
Dr Archeville Posted May 14, 2010 Share Posted May 14, 2010 I missed that in chat. Excellent! Master Plan check (Int check). 10-14 = +1, 15-24 = +2, 25+ = +3 on all allies skill checks and attack rolls; bonus lasts 3 rounds, then decreases at a rate of 1 per round. (1d20+14=23) Okay, first three rounds of The Plan, we all get a +2 bonus on all skill checks & attack rolls; on round 4, we all get +1. Link to comment
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