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Raveled

Something in the Water (OOC)

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Just in case its relevant, ill throw in a few rolls as Steamy has been on the case.

1d20+10=26

EDIT also as per discussion a quick little invention:

Supersense 1 (Detect chemical composition [gustatory], Acute, Analytical) [3PP]

This is basically a copper tube, some cogs, dials, and a steam powered whistle, as per Steams steampunk background. Its just a sophisticated litmus test - a chemical analyser.

Rolls:

Design Check DC 13

Ill just take 10 on that for 20. It takes 3 hours to design.

Construction Check, 12 Hours, ill halve that two 6 hours to add +5 to DC.

DC 18

Again, Ill just take 10 on that for 22 (+10 Skill, +2 Masterwork Tools).

So in 9 Hours should have something workable for his investigation.

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1d20+3=12 for Steams Initiative.

I am a bit unclear if Steam has been flat footed here, I presume he is - in which case he probably looses his defensive roll feat? Could you clear that up for my tough roll?

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Move Action: Circle out and approach Lord Steam from his right.

Free Action: Switch Animal Mimicry to Crocodile.

Standard Action: Rush Lord Steam behind the cover of the plant's outer wall.

Strength Check: Rush Strength Check vs Lord Steam (1d20+8=17)

I'll move him based on the margin I beat his strength check (if any).

Free Action: Drop prone (enemy -4 ranged attacks)

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Invisible castle seems to be down, so I will gladly let anyone roll on Steams behalf for that (STR 16 +3 bonus).

Of course, I doubt he would actually resist, which means he gets Carries as far as Animus wants

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Free action drop prone.

Current Weapon Config: Tranquilizer Rifle - Sleep 5 (Drawbacks: Reduced Range [350 ft.]; Feats: Sedation, Subtle)

Okay, -6 for range (300 feet). All-out attack for full (+5 Atk, -5 Def). According to Rav this still hits.

He's shooting the the one with the rifle, so that one has to make a DC 20 Save vs. Fort or go to dreamland.

Subtle on the rifle should go a long way for making them not know where he's shooting from.

Move action - Assessment on the hobos

Assessment check - 1d20+5=23

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Ok, Shooters are quite a way from Steam and he has no ranged attacks (its coming, it coming). So, for now using both move actions to run to Bessie, his car.

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He can get there and get in with two move action. Thugs waste their bullets against Bessie and Myr already took his action, so Animus is up next.

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UNfortunately Invisible Castel is down for me :oops:

So, feel free to roll for him. Driving up to range as melee action, then opening fire with gatling guns:

Its a +7 attack with +5 Blast (Autofire)

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Before we roll, I'll tell you these are minions. So do you want to use the multiple-target rules for Autofire and try to clear them all at once?

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