Thevshi Report post Posted August 31, 2018 Don't want to bog things down too much, but you will be able to get into the door without too much trouble, what is the plan when you do? Share this post Link to post
Supercape Report post Posted August 31, 2018 Quick march to the Pirate trying to get away! If workable, perhaps a dramatic power loss on the Helmet for an HP (if it is pertinent!) Share this post Link to post
Thevshi Report post Posted August 31, 2018 Sure, will add a bit of challenge to the chase I suppose. Share this post Link to post
Thevshi Report post Posted September 1, 2018 Cape, could you give me a Pilot check to get the chase started. Share this post Link to post
Supercape Report post Posted September 1, 2018 Ill take 10 with SM and get 20! Share this post Link to post
Thevshi Report post Posted September 9, 2018 The pirate manages to get a 21, so he manages to pull away slightly. So, will need to continue pilot checks for the chase. Let me know if you want to try any maneuvers or other tricks. Share this post Link to post
Supercape Report post Posted September 9, 2018 Taking ten again. Not sure if that IC would work, but feel free to make any rolls required! Share this post Link to post
Thevshi Report post Posted September 14, 2018 This time the pirate only gets a 18, I rolled a 20 for Starshot’s attempt to distract/slow down the pirate, so will say that gives him a -2 to his roll, meaning Starshot halves the distance between them. So, strategy for next round? Continuing to Take 10? Share this post Link to post
Supercape Report post Posted September 14, 2018 Lets roll this time: Pilot: 1d20+10 21 Share this post Link to post
Thevshi Report post Posted September 19, 2018 The pirate only gets a 14 this time. He shots his blaster pistol at Starshot and hits with a 25 for a critical hit! DC 25 toughness save for Starshot. Share this post Link to post
Supercape Report post Posted September 22, 2018 Tough vs Blaster: 1d20+10 28 Lucky hit, lucky save! Share this post Link to post
Thevshi Report post Posted September 24, 2018 Okay, another round. What is Starshot's plan? (note the IC post, you are now to close to the pirate to try to use the blaster rifle against him) Share this post Link to post
Supercape Report post Posted September 24, 2018 Whipping the Pirate! Trying for a trip attack with the whip, with the intention of getting him off the bike! Whip Trip Pirate: 1d20+12 22 If drive roll needed, taking 10. Share this post Link to post
Thevshi Report post Posted September 25, 2018 Okay, the pirate only gets an 18 on his pilot check, so he is not pulling away. Trying to resist the trip, he rolls a natural one, so is yanked off his bike, bringing the chase to an end. Share this post Link to post
Supercape Report post Posted September 25, 2018 Using feature: Cybernetic Hand acts as medical kit, taking 10 on medicine (has skill mastery) for a 16 result which should give diagnosis. If needed, taking 10 in a similar fashion for treatment / stabilisation. Share this post Link to post
Supercape Report post Posted October 3, 2018 So going for a search of the base for useful stuff! As he hasnt really got any decent search or knowledge skills, he will simply take 20 and aid Soreen in the search. Share this post Link to post
Supercape Report post Posted October 13, 2018 In case needed Intimidate: 1d20+15 33 Share this post Link to post
Thevshi Report post Posted October 17, 2018 Yeah, they are not going to be able to beat that, especially with some bonuses you will get for the situation. Share this post Link to post