Kolohehonu Posted March 24, 2017 Share Posted March 24, 2017 (edited) @Ari @KnightDisciple @Tiffany Korta Let's hunt some not so friendly neighborhood space vampires: http://www.freedomplaybypost.com/topic/9620-blood-runs-cold-ic/ Edited March 24, 2017 by Kolohehonu Link to comment
Ari Posted March 25, 2017 Share Posted March 25, 2017 Knight, how about Red Moon's asked Sun Walker for help with this, mystic dealings being outside her avenue of expertise, and used her base's teleporter to get them out to CoVic Station, the trans-Plutonian wormhole helping to lense them beyond their solar system. Link to comment
KnightDisciple Posted March 28, 2017 Share Posted March 28, 2017 On 3/25/2017 at 2:11 PM, Ari said: Knight, how about Red Moon's asked Sun Walker for help with this, mystic dealings being outside her avenue of expertise, and used her base's teleporter to get them out to CoVic Station, the trans-Plutonian wormhole helping to lense them beyond their solar system. That works for me; I was meaning to bring up that Walker would be coming into this from the Emerald City side of things rather than CoVic Station. Link to comment
Ari Posted March 28, 2017 Share Posted March 28, 2017 Alrighty then! That's settled, will post-haste. Link to comment
Kolohehonu Posted March 28, 2017 Author Share Posted March 28, 2017 Hey Tiff can I get a notice check or sense motive from the Traveller? Link to comment
Tiffany Korta Posted March 28, 2017 Share Posted March 28, 2017 The Traveller's Sense Motive: 1d20+10 13 or Notice: 1d20+5 19. I know which one I'd choose Link to comment
Kolohehonu Posted March 28, 2017 Author Share Posted March 28, 2017 Notice check: 1d20 19 ok so Gear notices as well. He's gonna take his self out there and follow. Link to comment
Kolohehonu Posted April 11, 2017 Author Share Posted April 11, 2017 Let's get some initiative please Link to comment
Tiffany Korta Posted April 11, 2017 Share Posted April 11, 2017 The Travellers Initiative: 1d20+6 23 Link to comment
KnightDisciple Posted April 13, 2017 Share Posted April 13, 2017 I feel a bit lost as to whether one of the other PCs came out to interrogate Sun Walker and Red Moon, or if their scene is still separate. I think that's what's delayed me giving a post thus far.... Link to comment
Ari Posted April 14, 2017 Share Posted April 14, 2017 I confess, I also was confused and was about to ask the same thing. Kolohehonu, would you briefly say what's what so we're all square? Link to comment
Kolohehonu Posted April 14, 2017 Author Share Posted April 14, 2017 Yeah I'm sorry. All four PCs are in the street/corridor. The "human" has just effectively grabbed the grue and bolted. But everyone is outside the bar. Link to comment
KnightDisciple Posted April 19, 2017 Share Posted April 19, 2017 Sun Walker Init: 7. Welp. Link to comment
Kolohehonu Posted April 19, 2017 Author Share Posted April 19, 2017 Ok then! Greasy Gear gets a: Initiative: 1d20+4 22 Ok and the Kidnapper gets: Initiative: 1d20+6 13 So our order is Traveller Greasy Gear The Kidnapper Sun Walker Red moon Link to comment
Tiffany Korta Posted April 24, 2017 Share Posted April 24, 2017 Okay Stun Attack on our Kidnapper Attack Roll: 1d20+10 19, if that hits a DC 26 Toughness save. Link to comment
Kolohehonu Posted April 24, 2017 Author Share Posted April 24, 2017 That is a miss! Gear is going to take his shot at this guy as well. Shoot the vampire: 1d20+8 27 which hits, meaning he makes a toughness save. Toughness save: 1d20+4 6 That is going to send both of them to the ground. Link to comment
Kolohehonu Posted May 3, 2017 Author Share Posted May 3, 2017 I'm going to say that the Grue is gonna hit the ground at the end of this round. If y'all have anyway to stop/mitigate that you can, I don't know if that needs to be done in round. But I was kinda ruling that only sun Walker and Red Moon have the time to do that before they hit the ground. Link to comment
KnightDisciple Posted May 4, 2017 Share Posted May 4, 2017 On 5/3/2017 at 8:49 AM, Kolohehonu said: I'm going to say that the Grue is gonna hit the ground at the end of this round. If y'all have anyway to stop/mitigate that you can, I don't know if that needs to be done in round. But I was kinda ruling that only sun Walker and Red Moon have the time to do that before they hit the ground. I'll post IC with Walker doing something, let me know what if any rolls you need me to make if we do this as more than just fluff. Link to comment
Tiffany Korta Posted May 4, 2017 Share Posted May 4, 2017 If needed with Skill Mastery Sitara has 25 with Knowledge (Technology) and 24 on Craft (Electronics). Link to comment
Ari Posted May 10, 2017 Share Posted May 10, 2017 Red Moon has, with Skill Mastery, 22 on Physical Sciences. That get us anything about what in the world the synthozoid is doing with the blood? Link to comment
Kolohehonu Posted May 11, 2017 Author Share Posted May 11, 2017 (edited) Ok so in case my ic post isn't clear, the "vampire" seems to be explicitly designed for transporting and collecting blood. Can i also get a knowledge Galactic Lore roll from everyone who can make one? Edited May 11, 2017 by Kolohehonu Link to comment
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