Supercape Posted April 20, 2017 Share Posted April 20, 2017 OOC for http://www.freedomplaybypost.com/topic/9666-the-sick-and-the-serpentine-ic/ Link to comment
Kolohehonu Posted April 20, 2017 Share Posted April 20, 2017 Nope looks good! As a note, he has charm of Hina as his active array power. Link to comment
Supercape Posted April 20, 2017 Author Share Posted April 20, 2017 (edited) Fine by me, well go with that as default although not so pertinent at this point! (Also could you add KK to your signature to help? ) Edited April 20, 2017 by Supercape Link to comment
Supercape Posted April 21, 2017 Author Share Posted April 21, 2017 Ok so a slightly breakneck pace to start, but is it ok to scene cut to the river / wetlands? Link to comment
Kolohehonu Posted April 21, 2017 Share Posted April 21, 2017 Switching array to Puenui. Gonna just keep my eyes peeled. Also I want to sense motive on the captain. Sense motive on Captain Hammer: 1d20+5 21 Link to comment
Supercape Posted April 21, 2017 Author Share Posted April 21, 2017 Capt Hammer isn't actually bluffing; being genuine (at least, right now). Seems a bit tense and perhaps a bit drowsy or hypnotised, but not in a full out mind controlled way, just that kind of dreamy trance one can get driving down a motorway or the like. With super senses active, please make a notice roll DC 15 Link to comment
Kolohehonu Posted April 21, 2017 Share Posted April 21, 2017 Well that looks interesting! Notice check: 1d20+5 20 Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 Ok so Captain Hammer can make a DC 22 will save to resist Kid K's mind reading. Then Kid K is going to X-ray the houses see how many people are inside. Does that need a notice check? Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 He can't make that save so I shall post accordingly (as well as the house occupants). Meanwhile, could you make an initiative roll? Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 Initiative: 1d20 13 there you go! Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 Initiative: 1d20+3 4 Round 1: 13 KK: Unharmed, HP 1 4 Snake, Unharmed Rosa and Jack are probably largely out of this, but I will give them an initiative of 10 if need be, Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 (edited) Swapping to Pele array im going to hit the snake with the bag. Which as a note has the costume and schoolwork in it. He could crush the helmet, if you feel like making this real complicated. Smack the Snake: 1d20+7 12 I doubt that hits but in any case Kid K stands his ground. See if he wants to grapple with a superhuman Lua warrior. Edited April 22, 2017 by Kolohehonu Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 The Snake will attack back (as you say, thats a miss: For reference using the Constrictor Snake stats of core book, namely defence +5). Attack Kimo: 1d20+5 15 which I think is just a hit. DC 18 Toughness save, and as it has Improved Grab feat, a grapple. Its grapple roll is: Grapple vs KK: 1d20+8 18. Given KK will have a grapple of +22, that will fail automatically. Meaning Round 2 and KK is up again. Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 Toughness Save: 1d20+9 17 so he's bruised. he's going to swing back at the snake, just with his hand. Attack the snake: 1d20+7 20 DC 24 toughness save thats going to start a grapple check via my improved grab. Wrassle the Snake: 1d20+22 28 so I took my standard action so I can't toss it this round. Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 (edited) Toughness vs KK: 1d20+3 19 Bruised as well. As for grapple: grapple vs KK2: 1d20+8 23 which means you have the snake pinned and grappled (Fail by 5). Given your overwhelming grapple advantage, lets pause at that moment with narrative bendy-time. Other stuff will happen, but feel free to damage it or throw it according to your whim. Also please direct me as to how this might interact with his secret ID and visibility and how you might want to play it. Edited April 22, 2017 by Supercape Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 In that case I'm going to use my action to throw the thing. Preferably into something. Then my move to try and get to the captain. Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 your call but check IC! Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 Still throwing it as far and hard as I can at some trees. Maybe the impact will knock it out. Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 Ok I may have this wrong but its about 200, 250 lbs. Your effective throwing STR if 66. Thats 50 points more than needed to lift the snake as a heavy load, or 10 points on the distance progression table, meaning x1000 range, or 5000'. More than enough to put it out of play. Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 Given that distance; how far do you want to throw it? I just realised throwing an anaconda a mile through the sky would indicate he is superhuman! Link to comment
Kolohehonu Posted April 22, 2017 Share Posted April 22, 2017 No just hard at the other bank and into the trees. Hard enough to play it off as adrenaline but also stun the thing. Link to comment
Supercape Posted April 22, 2017 Author Share Posted April 22, 2017 Ok ill waive the rolls with this as other stuff is happening. Link to comment
Kolohehonu Posted April 23, 2017 Share Posted April 23, 2017 Charm of Hina active mind control the captain to get him to leave this alone. Same DC as my mind reading. Then a diplomacy check with the guys on the shore. Diplomacy Check: 1d20+12 26 Link to comment
Supercape Posted April 23, 2017 Author Share Posted April 23, 2017 (edited) Will Save vs Mind Reading: 1d20+5 13 a failed Will save vs Mind Reading. You can read surface thoughts for as long as you are concentrating (next will save, 1 minute). I'm exerting some control over Diplomacy check for these characters. That roll is enough to dull their vexation at you, but I'm going to bypass the whole "Friendly / Unfriendly" ratings - I personally don't find those helpful for major characters in a story. Edited April 23, 2017 by Supercape Link to comment
Recommended Posts