Fox Posted December 26, 2020 Author Posted December 26, 2020 To start us out, give me a Notice check for just general eavesdropping and maybe finding May. Let me know if Ryder's looking for anything special.
Gizmo Posted December 26, 2020 Posted December 26, 2020 Chitin Notice Check: 1d20+5 20 He’ll specifically be looking for anything that seems to fit May’s design sensibilities based on the robot gorilla.
Fox Posted December 26, 2020 Author Posted December 26, 2020 Nocturne: Notice Check: 1d20+6 21 Improbable! And adorable. Results incoming in the IC thread.
Fox Posted December 27, 2020 Author Posted December 27, 2020 One more Notice check, s'il vous plait, and let me know if there's anything else Ryder wants to check or know.
Gizmo Posted December 28, 2020 Posted December 28, 2020 Chitin Ryder will be looking primarily for signs of how May's been treated and to a lesser extent any actual security measures that would prevent these 'projects' from being used, especially if it looks like it might interfere with his equipment, too. Notice Check: 1d20+5 20 Well!
Fox Posted December 28, 2020 Author Posted December 28, 2020 May is wearing something under her uniform - with a solid 20, Ryder can be pretty sure it's a bulletproof vest. The overalls hide it pretty well. She looks like she's been treated okay - any dishevelment appears to just be May being May. She doesn't necessarily look better than when they last saw her, but she doesn't look worse. Better-rested, maybe. A notice check doesn't give him much beyond the obvious, security-wise - the weird sound bubble does appear to be strictly sound; it didn't seem to interfere with his bugs in any special way, at least. He already knows there are armed guards here and there, and an expected number of security cameras, etc. If he's looking for anything technologically interesting, I'd take a Knowledge: Technology or Craft: Mechanical/Electronic.
Gizmo Posted December 28, 2020 Posted December 28, 2020 Chitin Craft (Electronic) Check: 1d20+15 35 Craft (Mechanical) Check: 1d20+15 16 Knowledge (Technology) Check 1d20+16 35 The highs! The lows! A rollercoaster of technical competence!
Fox Posted December 28, 2020 Author Posted December 28, 2020 Well, the mechanical doesn't do him much narrative good - he probably has some insight into some of the things he's seen today, but not a lot that's more than a passing curiosity. May's weird mech thing looks like a kind of unbalanced design in a way that should be obvious to its creator? The electronics and technology checks tell him that a lot of what he's seen today is unfinished (or, in some cases, incompletely-refurbished; some of it looks less 'incomplete' than 'incompletely repaired'), so it's not going to be fully operational. Some of it probably doesn't work at all (not coincidentally, the ones with no apparent demonstrations available). The rest don't appear to have any security measures in place stronger than "taze/shoot madman who uses technology bad". The guards do appear to be packing less-lethal zappy-type guns, though. A couple 35s, let's reward those: Nothing here would occur to him as particularly hostile to his own technology, outside of, you know, the ones that are obviously weapons and are hostile to everybody by virtue of being weapons. Those missiles are disarmed. They've made a decent effort at hiding the fact that they have no payload. Most of the stuff that looks semi-functional is either missing a power source, or has been hooked up to something very inadequate to its needs. If he watches superhero news, he might recognize a fair number of the projects out here as being, or being based on, things actually deployed by lower-rent super-science villain types in the past.
Fox Posted January 7, 2021 Author Posted January 7, 2021 Hmm! Make me...a Bluff check! Nat's quick on the uptake and will aid it: Aid, DC10: Bluff Check: 1d20+12 32 ....yeah, alright. Take a +4 bonus on your check, Ryder.
Gizmo Posted January 7, 2021 Posted January 7, 2021 Chitin Spending an HP on Beginner's Luck to get 5 ranks in Bluff! Bluff Check; +5 Beginner's Luck, +4 Aid: 1d20+12 32 Oh wow.
Fox Posted January 11, 2021 Author Posted January 11, 2021 Alright. Give me a Notice check for Ryder.
Gizmo Posted January 11, 2021 Posted January 11, 2021 Chitin Notice Check: 1d20+5 17 The armour also gives him Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP] if that matters here!
Fox Posted January 13, 2021 Author Posted January 13, 2021 Go ahead and give me an initiative roll, Gizmo.
Gizmo Posted January 13, 2021 Posted January 13, 2021 N-not a Diplomacy check? Chitin Initiative: 1d20+10 14
Fox Posted January 15, 2021 Author Posted January 15, 2021 They aren't really here for diplomacy! But, sure, make one of those too why not.
Fox Posted January 15, 2021 Author Posted January 15, 2021 With that dex bonus, they'll be...not moved, per se, but willing to let Chitin stand aside, and they won't all jump him at once right at the start of combat. Initiatives: Nocturne: 12 Monkey Brother 1: 14 Monkey Brother 2: 13 Monkey Gang 1-6: 12, 14, 11, 11, 8, 4 Normally, we'd just break ties by dex bonus - but since that'd still leave us with a tie between Chitin and Monkey Brother 1, I'll do it by init bonus. Round 1 14: Chitin, 3HP 14: Monkey Brother 1, flanking left 14: Monkey Gang 2, w/ MB1 13: Monkey Brother 2, flanking right 12: Monkey Gang 1, w/MB1 12: Nocturne, 2HP 11: Monkey Gang 3, minion, w/MB1 11: Monkey Gang 4, minion, w/MB2 8: Monkey Gang 5, minion, w/MB2 4: Monkey Gang 6, minion, w/MB2 General notes: May is unharmed, standing near her robot. The crowd has thinned, and is panicking. The security forces are stunned but conscious. GM post coming, then Chitin's up.
Gizmo Posted January 15, 2021 Posted January 15, 2021 Chitin Move Action: Jump down to the left group. Standard Action: Attack Monkey Gang; Takedown Attack 2: 3#1d20+6 17, 11, 18 Going to reroll the middle one: Attack Monkey Gang; HP Reroll: 1d20+6 16 Which becomes a 26. That's a DC 25 Toughness Check for each of the gang members in sequence, assuming they fail! Obviously won't bother rerolling if the first doesn't fail.
Fox Posted January 15, 2021 Author Posted January 15, 2021 They are extremely unlikely to make that, but let's find out: Toughness Saves vs. Chitin, DC25: 3#1d20+6 12 8 20 Down they go!
Fox Posted January 16, 2021 Author Posted January 16, 2021 Monkey Brother 1's having none of that, and goes to attack Chitin. Melee attack roll: 26 If that hits Chitin, please make a toughness save, DC23. Please also make a grapple check.
Gizmo Posted January 16, 2021 Posted January 16, 2021 It hits! Toughness Save vs DC 23: 1d20+5 23 Yoooooo! Opposed Grapple Check: 1d20+11 16 Noooooo! EDIT: Notice Check: 1d20+5 23
Fox Posted January 16, 2021 Author Posted January 16, 2021 Today's monkey fact is that monkeys are really strong. Monkey Brother 1's grapple check: 31 Chitin is Bound. The good news is that Monkey Brother 2's pretty sure his bro has this; he will spend his turn just continuing toward May and take no real actions otherwise.
Fox Posted January 16, 2021 Author Posted January 16, 2021 Nocturne's going to stand up from her hiding spot and move far enough forward to see...anything. Force field up! She was going to try to clear some goons too, but, uh. Priorities. Nocturne makes a ranged attack roll against Monkey Brother 1: 27! That'd hit even without grapple penalties. Grapple check: 35 Monkey-Man defends with a grapple check: 21 Monkey Brother 1 is Bound. There's a weird interaction here with chains of grapplers and the Bound condition, but I'm going to rule on descriptors and base mechanics: Monkey Brother 1's grapple requires sustained physical interaction, which he can't do while bound & helpless. Chitin can free himself from the grapple without contest, as long as Monkey Brother 1's still Bound when Chitin's turn comes back around (which seems...likely). That's it for Nocturne's round, though.
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