Ari Posted February 18, 2012 Author Posted February 18, 2012 End of Round Four, Beginning Round Five. Order: 1. Glow: Unharmed, Fatgigued, 0HP 2. Arcturus: Bruise 2, 0HP 3. Net Fly: Bruise, Exhausted, 0HP 4. Prof. Expiostinot: Bruise 4, -2 TOU Drained 5. Heraldo: Staggered, Dazed, 0HP You're up Glow!
Scuffles Posted February 18, 2012 Posted February 18, 2012 I think we're starting to run out of steam. Glow's going to sell out as best she can to land a hit. +2 accurate attack, +2 all out attack. 19 sez no!
Vahnyu Posted February 27, 2012 Posted February 27, 2012 Let's see... If Net Fly isn't close to the controls, he rushes with his speed(250mph) Notice check, in case anything 'funny' catches his eye: 1d20+5 → [19,5] = (24) If the controls are rigged in any way, Net Fly will attempt to disable the traps by taking 20 on his Disable Device skill, for a total of 30. If he can't, he takes 10. Net Fly doesn't have time, so he'll only take 10 on Knowledge[Technology], for a total of 20, to see what he can understand about the aircraft he's in. He can't pilot to save his life(literally. and the lives of everyone else on the planet, of course), so he will take 10 on Computers to try and engage some autopilot(if it can prevent the aircraft from crashing), or otherwise override the manual controls and guide the plane through it's computers. Net Fly's Suit has Datalink that would allow him to establish communication with the computer even if it lacks an actual interface, using Radio as a medium, and if there's trouble in the system that can't be taken care of normally(Computers), he can enter Cyberspace to deal with it, up-close-and-personal-like. If there's any hardware problem that he finds, he will take 20 on Craft[Electronics], for a total of 30, improvising tools on the way, in order to repair the problem. If he can't(time or pressure, for example), he will take 10 instead.
Scuffles Posted February 27, 2012 Posted February 27, 2012 So what rolls do you want from Kristin for this? From the description it sounds like a straightforward body control / gymnastics trick to get to the other end? There's lasers from the ceiling and the walls so climbing clearly isn't helpful. Can she watch the movement of the beams for a while to see if there's a pattern that might make slipping through easier?
Ari Posted February 27, 2012 Author Posted February 27, 2012 Yes and yes. DEX and Acrobatics checks, DC18 and 20, to get through the avenue. Notice check DC15 to reduce the DCs by 4.
Scuffles Posted February 27, 2012 Posted February 27, 2012 Harsh! Especially the dex check! Notice check: 20 Acrobatics check: 26 Dex check: 21 neat.
Ari Posted February 27, 2012 Author Posted February 27, 2012 Vahn! Sorry for not responding to you earlier. Controls are not rigged, everything is operational, just hastily left. The craft is pretty clearly made for something a lot like a human(basically Lor), and the controls are clearly labeled, with readouts next to them that demonstrate at a glance their purpose. The autopilot is pretty broken, having been shot with an energy weapon. Manual control is easily used, though the myriad of buttons will require guesswork, or careful thought, to figure out their use. DC14 INT check to use the manual controls properly. There are no non-physical problems with the ship, and you connect with it without incident. There is a wiring issue due to the shooting of the autopilot, which Net Fly repairs. If it had gone unnoticed, it would have led to an detonation from the packs of plasma tubing running through the consoles. Pilot check, DC18 please.
Vahnyu Posted February 27, 2012 Posted February 27, 2012 Ehhhmmmm, as Serge is untrained in Pilot, he cannot use the skill at all. Can you take 10 on an ability check? If so, Serge will do that for a total of 15 on his intelligence check. If not, the roll is: 1d20+5 → [3,5] = (8) ... Yeah, Ghastly.
Ari Posted February 27, 2012 Author Posted February 27, 2012 Well dang. Since this is after the combat, HPs have been refilled. You could reroll if you wish.
Vahnyu Posted February 27, 2012 Posted February 27, 2012 1d20+5 → [12,5] = (17) Yeah... At least, it passes the check.
Ari Posted February 27, 2012 Author Posted February 27, 2012 Okay, since you very nearly succeeded, you get a +2 to your attempt to use the Computers skill to pilot the vessel instead of using the controls. DC19.
Vahnyu Posted February 27, 2012 Posted February 27, 2012 Taking 10 on my computers skill, for a total of 22(With the +2).
Ari Posted March 2, 2012 Author Posted March 2, 2012 Granspear! So sorry for ignoring you, what would you like to do?
GranspearZX Posted March 2, 2012 Posted March 2, 2012 No worries; figured you'd get to me eventually. Arc's looking for entrances other than the front door and the smoke-spewing window. Also, does the 'no harming' rule extend to the wyvern? Just curious, just in case there's some scaly wrath on the way. :P
Ari Posted March 2, 2012 Author Posted March 2, 2012 Yes, for the exercise's purposes, the wyvern is technically out of bounds in regards to lethal force. If Arcturus can get the same effect he wants with guile or whaling the tar out of it until it bolts or is an unconscious heap on the ground, that would be preferred.
GranspearZX Posted March 3, 2012 Posted March 3, 2012 This poses an interesting dilemma, yes. *ponders* Sneaking up on the wyvern is in order then! Stealth check: (1d20+10=20)
Ari Posted March 3, 2012 Author Posted March 3, 2012 Alright, Wyvern gets a -3 to its Notice due to being pretty sound asleep. Using the Dragon template from the Core. 18. Arcturus's footsteps go wholly unnoticed.
Ari Posted March 3, 2012 Author Posted March 3, 2012 Alright, agents(using the Soldier template from the Core) init. roll: 19. Agents 1-3 on the upper level will simply Attack with their oh-so-awesome +5 DMG rifles: 14, 18, 12 second hits, DC20 TOU save please. EDIT: her Impervious totally negates that. NVM. Upper Agent 4 will make his way by 20ft. to the alarm. About a third of the way there. Lower Agents 1-4 will make a Move action to the Upper level, and Ready an Attack with their fragmentation grenades. Trigger: Glow moving from her current spot. Agent 5 will make an Intimidate roll against Glow: 16.
Scuffles Posted March 3, 2012 Posted March 3, 2012 Will save vs intimidate: 21 Standard action: Glow will use the area attack from her telekinesis array to hit as many of the OVERTHROW agents as she can while ensuring she includes the one moving towards the alarm in the area. She will take 10 on her attack rolls for a total of 16 which should be enough to hit. The save DC is 21. Move action: Glow will start making her way towards the alarm so that she's between the bad guys and it (if she can get that far).
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