Scuffles Posted March 15, 2012 Share Posted March 15, 2012 So if robot types shoot at Kristin where she's standing the prisoners aren't in any danger right? If so I'm guessing that's a "roll initiative" kind of time? 1d20+7=9 of course. From your description can she at least start with a surprise round? Link to comment
Ari Posted March 15, 2012 Author Share Posted March 15, 2012 Indeed she can. Initiative roll for the agents: 20. Huh. Roll for the robots: 16. Link to comment
Scuffles Posted March 18, 2012 Share Posted March 18, 2012 Slow Glow is slow. She does get a surprise round though. Standard action: Attack roll with TK 6 area attack: 19+6=25 Link to comment
Ari Posted March 18, 2012 Author Share Posted March 18, 2012 Okay, that hits..all of them! Rolling Agents first. Using the Soldier archetype, as previous, with PL8 caps instead of PL5 ones. Their 6 DC21 TOU checks: 19, 26, 22, 20, 14, 26. 3 down, three up. The Bot's rolls: 18, 20. Both dropped. THe three still standing make a Move Action down the hall and unleash hellfire on Glow's location. 27, 12, 18. If any of those happen to hit, a DC23 TOU check please. Link to comment
Scuffles Posted March 18, 2012 Share Posted March 18, 2012 Ouch! Kristin's attack was distracting so she's denied her dodge bonus, leaving her with only +2 def. That means they all hit and she needs 3 DC 23 toughness saves at +6 (no defensive roll). 26 / 22 / 15 so two bruises and dazed. Link to comment
Ari Posted March 18, 2012 Author Share Posted March 18, 2012 Okay, round two. 1. OVERTHROW agents. 2. Glow: Bruise 2, Dazed, 1 HP Agents will attack again. 24, 20, 9. So two DC25 TOU checks please. Link to comment
Scuffles Posted March 18, 2012 Share Posted March 18, 2012 Glow's saving at +6 now because of her bruises. 11, 17 Ouch! Going to re-roll that first one with Glow's last HP. 7+6=13, but that becomes 17+6 = 23. Made one hooray. So 17 failed by 6 which is another bruise + dazed. Link to comment
Ari Posted March 18, 2012 Author Share Posted March 18, 2012 GM FIating Glow rerolls the second check. As she isn't here, Scuffles can do it for her. Link to comment
Scuffles Posted March 18, 2012 Share Posted March 18, 2012 Arichamus: GM Fiating you reroll the second. 1+6=7 + 10 for the reroll = 17 again. Same result, bruise + daze. Link to comment
Ari Posted March 19, 2012 Author Share Posted March 19, 2012 A shame. Agents' actions: Move to Glow and make a Grapple Attempt. Grapple attack rolls: 11, 22, 18. Two get past her Defense, so I'll rule that means one doesn't manage to keep their grip on Glow. They drag her into the cell on the left facing from the surveillance room across the hall. HP awarded for the setback, Link to comment
Scuffles Posted March 20, 2012 Share Posted March 20, 2012 So is there anything useful that Kristin can see about her cell? Also, she'd like to see if she can do something about the cuffs. I'm assuming our friendly neighbourhood bad guys aren't incompetent enough that she can just shuck them off, but can she at least try to "step through" her arms to get them in front of her? Possibly an escape artist or acrobatics check? Or are the cuffs encasing her whole forearms which would make that mostly impossible? Link to comment
Ari Posted March 20, 2012 Author Share Posted March 20, 2012 They are little things that cover her hands and the first few inches of her arm just past her wrist. She could totally use an Escape Artist check to get them in a more convenient position. Useful stuff in the cell? There's a shelf on the rear wall that halves the distance to the ventilator in the ceiling, a plate with a spork under the student's bed, and a loose bit of metal on the left-hand wall. It would be easy to remove it from the wall. Link to comment
Vahnyu Posted March 20, 2012 Share Posted March 20, 2012 Well, then. It seems quiet... maybe too quiet, so Notice check, to see if I'm observed in any way. 1d20+5 → [11,5] = (16) Additionally, I'm going to take 10 on my(old) Knowledge Technology skill(for a total of 20), in order to aid my Notice attempt, identify if any cameras or motion sensors or whatnot are in place. And at any rate, taking a stealth check as well, because you never know. 1d20+5 → [18,5] = (23) Yowza! Net Fly will attempt to get close to the inlet, unless he's been watched, in which case, he will try to quiet like disable the cameras, sensors, whatever, by taking 10 on his disable device(20 total, by the old sheet) Link to comment
Ari Posted March 21, 2012 Author Share Posted March 21, 2012 You succeed in detecting the network of small cameras on the walls and floors. It is the work of a moment to disable them by re-routing their observation commands to switch 180 degrees. Link to comment
Scuffles Posted March 21, 2012 Share Posted March 21, 2012 Kristin's escape artist check vs hands-behind-back: 1d20+7=20 Link to comment
Ari Posted March 21, 2012 Author Share Posted March 21, 2012 As established in Chat, the DC was 15, so success! Link to comment
Vahnyu Posted March 23, 2012 Share Posted March 23, 2012 New Stealth Check 1d20+5 → [19,5] = (24) Plan A, Knowledge(Technology) Check vs DC25 for a +4 bonus 1d20+10 → [1,10] = (11) Plan C, Using Datalink to link directly into the device. Taking 10 on Computers(total 20) to beat the DC15. Computers DC35 and Knowledge(Technology) DC17 to beat the security. Not even bothering with a roll. Plan C.b,Computers DC22 to scan the ship's layout.... 1d20+10 → [2,10] = (12) yeah.... So, back to Plan B:"Blowing stuff up!" Link to comment
Ari Posted March 23, 2012 Author Share Posted March 23, 2012 Wait a dang minute, doesn't Net Fly have a +20 to his Computers skill? Link to comment
Vahnyu Posted March 23, 2012 Share Posted March 23, 2012 as a PL8, yes, Ari. However, didn't you say that we should use his PL7 sheet? Link to comment
Ari Posted March 23, 2012 Author Share Posted March 23, 2012 I beg your pardon, that had indeed slipped my mind. :wallbang: Okay now it won't slip. Commence Plan B at your leisure. Link to comment
Vahnyu Posted April 2, 2012 Share Posted April 2, 2012 New Stealth Check. 1d20+5 → [13,5] = (18) Disappointgly enough, A Notice Check. 1d20+5 → [2,5] = (7) Link to comment
Ari Posted April 2, 2012 Author Share Posted April 2, 2012 Notice check from any robots in the areas he passes(using the base robots in the Core): 16. You sidle on by without incident! Link to comment
Scuffles Posted April 6, 2012 Share Posted April 6, 2012 Okay, so Glow doesn't really think she wants to be escaping and running into more guards with her power cuffs on. Her escape plans are currently centered around getting them off. What are her options for doing so? Can she use the blood on her leg to make her wrists slippery and get them off that way? Can she use the metal strip off the wall to break them somehow? Can she pick the lock with a spork? (Okay that last one is probably a bit silly). If none of those work can she use any of them on the door of the cell? Link to comment
Ari Posted April 6, 2012 Author Share Posted April 6, 2012 Yes, yes and yes. For reasons that defy all logic it's a metal spork. DC18 DEX roll to strategically smear blood over her wrists to help with getting the 'cuffs off(reduces final roll by 4) DC16 Wisdom check to properly use the spork in loosening the lock and the mechanical hinges that are part of the 'cuffs(reduces it by 2). DC18 STR check to loosen the 'cuffs with the slightly protruding bit of metal(reduces by 8). Final check: DC30 Escape Artist check, if all succeeded it becomes DC16(yes I know you can count, I'm a lot less sure of my own ability to keep track of this stuff ) EDIT: As agreed in Chat, the rolls have been changed to an Acrobatics, Concentration and Disable Device roll series. Still leading up to that Escape Artist check, and still the same DCs. Link to comment
GranspearZX Posted April 6, 2012 Share Posted April 6, 2012 So it looks like Arcturus is going to try to recreate the Circle of Salt. Is there enough information about it between Waker and the books around his tower to actually pull that off? Link to comment
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