Supercape Posted January 4, 2012 Share Posted January 4, 2012 Setting Synth up as taking a job serving. Hope that's ok let me know if otherwise will edit. Link to comment
Cubist Posted January 5, 2012 Share Posted January 5, 2012 Assuming it matters at all, Jube's "pre-thread" investigations will all be Take 20 'rolls' on Knowledge: Business ('roll' is 28), Knowledge: Technology ('roll' is 29), plus Investigate ('roll' is 24). No, Jube doesn't actually have Investigate, but he does have Jack of All Trades, so it's all good. Jube's examination of the toys in his gift basket will, likewise, be Take 20 'rolls', with Quickness so he can spend a minimum of time on said 'rolls'. Skills (including those which are covered under Jack of All Trades) the feline will use are Search ('roll' of 24), Notice ('roll' of 29), Investigate ('roll' of 24), and maybe Craft or Computers, whichever is most applicable (either way, it's a 'roll' of 24). For the necessary sensor/detector devices, Jube will pull a few points'-worth of Gadgets out of his Vest Of Many Things. Finally, Jube will scan the lobby with his Super-Senses. which are: Danger Sense (based on Motion Sense), Low-light Vision, Motion Sense (based on sensing subtle pressure differences when objects move thru air), Normal Olfactory Sense [Extras], Ultrasonic Hearing, Infravision, and Ultravision. Note that in order to use his Infravision, Jube must downshift to a slower tempo than normal; this means he can't apply his Quickness while using Infravision. The Ultravision is just the opposite --Jube must be upshifted to a faster tempo than normal when he's using that power, so his Quickness definitely applies. For the Infravision, it's a normal Notice check (1d20+9=28). For all Jube's other Super-Senses, it's Take 20 plus Quickness for a Notice 'roll' of 29. Again, I'm assuming that all the Notice checks & etc actually make a difference. If they don't... [shrug] c'est la vie. Link to comment
Azuth65 Posted January 7, 2012 Author Share Posted January 7, 2012 Jube finds nothing out of the ordinary, sorry Cubist. Link to comment
Azuth65 Posted January 7, 2012 Author Share Posted January 7, 2012 Okay, you've got a panicked crowd and an robot delivering threats, GO! Link to comment
Cubist Posted January 7, 2012 Share Posted January 7, 2012 It's not clear how many clock-seconds it took for the hostages to get shrunk down to toy-size, but I'm assuming Jube (being a speedster and all) could manage to deploy some Gadgets (assigning the 'gadget points' to appropriate Super-Senses) while the shrinking was in progress. Dunno if this'll work, but it's worth a shot anyway. Plot-wise, I'd expect that any data Jube can gather in this way will only be relevant/useful at the end of the story, when the heroes are figuring out how to restore everyone to their proper size. No idea if Jube's Gadget-sensors can gather any useful info about the robotic minion, but he's gonna try anyway. Are die-rolls needed here? If so, Jube will Take 20 if he can (love that Quickness!). Should standard die-rolls be required, let me know what sort(s) of rolls, and I'll fire up Invisible Castle for them. Link to comment
Azuth65 Posted January 7, 2012 Author Share Posted January 7, 2012 Well he knows the shrinking process originated from the a point at the top of the Eiffel Tower replica. Given his K-tech ranks... The beam reads similar to one previously used by Toy Boy, confiscated by the Freedom League. I'll need a search check for him to pick out where the robot's feed is coming from though. Link to comment
Cubist Posted January 7, 2012 Share Posted January 7, 2012 "Search check"? Not sure if Search exists in MnM -- but Notice does. If Take 20 applies, it's a Notice 'roll' of 29; without Take 20, it's Search (notice) check (1d20+9=11). Regarding the Toy Boy connection: Presumably, some civilian 'top man' examined Toy Boy's shrink-ray and published his results in a scientific journal, yes? Link to comment
Dr Archeville Posted January 7, 2012 Share Posted January 7, 2012 Search exists, it's an INT-based skill. Link to comment
Cubist Posted January 7, 2012 Share Posted January 7, 2012 [re-checks 2E Core rulebook] Well, whadaya know -- I failed my Search. My error; Jube doesn't have 'real' Search, so it's Jack of All Trades time again, and he's only working with his +4 INT bonus, not his +9 Notice. Subtract 5 from the 'roll' and roll just previous, plz. Link to comment
Azuth65 Posted January 8, 2012 Author Share Posted January 8, 2012 Sadly, Jube is unable to tell conclusively if the robot is being controlled remotely or is autonomous. Link to comment
Cubist Posted January 10, 2012 Share Posted January 10, 2012 Jubatus is attempting to calm the crowd's fear and generally make sure nobody does anything crazy. Would a Diplomacy or Bluff roll be appropriate here? Link to comment
Azuth65 Posted January 11, 2012 Author Share Posted January 11, 2012 Okay, combat time. Your foe, is this at PL 9 combat-wise. Wisp: 1d20+7=24 Securitron: 1d20+4=8 Juatus: Glow: Synth: Revenant: Link to comment
Cubist Posted January 11, 2012 Share Posted January 11, 2012 Here be Jube's Initiative roll (1d20+31=45). Link to comment
Scuffles Posted January 11, 2012 Share Posted January 11, 2012 Initiative roll for Glow = 10. A bit slow off the mark, but hey at least she's before the robot right? Link to comment
Supercape Posted January 11, 2012 Share Posted January 11, 2012 1d20+10=25 for Synth, For Info, how far away is said Robot? Link to comment
Tiffany Korta Posted January 11, 2012 Share Posted January 11, 2012 Revenant Initative : 1d20+6=12 Link to comment
Azuth65 Posted January 11, 2012 Author Share Posted January 11, 2012 1d20+10=25 for Synth, For Info, how far away is said Robot? He's about twenty feet away. Link to comment
Cubist Posted January 12, 2012 Share Posted January 12, 2012 Jube wants to look for vulnerable points in the robot's shell. This is presumably a Knowledge (Technology) (1d20+9=19) roll... and I kinda doubt 19 is a high-enough roll to bother with. Ah, well. After not-finding the robot's weak points, Jube will just throw things at the silly machine, this being the SFX for him pulling out a Blast 2 from his Gadgets. Since I still don't feel comfortable with MnM's combat rules I'm gonna walk thru Jube's attack in excessive detail, so that any errors I make will be plain for all to see and correct. So: To hit, I need to make vs a Difficulty Class of [checks Jube's character sheet] 17. Since this is a missile attack, I use Jube's +6 Ranged Bonus and not his +12 Melee Bonus. No size-based modifiers here, no miscellaneous modifiers I can think of, no range penalty. Jube's attack roll on the robot (1d20+6=19) hits, yay! I hope so, anyway... and so the robot gets to make a Toughness save vs a DC of 17. Link to comment
Azuth65 Posted January 12, 2012 Author Share Posted January 12, 2012 Securitron's save, 1d20+9=14 Please make your description and then it's Supercape's go. 45 Jubatus: Unharmed 25 Synth: Unharmed 24 Wisp: Unharmed 12 Revenant: Unharmed 10 Glow: Unharmed 8 Securitron: Injured 1 Link to comment
Supercape Posted January 13, 2012 Share Posted January 13, 2012 In anticipation: Move Action: Reset Variable Power Additional Limbs 2 (Extra: Duration) 4 Extra Arms! [4PP] Elongation 4 (50 Feet) [4PP] 2PP Left over. Standard Action: Grapple Attack on Robot: 1d20+10=15 I seriously doubt that hits, but if it does, by some miracle (is the robot flat footed?)... Grapple Roll (using all limbs for +2, and +4 for Elongation) 1d20+26=44 Link to comment
Cubist Posted January 13, 2012 Share Posted January 13, 2012 Jube's attack: He brings a few 35-millimeter nuts out from one vest-pocket, and throws them at the 'bot at supersonic speed, one at a time in rapid succession. Each individual nut is pretty weak, as attacks go, but all of them together add up to one Blast 2! That's the theory, anyway... Link to comment
Azuth65 Posted January 14, 2012 Author Share Posted January 14, 2012 I'm afraid not SC. Link to comment
Azuth65 Posted January 16, 2012 Author Share Posted January 16, 2012 Wisp's going to put herself between the 'bot and the civilians. Move: Stealth check to get hidden 1d20+15=18 Free action: Quick Change into costume Standard action: Second move action to teleport between the crowd and the robot. 45 Jubatus: Unharmed 25 Synth: Unharmed 24 Wisp: Unharmed 12 Revenant: Unharmed 10 Glow: Unharmed 8 Securitron: Injured 1 Link to comment
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