Ari Posted February 20, 2012 Author Posted February 20, 2012 Okay! So new order: 1. King of Suits: Bruised, 3HP 2. Spitfire: Unharmed, 0HP 3. Voltage: Unharmed, 3HP 4. Synth: Unharmed, 1HP 5. Katanarchists 6-15 King of Suits will attack one of the Katanarchists, and hopefully get a ki..-knockout chain. Attack roll: 35. That hits. Against Concealment roll: 17. Hits the right spot and person! DC19 TOU check for Mr. Katanarchist #13(the one that hit him last round): 21. You CANNOT be serious. Spitfire is up!
Eviscerus Posted February 20, 2012 Posted February 20, 2012 Going to blast with autofire one of the dudes tryin to carry off a hostage. 21 to hit So that's a DC 26 toughness save plus whatever autofire makes it by. Go down sucka!
Ari Posted February 20, 2012 Author Posted February 20, 2012 That hits, what with him being a PL5 and all. DC26 TOU roll: 17, failed! narrate the dropping of the hostage-taking brute as you please!
Thunder King Posted February 21, 2012 Posted February 21, 2012 21 to blast a ninja, DC25 toughness save if it hits
Ari Posted February 21, 2012 Author Posted February 21, 2012 Ninja targeted is #6 as decided in Chat, that hits. DC26 TOU save: 20, failed. He's out, narrate their defeat as you wish.
Supercape Posted February 21, 2012 Posted February 21, 2012 Right, you know what? I'm burning a HP to get takedown feat for the scene. So, attacking a series of them, taking 10 to attack, and DC 25 Toughness checks for all who get hit. I don't know how many are together, but Ill let you decide that and roll accordingly!
Ari Posted February 21, 2012 Author Posted February 21, 2012 Okay, that hits all of them thems. #9's TOU save: 8, fails. #10: 11, fails. #11: 21, fails. #12: 6,fails. #13: 21, fails. #14: 18, fails. #7: 20, fails. #8: 7, failed. That's all of them! Combat over! Narrate Synth's kicking of tails as you please! HP for all for the speedy cleanup.
Eviscerus Posted February 21, 2012 Posted February 21, 2012 Perhaps Spitfire's knowledge of the low down on the streets might tell him why they Katanarchist's would be hitting this bank in particular? Or why at all, they planning something big? That kinda thing Seriously doubtful considering his poor skill level but let's give it a go anyways 23 good check considering only a +5 to the skill!
Ari Posted February 21, 2012 Author Posted February 21, 2012 That totally deserves a result. Spitfire learns that This bank has been avoided by people in gradually larger and larger numbers due to a rumor that it was built where a supervillain had once lived. Nobody wants to find out if this is true by being there when it happens.
Ari Posted February 21, 2012 Author Posted February 21, 2012 Search check DC30: 35. Marcy finds three tubes set at the top of the rear wall in the vault. They clearly aren't part of the place's general construction, and have a fine red dust on them.
Ari Posted February 22, 2012 Author Posted February 22, 2012 Okay, CAN Voltage find the right blueprints scanned and held as files in the city database? Of course he can. DC20 to find the right thing quickly.
Thunder King Posted February 22, 2012 Posted February 22, 2012 Taking 10 for a 35 on a computers check to look into the city database for blueprints. Voltage kinda has this one in the bag...
Ari Posted February 22, 2012 Author Posted February 22, 2012 And I ought to describe what the bank and older place look like. Bank looks precisely like the one detailed in the Core Rules 2E, though about 2/3 the overall size. The older building looks like a residential structure, an old Victorian-styled complete with random tower. The blueprints detail three secret passages in the general area where the vault is in the bank.
Ari Posted February 27, 2012 Author Posted February 27, 2012 King of Suits will make a Knowledge(Physical Sciences) check to determine what the grains are from, and what they do, DC18: 22. It's the remains of a gas compound that distorts sound as well as sight, odds are it was used to cover the noise of the ninjas' arrival.
Supercape Posted February 27, 2012 Posted February 27, 2012 If she can, Synth will try tapping on the walls and floor of the vault and lowest parts of the blank, the old "is it resonant" trick, albeit using her tremorsense to help. Taking 20 on the notice roll for 25 if possible.
Ari Posted February 28, 2012 Author Posted February 28, 2012 Oh sure, no time pressure. In the vault she finds a 6'x4' hollow section in the rear wall, just under where the tubes are, and another one in the floor.
Eviscerus Posted February 29, 2012 Posted February 29, 2012 Alright this is going to be completely fruitless I'm sure but Spitfire's gonna try a search check 14 Yeah, unless it was hidden by a 10 year old with markers pointing to where it is, Spitfire isn't gonna find anything "hidden"
Ari Posted February 29, 2012 Author Posted February 29, 2012 Nope, nothing more is found from Spitfire's efforts. Except for the sliding panel in the rear wall of the vault with the two buttons underneath it.
Supercape Posted March 1, 2012 Posted March 1, 2012 Akthough its largely for fluff rearranging stem cell array: 1 PP: Additional Limb 1 (Hand) 1 PP: Anatomic Separation 1 (Hand) 1 PP: Elongation 1 (5 metres) - so the hand can reach the button!
Eviscerus Posted March 4, 2012 Posted March 4, 2012 Spitfire will attempt to search for any traps before proceeding I suppose. Also, is the hallway metal/stone as well or is it made of something more.. *ahem* flammable? 10 for my search check. If anyone else is better at it, I wouldn't mind some back up on that, lol
Ari Posted March 4, 2012 Author Posted March 4, 2012 It's made of metal, actually. And KoS's Search check(because I stank at remembering to do things): 31. Neither he nor Spitfire see anything. Nor do the cards set off any kind of trap. As far as can be told the place is totally safe.
Supercape Posted March 4, 2012 Posted March 4, 2012 Synth Reconfiguring Stem Cell Array: 1 PP: Anatomic Seperation [Eye] 1 PP: Feature [Additional Eye] 1 PP: Radius Vision Keeping the rest free. If it is dark there, she will grow here eyes to manga size for low-light vision for an extra PP.
Supercape Posted March 15, 2012 Posted March 15, 2012 Further information: Turning the same colour as the walls of the tunnel as per polychromatic feature. I presume it is "relatively" monochromatic here, enough to give her a +2 bonus to stealth? in case we need it 1d20+10=21 for Stealth roll, I didn't add any possible bonus from her colour.
Eviscerus Posted March 15, 2012 Posted March 15, 2012 Not a bad idea, Spitfire will try his hand at stealth as well 29 i guess it'll do, hehe
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