Ari Posted November 25, 2012 Author Posted November 25, 2012 Hm. Good point. Make that a minute and a half Moving All-Out to get up the flights and to the scene of the incident. EDIT: 'DOWN' the flights, our Foe is not the kind to fly through windows.
Aoiroo Posted November 25, 2012 Posted November 25, 2012 A minute and a half is 15 rounds, 15 x 400 = 6000ft, that's a really big building.
Ari Posted November 25, 2012 Author Posted November 25, 2012 The incident takes place in the Public Access level, which is 11 floors down. Most of the time is spent just getting past the security doors and making sure the intruder doesn't slip past them. There are only a few doors, and they each only take about eight seconds each, but they do add up. If they had no impediments whatsoever, it'd be around a few seconds for both of them to get down there.
Aoiroo Posted November 25, 2012 Posted November 25, 2012 Right, okay, security doors does make sense, they wouldn't just let her run down unimpeded, it is a secure facility and it's not like she can go through the walls (which after Kimber's last visit they might of seen to fix that). Anyway, when she gets down there, what does she see and is there any knowledge checks or stuff?
Ari Posted November 25, 2012 Author Posted November 25, 2012 Just to be clear, there's no attack happening yet. But Security Man rightly expects one to happen soon. This is set before Ghost Girl's check-up at the Lab, so I don't think that would be as difficult now as then. But yeah! Alright, what the pair see when they get down there is a guard checking another, unconscious guard. In preparation for the GM post, feel free to make a Sense Motive and/or Notice roll.
Ari Posted November 25, 2012 Author Posted November 25, 2012 King's rolls: Sense Motive 17. Nope! Notice: 28. Okay, that does better.(DC on both is 20.)
Aoiroo Posted November 25, 2012 Posted November 25, 2012 Taking ten on notice, 20, and sense motive 26
Ari Posted November 25, 2012 Author Posted November 25, 2012 Okay. Neither notice anything physically amiss about the guy, but he's obviously not telling the truth, or at least not all of it.
Aoiroo Posted December 1, 2012 Posted December 1, 2012 Catalyst heads into the interrogation room, before hand she removes her guns so she isn't armed when she does so. She goes in and rolls diplomacy, 2, gonna reroll that with an HP. and 20 this time.
Ari Posted December 1, 2012 Author Posted December 1, 2012 That nets her the answer to any questions she asks, though the Grue might not answer them quite fully.
Aoiroo Posted December 12, 2012 Posted December 12, 2012 What gender are the medics helping the grue?
Ari Posted December 23, 2012 Author Posted December 23, 2012 Alright, guard will grab the nearby medic and try to hostage his way out of a sticky situation. KoS preliminary attempt to talk him down: 15. Well, doesn't make the guy start shooting, but following attempts increase the DC by 3 each.
Ari Posted December 29, 2012 Author Posted December 29, 2012 Now then, another Diplomacy check, opposed by the clone's Diplomacy. King of Suits: 28....Huh! Clone: 3. Okay, now I just need to make it really, really convincing.
Ari Posted February 9, 2013 Author Posted February 9, 2013 Alright, for both of us a Stealth and Notice roll, DC for the Notice is 20. KoS, he takes 10 with Skill Mastery for a result of 25. Notice roll: 28. Okay then.
Aoiroo Posted February 9, 2013 Posted February 9, 2013 Skill mastery for Notice, so that's twenty for Catalyst, and Stealth 25 okay then.
Ari Posted February 9, 2013 Author Posted February 9, 2013 Alright! Both of them hear and feel the soft click and fresh draft of another door opening, and Catalyst sees the tell-tale form of a roughly humanoid figure coming into the room. Hunter's Notice roll vs. DC25: 20. Almost! KoS and Catalyst remain hidden in the darkness.
Ari Posted February 12, 2013 Author Posted February 12, 2013 King of Suits makes a Bluff roll to try and Trick Hunter into attack a place several feet away from he and Catalyst: 28! Hunter's opposing Sense Motive roll: 20. Succeeded.
Ari Posted February 18, 2013 Author Posted February 18, 2013 KoS initiative: 27. Hunter initiative roll: 19. Catalyst has a surprise round. Go right ahead.
Aoiroo Posted February 18, 2013 Posted February 18, 2013 Catalyst shoots him with her strongest snare, 13, and misses.
Ari Posted February 19, 2013 Author Posted February 19, 2013 And we're in rounds. Round 1. Catalyst: Unharmed, 2HP King of Suits: Unharmed, 2HP Hunter: Unharmed-GM
Aoiroo Posted February 19, 2013 Posted February 19, 2013 Rolling snare again, 11, critical fail. Right, KoS turn.
Ari Posted February 20, 2013 Author Posted February 20, 2013 We're basically at the end here, and that first one only missed by 2, so feel free to re-roll if you want! KoS will attack with a razor card to try and knock the gun out of his hand. A ranged Disarm attempt, so -4 to his Attack roll: 21. -4 makes it 17, hits. Strength roll: 5. Reroll(1HP)!: 12. +10 makes it 22. DC22 Strength roll: 20. His is disarmed. His gun goes flying out of his hands, and it will take a full-round for him to get it back, IF he passes the Search check. KoS moves away from Hunter, answering Catalyst. Hunter searches for his gun, DC25: 30. Welp! Round 2. Catalyst: Unharmed, 2HP King of Suits: Unharmed, 1HP Hunter: Unharmed-GM
Aoiroo Posted February 20, 2013 Posted February 20, 2013 Well, Catalyst is allowed to miss and I already posted. Anyway, snare again, 21, that's DC 20 reflex, plus an additional DC for every 2 it's above the hit.
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