Supercape Posted December 14, 2014 Share Posted December 14, 2014 OOC for [url= this thread. Endevours history returns! Please also use this OOC for any ideas, directions, or complications you want the story to go. Link to comment
The Sailor Posted December 14, 2014 Share Posted December 14, 2014 Present and accounted for, SIR! Link to comment
Supercape Posted December 14, 2014 Author Share Posted December 14, 2014 ok some rolls: DC 10 Sense Motive to get a sense that the woman is actually highly emotional - a mix of emotions rather than any specfic one, about finding / meeting Sar. DC 20 Medicine / Life Sciences noting that she has ataxia (highly uncoordinated, low DEX medical condition). DC 25 to spot that it is a genetic ataxia rather than later developed / acquired from brain injury etc. Link to comment
The Sailor Posted December 14, 2014 Share Posted December 14, 2014 Sense Motive: 1d20+10 29 - As my Sense Motive modifier is +10, I auto make that DC. Will Roll though.Medicine Roll: 1d20+10 30: Wow... very 30, much impressed. Link to comment
Supercape Posted December 14, 2014 Author Share Posted December 14, 2014 Computers Roll to interpret the readouts Hannah gives you: DC 20 Maps of FC Sewers, some abandoned. An important (and concealed) e mail from 'Doctor@Sparks', alongside various schematics for cybernetics DC 25 You can place roughly where Doctor Sparks is, and that he has acquired major "Hack points" underground to listen in on the city DC 30 The IP address and wire connections maps can pinpoint Doctor Sparks herself Link to comment
The Sailor Posted December 14, 2014 Share Posted December 14, 2014 Computer Roll: 1d20+10 18 Looks like I do this the hard way. Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 Ok could you throw me a notice roll, DC 22, there will be some penalties due to low light (at least, spotting anything more than 25' away, as I presume the wand is glowing!) Link to comment
The Sailor Posted December 15, 2014 Share Posted December 15, 2014 (edited) The wand is indeed glowing!Notice check: 1d20+10 20 Missed the notice by 2 Edited December 15, 2014 by The Osprey Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 Hovering Microbot Stealth attack 1d20+5=19 its a lucky hit on a flat footed Endeavour! The dart is a Paralyse 5 Poison She is immune to that, although I will offer up a Hero Point if you wish to the descriptor (a poison dart) to actually work on (as its a sealed environment suit). Your call. Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 Also, an initiative roll please. The microbot has 1d20+5=16 but actually only 11, as I brain farted (its initiative is +0!) Link to comment
The Sailor Posted December 15, 2014 Share Posted December 15, 2014 (edited) I'll take the hero point, as it punctured. +2 Hero PointsFortitude Check (DC15): 1d20+4 7 - And missed by more than 5Initiative: 1d20 4Now do I pick up a second HP for getting that result on the fortitude check? Answered, now I got 3 HPs. Edited December 15, 2014 by The Osprey Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 Right, so... Round 1: 11 - Hoverbot - Unharmed 4 - Endevour - Paralysed, 3 HP NOte that outside the wands lighting, it is low light conditions Hannah has a nominal Initiative of 7 but wont be engaging in combat. Hoverbot will move up to Endevour, and attempt a grapple (despite its size, it is strong!) it automatically hits the paralysed Endevour, and I think essentially cannot be resisted, so Endevour is now in a grapple Pin! Link to comment
The Sailor Posted December 15, 2014 Share Posted December 15, 2014 Okay what am I rolling to resist the grapple? Noting that +5 for the stunt I'm about to pull... Link to comment
Supercape Posted December 15, 2014 Author Share Posted December 15, 2014 well, its your grapple bonus versus the robot, but first off, work out how many rounds you are paralysed for with some fort saves! Link to comment
The Sailor Posted December 15, 2014 Share Posted December 15, 2014 Uh, immunity kicks in this round... Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 It can indeed - how do you want to play this? ULtimately when you recover is, at this stage, simply a matter of how far the Robot Drags you. You can of course use a Bluff roll to "Play Paralysed" which is pretty darn easy: DC 5. Otherwise you can "Wake" and counter that grapple. Link to comment
The Sailor Posted December 16, 2014 Share Posted December 16, 2014 I'm gonna bluff... I want to know what's up... So far it seems only I have been attacked. Sadly it's a straight-up roll.Bluff Roll: 1d20 16 Seems I'm good. Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 Post awwaaay! You may want to give me a notice roll DC 15 and a Sense Motive Roll DC 15 for the next scene in advance! Link to comment
The Sailor Posted December 16, 2014 Share Posted December 16, 2014 Notice check: 1d20+10 24 Gonna hero point the sense motive. First Roll was this: Sense Motive: 1d20+10 13 Second Roll: Sense Motive (Hero Point Used for Re-Roll): 1d20+10 26 2 Hero Points left. Link to comment
Supercape Posted December 16, 2014 Author Share Posted December 16, 2014 For reference: Endevour...2 HP! (I like to bold em!) Those successes will be reflected in the upcoming GM post! Link to comment
Supercape Posted December 17, 2014 Author Share Posted December 17, 2014 Behavioural Sciences {Untrained] DC 15 to note that he is suffering from caffeine intoxication and insomnia leading to anxiety and an abnormal mental state. [Trained] (including Jack of All Trades or Eidectic Memory) at DC 20 to note that as a result he is blurting out words in a disinhibited way, restless, and gabbling. Further Caffeine intoxication will worsen these effects. Link to comment
The Sailor Posted December 17, 2014 Share Posted December 17, 2014 Untrained Behavioral Sciences: 1d20+5 11 I'm just going to play it by ear here... Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 OK a few rolls OOC please: Knowledge [Physical Sciences] to get a feel for the explosive riggage. [DC 15] Untrained The bombs look reasonably powerful but are designed to blow the entrances/exits, rather than the laboratory itself. Although it may cause collateral damage. [DC 25] You can precisely calculate the damage and the structural integrity of the laboratory. In essence, this would be a Damage 10 Explosion to the exit that is rigged, and a Damage 3 Explosion to the Laboratory. From your map recall and in conjuction with your analysis of the lab, there wouldbe minimal to no risk to the structures above. A burst pipe or two at best/worst. Also DC 20 Sense Motive Check Something very tense between Hannah and Doctor Sparks. She is very concerned about what conversation she missed and what Doctor spark may have, or may not have, said Finally DC 25 Life Sciences Check Doctor Sparks is putting in a neural impant into Hannahs head, that will allow her to hugely improve her neurological function, although the shock it delivers will be painful for Hannah. It is more like a "jolt" temporary cure than permanent solution. Link to comment
The Sailor Posted December 28, 2014 Share Posted December 28, 2014 (edited) Knowledge: Physical Sciences: 1d20+10 17 HERO POINT Knowledge: Physical Sciences: 1d20+10 23 No go on the 25 Sense Motive: 1d20+10 15 No dice Medicine Roll: 1d20+10 16 - Medicine Roll, no go. Edited December 28, 2014 by The Osprey Link to comment
Supercape Posted December 28, 2014 Author Share Posted December 28, 2014 Ok, lets go for this then: You can still judge that the structures above are safe (or very likely safe) but cant do the judgement of exactly what strength the explosives will be. Link to comment
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