The Sailor Posted May 18, 2016 Posted May 18, 2016 (edited) Barely made it. Dex Check (DC 5, +0): 1d20 10 I'll post my shenanigans and getting out of dodge. Edited May 18, 2016 by Sailor
Exaccus Posted May 20, 2016 Posted May 20, 2016 Time for a bit of scouting me thinks, esp away! Need to locate richard and a suitable escape route and hopefully some information on this sinister abducty experimenty science place.
The Sailor Posted May 20, 2016 Posted May 20, 2016 (edited) So what should I do? Once I can post should I post my looking around trying to figure out my situation? I don't know what I'm doing at the moment. Maybe a post from Exacc could give ideas... Edited May 21, 2016 by Sailor
Ari Posted May 21, 2016 Author Posted May 21, 2016 Exaccus, make me Notice and Search rolls, please. Sailor, well Santos went one way to go get help, so probably go the other way. Right now it's just lots of cell doors. Make me a Notice roll, and a Wisdom check, please.
The Sailor Posted May 21, 2016 Posted May 21, 2016 (edited) Wisdom Check: 1d20+3 9 - HPing this one. Wisdom (Hero Pointed): 1d20+3 19 - Doesn't feel much better, but I gotta stick with the 19. Notice: 1d20+15 21 - Will this do? 1 Hero Point left Also still waiting for Exaccus to post. Edited May 21, 2016 by Sailor
Ari Posted May 21, 2016 Author Posted May 21, 2016 So, old place, need for larger avenues for maintaining the still larger infrastructure. As she goes, Endeavor spots a well-hidden hatchway that leads into the inner workings of the base. And odds are pretty good that stuff leads to the other, likely more advanced areas that see more frequent use, while being relatively unguarded and unobserved. Long story short, Endeavor is now in the guts of the complex, there's clearly-marked signage to help the engineers who come down here, with Barracks, Test Chambers, Equipment Lab and Operation Hub the most notable and most dependent on all the stuff Endeavor currently has access to.
The Sailor Posted May 21, 2016 Posted May 21, 2016 Wagering the barracks are gonna be teeming with guards and being in the test chamber is bad news, the Equipment Lab might be an option as Sakurako needs to at least buy herself taking one square hit in the chest. Should I just edit my recent post IC to include what I do next?
Ari Posted May 21, 2016 Author Posted May 21, 2016 You don't have to if you don't want to. If you want a mental image, think old Cold War underground cities, CERN, Gotham's sewer system.
The Sailor Posted May 21, 2016 Posted May 21, 2016 (edited) Might work out to have it as a seperate post so I can be quoted if needed... It's a double-post, but it'll have to do. Edited May 21, 2016 by Sailor
Ari Posted June 6, 2016 Author Posted June 6, 2016 Sorry people! Sailor, will give a description in the next GM post. Exaccus: Given that he just got these powers, Alex has trouble parsing the layout of the facility around him but zeroes in on some very useful, if limited, information.
The Sailor Posted June 6, 2016 Posted June 6, 2016 Spending my last Hero Point for inspiration. I got no clue how to proceed.
Ari Posted June 7, 2016 Author Posted June 7, 2016 Grab some stuff and get your stuff back! This room, for simplicity's sake, gives you access to three extra Easy-to-Lose Devices up to rank 4, with whatever Powers you like, for the duration of this thread. Maybe something that messes with electricity/controls electronics to open doors, or magnetism to bring the fan and vent down on the technicians' heads(they have helmets, they'll be just fine), or a short-range space-warper to just walk into the room.
The Sailor Posted June 7, 2016 Posted June 7, 2016 (edited) The warping sounds like a bad idea as it'll open me to those two well equipped guards in the room. I'll have to write these things up. Gadget 1: Warp Trigger - A hand-held device that allows the user to jump past walls and other obstacles. Perfect for theft. Device 4 (Warp Trigger, 20PP Container; Easy to Lose) [12 PP] Technology Teleport 5 (Warp Shunt; Accurate, Unreliable (5 uses), Change Direction, Change Velocity, Easy, Progression Mass(6), Turnabout) [20PP] Technology, 500ft range Move Action, 5 Mile Full Action, 10,000 pound capacity Gadget 2: Mag-tether - A hand-held device that creates a electromagnetic field that can either pull up the user or be reversed to pull with prodigous strength to the user or in a direction. Device 4 (Mag-tether, 20PP Container; Easy to lose) [12 PP] Technology Super-Strength 9 (Maglift; Range(90 ft), Unreliable (5 uses), 2 Alternate Powers) [20PP] Technology, Magnetism Super Movement: Slow-Fall (Mag-Levitation) [1 PP] Technology, Magnetism Super Movement: Swinging (Mag-tether) [1 PP] Technology, Magnetism Gadget 3: Security Distruptor - A Hand-held device that projects a high-level, directed EMP pulse that disrupts security systems. Device 4 (Security Disruptor, 20PP Container; Easy-to-lose) [12 PP] Technology, Magnetic Dazzle (All Visual) 10 (Visual Disruptor; Poison, Limited: Technology, Range: Touch) [10PP] Technology, Magnetic Nullify (All Technology Powers) 10 (Computer Disruptor; Range: Touch) [10PP] Technology, Magnetic The whole goal is to get to my suit and wand of course. Edited June 7, 2016 by The Sailor
The Sailor Posted June 7, 2016 Posted June 7, 2016 (edited) Here is my plan. Snag the three gadgets in the frontal room. Use the mag-tether to slam the fan on to the two guys in the room. Then blink in with the Warp-Trigger, snag my suit and wand, using the Security Disruptor to deactivate any security alarms and to get the doors open. More than likely I'll have to abandon the Security Disruptor as it'll be my ticket out of the lab, but I'll still have the Warp-Trigger. I can dump the Mag-Tether as the EM-Wand has a similar effect (and my offensive capabilities). Of course the mag tether I'll be sure to destroy to make sure that doesn't get into enemy hands. Edited June 7, 2016 by The Sailor
Ari Posted June 8, 2016 Author Posted June 8, 2016 That sure was a shift. Go for it, sounds good to me, Sailor. No worry over rolls.
The Sailor Posted June 8, 2016 Posted June 8, 2016 And bang... time to rescue our experiment and start raising some heck.
Ari Posted June 13, 2016 Author Posted June 13, 2016 DC17 Fortitude save, as before, and a DC15 Concentration check to use the Mimicry Container on the napalm.
The Sailor Posted June 13, 2016 Posted June 13, 2016 Meanwhile on my end, Sakurako is hoping she can use her suit's Datalink to hack into the computer systems in the complex. Namely to hijack that drone. Thing is, if there's no Wi-Fi, there's no hacking. Which means I'll have to be a bit more brute force.
Exaccus Posted June 15, 2016 Posted June 15, 2016 (edited) Ok! Fortitude save 1d20+6=23 Haha! Concentration check 1d20+8=9 HPing it i dont think i can fail but heres a roll! 1d20+8=15 +10 for 25 Here is the allocation i would like Damage 8 ("Blazing touch"; Drawback: Full Power)[7pp] Flight 1 (10mph 100ft a round)[2pp] Force Field 6 ("Burning Corona")[6pp] Insubstantial 3("Flame Form")[15pp] though feel free to change anything. Edited June 19, 2016 by Exaccus Adding Mimicry Allocation
Ari Posted June 19, 2016 Author Posted June 19, 2016 Sailor, that is indeed possible, and in using that part of the system learn that there are several other "turrets" with various effects in the other chambers. Only one other is active, maintaining a stasis field around some kind of energy life-form dubbed "Subject 00002". Exaccus, the Full Power Drawback is disallowed by House Rules, so instead I decree that it has Inaccurate(-2 to Attack rolls). Both of you get a HP for getting this far with minimal alert-causing. GM post shortly.
The Sailor Posted June 19, 2016 Posted June 19, 2016 Is Subject 2 the one in the room where I observed the crime against humanity being perpetrated?
Ari Posted July 4, 2016 Author Posted July 4, 2016 Alright Exaccus, Sailor, what now? You've got the head of whoever was in charge of trying to figure out Facsimile's powers, odds are good Sanchez has gotten the word out that there's been an accident in the cells and is leading a team to help Wu get out of the door he left open. There's somebody else also being picked on by Ghostworks, and the security teams and defence measures are handling the problems of each other. So, what next?
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