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Fox, December 26, 2020 in Hanover
To start us out, give me a Notice check for just general eavesdropping and maybe finding May. Let me know if Ryder's looking for anything special.
Notice Check: 1d20+5 20
He’ll specifically be looking for anything that seems to fit May’s design sensibilities based on the robot gorilla.
Nocturne: Notice Check: 1d20+6 21
Improbable! And adorable.
Results incoming in the IC thread.
One more Notice check, s'il vous plait, and let me know if there's anything else Ryder wants to check or know.
Ryder will be looking primarily for signs of how May's been treated and to a lesser extent any actual security measures that would prevent these 'projects' from being used, especially if it looks like it might interfere with his equipment, too.
Notice Check: 1d20+5 20
May is wearing something under her uniform - with a solid 20, Ryder can be pretty sure it's a bulletproof vest. The overalls hide it pretty well.
She looks like she's been treated okay - any dishevelment appears to just be May being May. She doesn't necessarily look better than when they last saw her, but she doesn't look worse. Better-rested, maybe.
A notice check doesn't give him much beyond the obvious, security-wise - the weird sound bubble does appear to be strictly sound; it didn't seem to interfere with his bugs in any special way, at least. He already knows there are armed guards here and there, and an expected number of security cameras, etc. If he's looking for anything technologically interesting, I'd take a Knowledge: Technology or Craft: Mechanical/Electronic.
Craft (Electronic) Check: 1d20+15 35
Craft (Mechanical) Check: 1d20+15 16
Knowledge (Technology) Check 1d20+16 35
The highs! The lows! A rollercoaster of technical competence!
Well, the mechanical doesn't do him much narrative good - he probably has some insight into some of the things he's seen today, but not a lot that's more than a passing curiosity. May's weird mech thing looks like a kind of unbalanced design in a way that should be obvious to its creator?
The electronics and technology checks tell him that a lot of what he's seen today is unfinished (or, in some cases, incompletely-refurbished; some of it looks less 'incomplete' than 'incompletely repaired'), so it's not going to be fully operational. Some of it probably doesn't work at all (not coincidentally, the ones with no apparent demonstrations available). The rest don't appear to have any security measures in place stronger than "taze/shoot madman who uses technology bad". The guards do appear to be packing less-lethal zappy-type guns, though.
A couple 35s, let's reward those:
Hmm! Make me...a Bluff check!
Nat's quick on the uptake and will aid it:
Aid, DC10: Bluff Check: 1d20+12 32
....yeah, alright. Take a +4 bonus on your check, Ryder.
Spending an HP on Beginner's Luck to get 5 ranks in Bluff!
Bluff Check; +5 Beginner's Luck, +4 Aid: 1d20+12 32
Stealth Check: 1d20+2 16
Alright. Give me a Notice check for Ryder.
Notice Check: 1d20+5 17
The armour also gives him Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP] if that matters here!
Go ahead and give me an initiative roll, Gizmo.
N-not a Diplomacy check?
Initiative: 1d20+10 14
They aren't really here for diplomacy! But, sure, make one of those too why not.
Diplomacy Check: 1d20+15 26
With that dex bonus, they'll be...not moved, per se, but willing to let Chitin stand aside, and they won't all jump him at once right at the start of combat.
Monkey Brother 1: 14
Monkey Brother 2: 13
Monkey Gang 1-6: 12, 14, 11, 11, 8, 4
Normally, we'd just break ties by dex bonus - but since that'd still leave us with a tie between Chitin and Monkey Brother 1, I'll do it by init bonus.
14: Chitin, 3HP
14: Monkey Brother 1, flanking left
14: Monkey Gang 2, w/ MB1
13: Monkey Brother 2, flanking right
12: Monkey Gang 1, w/MB1
12: Nocturne, 2HP
11: Monkey Gang 3, minion, w/MB1
11: Monkey Gang 4, minion, w/MB2
8: Monkey Gang 5, minion, w/MB2
4: Monkey Gang 6, minion, w/MB2
May is unharmed, standing near her robot.
The crowd has thinned, and is panicking.
The security forces are stunned but conscious.
GM post coming, then Chitin's up.
Move Action: Jump down to the left group.
Standard Action: Attack Monkey Gang; Takedown Attack 2: 3#1d20+6 17, 11, 18
Going to reroll the middle one: Attack Monkey Gang; HP Reroll: 1d20+6 16 Which becomes a 26.
That's a DC 25 Toughness Check for each of the gang members in sequence, assuming they fail! Obviously won't bother rerolling if the first doesn't fail.
They are extremely unlikely to make that, but let's find out:
Toughness Saves vs. Chitin, DC25: 3#1d20+6 12 8 20
Down they go!
Monkey Brother 1's having none of that, and goes to attack Chitin.
Melee attack roll: 26
If that hits Chitin, please make a toughness save, DC23. Please also make a grapple check.
Toughness Save vs DC 23: 1d20+5 23 Yoooooo!
Opposed Grapple Check: 1d20+11 16 Noooooo!
EDIT: Notice Check: 1d20+5 23
Today's monkey fact is that monkeys are really strong.
Monkey Brother 1's grapple check: 31
Chitin is Bound.
The good news is that Monkey Brother 2's pretty sure his bro has this; he will spend his turn just continuing toward May and take no real actions otherwise.
Nocturne's going to stand up from her hiding spot and move far enough forward to see...anything. Force field up!
She was going to try to clear some goons too, but, uh. Priorities.
Nocturne makes a ranged attack roll against Monkey Brother 1: 27! That'd hit even without grapple penalties.
Grapple check: 35
Monkey-Man defends with a grapple check: 21
Monkey Brother 1 is Bound.
There's a weird interaction here with chains of grapplers and the Bound condition, but I'm going to rule on descriptors and base mechanics: Monkey Brother 1's grapple requires sustained physical interaction, which he can't do while bound & helpless. Chitin can free himself from the grapple without contest, as long as Monkey Brother 1's still Bound when Chitin's turn comes back around (which seems...likely).
That's it for Nocturne's round, though.
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