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Supercape

Space Safari: Jubatus, Wisp, and the Monkey (OOC)

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OOC for this thread.

Yes indeed, it is time to get your skates on, because...

This is a hot hot hot environment.

Fort saves every hour (or maybe a little less) as per core book.

(DC 10, +1 per previous check) to avoid suffering 1 point of temporary Constitution damage. Those who have suffered Constitution damage from are fatigued. Characters who have lost half or more of their Con score are exhausted, while characters with a Con score of less than 3 are unconscious. Characters with Con 0 are dying. Lost Constitution returns at a rate of 1 point per day.

Survival skill check (DC 15 if moving up to half your speed) gives a +2 Bonus (DC 20 to pass this on to one other).

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Ok exploration time!

There is no scent available yet...!

Ultimately this means a little wander in the jungle etc.

Notice rolls and Survival Rolls for all once you set out.

Jube gets +2 Bonus due to his additional Motion Sense.

Also, if you want to deliberately search the area for "stuff" like tracks, or habitats, or just to examine the local flora and fauna, make search rolls and life sciences rolls.

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Jube's Notice check (1d20 + 9 + 2=31) is, like, totally max'ed out!

As for Survival, Jube lacks that skill, but it's not a "Trained Only" skill, so his Survival check (1d20+31=34) -- aargh! That was supposed to be +3, not +31! Well, the die-roll obviously came up 3, so that makes this a 6 -- fail. I'm going to burn one HP for a re-roll; since the d20 can't come up less than 11, it will succeed. And now that I think of it, Survival is a skill you can Take 10 with... so Jube's going to Take 10 on his next couple of Survival rolls. This will give him a 'roll' of 13, so more dice until the cumulative +1s raise the opposing DC to 14.

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+34 to Survival skill! Jungle man!

First things first, there is no purple blur in the immediate vicinity - so you do have to strike out and go looking. Obviously Jube has Quickness so can cover a lot of ground faster, but it wont be long for either of you.

Right you both get a whopping Notice roll, so you can both find a little purple monkey in a high tree top some distance away. More importantly, with that high score, you get the bead on it and it doesn't notice you.

Its about 25 feet from the ground, and 50 feet from your current position, sitting on a rather slender branch of the entangled trees above.

Now, as for Survival rolls: Jube gets a high enough that you don't get lost anyway! However, neither of you get 18+ enough to avoid a natural hazard, so Im throwing in distrubing a nest of biting insectts which bite y'all!

That's a nauseate 5 poison attack for you... DC 15 Fort saves please (limited to sicken result only).

On the positive side, you now have a bead on the monkey, and in a relatively short period of time - you get sweaty, but no need for Fort saves against the heat just yet!

EDIT: If you can think of any cool ways to rapidly get deal with the insects, let me know and it can give you bonuses to above roll (or avoid it alltogether). Ill give Jube a +2 bonus due to quickness as he can rapidly pick them off before they bite.

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Nasty, nasty beetles... Jube's reflexive response: Grab a spray can of compressed air out of his vest -- it's normally used for blowing dirt and such out of keyboards -- and hit the beetles with a blast of high-velocity air. Since the gas is expanding by some large factor, that means it's also very cold; since these beetles are presumably adapted to the excessive heat hereabouts, the cold should affect them to a much greater degree than it would if they were ordinary Terran beetles.

That's the theory, anyway.

Since the DC for the Fort save is 15, and Jube's Fort bonus is +6, I think the cheetah will Take 10 on this roll.

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Sorry to be a pain, but cant take 10 on tough/fort/reflex/will saves (skills, and minion attacks only afaik).

Having said that, its a neat idea. Boost yourself up another +5 to your situational fort save bonus

Total of +10 (+6 base, +2 situational bonus from quickness, +5 from neat idea) = +13 total. Should be enough!

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No worries; Jube's Fortitude save (1d20+6+2+5=19) should be enough to let the feline avoid trouble. And what the heck, maybe he can also assist Wisp? Of course, since she can teleport, all she really needs to do is a selective 'jump' which takes her elsewhere while leaving the friggin' bugs where they are...

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Ill leave that to Wisp ;)

Go ahead and post IC. Jube will have a bunch of red, itchy, and annoying bites, but wont be ill from them.

EDIT: Azuth, teleporting "out" of the insects is a neat trick, but probably pushing it as it stands. Ill certainly allow you to do that by burning a hero point to get some appropriate feat like "selective" or "precise" that allows that fine degree of control to leave blood sucking insects behind.

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Nice Idea with the leaves!

Ill leave you to formulate plan with Azuth as to what you want to do, but feel free to gather some assorted leaves and food (as you saw what he ate you can have a good guess!).

Enticing the creature directly may involve animal handling rolls or diplomacy (with penalty for not knowing same language etc. ) Of course you may wish to follow other paths, Ill let you guys stew it over.

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Azuth, could you edit last post: Supercape is just acting as taxi service for this thread, he is far too refined and acadmic to go trapsing through a jungle! :P

In terms of plan, if you guys are going with the "come little monkey, eat the leaves" one, can you go for a bluff roll? (at -4 penalty because you can't speak to it).

Its not a particularly difficult bluff in itself, but the animal is of course cautious. DC 15, but no taking 10/20 for this one as it has consequences - unless you have skill mastery.

As normal, situation bonuses (or penalties) apply. Higher bluff results will give you follow on bonuses for surprise etc.

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Azuth, could you edit last post: Supercape is just acting as taxi service for this thread, he is far too refined and acadmic to go trapsing through a jungle! :P

In terms of plan, if you guys are going with the "come little monkey, eat the leaves" one, can you go for a bluff roll? (at -4 penalty because you can't speak to it).

Its not a particularly difficult bluff in itself, but the animal is of course cautious. DC 15, but no taking 10/20 for this one as it has consequences - unless you have skill mastery.

As normal, situation bonuses (or penalties) apply. Higher bluff results will give you follow on bonuses for surprise etc.

1d20+13=21

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Jubatus plans to let Wisp do the 'heavy lifting' of making nice to the purple monkey. Whatever the critter does or does not understand, it's got to have a firm grasp of the notion that Sharp Claws And Teeth Are Friggin' Dangerous! Thus, Jube's plan is to play the role of Wisp's support crew; if there's something that needs to be done, he'll do it. Hopefully. As best he can...

Also: As stated in my latest post to the IC thread, Jube thinks there's a good chance of this planet harboring a super-fast predator that likes to eat the purple monkey (see also: evolutionary arms race, such as the cheetah-and-impala thing on Terra), so he's going to patrol the area around the tree Wisp and monkey are sitting in. If a superfast predator does show up, Jube figures it's better for him to play defense, rather than normal-speed-reflexes Wisp. Such is the theory, anyway, and we shall see how well theory stacks up against practice.

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Wisp's going to try an untrained Diplomacy check on the monkey.

1d20+2=19 Assuming that the little simian's previous attitude was indifferent rather than unfriendly, looks like Wisp just made a new friend.

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Jubatus is displaying his innate -10 ranks in Diplomacy. Which isn't actually recorded on his character sheet, but you know what I mean, yes? Anyway, Jube isn't going to make any violent moves, just indulge in forceful rhetoric. He doesn't know if Supercape will take his advice re: returning the monkey to its homeworld, but he sure hopes so, if push comes to shove.

It will be interesting to see how much (if anything) Flowers chooses to reveal in response to Jube's demands for information.

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THe problem is that Mr. Flowers is actually telling the truth!

He is concealing his identity, as the Preserver (something he will not reveal), but otherwise what he says is pretty much spot on.

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Jubatus isn't going to say anything more. If Flowers insists on not filling in any of the holes in his story, Jube obviously can't force him to talk; the most he can do is irritate Flowers. Not a smart move. As for returning the monkey to its homeworld, well, Supercape is the one who holds the 'keys' to the 'car', and again, Jube can't really do much about it, except maybe annoy Supercape. Which is, again, not a smart move.

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except maybe annoy Supercape. Which is, again, not a smart move.

Takes a lot to annoy him!

Ill take your suspicions into account for master thread get together however.

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except maybe annoy Supercape. Which is, again, not a smart move.

Takes a lot to annoy him!

Ill take your suspicions into account for master thread get together however.

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