Vincent "Scab" |
"Hmm, anyone got any microfusion cells? I could make an EMP grenade with the guts of these 'bots, heh, but I don't know that they have any MFs in 'em. I have a handful of MFs that I was saving, but more would be better..."
what ammo did the bots use? any chance on some MFs in there, or small energy cells? I use small energy cells for my pistol, and i have used one and a half so far, just wondering what these bots have in the way of ammo (besides missiles).
Vincent "Scab" |
well, while Scab can assemble it fairly easily thanks to his engineering check, 3 MF cells is a pretty high cost. i have 6, so i could make 2 grenades.
Vincent "Scab" |
"I have some burns that could use attending to, if you're offering, heh."
Knight-Brother Edward Monroe |
"I have some microfusion cells, but they are the ammunition for my laser rifle. I can afford to give you one, I suppose."
Edward triggers the auto-heal function in his armor, patching up the minor wounds he suffered from the sentry-bots chain gun.
Lay on Hands, 2d6 ⇒ (4, 5) = 9 HP healed
Vincent "Scab" |
"Eh, keep it for now, heh. Your cell would save me one cell, and I can't do anything with one cell. I'll make two grenades, if i find a workbench."
Scab looks for a workbench within the room he is currently in, and tries to remember if they've come across any so far.
The Nameless GM |
Sure enough, being in a machine shop, there are a few workbenches scattered around.
One of them has a piece of paper with a note written on it.
My fair lady Razor,
I wish you the greatest luck in your escape of this accursed and depressing vault. I wish to be there with you when it happens, but I will be here still, working towards a better tomorrow. Or so the Overseer tells me.
When you have overcome the challenge of escape, find somewhere safe to stay. I've heard there are areas where there is no radiation and you'd be able to make a home for us.
Until then, wish me luck.
Love,
Sin
I need a Craft check to have the EMP grenade made. Technically, it would be a Craft: Explosive, but we can call it Alchemy since that's pretty close.
If you fail to make the EMP by 7 or more, you screw up 2 of the 3 MFCs required, making them dead and useless.
If you only want to make one grenade, you can give me one Craft Alchemy check. To make two grenades, two Craft checks, easy as that.
Vincent "Scab" |
"oh, heh, what's this?"[b] he holds a note out to Annabell. [B]"anyone you know?"
alchemy: 1d20 + 12 ⇒ (11) + 12 = 23 vs DC 18
The Nameless GM |
One quick survey of the cafe tells you that machines did a lot of work. There were broken machines that would have handles pastries, burgers, soufles, the whole lot.
Machine Perception: 1d20 + 5 ⇒ (2) + 5 = 7
The Robobrain that acts as guard to the food locker doesn't notice Marcel as he hides behind an overturned table. Lucky him.
Know: Science/Engineering to tell you about that machine. And no peaking at the wiki!
Vincent "Scab" |
engineering: 1d20 + 12 ⇒ (11) + 12 = 23 Scab thinks on the creature described to him.
The Nameless GM |
Scab is able to remember a few things about a Robobrain model robot.
To start, they are usually not as heavily armored, but their firepower is somewhat greater. Having a real human brain for the processor and memory gives it faster reaction speeds in combat.
Crunch: DR 3/Large, brain is the weak spot, always acts as if under Haste, armed with two lasers in the claws, can attack manually if provoked.
Vincent "Scab" |
"Yikes, a robobrain. They are sorta 'bots and sorta people. Thinks faster than a robot, shell less thick than a robot. It has lasers, heh, so that'll be nice to get hands on. Shoot the brain, of course. Maybe you can sneak up and smash the hell out of the brain? Beware, i bet the juice in the brain part smells awful."
The Nameless GM |
Assuming the party moves quietly, there is nothing to fear in the atrium. Moving to the café will be quiet and easy.
As the party gets up close, the doorway to the café is open, the Robobrain pacing back and forth on its treads in front of the door to the food locker.
Robobrain's Perception: 1d20 + 4 ⇒ (19) + 4 = 23
"Target sighted. Commencing attack."
Busted! Marcel is considered in the café, everyone else is outside and not considered in combat.
Robot's Laser Attack 1: 1d20 + 5 ⇒ (4) + 5 = 9
Robot's Laser Attack 2: 1d20 + 5 ⇒ (16) + 5 = 21
One laser goes over Marcel's shoulder, the other strikes him in the 1d12 ⇒ 5 chest.
Damage: 3d10 ⇒ (4, 3, 3) = 10 The burn hurts his armor more than him, but it still hurts.
Combat continues, Marcel is in combat and everyone else is outside the café, not in combat until they move into the cafe.
Marcel the Wise |
Fair enough
Covering his pain with a grunt, Marcel rips and bites into the robot. "GET THE F@&+ IN HERE!"
Bite: 1d20 + 9 ⇒ (20) + 9 = 29 1d6 + 9 ⇒ (6) + 9 = 15
Confirm: 1d20 + 9 ⇒ (4) + 9 = 13 1d6 + 9 ⇒ (6) + 9 = 15
Claw: 1d20 + 9 ⇒ (19) + 9 = 28 1d4 + 9 ⇒ (4) + 9 = 13
Claw: 1d20 + 9 ⇒ (11) + 9 = 20 1d4 + 9 ⇒ (1) + 9 = 10
The Nameless GM |
Marcel bites down hard on the Robobrain's cranial container, a solid crack appearing as he tears into the robot's body.
53 damage in one attack! Damn!
While there is a clear line for Edward to charge in, his swing goes wild, smacking the cracked tile on the floor.
Edward, your Post-War Bastard sword is now slightly damaged with a 1-2 misfire chance. Be careful.
Vincent "Scab" |
Scab takes a shot with his plasma pistol
1d20 + 6 ⇒ (19) + 6 = 25
5d8 ⇒ (7, 1, 2, 1, 1) = 12
The Nameless GM |
ZAP!!! The plasma bolt shorts out the robot, causing the circitry to go haywire!
BANG!!: 6d8 ⇒ (6, 4, 3, 1, 6, 5) = 25 Explosive damage. Marcel and Edward, a reflex for half damage, DC 18, if you please.
After the explosion, the robot's circitry is all over the place. A quick look around shows you the cafe has been in disrepair for a while now, with mold and plant life everywhere.
In the back room you find a small office space with a computer terminal, a safe, and a store of dry foods.
Terminal
This terminal is locked with a password, kind of advanced. DC 20 Engi
Safe
Another locked safe. Shouldn't be too hard. DC 23
Food Store
Most of the food has been eaten by radroaches or molerats, but there is a little left.
A few lists of food stocks, food orders from the main storage, and a couple personal notes regarding possible pests.
Deeper in is another locked section, also password protected. DC 25 Engi
Safe
Inside is the green override key, a box (36 rounds) of .357 ammo, and another revolver. (1-3 misfire)
Food Store
3 boxes of Blamco Mac
2 boxes of Sugar Bombs
1 bottle of pure water
3 bottles of irradiated water
Vincent "Scab" |
Scab is immediately attracted to the terminal, and begins trying to plumb its depths.
engineering: 1d20 + 12 ⇒ (18) + 12 = 30 to get in terminal
engineering: 1d20 + 12 ⇒ (2) + 12 = 14 for deeper section
Before trying again (if allowed), Scab will take some time to look around to see if the terminal's previous user left a file with passwords in it (taking 20 if allowed, because i know many people who save a file with passwords against the advice of the IT dept).
The Nameless GM |
Another shot isn't allowed since the computer locks up pretty quickly afterwards.
You'd need to find the original password to get in now. As a heads up, the password is somewhere in the Vault.
-Posted with Wayfinder
Vincent "Scab" |
Dang, i was hoping for multiple tries like the game.
"Dang, locked out. There's a hidden folder in this computer, but now i'll need the password."
The Nameless GM |
Indeed, you are clear on the keys. Time for the Overseer's office!
A quick backtrack puts you in front of the Overseer's office, the lockdown still in place. Setting the keys in the appropriate keyholes and turning on the count of 3, the doors intricate locking mechanism is unlocked, giving way to the secrets within...
Inside, you see the usual setup for the Overseer's office. A desk, monitors that don't work, big chair, bigger terminal, and a couple lockers.
Anything you guys want to do?
-Posted with Wayfinder
The Nameless GM |
Inside one of the lockers is a Vault suit that must have belonged to the Overseer. You also find the override passwords for the computer terminals. Lucky.
Perception for those looking in the locker.
The head terminal is complicated, intricate, and password protected. This could take a bit to work out...Know: Engi 27. You get two tries.
There is a drawer just below the keyboard. There is no keyhole or handle. It must be opened by the terminal.
Know: Science for more info about the Vault and the Overseer's job.
The Nameless GM |
On the nose!
A few key presses and Scab is in the computer. Why did the Overseer put his password as "Password"?
In the computer is a few records of what the vault was supposed to study while the door was sealed. This Vault was intended to work on plan growth and a supposed "Eden Effect," allowing any soil or environment to grow plants.
Sadly, things went badly within a few years, the plants seeming to grow exponentially with no means of stopping. Radiation from the reactor accelerated the growth, and the plants of the marshes around Louisiana adapted to the new source of life.
With the press of a button, the drawer below the monitor slides smoothly open. Inside is a fourth key. This one with a red indicator must be the Overseer's Master Override key.
Marcel is able to find a false floor in the locker of the Overseer. Inside, he finds a small booklet with some passwords to the other computers. He must have kept is hidden so no one else had them.
Annabell is able to find that the plants growing through the floor of the office actually stop about a foot away from the desk of the Overseer. Unless it was solid steel or hollow, the plants would continue to grow...
Marcel takes a look at the desk of the Overseer, and finds a small keypad on the underside. Using the booklet, he's able to input a code into the keypad.
There's a slight rumbling as the desk slides up, the chair slides back, and a hidden passage way opens up to a secret passageway to the vault door and the vault reactor.
The Nameless GM |
Backtracking through the Vault, you're able to find that strong door in the mechanic's wing. Sure enough, there was a keyhole with a red indicator for it.
The key fits perfectly and the pneumatic door opens with a hiss and a clank as the large steel door slides away and locks in place.
There is a set of stairs that lead downward to what must be the vault reactor. Deeper down, you see that, indeed, the vault's nuclear reactor is still active, which is why the lights were on and the computers working.
A little ways further you find a room with a large Sunlight Panel in the ceiling. (Same as a Sunlight Spell). In the room is a large stockpile of the computer chips Adam was looking for. They all had LEDs glowing, showing they were fully charged and the data on them still viable.
Know: Engi DC 30 (Aid Another available) can tell you a little bit more about these things.
Further down the hallways of the vault the steel walls make way for carved and uncarved caverns, the floor becoming stone and the air beginning to smell a lot more like a swamp than a vault.
Perceptions will be rolled for you guys.
Scab's Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Edward's Perception: 1d20 ⇒ 2
Annabell's Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Tanden's Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Marcel's Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Crispy, if you're still with us, please make a perception check on your next post, DC is a 16.
As usual, the Paladin with the air-tight helmet didn't hear the obvious growl of a creature from deeper in the caverns.
Vincent "Scab" |
engineering: 1d20 + 12 ⇒ (6) + 12 = 18 hopefully that can be an aid another for someone else... yikes
The Nameless GM |
Just a heads up, you can make a knowledge check untrained, but you'll only get up to a DC 10 of info. Fortunately, that's exactly what you need for an Aid Another action. Once everyone that wants to make a roll for Engi makes a roll, I'll choose the highest roll and add up the Aid Anothers for the total roll.
And I forgot to add it in the last post, but everyone that heard the growl can give me a Knowledge Nature or Science(Arcana) to determine what made that growl.