Zero's Cosmic Birthday

Game Master Super Zero

RPG Chronicles
Slides


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Pathfinder Provisions ◆◇↺

Even if you don't have a particularly good light source, everyone should at least have the flashlight app on their comm units. Remember that even if you didn't buy a hand-held comm unit there's also one built into any Tech armor. That's only five feet of light, but enough here.

There isn't a light switch, just the elevator control panel. It's buzzing ominously and looks loose. It must have been damaged, though at least it's easier to access now.

Laurel notes that if the elevator likely isn't aligned with an outside door, so forcing the doors open might only allow access to a wall--but punching out a panel in the ceiling might offer another escape route.

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 |Spell Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺

Fengsai has quick jump "You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Traits." and POUNCER PAHTRA let's her "you don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first."
]

"Maybe I can jump and punch the ceiling panel out."

Athelitics: 1d20 + 5 ⇒ (8) + 5 = 13
Commercial battleglove: 1d20 + 5 ⇒ (3) + 5 = 8
Damage B: 1d4 ⇒ 4
"That was just a warm-up let me try again."

Athelitics: 1d20 + 5 ⇒ (4) + 5 = 9
Commercial battleglove: 1d20 + 5 ⇒ (14) + 5 = 19
Damage B: 1d4 ⇒ 2
Fengsai doesn't get far off the ground but punches a wall
"I can do this I know I can."

Athelitics: 1d20 + 5 ⇒ (16) + 5 = 21
Commercial battleglove: 1d20 + 5 ⇒ (6) + 5 = 11
Damage B: 1d4 ⇒ 2
"I know I can do this with enough practice, or back home in low gravity, anyone got plan B?"

Wayfinders

shirren scientist mystic 1 | ♥️20 | ⛨15 | F+5 R+4 W+9 | Perc +7 | speed 25ft | Mystic Spells: 1st☐☐☐ | Focus☐ | Exploration: Search | Active Conditions: none
GM Super Zero wrote:
Remember that even if you didn't buy a hand-held comm unit there's also one built into any Tech armor. That's only five feet of light, but enough here.

I would think the light spell covers the area we were in.

Keep trying Fengsai, I believe in you! If opening ceiling panels is the issue, I believe I could punch one out with spells to reduce your task to getting up there. I guess we'll see the results of the rolls first to see about this.


Pathfinder Provisions ◆◇↺

Fengsai manages to touch the ceiling, but she doesn't manage to land a real hit on it.

Everyone hears a grinding sound and feels an unpleasant lurching sensation. That is rapidly followed by a less pleasant falling sensation, which is in turn followed by the persistence of the same falling sensation.

The control panel bursts open with a shower of sparks, and the floor falls away.
Everyone can attempt a DC 14 Reflex save. On a critical success you're unaffected, on a success you're Clumsy 1 for one round, on a failure increase it to Clumsy 2, and on a critical failure you also fall prone.

Laurel is the quickest to react.
A few obvious things the adventurers might try are manually engaging the failed safety system (Thievery to Disable the hazard, two actions), repairing the panel and regaining control of the elevator (Crafting to Disable the hazard, two actions), or climbing out through the ceiling (Athletics). That last one won't stop the crash, but it will at least be a little safer for those who get out--it would still require breaking the panel open, though.

Laurel's turn.
Initiative:
Laurel (DC 14 Reflex vs Clumsy)
Malfunctioning Elevator hazard
Zashodu (DC 14 Reflex vs Clumsy)
Grizzi (DC 14 Reflex vs Clumsy)
Fengai (DC 14 Reflex vs Clumsy)
Sanity (DC 14 Reflex vs Clumsy)
Jazz (DC 14 Reflex vs Clumsy)

GM Dice: Initiative:
Malfunctioning Elevator hazard: 1d20 + 9 ⇒ (11) + 9 = 20
Sanity: 1d20 + 6 ⇒ (1) + 6 = 7
Laurel: 1d20 + 7 ⇒ (14) + 7 = 21
Fengai: 1d20 + 3 ⇒ (9) + 3 = 12
Zashodu: 1d20 + 7 ⇒ (8) + 7 = 15
Grizzi: 1d20 + 5 ⇒ (9) + 5 = 14
Jazz: 1d20 + 5 ⇒ (2) + 5 = 7


Does anyone need an IV?

Oh, that's interesting Sani says as Fengshai is jumping to try and hit the ceiling Is that an instinctive stress response?

Reflex: 1d20 + 6 ⇒ (5) + 6 = 11

Sani klutzes around, then attempts to override the elevator to go to a higher floor.

Crafting: 1d20 + 6 ⇒ (17) + 6 = 23
Crafting: 1d20 + 6 ⇒ (16) + 6 = 22

Don't worry about the fall, immediate lethality only sets in at about 12G, we'd have to hit the ground for that.

Sovereign Court

Male Warrior Android Analyst Witchwarper: Spd:25, AC:18, HP:17/17, Fort:4(Constructed), Ref:6, Will:5, Perc:5, Darkvision, 1/1 Focus Point

reflex: 1d20 + 6 ⇒ (3) + 6 = 9 he is clumsy 2

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 |Spell Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺

Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
clumsy 2

Fengsai tries to hide her condition from the rest of the team
Stealth: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Not having luck, she pulls her hood up to hide her face.

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