Laird_Thorne Posted January 30 Author Clone Share Posted January 30 (edited) As Sister Sledge kneels to take a closer look, she hasn't seen the design before, it looks like it's something jury-rgged together out of spare parts, with an obvious hole behind it with a pair of wires twisted together. She thinks it might be possible to untwist them without setting the tripwire off, but she's unsure. Looking over her shoulder, Doctor Rast's breathing gets a bit heavier. "Anything? We have to get past! We have to find out if they're alive still!" OOC: @rorytheromulan - assume you've been there the Action Points GM: 4 Heros: 2 of 6 Edited January 30 by Laird_Thorne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception+Explosives 0; 0 success(1d20,9,below,no,no); success(1d20,9,below,no,no) [13]; [13,16] Link to comment Share on other sites More sharing options...
rorytheromulan Posted January 31 Clone Share Posted January 31 (edited) Samson AP Pool: 5/6 Defense: 0 HP: 13/13 Initiative: 12 Luck: 5/5 Conditions: None The big lunk in tow had been paralyzed with awe at the sight of the vault. The sight of bloody corpses snaps him out of his reverie. Murmuring a prayer to Atom, he steps forward. "No one here is blessed with the sacred knowledge of the tinker. The guardians of the vault are testing us. Trust your instincts, have faith the Great Divider! I will cross first." With everyone out of the way, Samson prepares to cross the laser tripwire. OOC: Pic in next post when I get that figured out. -1AP for +1d20. Agility 7 + Athletics 3 (tagged, successes auto-crit) Edited February 12 by rorytheromulan template finished (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 14 3d20 5,1,8 Link to comment Share on other sites More sharing options...
Passione Posted February 1 Clone Share Posted February 1 (edited) Coward Lv.1 Super Mutant Coward Super Mutant Def 2 HP 16/16 Init 13 LP 10/10 S.P.E.C.I.A.L.STRENGTH 7 PERCEPTION 4 ENDURANCE 7 CHARISMA 4 INTELLIGENCE 4 AGILITY 9 LUCK 9 SkillsAthletics ^ 3 Barter 0 Big Guns 0 Energy Weapons 1 Explosives 1 Lockpick 1 Medicine 1 Melee Weapons 1 Pilot 1 Repair 1 Science 1 Small Guns 1 Sneak ^ 3 Speech 0 Survival 0 Throwing 1 Unarmed ^ 3 GM AP 4/- PC AP 3/6 Coward sees a bald and scarred man barrel through them, launching himself towards the dank hall. Taking it as a challenge, Coward is emboldened to follow suit. "Alright! Nothing to it! Um... Uh... Last one out 's a rotten egg." He knees Doctor Rast behind the knee, doubles over with his arms outstretched forward, and leaps after Samson. He then processes the man's words a good while after. "Atom? Great Divider? Where have I heard these before?" Mechanics Damage Reduction Head (2) Torso (8) L.Arm (11) R.Arm (14) L.Leg (17) R.Leg (20) Physical Energy 0 0 1 1 0 0 0 0 0 0 1 1 StatusNormal or Blank Injured Treated Other: Major Action: Jumping over the tripwire. (TN 12Agi 9 + Athletics 3) [4, 1] +2 PC AP Minor Action: . Edited February 12 by Passione I did a boo-boo. Athletics is a Tag Skill. 4 successes. +2 PC AP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Agi 9 + Athletics 3 13 2d10 6,7 d20s, not 10s 5 2d20 4,1 Link to comment Share on other sites More sharing options...
Laird_Thorne Posted February 11 Author Clone Share Posted February 11 (edited) As Samson and Coward bound off down the corridor, Doctor Rast offers a hand to Sister Sledge to help her up from where she had disabled the tripwires. "We should follow them, 'eh?" As you turn left to follow the small metal corridor deeper into the vault, it expands quickly into a massive atrium that wraps around a huge space with a twisting maze of walkways and stairs. Roaming the atrium are a horde of deadly-looking feminine robots looping around on endless patrol. Less than a second later, a deafening alarm sounds throughout the atrium. A dozen or more hidden auto-turrets drop down from positions all around the atrium, rotate their guns towards any living creature they can see, and unleash a hell-storm of laser fire. Rast quickly dove back to the corridor. "Don't! This way!" He steps back, crouching near another door in the corridor with two skeletons lying beside it. OOC: AGI+Athletics, Difficulty: 2 to avoid the initial barrage down toward you all. :) After that, let me know what you want to do. The turrets plus the robots really seem to be an insurmountable obstacle for moving that way. Edited February 11 by Laird_Thorne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 11 Clone Share Posted February 11 (edited) Samson AP Pool: 5/6 Defense: 0 HP: 13/13 Initiative: 12 Luck: 5/5 Conditions: None The slow but tall Atomite barrels back to cover, turning his right shoulder to the hail of lasers. "Atom protect your holy vessels!" OOC: Athletics is tagged, so the one success is an auto-crit for 2 vs the difficulty of 2, so I succeed... right? Edited February 14 by rorytheromulan (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls avoid the barrage roll 21 2d20 12,9 Link to comment Share on other sites More sharing options...
Passione Posted February 12 Clone Share Posted February 12 (edited) Coward Lv.1 Super Mutant Coward Super Mutant Def 2 HP 16/16 Init 13 LP 10/10 S.P.E.C.I.A.L.STRENGTH 7 PERCEPTION 4 ENDURANCE 7 CHARISMA 4 INTELLIGENCE 4 AGILITY 9 LUCK 9 SkillsAthletics ^ 3 Barter 0 Big Guns 0 Energy Weapons 1 Explosives 1 Lockpick 1 Medicine 1 Melee Weapons 1 Pilot 1 Repair 1 Science 1 Small Guns 1 Sneak ^ 3 Speech 0 Survival 0 Throwing 1 Unarmed ^ 3 GM AP 4/- PC AP 5/6 While the grown-ups share a moment, the bald boys bound deeper into the vault. Coward is glad for the playmate but the place still gives him the creeps. They chance upon a huge clearing, with slick and shiny toys. Unfortunately those toys shoot. It's a good thing the security robots might take a while to get up here. "Oh, all heck." Phlegm collects in his throat and his voice comes out more guttural. "What now?!" Coward does another leapfrog and springs towards the good doctor. Mechanics Damage Reduction Head (2) Torso (8) L.Arm (11) R.Arm (14) L.Leg (17) R.Leg (20) Physical Energy 0 0 1 1 0 0 0 0 0 0 1 1 StatusNormal or Blank Injured Treated Other: Major Action: Evading turret fire. (TN 12Agi 9 + Athletics 3) [6, 4] +2 PC AP Minor Action: . Edited February 12 by Passione (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 10 2d20 6,4 Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 15 Clone Share Posted February 15 Samson AP Pool: 5/6 Defense: 0 HP: 13/13 Initiative: 12 Luck: 5/5 Conditions: None "Great Divider, forgive me. Sorry friends, in my zeal I blundered into a forbidden area. Did anyone see a different path?" OOC: Let's use the door we just ran past. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TiffanyKorta Posted March 6 Clone Share Posted March 6 (edited) Sister Sledge AP Pool: 0/6 Defense: 1 HP: 11/11 Initiative: 13 Luck: 6/6 Conditions: None Being a little behind the others, taking in everything she could, she had some warning from the sound of the others struggling with the blockade. So girding herself she kept low and fast as she caught up with the others, thankfully avoiding all the trouble ahead of them "Is there another way around this? Or will we need to force our way through everything?" OOC: Borrow a point for the roll, thankfully it seems! Edited March 6 by TiffanyKorta (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AGI+Athletics 2 success(3d20,6,below,no,no) 6,18,5 Link to comment Share on other sites More sharing options...
Laird_Thorne Posted March 11 Author Clone Share Posted March 11 (edited) Inside Vault 95 As you huddle near the door, out of the line of fire of the turrets, Sister Sledge spots a small, sharp piece of metal on the ground. Picking it up and using her Multi-tool, she is able to work the lock this way and that. After a breathless moment there is an audible snap as the piece of metal breaks as the lock opens. Opening the door, you rush in, quickly closing the door behind you. As you glance around, you are in a small room with two walls lined with dusty, disabled computers. Ashtrays, empty chem injections, and broken bottles litter the floor. A single working computer and monitor glows with a dull, green light on a desk cluttered with files. Sitting with her back slumped up against an adjacent desk is a young woman with short, dark hair wearing warm, tight-fitting clothes suited for long-distance travel. Her glasses lay askew on her nose, one of the lenses fractured. Her hands are soaked with blood as they try to apply pressure to a vicious hole in her abdomen. After a few moments, she looks up and speaks in a serene, but pained voice. “Hey, Daddy-O,’’ she says, smiling enough that you can see her broken teeth. “Looks like … you’re all stuck with me now.” As she begins to slump a bit, Doctor Rast rushes forward, helping her lie back and quickly examining her, his spotless white coat becoming more and more blood-smeared as he works. Action Points GM: 4 Heros: 3 of 6 Edited March 11 by Laird_Thorne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted March 12 Clone Share Posted March 12 Samson AP Pool: 5/6 Defense: 0 HP: 13/13 Initiative: 12 Luck: 5/5 Conditions: None "That looks awful. I mean--how can I be of help, Doctor?" OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Passione Posted March 12 Clone Share Posted March 12 (edited) Coward Lv.1 Super Mutant Coward Super Mutant Def 2 HP 16/16 Init 13 LP 8/9 S.P.E.C.I.A.L.STRENGTH 7 PERCEPTION 4 ENDURANCE 7 CHARISMA 4 INTELLIGENCE 4 AGILITY 9 LUCK 9 SkillsAthletics ^ 3 Barter 0 Big Guns 0 Energy Weapons 1 Explosives 1 Lockpick 1 Medicine 1 Melee Weapons 1 Pilot 1 Repair 1 Science 1 Small Guns 1 Sneak ^ 3 Speech 0 Survival 0 Throwing 1 Unarmed ^ 3 GM AP 7/- PC AP 3/6 The cowardly mutant recoils at the notion that the group could be cornered rats. "Stuck? Stuck how?" He ferrets around the room, looking for doors, windows, and air ducts. Desperate for answers, he scrambles and focuses his attention towards putting the injured woman together again. In a moment of clarity, Coward slowly postures up and thinks out loud. "Doctor, is this it? Is she your daughter? What is she doing here?" Mechanics Damage Reduction Head (2) Torso (8) L.Arm (11) R.Arm (14) L.Leg (17) R.Leg (20) Physical Energy 0 0 1 1 0 0 0 0 0 0 1 1 StatusNormal or Blank Injured Treated Other: Is she injured or dying? Would First Aid help? Would this be treating an injury? Giving Laird 3 AP to buy two d20s -1 Luck Point to substitute Int Major Action: Keeping the woman alive (TN XLuck 9 + Medicine 1) [16, 17, 12, 15] Minor Action: . Edited March 12 by Passione (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Luck 9 + Medicine 1 60 4d20 16,17,12,15 Link to comment Share on other sites More sharing options...
Laird_Thorne Posted March 22 Author Clone Share Posted March 22 (edited) Inside Vault 95 Doctor Rast shook his head as he administered to the young lady. With a moment to pause, you all see several computer consoles about the room sittin gon top of desks, some more broken-appearing than others. papers lay scattered on the desks, with cabinets and boxes also scattered here and there. Action Points GM: 4 Heros: 3 of 6 OOC: Thank you for bearing with me. Work has relaxed a bit so am a bit freer to post more. :) What are you all doing while Rast examines the girl? :) Edited March 22 by Laird_Thorne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted March 22 Clone Share Posted March 22 (edited) Samson AP Pool: 4/6 Defense: 0 HP: 13/13 Initiative: 12 Luck: 5/5 Conditions: None Samson rests his beatstick against the frame of the door behind them. He eyes the papers, though the scientific and military jargon would be lost on him if he tried to read them, and he finds his focus divided between the blessed scriptures and Rast and the wounded woman. Ideally, stabilizing and sealing a chest wound is a two-man job. His heart tells him, let the others search, so the amateur medic kneels by Rast to give him a hand with the patient. "Here, I can hold that wound. You can call me Samson. How are you on drugs, Rast? If you want, I can spare some Buffout.(tm)" OOC: While Rast examines, I am helping Rast! Buffout offered. I will Assist with Med + Agility, but I would like to say Strength because Samson has strong and steady hands (?). As part of the assist, I will do anything else he needs an extra pair of hands to do. Spending 1 point because Medical is not Tagged. Other players: If you also want to help, I have two suggestions for prime pre-war gear to spend Luck to add to the scene: a chest seal, or a sterile plastic cover, or some medical tape. I'd say medical morphine, but judging by the empty injectors laying around, it looks like the girl's already got the pain situation sorted. Agility+Med Assist to Rast Edited March 22 by Laird_Thorne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Agility+Med Assist to Rast 46 3d20 17,9,20 Link to comment Share on other sites More sharing options...
TiffanyKorta Posted March 28 Clone Share Posted March 28 Sister Sledge AP Pool: 0/6 Defense: 1 HP: 11/11 Initiative: 13 Luck: 6/6 Conditions: None Medicine had never been her strong suit, but she was sure that one of the others (as it appeared already) would be able to help. So she focused on what she could do, quickly making her way over to the computer still working away. Hopefully, it would help give them some idea of just what happened here, and just how much trouble they were now about to find themselves! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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