Sixty Seconds to Midnight

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Nov 1, 2021 3:57 pm
[Perception check]

Seeing what Vincent is attempting to do, Angelique tries to draw attention away from them. She moves closer to Rook and suddenly stumbles into him. The effort is clumsy, but she hopes to knock both of them to the ground. She will make it look like an accident if possible. "Sorry. It's my bad ankle," she says apologetically.
Last edited November 1, 2021 4:03 pm

Rolls

Perception - (1d20-1)

(20) - 1 = 19

Nov 5, 2021 3:52 pm
OOC:
Windyridge: Since I didn't specify, it's probably still on him. This was a rush job on their part, and Zane feels very secure behind his plexiglass barrier.

WhtKnt: Not sure that's the right roll, but also not sure if Sneak or Sleight of hand would be better. Sleight-of-Leg? We'll go with it this time while I try to think of how to do it next time.
Alright! Two of you are free. As Rook comes in the door, Angelique instantly trips him. He's probably going to figure out it wasn't an accident, but first, he's got to get off the floor. The two guards who were in here already are focused on that mess at the door. Here's your chance, but it's only a brief window before Rook picks himself up. There will almost definitely be repercussions for Angelique either way after that. You've got ONE action each before we have to move into combat proper - or give the whole thing up.
Nov 5, 2021 9:59 pm
OOC:
so, Vincent would like to use this gadget on the guard that has the heaviest firepower:

-Shock-tip shoes: A kick with that extra punch.
Gadget Point Cost: +2 Weight: —
Spot DC: +0
Mechanics: By flexing his toes, the agent can reveal
a contact point at the tip of these shoes which works
like a taser (see page 110). This effect does not include
the damage from a kick, if such an attack is made.
Insulated to protect the user, these shoes can also electrify
puddles of water in which the agent is standing,
delivering the effect to everyone in contact with the
pool (all receive Fortitude saves). This gadget may be
used twice before it must be recharged.

How do I go about this? It's an attack against a distracted enemy (focused on fallen Rook)
Nov 5, 2021 10:48 pm
Ferret looks into his bag of tricks and wastes no time pulling out his pocket pistol, firing at Rook before he has a chance to get up.
OOC:
(Or he shoots at whoever Vincent doesn't attack)
Last edited November 5, 2021 10:49 pm

Rolls

Shooting - (1d20-1)

(16) - 1 = 15

Nov 6, 2021 3:09 am
OOC:
For the record, the Perception roll was to see if Angelique noticed Vincent's actions, not to trip Rook. Wasn't sure what to roll there.
Angelique's foot lashes out, hopefully connecting with Rook's jaw.
OOC:
Throwing in a melee check for the kick. I don't expect that it will work, but...
OOC:
Hmm, just noticed that her melee score is wrong. Should be -2, not -3. -3 for Str plus 1 for class.

Rolls

Melee attack - (1d20-2)

(10) - 2 = 8

Nov 9, 2021 7:56 pm
Dr_B says:
OOC:
so, Vincent would like to use this gadget on the guard that has the heaviest firepower:

-Shock-tip shoes: A kick with that extra punch.
Gadget Point Cost: +2 Weight: —
Spot DC: +0
Mechanics: By flexing his toes, the agent can reveal a contact point at the tip of these shoes which works like a taser (see page 110). This effect does not include the damage from a kick, if such an attack is made. Insulated to protect the user, these shoes can also electrify puddles of water in which the agent is standing, delivering the effect to everyone in contact with the pool (all receive Fortitude saves). This gadget may be used twice before it must be recharged.

How do I go about this? It's an attack against a distracted enemy (focused on fallen Rook)
OOC:
This'll be a melee attack. Rook's now flat-footed, so no Dex bonus for him. DC to hit is 11. Or, for the rest of your action points, I could just let you foot-taze him into submission.

Going to wait for that before I work through these actions.
Nov 9, 2021 8:07 pm
OOC:
oh, well having the choice not to roll I'll spend the rest of my actions and taze him for sure - except, it isn't Rook that I wanted to target, but the guard with the heaviest weapon
Nov 10, 2021 2:57 pm
OOC:
He's a minion, so it'll cost only one Action point. They've got similar weaponry, so just the nearest one.
There's a sudden flurry of activity.

Angelique moves quickest, kicking at Rook's face. She doesn't connect, but that movement earns her compatriots enough time to burst into action. With his hands now free, Ferret whips out the Walther TPH that the quartermaster added into his gear, firing once and hitting Rook in the shoulder. At the same time, Swissknife's foot knifes up, sweeping into the nearest guard. Electricity sparks from the tip of his shoe, and the guard drops to the ground, writhing incoherently.

On Zane's part, this is apparently par for the course - or at the very least, not entirely unexpected. He shakes his head, as if in commiseration, and says, "I'm truly sorry that you can’t understand: what I do, I do for the good of the Free World." With that, he reaches underneath his desk and stabs at a button hidden there. There's a soft thunk and his chair descends into the floor behind the plexiglass barrier. Seconds later, the room’s digital display begins to flash.

One minute to midnight.
OOC:
You've got Rook and one other guard left. Not as bad as it could be, but you'll have to dispose of them in a hurry. And now I do need init.
Nov 10, 2021 10:06 pm
OOC:
rolling

Rolls

Initiative roll (D20+Initiative bonus) - (1d20+3)

(18) + 3 = 21

Nov 16, 2021 10:40 pm
OOC:
initiative....

Rolls

Initiative - (1d20-1)

(18) - 1 = 17

Nov 19, 2021 5:25 pm
OOC:
If you get higher than 15, go ahead and take your actions. This is a really close space, so gunfire might be a bad idea in terms of what will trigger an attack of opportunity, but if you take a move action to back away from the fighting, we'll assume you're clear until re-engaged.
Nov 19, 2021 6:49 pm
Vincent rushes to the guard that he zapped, and quickly takes their gun.
He then turns to the second guard, tries to hit him with the stock of the gun, then kick him with the last charge of his shock-tip shoes - before he can recover from the surprise.
OOC:
hoping he can do this? two actions, one pick up and one melee attack. Maybe Mobility trait could help?
OOC:
edit: or maybe not.
Last edited November 19, 2021 6:50 pm

Rolls

Melee (-1) - (1d20-1)

(1) - 1 = 0

Nov 19, 2021 7:22 pm
Ferret follows Vincent and uses his gun butt to knock out the guard when he sees him falling short in the task.

Rolls

Melee attack - (1d20+1)

(17) + 1 = 18

Nov 20, 2021 1:19 am
Angelique struggles to find her footing.
Last edited November 20, 2021 1:19 am

Rolls

Angelique init - (1d20+5)

(4) + 5 = 9

Nov 23, 2021 11:26 pm
The last guard goes down under Vincent's assault and that leaves only Rook in play. He eschews pulling his gun in favor of pulling his combat knife from his thigh, and swipes at Vincent with it, hoping that his misstep will help him land the blow.

He missed because of the rumble that shakes the entire place. In the swirling maelstrom of melee, you almost missed that sound. A deep, grating rumble from beneath your feet. Suddenly, seawater washes over your feet, flooding in from the open door. The island is sinking!

Not only must you finish dealing with Rook, Zane’s device must be disarmed before the ICBMs are launched and World War III starts! The device on the far wall that tracks the missiles probably contains an override of some kind, if you can figure out how it works. Zane had controls on his desk too, you remember. The problem there is that the plexiglass barrier is still up, and it won't be easy to take it down.

Rolls

Rook vs Vincent, damage if hit - (d20+6, 1d6+2)

d20+6 : (1) + 6 = 7

1d6+2 : (6) + 2 = 8

Nov 24, 2021 12:15 am
Angelique decides to go for Rook's gun (no idea what to roll, here). Whatever it is, can I spend an Action Dice to enhance it?
Nov 25, 2021 11:56 pm
OOC:
is the plexiglass barrier floor-to-ceiling, or does it stop at a certain height from the floor?

And, @team: who is the best suited for a computer hacking job?
This is all Vincent's got, he is rather unequipped for the task:
https://i.imgur.com/1BmiekH.png
Nov 26, 2021 12:11 am
Ferret seems to have a small window to get over to the other wall with what appears to him to be a missile tracker. If he can't override that he could try to make a beeline to Zane's desk if they could figure out how to get past the plexiglass barricade. Without further hesitation, he gets over to the tracker and starts looking for the override it must have.

Rolls

Computers - (1d20+7)

(13) + 7 = 20

Dec 2, 2021 2:00 am
Angelique sees her opening and takes it, trying to get control of Rook's gun.

Rolls

Unarmed attack plus Action Dice - (1d20-3, 1d4)

1d20-3 : (8) - 3 = 5

1d4 : (4) = 4

Dec 2, 2021 8:51 pm
Angelique dives for Rooks gun. Her fingers close around it, and she twists... but Rook is ready for her. The gun's barrel slips from her grasp as Rook sidesteps, a carefully place foot sending her almost sprawling on the other side of him from where she'd started.

A few feet away, Ferret manages to pry open the side of the display to find a security keypad. The wiring on it is complex, but he manages not to misstep so badly that the system locks up, and he doesn't trigger any security protocols. It feels like he's getting a handle on it. At the very least, he knows what won't work now.

As all this is happening, Vincent gets an uninterrupted look at the barrier. It extends from floor to ceiling, held up in position by an electric motor located about two feet from the ceiling on the inside of the barrier. If the water continues to rise, it will eventually fail, but you'll have scant seconds after that to stop the launch.
OOC:
It's a retry-able check, so you're welcome to do it again, and an Action Die might help, as would assistance. If you don't want to try it again, you can try to get through the plexiglass.
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