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Re: Steve and S.C.A.M.P. arc
Posted: Tue Apr 01, 2014 11:18 pm
by PyroArrow
Steve Sanderson [Flicker]:
Knowledge Check:
[1d100] = 85 + 10 Intellect = 95
Looks like a Success.
Re: Steve and S.C.A.M.P. arc
Posted: Wed Apr 02, 2014 1:00 am
by Rukellian
It is a success, but please keep the intelligence rank value and the success rate roll separate. With an intellect of 10, your roll of 85 was a solid/blue success, this is how it should be read.
If and when you guys decide to take cover and monitor a guard's patrol routine, Steve's first attempt in figuring it out will be a success. From where you guys are right now, it will be the guard on the lower left corner.
Re: Steve and S.C.A.M.P. arc
Posted: Wed Apr 02, 2014 1:58 am
by PyroArrow
Steve Sanderson [Flicker]:
Steve will quietly move up the stairs to the catwalk on the lower left of the map, when the guard moves out of sight on the catwalk, & move to hide behind the first pillar that comes up through the catwalk.
Once there he will shrink down to 6 inches. He will try to scope the place out from up there & quietly proceed eastward on the catwalk.
Re: Steve and S.C.A.M.P. arc
Posted: Thu Apr 03, 2014 12:33 pm
by Rukellian
From the position you are at, you notice another catwalk across from you to the north. It wraps around the a big piece of machinery (first big rectangle near the entrance). You cannot see much of else from that position. Turning to face the other side of the pillar, you look around to see what apppears to be a control panel, and a guard rounding around the corner, heading in your direction. (This would be the catwalk pathway south of the pillars that Steve is hiding behind. The guard is towards the end of the catwalk, just rounding the corner.)
Re: Steve and S.C.A.M.P. arc
Posted: Fri Apr 04, 2014 6:02 am
by PyroArrow
Steve Sanderson [Flicker]:
Steve will try to move quietly around the pillar as the guard approaches to stay out of sight, & would like to have a better look at the control panel.
Re: Steve and S.C.A.M.P. arc
Posted: Fri Apr 04, 2014 11:17 am
by Rukellian
Due to Flicker's successful knowledge check, he is able to determine that this guard makes a simple patrol that loops around the pillars. If he moves to the left of the pillar he is hiding behind, he will avoid detection when moving down the catwalk. The control panel is a short walk away. If you progress to the second or third pillar, you can get a much better view of the panel in question.
Re: Steve and S.C.A.M.P. arc
Posted: Fri Apr 04, 2014 7:19 pm
by Zhym
S.C.A.M.P. stays just outside the door for a moment and listens to hear what the guards are thinking.
Re: Steve and S.C.A.M.P. arc
Posted: Fri Apr 04, 2014 8:23 pm
by PyroArrow
Steve Sanderson [Flicker]:
As the Guard moves away, Steve will move to the 2nd pillar. After he gets some input from Scamp first.
Re: Steve and S.C.A.M.P. arc
Posted: Sat Apr 05, 2014 1:54 am
by Rukellian
Zhym wrote:S.C.A.M.P. stays just outside the door for a moment and listens to hear what the guards are thinking.
The character can read the minds of others and transmit mental messages. For all actions involving this power the character uses the greater of the power’s Rank Value or the character’s Willpower +10.
With a willpower of 50, with a +10 bonus, your 29 will be a minor success, barely. Sense you mentioned guards instead of guard, you are able to pick up on the thoughts of the two nearest guards near the entrance. The one near Steven and the other patrolling the catwalk just north of Steve. To answer your question from earlier, yes a roll is needed for the success of all powers, unless they are passive in nature.
"Ugh! Guard duty is so boring! Why do they need so many of us out here anyways? Did something important come in? Tsch, glad my shift is almost over, just another hour of this damned waiting around. And for what, a stray rat to scamper across the floor? Yeah, THAT was the highlight of my day!"
And then the guard near Steve:
"They've added five more to the watch. Huh, the higher ups must be paranoid about something lately... eh, whatever. The pay is good so I won't ask why."
Re: Steve and S.C.A.M.P. arc
Posted: Sat Apr 05, 2014 7:39 pm
by PyroArrow
Steve Sanderson [Flicker]:
To Scamp:
"I think i will need your help to distract the guard north of me, the one that is bored!"
"I want to get to a control panel & have a look at it."
"If you attract the one on the catwalk i'm on now, as well, all the better, i hope, though i don't yet know where i'm going as those guards return, yet.
Re: Steve and S.C.A.M.P. arc
Posted: Tue Apr 08, 2014 5:46 pm
by Zhym
Are you sure? asks S.C.A.M.P. If I distract them, they'll know someone's here. Maybe it's better to try to take them down, quietly if possible?
Re: Steve and S.C.A.M.P. arc
Posted: Wed Apr 09, 2014 1:14 am
by PyroArrow
Steve Sanderson [Flicker]:
To Scamp:
"Taking them down may attract more guards, if they are communicating with each on a regular basis, & the ones we take out don't respond."
"I think i see a windowed office from here as well, however there are 2 more guards on the catwalks near that."
Re: Steve and S.C.A.M.P. arc
Posted: Wed Apr 09, 2014 6:48 pm
by Zhym
S.C.A.M.P. tries to plant a suggestion in the mind of the bored guard: one of the bits of machinery or plumbing in the factory just made a groaning noise. He'd better check it out, or get someone to look at it.
Re: Steve and S.C.A.M.P. arc
Posted: Wed Apr 09, 2014 7:24 pm
by Rukellian
Scamp's mental suggestion starts to take effect. The bored guard, currently leaning on one of the catwalk railings, looks over to a piece of machinery just east of his position. He shows signs of confusion and starts to talk into his communicator. Not even a half minute into the conversation, you notice that the man throws his arms up in the air and you can hear the faint sounds of cussing. The bored guard then shoves himself off the railing and starts to exit the catwalk he is on. You then lose sight of him.
The guard near Steve is still patrolling his area, but you can see a smirk on his face, as if he just got done shrugging off extra work. He is now next to the last pillar jutting out of the catwalk, heading in Steve's direction, still apparently unaware of the super's presence.
Re: Steve and S.C.A.M.P. arc
Posted: Sat Apr 12, 2014 3:24 am
by PyroArrow
Steve Sanderson [Flicker]:
Steve will try to maneuver around the pillar out of sight as the guard comes down.
If the guard swings around the 1st pillar & goes back up, Steve will try to move to the 2nd pillar.
If the guard goes down the steps, Steve will try to get all the way to the control panel. Grow to normal height.
Look over the panel, shrink back down & use the gun to teleport to the lower right corner outside the office.
Re: Steve and S.C.A.M.P. arc
Posted: Sat Apr 12, 2014 12:29 pm
by Rukellian
and what will Scamp be doing?
Re: Steve and S.C.A.M.P. arc
Posted: Sat Apr 12, 2014 12:50 pm
by Zhym
S.C.A.M.P. will be watch dog. He'll keep an eye on the other guards. If any seem like they're about to notice Steve, S.C.A.M.P. will place another noise-distraction suggestion in the guard's head.
Re: Steve and S.C.A.M.P. arc
Posted: Sun Apr 13, 2014 12:26 am
by Rukellian
Steve manages to slip past the first guard and head over to the second pillar. The guard rounds the first pillar and will continue his patrol of the catwalk. As he does this, Scamp peforms his mental suggestions again, taking advantage of the bored state of the guards. The guard is now using his communicator again. Steve now has a clear shot to the control panel. The use of the growing and shrinking ability will need to be split into separate turns. A good way to visual the breakdown of actions would be to think about what would fit into an action block on a comic panel. You cannot have a guy running and climbing a ladder at the same time, nor will you find him growing and shrinking both in the same picture.
Re: Steve and S.C.A.M.P. arc
Posted: Sun Apr 13, 2014 6:38 am
by PyroArrow
Steve Sanderson [Flicker]:
After Steve gets to the Control Panel, he will check if the coast is clear.
Next, he will return to normal size to look at the panel.
Re: Steve and S.C.A.M.P. arc
Posted: Sun Apr 13, 2014 1:06 pm
by Rukellian
If you would like, you can use Fortune points to affect the present. Fortune, in this game is a measure of a person's skill, resources and luck, among other things. If you dish out say 50 points, perhaps a combined effort between you and SCAMP... there could very well be a key left behind on the panel.
Depending on your choice, I have two different scenarios laid out for you guys.