#1 Danger Room (4MA, open to contestants)
Re: #1 Danger Room (4MA, open to contestants)
Bea turned back to her human form while they teleported together.
And then, back to the swarm to search the school.
And then, back to the swarm to search the school.
Hair of Gold, Heart of Gold goodest of girls * Faith * Mind Control * Bees * A contestant
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- Dapper Dog
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Re: #1 Danger Room (4MA, open to contestants)
Time was of the essence, every moment counted, with the extra teleport they are tight for time. The school is burning, and she starts turning into her bee form to scout the school. And the pyroclastic flow is imminent.
OOC: The players have three rounds before it hits. Assume Bee Haw is searching and what is Miles doing.
OOC: The players have three rounds before it hits. Assume Bee Haw is searching and what is Miles doing.
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
Miles quickly assessed the situation, then moved to help.
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OOC: If there's a single object blocking a door that Miles can move, he will try and teleport it away so that the people can escape - if the obstruction is too big for Miles to move, he will teleport directly to trapped people - the ones closest to the danger first - and teleport them out to a safer location, one or two at a time.
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OOC: If there's a single object blocking a door that Miles can move, he will try and teleport it away so that the people can escape - if the obstruction is too big for Miles to move, he will teleport directly to trapped people - the ones closest to the danger first - and teleport them out to a safer location, one or two at a time.
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- Dapper Dog
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Re: #1 Danger Room (4MA, open to contestants)
He can teleport some debris out the way freeing a classroom to escape... well the room.Thousand Miles wrote: ↑Wed Apr 23, 2025 3:08 pmMiles quickly assessed the situation, then moved to help.
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OOC: If there's a single object blocking a door that Miles can move, he will try and teleport it away so that the people can escape - if the obstruction is too big for Miles to move, he will teleport directly to trapped people - the ones closest to the danger first - and teleport them out to a safer location, one or two at a time.
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
After freeing the doorway, Miles shouted in Japanese, "Come on, let's go! Uhh.... follow the bees to safety!"
"Bee Haw, I hope you found someplace for these people to go," he called in English to a nearby bee. Hopefully it was one of hers? It was hard to tell!
"Bee Haw, I hope you found someplace for these people to go," he called in English to a nearby bee. Hopefully it was one of hers? It was hard to tell!
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Re: #1 Danger Room (4MA, open to contestants)
Bea is going to lead everyone who can get to that cleared exit, to that exit.
She should be seeing all of this in surveillance mode and see all the possible paths to that classroom.
(Yes, she can hear what is said near any bee.)
In terms of where it is safe for people to go, that can be part of her assessment round. Just let me know.
She should be seeing all of this in surveillance mode and see all the possible paths to that classroom.
(Yes, she can hear what is said near any bee.)
In terms of where it is safe for people to go, that can be part of her assessment round. Just let me know.
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- Dapper Dog
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Re: #1 Danger Room (4MA, open to contestants)
It’s a trolley train problem, while she can navigate them out there is no way to get all of them to a place to safety. It seems like there are two classes in the gym, but classes on the second floor can make it but one that seems to be a band room with a large amount of students, about fifty students.
OOC: Essentially it may not be possible to get all these students you can make a teamwork check on Perception to guide them out at DC 20 they would need to get three degrees of success to get all the students before the pyroclastic flow hits. Get a +5 circumstance bonus for having a complete layout and an ability to teleport.
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
OOC: Miles has +6 at Perception; I think he will assist Bee Haw's Perception Team Check unless her Perception is lower than that?
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Re: #1 Danger Room (4MA, open to contestants)
And I can add +5 to teamwork check from Teamwork advantage! Her perception is +9 (8 skill + 1 att).
Can I confirm we can include Teamwork +5? It is for exactly this situation.
Once you confirm, I can roll.
Can I confirm we can include Teamwork +5? It is for exactly this situation.
Once you confirm, I can roll.
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Re: #1 Danger Room (4MA, open to contestants)
OOC: Yes Teamwork makes the dream work.
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Re: #1 Danger Room (4MA, open to contestants)
Oh! I was also planning to use 1 xp for Ultimate Effort.
If you concur, I have a hero point I could use to trigger.
If you concur, I have a hero point I could use to trigger.
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
With his Thousand Mile Vision and some quick teleports to help some of the slower moving children along, Thousand Miles helped evacuate as many schoolchildren as possible under the direction of the all-seeing bee swarm.
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Team Perception check with Bee Haw leading
4MA Teamwork check to evacuate school, Perception +circumstance bonus for teleporting DC10 | 1d20+11 ⇒ 27 succeeds with 4 degrees of success, I believe this gives Bee Haw an extra +5 to her roll
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Team Perception check with Bee Haw leading
4MA Teamwork check to evacuate school, Perception +circumstance bonus for teleporting DC10 | 1d20+11 ⇒ 27 succeeds with 4 degrees of success, I believe this gives Bee Haw an extra +5 to her roll
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Re: #1 Danger Room (4MA, open to contestants)
Bea gives it her all. Schoolchildren's live are on the line! But this is what she is meant to do. The queen of the hive. Directing every worker at the same time. The perfect choreography. All seeing, all directing. Follow the bees.
[Assuming ultimate effort, 1 hero point is spent, dice is 20 + 9 perception + 5 teamwork advantage + 5 Miles boost + 5 circumstance = 44, which is more than enough! At least 5 successes.]
If I need to roll instead, let me know.
All schoolchildren saved.
[Assuming ultimate effort, 1 hero point is spent, dice is 20 + 9 perception + 5 teamwork advantage + 5 Miles boost + 5 circumstance = 44, which is more than enough! At least 5 successes.]
If I need to roll instead, let me know.
All schoolchildren saved.
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- Dapper Dog
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Re: #1 Danger Room (4MA, open to contestants)
The children were safe, teachers too… and that is when the pyroclastic flow hits. The heroes can try and join the safety of the students but it would put the students and teachers at risk, though they can teleport so there is that.
OOC: Each player make a Fortitude check at DC 17 or be Impaired plus a heat damage effect for a Toughness check of 23. Thousand Miles can try and teleport away, and take Bee Haw if possible, but that is a Teleport check vs. DC 15 to avoid the toxic heated gases altogether.
OOC: Each player make a Fortitude check at DC 17 or be Impaired plus a heat damage effect for a Toughness check of 23. Thousand Miles can try and teleport away, and take Bee Haw if possible, but that is a Teleport check vs. DC 15 to avoid the toxic heated gases altogether.
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Re: #1 Danger Room (4MA, open to contestants)
We may want to teleport anyway to hurry to the hotel and help the people there.
I'll wait and see! I'll roll if needed.
I'll wait and see! I'll roll if needed.
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
As the last of the children and teachers reached safety, Miles tried to grab Bea and teleport to the hotel, but the toxic gas caught up to them just as they teleported out....
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4MA Teleport to safety! Teleport DC15 | 1d20+7 ⇒ 11 fails
What should happen now? Do we need to make the Fortitude and Toughness checks at this point?
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4MA Teleport to safety! Teleport DC15 | 1d20+7 ⇒ 11 fails
What should happen now? Do we need to make the Fortitude and Toughness checks at this point?
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Re: #1 Danger Room (4MA, open to contestants)
OOC: Yes make the checks, but you arrive at your destination just after getting hit by the flow.
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Re: #1 Danger Room (4MA, open to contestants)
(Alas! The dice can be cruel. FYI, I am walking into choir practice and will be back in about 2 hours. Sorry for delay.)
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- Thousand Miles
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Re: #1 Danger Room (4MA, open to contestants)
Miles held his breath against the toxic gas as he and Bea teleported out, but was he was hit by a blast of superheated vapor. After teleporting the two of them closer to the hotel, the teleporting teen stumbled and collapsed, succumbing to the burns.
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4MA Fortitude save against toxic gas DC17 | 1d20+2 ⇒ 19 succeeds!
4MA Toughness save against heat damage -1 for earlier failed toughness rolls, DC23 | 1d20+1 ⇒ 8 fails with 4 degrees, incapacitated
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4MA Fortitude save against toxic gas DC17 | 1d20+2 ⇒ 19 succeeds!
4MA Toughness save against heat damage -1 for earlier failed toughness rolls, DC23 | 1d20+1 ⇒ 8 fails with 4 degrees, incapacitated
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"A journey of a Thousand Miles begins with a single step."
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Re: #1 Danger Room (4MA, open to contestants)
He'd done it! The hotel.
But oh... that last gasp of air...
He fell. "Miles!" she screamed. Was he okay? He was going to be okay, right? If only she could heal. And then she felt light-headed...
https://sakkaku.org/r/17952 She fails Fortitude save. She is impaired. (That's -2 on future checks).
https://sakkaku.org/r/17953 She fails the Toughness save. 15 v 23 is fail by 2 degrees? I think she is -1 to future toughness saves, and dazed for 1 turn. But I will wait for you to confirm. Or only the -1 to future toughness if that's only 1 degree.
But oh... that last gasp of air...
He fell. "Miles!" she screamed. Was he okay? He was going to be okay, right? If only she could heal. And then she felt light-headed...
https://sakkaku.org/r/17952 She fails Fortitude save. She is impaired. (That's -2 on future checks).
https://sakkaku.org/r/17953 She fails the Toughness save. 15 v 23 is fail by 2 degrees? I think she is -1 to future toughness saves, and dazed for 1 turn. But I will wait for you to confirm. Or only the -1 to future toughness if that's only 1 degree.
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