Roll - Tarkus infers where the guards have gone.
+10 Intelligence Check. Int 31, needs a 41 or lower.
RESULT: 57. 1 degree of failure.
"I'm not sure where they went," Tarkus says. "I think the guard station is in that direction, but I was paying closer attention to the escape routes when I looked at the map."
Roll - Scythia hacks the security system to control lights and security
Security Check. Int 33, Servo Skull +10, fancy text bar, needs 44.
RESULT: 80. 4 degrees of failure.
Scythia fed the wires and plugs of her servo-skull into the Dataslate port and began accessing the system, but a security protocol quickly overrode the attempt, and the screen displayed an error message signaling: UNAUTHORIZED USER DETECTED. PLEASE CONTACT SYSADMIN.
Roll - Tarkus plots out the easiest escape route.
+30 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.
"I know the way out," Tarkus added. "Through this door, we'll take the first right, then follow that hallway to an emergency exit. It will trigger an alarm when we leave, but it's the easiest way out of here, and should keep us clear of the guards."
Roll - Scythia plots out the route to the equipment locker.
+40 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.
"It's off to the left," Sythia says, as they exit, scanning the hallway for threats. Without waiting any longer, she departed into the shadows. Salk followed behind, as did Wilhelm - After a brief hesitation, at least - but the rest of the group followed after Tarkus - Most of them wanting the quick escape, but Arlo simply staying with the largest fighting force, his instincts still in control of his actions.
It took only thirty seconds for Scythia's group to get to the impound, but the door - A thin piece with a glasteel window inside - Was locked, and they couldn't enter.
Tarkus's group reached the exit at roughly the same time. The door was not apparently locked, but a large red warning sign was on the door handle reading 'EMERGENCY EXIT - ALARM WILL SOUND'.
Roll - Scythia checks for cameras.
Awareness Check. Per 33, needs a 33 or lower.
RESULT: 2.
Scythia glances around, almost giving the all clear, when the she catches a glimpse of a tiny reflection of light down the hall, opposite from where they had come from. It is almost invisible, veiled in shadow as it is, but the camera watching them is very real and very much watching them.
Roll - Scythia attempts to pick the lock.
+10 Security Check. Int 33, +5 for Servo-Skull, needs a 48 or lower.
RESULT: 11. 3 degrees of success.
Taking the time to work on the door, Scythia moves with as much speed as she can without risking failure. After a moment of jostling - Or thirty seconds, to be precise, the door pops open with a 'Click'. "We're in," she says.
Roll - Randomize lockers. You don't get to see this!
Roll - Baleful Eye attacks
Ballistic Skill Check. All but Critical Fail.
Roll 1 - 24
Damage roll - 6
Roll 2 - 27
Damage roll - 7
Roll 3 - 49
Damage roll - 9
In quick succession, Whilhelm blasts three locks into molten slag. His third attempt proves fruitful, and he locates the correct locker on the third try, finding and reclaiming his appropriated gear in half a minute.
Roll - Randomize lockers. You don't get to see this!
Roll - Shotgun Stock Attacks
Weapon Skill Check. Needs 78 or lower.
Roll 1 - 52
Damage roll - 1
Roll 2 - 31
Damage roll - 6
Roll 3 - 46
Damage roll - 9
It takes two heavy blows to smash the first lock, but the second comes off easily, and Salk stops to examine their contents.
The first contains one broken Chrono, one unused prophylactic, one black suit jacket, one pair black suit pants, one hat - black, one pair of sunglasses, and twenty three throne gelt.
The second contains one half bar of chocolate, one bunch of keys on a white metal ring, one packet of lho sticks, two plastic ball-point pens - one black, one red - one pocket tome, one address book - imitation red leather - and one white metal chrono.
The second contains
Roll - Randomize... Things and secret... Checks.
You don't get to see this!
Roll - Randomize lockers.
You don't get to see this either!
Roll - Lockpicking
+30 Security Check. Int. 33. Needs 67 or lower.
Roll 1 - 75
Roll 2 - 38
Roll 3 - 69
As the others resorted to more brutish measures, Scythia knelt by a lock, working to open it smoothly and without force. The first resisted, but after some gentle ministrations with her multi-tool, she opened it to find an unloaded autopistol, several packets of an unidentified powder, and a stack of hand-written log books.
As she moved to the next locker, though, she hesitated, hearing a voice echoing down the hall from deeper in the prison.
"Down this way. Watch it, I saw one of 'em in the break room. Scary fella, about the size of a hab block."
"No more rubber rounds, then. Got it."
(18 lockers are still shut. You have opened 7, collectively.)
Roll - Tarkus opens the vent.
Strength Check. St 31, +30 for butt of Autogun, needs a 61 or lower.
RESULT: 15. 4 degrees of success.
Roll - Tarkus slides into vent.
Acrobatics Check. Agility 52, trained in Acrobatics, needs a 62 or lower.
RESULT: 80. Re-rolled. 50. 1 degree of success.
Roll - Hahaha, not gonna tell you.
Tarkus raised up the butt of his autogun, smashing it into the grate of the vent. It clattered in the metal duct with a satisfying sound, leaving a gap open that was just large enough for a man to slip in.
And that's exactly what Tarkus did, grabbing the edge of the vent and crawling in. It wasn't exactly graceful, but he moved with speed and efficiency, and didn't get snagged or caught on anything.
"Quick!" One of the guards shouted. "It sounds like they're breaking something!"
The guards scuttled down the hall, footsteps heard in unison. A second passed, and then one pointed his shotgun around the corner, aimed at the first target he saw, and then hesitated.
"Hold your fire!" he shouted, his voice tinny behind his faceplate, as the other two guards moved into position. One dove across the gap of the door to take up a position on the other side, and as he did, Scythia fired.
Roll - Scythia fires on the guard.
Ballistic Skill Check. Bs 34, +10 for regular attack. Needs 44 or lower.
RESULT: 66. 4 degrees of success.
Fate point. Result: 43. 0 Degrees of success.
Roll to evade: 66. Failure.
Roll for damage (1d10+4 I): 5 + 4 = 9.
Tb3, wearing Flak armor. 2 wounds.
The shot was close, but narrowly nicked the guard as he scrambled into cover behind the doorway.
"Hold your fire!" The guard shouted, from the other side of the door, hidden behind the wall. "We want to talk!"
(Okay, here's how I'm treating this: You guys heard the noises of the guards down the hall, and are turning to go back and help your allies.)
Roll - Stuff happens
Roll - Tarkus looks for an opening
Perception Check. Per 34, needs 34 or lower.
RESULT: 48. 1 degrees of failure.
Tarkus hurried down the hall to see what all the commotion was, followed by Lazarus, both of them rounding the corner to see the three guards, all camped out in front of the door.
Before Tarkus could get a good look at them, one of the guards spotted the pair, shouting, "There's two more!", and turning to fire his shotgun at the two escaped prisoners.
Roll - Guard fires on Tarkus
Ballistic Skill Check. BS 30, +10 for regular shot, +10 for close range, needs 50 or lower.
RESULT: 100. Critical Failure
The guard wheeled his shotgun on Tarkus, pulling the trigger. Rather than a roar of gunfire and a cluster of deadly pellets flying down the hallway, though, a popping noise was heard and the shotgun clicked, its slide locked halfway between firing a round. The guard swore, fumbling the gun.
Roll - Initiative
Tarkus Stone - 13
Salk Icharus - 12
Scythia Harlocke - 11
Guard 1 (Leader) - 11
Wilhelm - 10
Lazarus Wolfe - 8
Guard 2 (Jammed) - 6
Guard 3 (Injured) - 7