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Old 04-25-2012, 07:07 AM   #41
Skullcrusher
 
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Default Re: [IC] Nightwatch (Weird Supers)

As Nightwatch hurries down the main tunnel he smashes the lights as he runs. He ducks down a side tunnel and starts stealthing away carefully looking behind him. He flipps his cammo setting to flat black.

Stealth 21 or less (17 +4 for Thermooptic chameleon surface)

Stealth 21 or less (3d6=10) made it by 11!
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Old 04-25-2012, 09:01 AM   #42
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Default Re: [IC] Nightwatch (Weird Supers)

Okay. He hears the officer open the door, curse the darkness, and then slam it, apparently after having left.
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Old 04-25-2012, 09:33 AM   #43
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Default Re: [IC] Nightwatch (Weird Supers)

Nightwatch swtiches on his infravision and slowly moves away looking ehind him for any humna sized heat signatures. He then tries to find another route to the bar he was headaing based on the location he thinks he was at when he appeared in front of the police station.

Area Knowledge Underground Area Knowledge New York City (3d6=7, 3d6=12) made underground by 7 and city by 2.
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Old 04-25-2012, 08:18 PM   #44
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Default Re: [IC] Nightwatch (Weird Supers)

Okay, Nightwatch manages to reorient himself, and finds a route through the tunnels to the bar that he's pretty sure the police would never guess even exists. But he doesn't know much about the neighborhood or the bar, and isn't sure whether it would be wise to show up there as Nightwatch.
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Old 04-26-2012, 09:53 AM   #45
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Default Re: [IC] Nightwatch (Weird Supers)

Since, in his mind,time is limited, Nightwatch will try to approach the bar from the rear taking tothe roofs if need be.

He will first watch for a couple minutes to get a reading on the area.

(urabn survival? Observation? Area Knowledge city or all of them?)
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Old 04-27-2012, 04:40 AM   #46
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Default Re: [IC] Nightwatch (Weird Supers)

Urban Survival OR Observation, plus Stealth.
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Old 04-27-2012, 03:16 PM   #47
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Default Re: [IC] Nightwatch (Weird Supers)

Nightwatch switches his armor's chamelon system to matach that of his surroundings and watches the area for a minute

Observation 14 or less Stealth 21 or less (3d6=15, 3d6=10) Missed the Observation roll by 1 and made the Stealth roll by 10 (I think that's a critical? not sure)
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Old 04-29-2012, 06:21 AM   #48
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Default Re: [IC] Nightwatch (Weird Supers)

Quote:
Originally Posted by Skullcrusher View Post
Nightwatch switches his armor's chamelon system to matach that of his surroundings and watches the area for a minute

Observation 14 or less Stealth 21 or less (3d6=15, 3d6=10) Missed the Observation roll by 1 and made the Stealth roll by 10 (I think that's a critical? not sure)
Nightwatch isn't sure about the back entrance, but there aren't many people around and he doesn't have far to go, so he decides the suits stealth will be sufficient. It is. At this hour there's only one guy in the bar besides the bartender, and both are clearly startled. Give me a Per roll.
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Old 04-29-2012, 07:02 AM   #49
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Default Re: [IC] Nightwatch (Weird Supers)

Perception roll: (3d6=6) made it by 8.

Nightwatch will walk in and chane his armor to the midnight blue he likes to use as a default.
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Last edited by Skullcrusher; 04-29-2012 at 09:20 AM.
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Old 04-29-2012, 07:21 AM   #50
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Default Re: [IC] Nightwatch (Weird Supers)

As he comes in, he notices a TV which the bartender hastily turned off with the remote. Seems police related, though...
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