Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
[VtR][Mature] Born into Darkness: Arc 1
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Graf" data-source="post: 4007671" data-attributes="member: 3087"><p><strong>The "Tank"</strong></p><p></p><p>The room the PCs sleep in is called the Tank</p><p>[sblock=Physical Features]</p><p></p><p>The tank is small, perhaps 4.5m (~15 feet) wide and 10m (~30 feet) deep.</p><p></p><p>The floors, ceiling and most of the walls are made of unfinished concrete, all the surfaces are bumpy and irregular.</p><p></p><p>There is a tight central space (the "corridor") that passes between all the cells. Five cells line one side of the room, the left side as you come in, and four line the other. The right concrete wall is broken by what looks like natural stone rock in the middle, where the "missing cell" would be.</p><p></p><p>A single bulb is embedded in the ceiling, in the center of the room above the T (where the corridor meets the missing cell); when on it gives off a harsh glare. There is no exposed wiring, the switch is apparently outside somewhere.</p><p></p><p>Thick iron bars have been laid irregularly, forming <strong>cells </strong>that are roughly square (2m by 2m). Each cell has a iron barred cell door (set into a door frame) that opens inward.</p><p></p><p>The only entrance is covered by occupied by a massive, old school bank vault door. When you come in from the outside you can see a big spinning wheel (or whatever the technical name is) used to lock and unlock the door.[/sblock]</p><p></p><p>[sblock=Environment]The air is dry and completely still. If you were mortals you'd probably suffocate in here. As vampires you don't notice.</p><p></p><p>Neonate vampires are keenly aware of just how quiet they are, just how quiet their cellmates are. No one breaths, or coughs; your limbs don't get stiff, you don't stretch or move or fidget for physical reasons. </p><p></p><p>A mentally calm vampire can sit still for hours.[/sblock]</p><p></p><p>[sblock=Diego -- Larceny]Given that you'll be in here for hours and hours I'll just go through the things you'd pick up without bothering to roll.</p><p></p><p>There is no evidence of anything electronic in her fancier than the light bulb.</p><p></p><p>The cell door locks aren't a big deal. They're old. Probably bought second hand from some prision when they updated to a modern electronic door locking system. Should be able to pick one in around thirty seconds, maybe less [sblock=rules]don't know if this will ever come up but <ul> <li data-xf-list-type="ul">first time takes 5 successess, each roll takes 10 secs</li> <li data-xf-list-type="ul">each time you successfully pick you get better, it takes one less success (min one success)</li> <li data-xf-list-type="ul">when you "master" the lock (get down to one-success-to-open level) every success halves the time required (3 successes would be 3 secs ~ one combat round)</li> <li data-xf-list-type="ul">An exceptional success means you "pop" the lock pretty much instantly. One combat round (or a free action if you've mastered the lock)</li> </ul><p>[/sblock]</p><p>The <strong>bank vault door</strong> presents a significant barrier. </p><p>Unless you miss your guess it's an old one, also probably picked up second hand. Maybe from an S&L when the whole S&L crisis hit.</p><p>It's solid from the inside, no easy access to the locking mechanism. The bolts run directly into the concrete.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Graf, post: 4007671, member: 3087"] [b]The "Tank"[/b] The room the PCs sleep in is called the Tank [sblock=Physical Features] The tank is small, perhaps 4.5m (~15 feet) wide and 10m (~30 feet) deep. The floors, ceiling and most of the walls are made of unfinished concrete, all the surfaces are bumpy and irregular. There is a tight central space (the "corridor") that passes between all the cells. Five cells line one side of the room, the left side as you come in, and four line the other. The right concrete wall is broken by what looks like natural stone rock in the middle, where the "missing cell" would be. A single bulb is embedded in the ceiling, in the center of the room above the T (where the corridor meets the missing cell); when on it gives off a harsh glare. There is no exposed wiring, the switch is apparently outside somewhere. Thick iron bars have been laid irregularly, forming [B]cells [/B]that are roughly square (2m by 2m). Each cell has a iron barred cell door (set into a door frame) that opens inward. The only entrance is covered by occupied by a massive, old school bank vault door. When you come in from the outside you can see a big spinning wheel (or whatever the technical name is) used to lock and unlock the door.[/sblock] [sblock=Environment]The air is dry and completely still. If you were mortals you'd probably suffocate in here. As vampires you don't notice. Neonate vampires are keenly aware of just how quiet they are, just how quiet their cellmates are. No one breaths, or coughs; your limbs don't get stiff, you don't stretch or move or fidget for physical reasons. A mentally calm vampire can sit still for hours.[/sblock] [sblock=Diego -- Larceny]Given that you'll be in here for hours and hours I'll just go through the things you'd pick up without bothering to roll. There is no evidence of anything electronic in her fancier than the light bulb. The cell door locks aren't a big deal. They're old. Probably bought second hand from some prision when they updated to a modern electronic door locking system. Should be able to pick one in around thirty seconds, maybe less [sblock=rules]don't know if this will ever come up but [list] [*]first time takes 5 successess, each roll takes 10 secs [*]each time you successfully pick you get better, it takes one less success (min one success) [*]when you "master" the lock (get down to one-success-to-open level) every success halves the time required (3 successes would be 3 secs ~ one combat round) [*]An exceptional success means you "pop" the lock pretty much instantly. One combat round (or a free action if you've mastered the lock)[/list] [/sblock] The [B]bank vault door[/B] presents a significant barrier. Unless you miss your guess it's an old one, also probably picked up second hand. Maybe from an S&L when the whole S&L crisis hit. It's solid from the inside, no easy access to the locking mechanism. The bolts run directly into the concrete. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
[VtR][Mature] Born into Darkness: Arc 1
Top