Thevshi Posted January 9, 2018 Posted January 9, 2018 Okay, OOC for Here. Ex, let me know what Moon-Moth will be stunting once I post moving us on to the shuttle (via teleport) and lifting off toward orbit. (You can then post IC as well)
Exaccus Posted January 9, 2018 Posted January 9, 2018 (edited) Stunting a alternate power Cloak! (Concealment 6; All Visual, Radio and Graviton Senses; Extras: Affects others, Area Burst, Duration: Continous) [40pp] Taking the fatigue for now. Radio for Radar, Gravitons for gravity detectors and such also standard invisability! Pluss i don't need to tie up my array! Edited January 9, 2018 by Exaccus
Exaccus Posted January 13, 2018 Posted January 13, 2018 I would like to examine the comet with whatever sensors the ship has and make a galactic lore check to see what i can figure out about it. 1d20+14=33
Thevshi Posted January 13, 2018 Author Posted January 13, 2018 Well, the sensors in the shuttle are not nearly as good as on a standard Praetorian ship, but they can provide some information. Moon-Moth is picking up a tremendous amount of energy from the comet, but not able to get much more information. It is unlike anything he have heard about from a comet.
Exaccus Posted January 17, 2018 Posted January 17, 2018 Moon-moth thinks his friends need more time to think and come up with a plan, so he's going to reach out with his Magic and attempt to slow or stop the comet with his Move object! taking the full round to increase its effective rank to 19 and its effective strength to 95!
Thevshi Posted January 18, 2018 Author Posted January 18, 2018 Like we discussed in chat yesterday Ex, Moon-Moth can use his TK to slingshot the shuttle forward, speeding it up a fair bit.
Exaccus Posted February 1, 2018 Posted February 1, 2018 I will at this point spend a HP to recover fatigue!
Thevshi Posted February 1, 2018 Author Posted February 1, 2018 Okay, so Tiff, I will need a Notice check and a Pilot check for Traveller. Ex, TT, I need a Reflex save for Moon-Moth and Cav (DC 22), depending on how that goes, then either a DC 27 or DC 21 Toughness save (unless either of you have Evasion)! And Ex, TT, have a HP for teleporting into a danger zone!
Exaccus Posted February 1, 2018 Posted February 1, 2018 Reflex save! 1d20+7= 12 Toughness save! 1d20+15=34
Tiffany Korta Posted February 1, 2018 Posted February 1, 2018 Sitara's Notice: 1d20+10 14 and Pilot: 1d20+15 26. It's obvious where all her attention is focused on!
trollthumper Posted February 2, 2018 Posted February 2, 2018 15 on a K: Physical Sciences roll to figure out what the hell they might be planning with these drivers. 20 on a Will save to focus enough to figure out whether or not we need to give these things a push.
Exaccus Posted February 3, 2018 Posted February 3, 2018 I'd like to ready to counter the next blast of electricity with my own blast give us a bit of breathing room maybe, what say you TT?
Thevshi Posted February 3, 2018 Author Posted February 3, 2018 The problem is this is an area effect Ex, the electricity is a constant condition all around you.
Exaccus Posted February 3, 2018 Posted February 3, 2018 As discussed in chat stunting this effect! Immunity 10 ("magnetosphere" Common Descriptor (Electricity); Affects others, Area burst (50ft) Duration (continous)[40pp]
trollthumper Posted February 12, 2018 Posted February 12, 2018 All right, Notice check to see what I might be missing on the asteroid: 13. I'll go with it for now.
Exaccus Posted February 13, 2018 Posted February 13, 2018 Moon moth would like to find an access pannel either on the engine or the hull and try to break the circuit for the shielding! as discussed! Kn: Tech 1d20+10=28 Disable Device 1d20+10=26
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 Good roll. Moon-Moth does find a access panel and takes a look at the circuitry inside (no simple wires) and he is pretty sure he cannot do anything about the forcefield without also disabling the engines that are in place to slow this thing down. In any event, that disable device roll is not good enough to disable the system.
Tiffany Korta Posted February 14, 2018 Posted February 14, 2018 So I want to try and do the equivalent to Teleport, just with the whole ship! If needed I'll throw in a HP and I have 25 with Skill Mastery with bot Electronics and Mechanics. I'm hoping rule of cool helps me here
Thevshi Posted February 14, 2018 Author Posted February 14, 2018 Yes, the rule of cool will play into this a lot. It will take a HP to do this (basically Inventing) but that will get cancelled out by throwing yourself into danger. GM post in coming. Will need a DC 22 Reflex save and then a Toughness save (DC 21 if you make the Reflex save, DC 27 if you miss it) Seresk misses his reflex save, but makes the toughness save.
Tiffany Korta Posted February 15, 2018 Posted February 15, 2018 Travellers Reflex Save: 1d20+10 13 and Toughness Save: 1d20+10 20. A bump seems suitable for such a risky manoeuver!
Exaccus Posted March 5, 2018 Posted March 5, 2018 so letsee what moth is doing. Teleport 20("astral maelstrom"; Extra: affects others, area burst, accurate flaws: Long range, uncontrolled, Tiring) 40pp is what i had in mind open to Suggestions
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