Supercape Posted March 8 Author Posted March 8 Dr North is clearly befuddled, possibly lying (although he is too confused too know if he is lying to himself...) DC 20 Medicine or Knowledge: Behavioural Sciences Spoiler He is an acute confusional state, disorientated. This is always caused by some organic problem - such as hyperthermia or epilepsy or sepsis, and has relatively rapid onset.
Spacefurry Posted March 8 Posted March 8 Knowledge, Behavioral Science: 9 What the heck, let’s reroll that: 21
Supercape Posted March 8 Author Posted March 8 Predator - Unharmed - 3 HP Also I am presuming that (for now) Pred is out of her battlesuit (unless she sleeps in it!) - so supersenses not active
Supercape Posted March 12 Author Posted March 12 25 on Dr Norths? Attack roll and DC 23 Toughness Save. Brutal, as not in battlesuit, but fear not - we are not in combat, that was a wild swing. What Predator does know is that Dr North is faster and stronger than any human.
Spacefurry Posted March 12 Posted March 12 I think you underestimated how much of her Protection is from the armor... Toughness: 5... Gotta reroll that: 20 That was too close, got lucky with that reroll... Still a bruise
Supercape Posted March 13 Author Posted March 13 Enough for a diagnosis as per ic! Maybe some ideas for next pp award / update?
Spacefurry Posted March 13 Posted March 13 Jean has the Inventor feat so I hope I'm not over stepping with that.
Supercape Posted March 13 Author Posted March 13 Inventor feat normally takes hours (or days) to build a machine. Would you be willing to spend an HP to have that coolant "on hand"? Otherwise you could try a craft (chemical) roll to whip one up quickly.
Supercape Posted March 18 Author Posted March 18 Also, I forgot to award an HP for valiant attempts to save Dr North from boom (despite risk). Predator - Unharmed - 3 HP
Supercape Posted March 19 Author Posted March 19 Investigation time, @Spacefurry! Investigation roll to collect evidence (the mulsh and maybe non-mulsh like fingerprints etc) Knowledge (life sciences) to examine the mulsh Knowledge (physical sciences) to examine the broken vail in the ?North's mulshed chest. Feel free to make any other rolls (knowledge, craft, and so on) that you might feel pertinent.
Spacefurry Posted March 20 Posted March 20 Okay, from the top. Investigation: 13 Not a good start, let's reroll: 12+10=22 Throws up hands. It's gonna be one of those days. >< Knowledge, life science: 20 Knowledge, physical science: 10 Reroll that one: 21 Maybe another Medicine: 5... Dice Roller just really hates me... >< Maybe Knowledge, technology: 22 Maybe Craft, electronics for some way to detect someone else like the doctor? : 14 I'm just gonna stop there. >< Seems I either roll in the low single digits or 11-13 range lately.
Supercape Posted March 20 Author Posted March 20 Also probably not good enough to create a detecteron, although you could try the inventor feat?
Spacefurry Posted March 26 Posted March 26 Okay, Inventor is a Know, Tech check to design based on point total of the device. I'm guessing a detector would be Super-Sense: Scent-based Awareness w/ an Uncommon descriptor and maybe Counters Concealment? Then a Craft check to build. I just wasn't sure what the DC would be?
Supercape Posted March 26 Author Posted March 26 ok as per rule book It would be 1 PP for straightforward scent detector (as it would be rare - just this particular flesh), 3 PP for Counters concealment. Design check is Knowledge (Tech) DC 11, or 13 Craft check is Craft (Electronics) DC 11 or 13 It would take a few hours, but you have a few hours so no need to calculate that.
Spacefurry Posted March 26 Posted March 26 Knowledge, Business: 16 Knowledge, Civics: 14 Well, that’s nopex2 Knowledge, Technology: 17 Craft, Electronics: 12 - _ - So, no Counter Concealment
Supercape Posted March 27 Author Posted March 27 Yeah that works Do you want to put in an IC post for that construction or shall I narrate it?
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