Supercape Posted January 27, 2014 Author Posted January 27, 2014 Ok, so time for some more rolls - depending on what you are doing. For everyone: Notice Knowledge (Technology) You may wish to roll a Search, or Computers roll if examining the Haven, but if so could you give some indication of what! Stuff will happen imminently! (Also, remember the +2 Situational Bonus for these rolls, as you have studied the Plans of the Haven)
Thevshi Posted January 27, 2014 Posted January 27, 2014 Synapse gets a 26 on her Notice check and a 24 on her Kn: Tech check. Though the Notice check would be a 28 if she gets the +2 bonus on that.
Aoiroo Posted January 28, 2014 Posted January 28, 2014 20 for Notice, so 22, and 18 for technology, so 20. Looking at computers for data about any traps, Crit, 28, so like 33 +2 is 35.
Thevshi Posted January 28, 2014 Posted January 28, 2014 Roo, you do not get crits on Skill checks, a 20 is just a 20.
Ari Posted January 28, 2014 Posted January 28, 2014 I am finding all KINDS of Skills I forgot to give Osprey. He doesn't have Knowledge(Technology) so no dice there. Notice roll: 14. +2 from reading the Haven's plans turns that to a 16. Search roll to work out where any scanners, sensors or pressure plates are: 21. +2 from knowing the plans makes it 23. Stealth to keep from activating anything(if that fits): 27.
Tiffany Korta Posted January 28, 2014 Posted January 28, 2014 Notice: 1d20+10 23, Technology: 1d20+0 18
Supercape Posted January 29, 2014 Author Posted January 29, 2014 Ok, so the results in order! (trumpet fanfare!) I am splitting this up a little, to say you examine various areas of the Haven and according to broad skill mix. Synapse: Notices a variety of weaponry located inside the Haven - stun guns, cannons, the like. They are all well concealed and show evidence of being used. By tracking their position, she also finds signs that they have been discharged, in the Haven, and the damage repaired. The weapons are still active. Synapse also notes that the Haven is built to be structurally extremely firm. The AI device in the centre is still on low power, but not actively "awake". Catalyst notes the medical bay is very advanced, able to to do the most complex operations, such as brain/body transplantation, or grafting. She notices that much of the equipment is booby trapped, to dissolve or fry, even explode, if used without proper authority. Osprey comes across some sealed human-sized containers, concealed under the floor panels, with activation sensors above them, which he avoids. Young Brittania notices some camera's far overhead, tracking everybodies movements. Feel free to notice each others stuff too, if you rolled higher than that PC for notice. However, I am splitting this up presuming the four PCs are looking at different areas.
Supercape Posted February 2, 2014 Author Posted February 2, 2014 Could we have a computers roll from Synapse as she looks into the central computer bank. DC 20 to get in, do basic stuff, DC 30 to get full access to the Havens log, DC 40 to actually take over the Haven! Also, a disable device roll from Osprey to jam the weapons systems. DC 20 for that. (I read you right using throwing knives to jam them?) Also, note: Tiff named the computer "Vera" IC which sounds good to me!
Thevshi Posted February 2, 2014 Posted February 2, 2014 Okay, Synapse gets a pretty good computer check, with a 33.
Ari Posted February 2, 2014 Posted February 2, 2014 Sorry Supercape, I meant that Osprey is 'flagging' their locations and the sensors so the others know where to avoid them. But if you'd rather that's what he was doing, I'll edit my post to reflect that, and edit in a roll here of Disable Device.
Supercape Posted February 2, 2014 Author Posted February 2, 2014 I dont mind! Sorry for the misread. If you want to try disabling them, let me know, otherwise I'll note they are just "tagged".
Supercape Posted February 2, 2014 Author Posted February 2, 2014 Synapse's computer check: the four pods that Osprey has found contain human bodies in suspended animation. The files refer to "Cybernetic Control Implants" that are also functional on the bodies, and that "Project Antibody" has activated. The actual files on that are long and complex, referring to some automated sequence in the medical bay that modifies human bodies, primarily in the cortex.
Thevshi Posted February 3, 2014 Posted February 3, 2014 Synapse make a Kn: Pop Culture check to recognize Angus, getting a 26. So, she knows who she is.
Aoiroo Posted February 3, 2014 Posted February 3, 2014 What does Jasmine roll when looking at this stuff?
Supercape Posted February 3, 2014 Author Posted February 3, 2014 Roo> Booby Traps Jasmine finds are very good, disarrmed on DC 30. The medical bay can of course be used if you have a medicine skill.
Thevshi Posted February 3, 2014 Posted February 3, 2014 Cape, I think Roo might have meant if she comes over to look at the files on Project Antibody (though I could be wrong).
Supercape Posted February 3, 2014 Author Posted February 3, 2014 Sure. Throw me a life sciences roll to see if she can fill in the gaps.
Aoiroo Posted February 3, 2014 Posted February 3, 2014 23, Pretty good considering her Life Science is 5.
Supercape Posted February 3, 2014 Author Posted February 3, 2014 So not the fine details. Project Antibody is a program to "cyborg-ise" humans to function as defence drones for the Haven.
Thevshi Posted February 3, 2014 Posted February 3, 2014 Figured I would throw one for Synapse (who actually has a +6 thanks to her Int), but she only got a 19.
Supercape Posted February 3, 2014 Author Posted February 3, 2014 Fair enough, Thev...but the biology goes to Jasmine, here. I think!
Supercape Posted February 4, 2014 Author Posted February 4, 2014 And so we have the four special forces operatives acting as Antibodies to you pesky intruders. First off, Osprey can get a surprise attack in because they are flat footed next to him. Then we shall go to initiative. 1d20+2=19 for the Antibodies
Recommended Posts