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I Sea Dead People


Supercape

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  • 2 weeks later...
Posted

SC, Myrmidon is going to try and figure out if this is a research vehicle or some sort of military vehicle. Quick once over for hatches, weapons, view ports...whatever looks important.

 

Skill Mastery on his Notice for 22 total. Also, activating his cloaking subroutine so he doesn't get shot at off for poking around mechaspider.

Posted

THat would be a tough call as it is so "out there"!

 

Still, I suppose a Knowledge (Technology) Roll is in order if anyone has it...

 

DC 20

It appears to be armed with...something....

 

DC 30

That something is a, for want of a better word "Geolance", which can cause seismic distrubrances, tsunamis, earthquakes, etc...

Posted

So there is not a massive amount to do at this point, let me know if you guys want a scene cut to the spooky interior...

 

Yes, it does feel a bit like the Abyss, I know!

Posted

So, in we go...

 

First off, the environment is cold (not extreme) and low lighting levels. At least, until you get some power online!

 

The walkers movement may, on odd moments, throw out a DC 5 Concetration check for sustained powers because of the uneven rolling motion. 

 

Temperance can detect a goodly number of dead spirits infused into the Walker. 

 

Investigating the bodies is a life sciences (trained) check: +2 to the roll if you have any medicine skill, +5 to the roll if you have a medicine skill of 10 or more. 

DC 20

The bodies died by drowning several days ago

 

DC 25

The pathology seems strange, however. Like water was

forced into them rather than just inhaled. The post mortem features are not characteristic of drowning, although it is pretty certain they drowned

 

You may also wish to make a Search check DC 15

The man with the gun managed to get off three shots (three bullets missing from magazine), but you can only find two bullet marks on the walls

 

Finally a DC 15 Notice roll for anybody with the Scent supersense

The air is musty and old, but you can detect the scent of a living human(s) on the ship, as well as the scent of dead people

Posted

Ok so Atlanteans on board!

 

Sense Motive Checks DC 20, with a -2 Situational penalty due to "non human" nature of Atlanteans - although Glamazon ignores this and gets a +2 Situational bonus. 

The Antlanteans are under some form of Mental Influence

 

Also, Notice DC 25

The Antlanteans are unusually 

wet ... water coming from their mouths and damp skin

Posted

I'd like to get a post in before you do again Cape, but here is a question that I probably should have asked yesterday.  Does Tsunami detect the same type of water in the dead Marines as she detects in the Atlantean soldiers?

Posted

I was waiting to see if Semi wanted to add anything before I do anything else.

 

Right now, I am considering using Tsunami's water control to force the unusual water out of the Atlanteans and see if that breaks the mental control over them.

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