Supercape Posted September 5, 2014 Posted September 5, 2014 OOC for Our aquatic heroes plunge to the depths, in search of Captain Blood and the Drowned Man. But what will they find.....?
Semi-Autogyro Posted September 15, 2014 Posted September 15, 2014 Myrmidon configures his Armor Super-Senses Array [5 PP] as they descend to have Darkvision [2 PP] and Sonar [3 PP].
Supercape Posted September 15, 2014 Author Posted September 15, 2014 If you guys are good I will scene cut to bottom of da ocean! (No shark fighting on the way down!)
Semi-Autogyro Posted September 19, 2014 Posted September 19, 2014 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.
Supercape Posted September 19, 2014 Author Posted September 19, 2014 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...
Semi-Autogyro Posted September 20, 2014 Posted September 20, 2014 Myrmidon hits the DC 20 with his Skill Mastery, but since he's doing a quick once over I won't have him attempt anything further.
Supercape Posted September 22, 2014 Author Posted September 22, 2014 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!
Semi-Autogyro Posted September 23, 2014 Posted September 23, 2014 I am fine with proceeding into the belly of the beast.
Supercape Posted September 25, 2014 Author Posted September 25, 2014 In the absence of other replies, pushing this forward!
Supercape Posted September 25, 2014 Author Posted September 25, 2014 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
Semi-Autogyro Posted September 26, 2014 Posted September 26, 2014 Myrmidon hits the search check with an 18, along with ridding his sensors of sonar and keeping darkvision on [2/5 PP used]. He'll also take the handgun and any extra magazines on the bodies, while also going through their pockets for more clues.
Brown Dynamite Posted September 26, 2014 Posted September 26, 2014 Search: 1d20+2 13 Well good thing Myrmidion's around.
trollthumper Posted September 27, 2014 Posted September 27, 2014 Temperance finds nothing on a Search check.
Supercape Posted September 28, 2014 Author Posted September 28, 2014 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
Thevshi Posted September 29, 2014 Posted September 29, 2014 Tsunami gets a 30 on her Sense Motive check, and a 24 on her Notice Check (any circumstantial bonus given her awareness/detect water supersenses?)
Supercape Posted September 29, 2014 Author Posted September 29, 2014 Yes indeed! Tsunami can detect the Atlanteans have an unusually high level of water in their body (even for Atlanteans!)
Brown Dynamite Posted September 29, 2014 Posted September 29, 2014 Glamazon's Sense Motive: 1d20+3 18 It's impressive fo her current Sense Motive ranks. Won't even try for her notice as she can't make it if she tried.
trollthumper Posted October 1, 2014 Posted October 1, 2014 Temperance gets a 10 on Sense Motive - well, 8 with the penalty, really - and a 25 on the Notice check. So, she notices that the essence of moisture is wetness.
Thevshi Posted October 1, 2014 Posted October 1, 2014 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?
Supercape Posted October 2, 2014 Author Posted October 2, 2014 Ok so do you guys want to split up or anyone else post? The Atlanteans are demanding the Marines / You fix the power supply, whilst they have the bridge.
Thevshi Posted October 2, 2014 Posted October 2, 2014 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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