Heritage Posted January 3, 2015 Posted January 3, 2015 I was waiting to see if Errant was going to post, to be honest.
EternalPhoenix Posted January 3, 2015 Author Posted January 3, 2015 I'll have something for you guys tonight. Vonnie first, and a post for after responses to that.
EternalPhoenix Posted January 4, 2015 Author Posted January 4, 2015 There's Vonnie's post. The other one is written and ready to go, barring any surprises from you two.
The Sailor Posted January 4, 2015 Posted January 4, 2015 I'll wait for Casey to say anything before posting.
The Sailor Posted January 7, 2015 Posted January 7, 2015 Casey, you flying at Sakurako's top speed of 100 mph for this? Should get us to where we need to be super easy.
Heritage Posted January 7, 2015 Posted January 7, 2015 Yeah, she's not going to faster than Endeavor can fly; that would be rude! She actually might keep it under 60.
EternalPhoenix Posted January 7, 2015 Author Posted January 7, 2015 Considering Vonnie can only hit 50 while swinging, that might be prudent, yes.
The Sailor Posted January 7, 2015 Posted January 7, 2015 50 mph is plenty fast... should get there in a couple minutes.
EternalPhoenix Posted January 22, 2015 Author Posted January 22, 2015 I was waiting on horn, honestly. That, and time often gets away from me. But, if Errant wants to take that spot, by all means.
The Sailor Posted February 1, 2015 Posted February 1, 2015 Question: Can I access where the people are, and is it dark? I know that thing that flew over us is a big hairy deal, but the people inside may need medical attention, and that machine in there may be of interest.
The Sailor Posted February 1, 2015 Posted February 1, 2015 Okay, should I get some rolls out of the way when I'm down there?
EternalPhoenix Posted February 1, 2015 Author Posted February 1, 2015 You got any you want to do? Because I don't need anything from you just yet.
The Sailor Posted February 1, 2015 Posted February 1, 2015 (edited) ok will make my post a little later then. Okay I'm in. Someone has to go in first. Edited February 3, 2015 by The Osprey
EternalPhoenix Posted February 13, 2015 Author Posted February 13, 2015 (edited) New standard rule. If something's ambiguous, ask me about it. It's almost always something I didn't think to include. Edited February 13, 2015 by EternalPhoenix
The Sailor Posted March 8, 2015 Posted March 8, 2015 (edited) Okay... first to give Phoenix a look over. (Thankfully I'm in what is pretty much a spacesuit) Medicine Check (+10): 1d20+10 20 - I pretty much with this check DC know where it hurts. Now for the Healing Mode, Phoenix gets a +6 to her Recovery check for her worst condition right now. Also, as a added thing I'm going to make a Craft Electronic check to see what I can do with the doohickey for lack of a better term. Craft: Electronic (+9): 1d20+9 24 Not sure what I can make of things with a 24, that's one short of a 25... should I hero point that? I'll post once I know the results. Edited March 8, 2015 by The Osprey
EternalPhoenix Posted March 9, 2015 Author Posted March 9, 2015 Phoenix has moderate electric burns (external & internal), and her left hand seems to have some nerve damage, as she can't move it properly. I don't feel like rolling for a Heal check that'll only fail on a 1, so let's say it worked and her hand starts working properly again. Along with the burns being partly healed.I'd like it to be a KN Technology check to first figure out how the machine even works. Craft would be to repair it afterwards.
The Sailor Posted March 9, 2015 Posted March 9, 2015 I'll make the knowledge roll now then too... Kno Technology (+10): 1d20+10 23 Let me know if that is high enough for anything or if I should HP.
EternalPhoenix Posted March 10, 2015 Author Posted March 10, 2015 I'm doing everything backwards. Erased's assistance gives you a +2 on both checks, because he knows just a bit about how the thing works. So.The machine is basically several circuits that can open and close, like bars on a jail cell. The problem is that it seems the designer vastly underestimated the amount of power that it would be holding. Erased's jury-rigged repairs linked the circuits in pairs, to bolster their strength, but even that's proven to be not nearly enough. As it stands, most of the pairs are either at their limit or actively broken. There is another function that might operate if all the circuits are active at once, but Endeavour can't tell what it is.That said, she can fix the circuits right up. I'll leave the method to you.
The Sailor Posted April 28, 2015 Posted April 28, 2015 Initiative Roll: 1d20 4Yeah unless some weird rolls happen, I ain't goin' first.
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