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Birth Trauma OOC


Supercape

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Posted

ok some rolls:

 

DC 10 Sense Motive to get a sense that the woman is actually highly emotional - a mix of emotions rather than any specfic one, about finding / meeting Sar. 

 

DC 20 Medicine / Life Sciences noting that she has ataxia (highly uncoordinated, low DEX medical condition). DC 25 to spot that it is a genetic ataxia rather than later developed / acquired from brain injury etc. 

Posted

Computers Roll to interpret the readouts Hannah gives you:

 

DC 20

Maps of FC Sewers, some abandoned. An important (and concealed) e mail from 'Doctor@Sparks', alongside various schematics for cybernetics

 

DC 25

You can place roughly where Doctor Sparks is, and that he has acquired major "Hack points" underground to listen in on the city

 

DC 30

The IP address and wire connections maps can pinpoint Doctor Sparks herself

Posted

Ok could you throw me a notice roll, DC 22, there will be some penalties due to low light (at least, spotting anything more than 25' away, as I presume the wand is glowing!)

Posted

Hovering Microbot Stealth attack

 

1d20+5=19 its a lucky hit on a flat footed Endeavour!

 

The dart is a Paralyse 5 Poison She is immune to that, although I will offer up a Hero Point if you wish to the descriptor (a poison dart) to actually work on (as its a sealed environment suit). Your call. 

Posted

Right, so...

 

Round 1:

 

11 - Hoverbot - Unharmed

4 - Endevour - Paralysed, 3 HP

 

NOte that outside the wands lighting, it is low light conditions

Hannah has a nominal Initiative of 7 but wont be engaging in combat. 

 

Hoverbot will move up to Endevour, and attempt a grapple (despite its size, it is strong!) it automatically hits the paralysed Endevour, and I think essentially cannot be resisted, so Endevour is now in a grapple Pin!

Posted

It can indeed - how do you want to play this?

 

ULtimately when you recover is, at this stage, simply a matter of how far the Robot Drags you. 

 

You can of course use a Bluff roll to "Play Paralysed" which is pretty darn easy: DC 5. 

 

Otherwise you can "Wake" and counter that grapple. 

Posted

Behavioural Sciences {Untrained] DC 15 to note that

he is suffering from caffeine intoxication and insomnia leading to anxiety and an abnormal mental state.

 

[Trained] (including Jack of All Trades or Eidectic Memory) at DC 20 to note that

as a result he is blurting out words in a disinhibited way, restless, and gabbling. Further Caffeine intoxication will worsen these effects.

  • 2 weeks later...
Posted

OK a few rolls OOC please:

 

Knowledge [Physical Sciences] to get a feel for the explosive riggage. 

 

[DC 15] Untrained

The bombs look reasonably powerful but are designed to blow the entrances/exits, rather than the laboratory itself. Although it may cause collateral damage. 

 

 

[DC 25]

You can precisely calculate the damage and the structural integrity of the laboratory. In essence, this would be a Damage 10 Explosion to the exit that is rigged, and a Damage 3 Explosion to the Laboratory. From your map recall and in conjuction with your analysis of the lab, there wouldbe minimal to no risk to the structures above. A burst pipe or two at best/worst. 

 

 

 

Also DC 20 Sense Motive Check

Something very tense between Hannah and Doctor Sparks. She is very concerned about what conversation she missed and what Doctor spark may have, or may not have, said

 

 

Finally DC 25 Life Sciences Check

Doctor Sparks is putting in a neural impant into Hannahs head, that will allow her to hugely improve her neurological function, although the shock it delivers will be painful for Hannah. It is more like a "jolt" temporary cure than permanent solution.

Posted

Ok, lets go for this then: You can still judge that the structures above are safe (or very likely safe) but cant do the judgement of exactly what strength the explosives will be. 


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