The Sailor Posted January 10, 2015 Share Posted January 10, 2015 (edited) Civics (untrained): 1d20+5 10 - Hero Point (1 Point Left) Civics (untrained): 1d20+5 7 - Even worse, got a 12. Edited January 10, 2015 by The Osprey Link to comment
Supercape Posted January 10, 2015 Author Share Posted January 10, 2015 I believe the last roll should be a 12 natural then with your INT bonus of +6, a result of 18. Close, but just your basic "Need a warrant" thing. Link to comment
The Sailor Posted January 10, 2015 Share Posted January 10, 2015 Okay looking over the drone bits. What do I do here? Craft check? Link to comment
Supercape Posted January 10, 2015 Author Share Posted January 10, 2015 I would thought a Knowledge [Technology] Check would be the best bet. DC 10: Its a robot! DC 15: It is armed with drug darts and an energy blaster, and has gravitic flight. There are radio communicators so presumably it can be remote operated. It is only a drone, no artificial intelligence, but has some computer circuits to follow out basic instructions (INT 0, WIS 10) DC 20: You gain Improved Critical 1 vs the Bots in the future, spotting weakpoints. DC 25: After careful analysis, you gain +2 Attack and +2 Defence on versus the microbots as you study all its capabilities. That said, I will impose a -4 penalty on your roll due to lack of equipment and resources examining it. That will cancel out if you bring it to a workshop, or you spend an HP for the "Improvised Tools" Feat. Link to comment
The Sailor Posted January 10, 2015 Share Posted January 10, 2015 Luckily I got improvised tools already! Knowledge (Tech) check: 1d20+10 13 - Here goes my last hero point... Knowledge (Tech) check (Hero Pointed): 1d20+10 28 - BOOYAH! +2 Attack and Defense Against the drones! Link to comment
Supercape Posted January 10, 2015 Author Share Posted January 10, 2015 Post awaaaay! NB: (please jog my memory if/'when it comes up!) Endeavour has IMPROVED CRIT 1, +2 ATT, +2 DEF vs the microbots. Link to comment
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