Ari Posted May 20, 2017 Posted May 20, 2017 (edited) OOC thread for this thread. You thought it was over eighty years ago but it wasn't. @Exaccus @Sailor Edited May 20, 2017 by Ari
The Sailor Posted May 20, 2017 Posted May 20, 2017 (edited) Tagging. Taking a read now. Torpedo Lass ready to set sail. Edited May 20, 2017 by Sailor
The Sailor Posted May 20, 2017 Posted May 20, 2017 I'll take 10 on my notice check for an initial look-see, for a dc 18.
Ari Posted May 20, 2017 Author Posted May 20, 2017 That works Sailor. Torpedo Lass spots a cave exposed by the low tide, leading into a sea-worn channel that delves through the island.
Exaccus Posted June 1, 2017 Posted June 1, 2017 Ill Take 10 for 25 on my Knowledge tech roll to analyse the conductron shell effect, looking for vulnerabilities in it in particular but general academic curiosity too,
Ari Posted June 2, 2017 Author Posted June 2, 2017 That gets about everything available. What was producing the shell is on the ceiling. A big copper coil, some slabs of ancient computer pieces, and a salvaged satellite dish transformed into a projector. The tech in question is a bunch of Cold War-era pieces cobbled together and augmented with smaller, newer pieces controlling and enhancing the generated power. The actual power source is attached via massive cables bigger around than Deoxy is. It's elsewhere, but he can feel it humming in the floor.
The Sailor Posted June 2, 2017 Posted June 2, 2017 Am I needed for anything, or am I still in "leggin' it" mode?
Ari Posted June 2, 2017 Author Posted June 2, 2017 Would you roll a Stealth and Reflex check, Sailor? DC15 on both.
The Sailor Posted June 2, 2017 Posted June 2, 2017 (edited) Stealth Roll, Barely Made Stealth (+5) Roll: 1d20+5 15 Reflex Check, Critfail Reflex Save (+8): 1d20+8 9 Considering I got Luck 2... I think I'll toss a HP on the Reflex. Reflex Save (+8) - Hero Pointed: 1d20+8 15 As I rolled a 7, that's technically a 17 (Lovin' those HPs) I rolled for a result of 25 but if it's taken nakedly that will also pass as a 15. 2 Hero Points Remaining Edited June 2, 2017 by Sailor
Ari Posted June 5, 2017 Author Posted June 5, 2017 @Exaccus Sorry, only just realized you wanted vulnerabilities. It looks super-vulnerable to electrical surges, and is also much bigger than it is strong. If he got a good rock, he could smash the aluminium casings pretty easily. @Sailor Okay, Torpedo Lass manages to lose the Torbs in the trees. And not slip on any of the really slick moss-covered branches.
The Sailor Posted June 5, 2017 Posted June 5, 2017 (edited) Phew! Also yeah I knew there was a issue of the moss on the trees, but I wager Torpedo Lass is used to rain/water slickened decks enough to keep sure-footed. That and seeing that 1 rolled on that save... yeah... wasn't wanting a sprained ankle or something. Edited June 5, 2017 by Sailor
Ari Posted June 6, 2017 Author Posted June 6, 2017 Sailor, will you give me a Notice check, and a History check of Torpedo Lass's Intelligence and Profession bonuses?
The Sailor Posted June 6, 2017 Posted June 6, 2017 (edited) Notice, I think I will do Skill Mastery with this and consider it a roll beating DC 20 by taking 10 History Check (Profession(Sailor) +5, INT +2) INT + Profession (Sailor) Check: 1d20+7 16 Sorta lame, but it beats a DC 15... I'll consider that a moral victory. Edited June 6, 2017 by Sailor
Ari Posted July 4, 2017 Author Posted July 4, 2017 Okay, so Mary spots the command tower of a Nevada-class battleship standing among the trees, with clear signs of seawater damage right up to the top. It looks just like the Oklahoma, a ship Torpedo Lass helped recover from Pearl Harbor the same year she was flung through time, though there's no indication how it could have ended up in a deep tropical island valley off the coast of Oregon.
Ari Posted July 4, 2017 Author Posted July 4, 2017 @Exaccus Would you care for an Invention check? I'd suggest Jury-Rigging, since he's under pretty tight time constraints, though the full context of that has not been made clear to him so Erik has a better chance of winning.
Exaccus Posted July 5, 2017 Posted July 5, 2017 (edited) Sure thing! Jury rigging Craft (Electronics) 1d20 + 10= 13 Hmm Ill HP it. 1d20 +10 = 11 +10 for HP for a total of 21 aah jeeze its gonna be one of those threads it seems. Edited July 5, 2017 by Exaccus
Ari Posted July 5, 2017 Author Posted July 5, 2017 (edited) @Exaccus I grant you another HP to try that again. Also what are you trying to make, figure that first. Edited July 5, 2017 by Ari
Exaccus Posted July 5, 2017 Posted July 5, 2017 Oh right i never actually stated in mechanics. A sorta short range electronic jammer/disruptor that will cause technology working on the same principles as the conductron shell to falter temporarily, kinda like the countermeasure for Mr freezes freeze ray in arkham city.
Ari Posted July 5, 2017 Author Posted July 5, 2017 So a Flawed Nullify Technology Limited to Edison tech? Okay. What rank?
Ari Posted July 5, 2017 Author Posted July 5, 2017 @Exaccus Okay, that would be the 2PP per rank version, with the Limited Flaw it would be 1PP per rank, so just 10PP, with the added jury-rigging it would be a DC15 check. Adding Nullification Field for absolute zero additional points. Tacking on anything else?
Exaccus Posted July 5, 2017 Posted July 5, 2017 Nah i think that'll do thanks! would you like me to reroll or take the 21 from earlier?
Ari Posted July 6, 2017 Author Posted July 6, 2017 Exits to the north and south, or follow Edison up the vines out the roof.
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