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Originally Posted by ericthered
Yes, the ship is lousy with hydrogen brick containers, emergency supply stores, and all sorts of nooks and crannies to hide things in.
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Great!
Quote:
Originally Posted by ericthered
I'm going to move the food routine to a once every three-days thing for Daymar (we've demonstrated how it works). Every three day period the rolls will receive a -1 penalty.
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Is that a cumulative -1? Anyway, I'm hoping I'll soon be able to avoid it entirely, because with Mental Surgery 5 it becomes feasible to quickly give someone a variety of useful Delusions (Daymar is above suspicion; the flour is contaminated, throw it out; salt works as well as psi-suppressants, etc.).
Quote:
Originally Posted by ericthered
Ok, I got to see this... especially in a setting with actual reading of the future.
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Day isn't necessarily saying he can really tell the future, but that this is something fun to try out...and an excellent excuse for making skin-to-skin contact to enable Mental Surgery!
Quote:
Originally Posted by ericthered
"wait up, I've got to come with you... Aw, you broke one of those?" Pothi will need to acompany you to requisitions anyway.
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Okay, so Day needs to figure out how to make Pothi not suspicious of him. Since Pothi already thinks Day is a bit of a klutz, on the way to requisitions he will "trip" over something, and fall to the ground.
"Can you give me a hand up?" When Pothi, hopefully agrees to help him up, he'll use Mental Surgery 5 to give him Delusion (Daymar is above suspicion), which I think would fall into the [-5] level, and Incurious (12) [-5]. Since my base skill is 18, this still gives him an effective skill of 16.
[64] 20-09-14 23:45:46 CEST
Mental Surgery to give Pothi Delusion (Daymar is above suspicion) [-5] and Incurious (12) [-5].
3d6 <= 16
5 + 1 + 6 = 12 ... success
Edit: I figured I probably should roll Acting for the trip/fall
[65] 20-09-14 23:47:55 CEST
Acting to "sell" his trip as genuine
3d6 <= 14
1 + 6 + 4 = 11 ... success