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Old 09-14-2020, 03:52 AM   #120
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
There are three shifts: Hua works the first, Daymar works the second, and neither work the third. They both spend your day traveling around various parts of the ship. Daymar won't immediately need the kit at work, but he'll need it sometime during his work day. You should be able to arrange something that works... but I'll want details (where and when its picked up and returned) in case something goes wrong.
Day is re-considering this plan. If Hua sets off a big commotion, Day may be called upon to help deal with it in some way, and it would be suspicious if he was without his tools. "Okay, how about this? Late in my shift, I'm going to 'break' one of my tools, and have to go to Stores to requisition a new one. I'll use my powers to also get a full replacement kit, and leave it at this meeting place."

Is there any place a kit could be hidden in their meeting place?

Day has lots to do now. At lunch, he will use Suggestion to cause one of the cook's replenishing a warming drawer with food to spill it on the floor, and use the distraction for his now-familiar Filch/Holdout routine. Does the use of a psi-power count as a complimentary skill (GURPS Action 2, p. 5) giving a bonus for the other skills used?

[58] 20-09-14 11:38:30 CEST

Suggestion to cook to spill food on floor

3d6 <= 16
5 + 4 + 5 = 14 ... success

[59] 20-09-14 11:41:15 CEST

Filch to remove contaminated food from table

3d6 <= 13
6 + 5 + 6 = 17 ... failure

[60] 20-09-14 11:41:54 CEST

Use Luck to re-roll Filch twice

3d6 <= 13
1: 2 + 5 + 2 = 9 ... success
2: 6 + 2 + 2 = 10 ... success

[61] 20-09-14 11:42:59 CEST

Holdout to smuggle out contaminated food

3d6 <= 14
1 + 2 + 4 = 7 ... success

Following lunch, Day should now have all of his powers back. He asks Pothi, "Have I ever told you about this old Belter woman I met who taught me how to read palms? After shift I can show you."

Later in the shift, Day will intentionally break one of the flimsier tools in his kit, and tell Pothi, "I've got to run up to stores to requisition a new tool, this one broke. Be right back!"

When he goes to get his new tool, he'll use Suggestion 5 with the Amnesia technique (2 FP, -1 to skill but still effective skill 16) to have the quartermaster or whoever's on duty also give him a full replacement kit.

[62] 20-09-14 11:47:22 CEST

Suggestion 5 with Amnesia technique to give Day replacement electronics kit

3d6 <= 16
1 + 4 + 2 = 7 ... success

He will then divert to the meeting place, and use Camouflage at default, with a +1 for taking a bit of extra time (effective skill 12) to conceal the kit, before returning to Pothi.

[63] 20-09-14 11:51:55 CEST

Camouflage at default, +1 for Time Spent, to conceal replacement kit at meeting place

3d6 <= 12
5 + 5 + 2 = 12 ... success

Let me know if I need any additional rolls to accomplish all this, such as to convince Pothi to let me head to stores without him.
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