02-16-2021, 08:22 AM | #451 |
Join Date: Jan 2014
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Re: DreadStormers [IC]
How tough is the lock (assuming I'm using the tool stashed on Deck 5), how long would it take to disable each gun, and could I use my powers to disable the guns without opening a locker?
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02-16-2021, 10:06 AM | #452 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
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Lets see... They're good quality locks, but the emphasis is on having the alarm go off, not keeping people out, so its a +0. The tools you are using are improvised gear for this, for -2. You will also need to disable an alarm, at -2 to traps skill. Powers-wise, what is your plan for disabling guns? I seem to remember having a conversation of what the affliction will do to weapons with you, but I can't remember it. Your affliction is a touch attack, which means each gun takes one second and physical contact (but see the above note: daze lasts for minutes of failure -- unless we talked about this before). You can use a stunt (are you familiar with the power stunt rules?) to make that ranged, or effect an area. If you try to effect weapons through the walls, they will get a bonus from DR to resist. you can stunt to add a damage divisor if you want.
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02-16-2021, 11:15 AM | #453 | ||||
Join Date: Jan 2014
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Re: DreadStormers [IC]
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With a minute to pick a lock and maybe another minute to disable a rack, it seems pretty tight in terms of time. Is it possible to rig the laser guns to overload? If so, would rigging a rack to blow possibly chain-react and blow up the whole 10x10? |
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02-16-2021, 12:44 PM | #454 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Thanks... that method is essentially a perk level stunt requiring pinpoint accuracy, no FP, and mechanical knowledge of that specific weapon... thus the armory roll.
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If you can get an exact layout of one locker room, and if the other locker rooms have the same layout, disabling through the wall using surge will work. For that kind of a stunt, I can offer the option to charge only one stunt "use" per minute. Quote:
rigging them to explode... the lasers have power cells and lasing fluid. Both are volatile, but neither actually "explodes"... though both are capable of starting quick fires. Can this be done in a chain reaction? Probably only through a long burning fire. That would require intentionally setting one and disabling the fire alarm. Once the heat is high enough, the cells and fluid will ignite and the fire will continue.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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02-16-2021, 06:32 PM | #455 | ||
Join Date: Jan 2014
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Re: DreadStormers [IC]
Somehow I got it in my head it was a 10x10 array of lockers. Rereading it there are three; things should be a lot easier.
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-> Elevator to Deck 13 (Stealth/Photorefraction) -> Break into a locker (Traps-2/Lockpicking-2), steal one (maybe adjust the rack so holds fewer guns?) and fry the rest (Armory/Confuse). -> Repeat for the other two near the women's washroom -> Pass through the Bunkroom compartments to get to the other weapons lockers. (Stealth?) -> Same as previous locker break-ins. -> Drop by Deck 5 to hide the guns then return to bunkroom (Stealth?) I suppose I should case the men's washroom lockers now. Quote:
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02-17-2021, 07:08 AM | #456 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
The locker's on the men's side see a bit more traffic: maybe 40 seconds between visits on average. Otherwise, it looks identical, a mirror reflection.
As a note, with two days of casing, there will be a scheduled meeting right before the raid. -------------------------------------- Daymar notices the NCO that was talking to him head in a different direction than normal the morning of the meeting. Pacifica hears rumors that they are about to reach a supply depot hidden in Jakorbi space.
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02-17-2021, 07:39 AM | #457 |
Join Date: Jan 2014
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Re: DreadStormers [IC]
Cool, I'll take the meeting at night right before I go raid the armory. Just two last questions before the meeting and then the raid; does failing the traps roll mean the alarm goes off or just needs another attempt? Could I try something similar to the "fry the guns" trick on the alarm, making an Electronics Operation (Security) roll?
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02-17-2021, 07:55 AM | #458 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
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Failing the traps roll sets it off if you fail by 3 or more. Otherwise you can try again. Electronics Operation (security) would act as a complimentary roll (traps is still primary). Alternatively, you can use it to claim a +4 bonus to the traps roll, similar to the TK bonus to lockpicking. I believe Pacifica needs to roll to sneak out for the meeting in the dead of night. The meeting is during Hua's working hours, but Thibi's mind has been altered. how will she be attending?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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02-17-2021, 09:37 AM | #459 | |||
Join Date: Jan 2014
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Re: DreadStormers [IC]
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02-17-2021, 10:34 AM | #460 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Is this the same day Day tried mental surgery on him? Day is going to try to follow him.
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