03-08-2021, 07:45 AM | #511 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
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Make a stealth roll to get out of your living quarters, and another to make it into security quarters. Once in the quarters, How will you be accessing the weapons lockers to disable the weapons? OOC: you may continue your meeting at night
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03-08-2021, 10:18 AM | #512 | |||
Join Date: Jan 2014
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Re: DreadStormers [IC]
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And then lockpicking to open the lock. No refraction roll? Anyway, trucking along: Quote:
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03-08-2021, 11:57 AM | #513 |
Join Date: Nov 2016
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Re: DreadStormers [IC]
OOC: Remember you have luck! But let's see what Erick says.
BTW Erick, what skills would I need to start the fire Hua sugggested?
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03-08-2021, 12:59 PM | #514 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
So from your rolls I'm gathering that Hua went to an armory door, disabled the alarm, opened the lock, and is inside disabling the weapons one by one, leaving the door mostly shut but cracked so she doesn't get locked in. Is this the case? If this is the case, she goes looking for where to disable the guns, but it unsure. If she wants to be sure, she'll need to dissemble a weapon, inspect its innards, reassemble it, disable it, and then either test it to see if it fires or live with the second failure. Quote:
To light the flame you need, traps, electrician, some other skill creatively used, or the right ergokinetic powers (which you have). To make sure it burns well... that's probably traps or possibly a few other niche skills. Plus a bunch of fuel that living quarters don't have. The hydrogen bricks, lasing fluid, and rocket fuel are flamable enough that the rest of the ship, such as living quarters, are fairly well fire-proofed.
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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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03-08-2021, 02:13 PM | #515 | |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Quote:
The first roll failed, I used Luck to reroll twice (and forgot to define the success threshold), so the best he managed was success by 5. [331] 21-03-08 22:12:14 CET Luck rerolls 3d6 <= 0 1: 2 + 3 + 5 = 10 ... failure 2: 2 + 6 + 5 = 13 ... failure sum: 23, average: 11.50, success: 0/2 0% [330] 21-03-08 22:11:55 CET - Mental Surgery on Nejora, inflicting Fanaticism (Loyalty to Pacifica) 3d6 <= 15 4 + 6 + 6 = 16 ... failure
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03-08-2021, 03:07 PM | #516 | ||
Join Date: Jan 2014
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Re: DreadStormers [IC]
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03-08-2021, 04:40 PM | #517 |
Join Date: Nov 2016
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Re: DreadStormers [IC]
When it comes to officers and other relevant staff, that’s floors 10, 11 and 12... right? As having the fire work seems hard, I am thinking of messing with the elevators. How about it? If the elevators stop working then we can have control over the routes inside the ship, and make a diversion.
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03-08-2021, 04:50 PM | #518 | |
Join Date: Jan 2014
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Re: DreadStormers [IC]
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03-08-2021, 04:56 PM | #519 |
Join Date: Nov 2016
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Re: DreadStormers [IC]
Yes, that's the point. And they will have to fix the elevators too, because it will hinder the alleged cargo-operation.
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03-09-2021, 08:13 AM | #520 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Quote:
the lasing is loud like a coach at a soccer game, but not like a gunpowder weapon.
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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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