Therafter · Legacy archive

Therafter Out of Game Discussion

Started by valadaar Jul 11, 2013 422 posts Locked

  1. Re: Therafter Out of Game Discussion

    #321

    Therafter:

    I'm adding two new levels - Apprentice & Journeyman.

    Apprentice:  You may roll adding attribute bonus, but you are at a disadvantage if the skill is used under stress, or uses expensive components.
    Journyman:  You may roll adding attribute bonus.
    Proficent:  You may roll adding attribute bonus and proficency bonus.

    This means you are allowed to roll, but do not gain your proficency.  This applies mainly for skills that require some level of knowlege
    to have a chance, knowlege or technical skills.  You can select a new Apprentice level skill each level, or move an existing skill up.

    It is also possible to move up through training but this would take significant in game time, so unlikely to occur. PHB suggest 250 days, and 1 gp (4 casings) per day!

    Denote skill levels by either full text or (A) and (J) beside the skill.


    what level of training do our starting proficiency begin at?
  2. Re: Therafter Out of Game Discussion

    #322
    Full proficency. This is for profs acquired through level advancement only, or those obtained from devices.
  3. Re: Therafter Out of Game Discussion

    #323
    roger roger
  4. Re: Therafter Out of Game Discussion

    #324
    Okay, Lady Wolf - you bringing in a new character soon? I'd like to get this rolling soon. Is there anything anyone needs from me at this point?

  5. Re: Therafter Out of Game Discussion

    #325
    Yes, new character will be inbound via PM shortly, been dealing with some stuff IRL that had to take priority.
  6. Re: Therafter Out of Game Discussion

    #326
    Understood :) It does that.
  7. Re: Therafter Out of Game Discussion

    #327
    Time for Mr. Creed to buy his gear so he can make an awesome entrance tonight
  8. Re: Therafter Out of Game Discussion

    #328
    Well, we still need to knit you and the Doc into the group. The town is still too shaken to realistically bring in outsiders right now. You've been here all along, and will get drawn in.

    Equipment can be found either through the PHB using the conversion (1 GP = 4 Caseings) or from the Fallout figures - I haven't managed to build the detailed equipment list with proper prices.

    You(both) need to tie into one of the existing players or one of the local NPCs - Tilly, the Mayor, etc. 

    Mr. Creed can be a native to this town.  Wesley can have returned recently - perhaps while the other PC's were underground. 




  9. Re: Therafter Out of Game Discussion

    #329
    So.

    Carnegie has worked briefly with Doc, so she is familiar with him.  He's old enough that even Asha has heard of him in Stonehammer.

    Mr. Creed is well known to Anya, though he has only recently moved to Redtower from one of the other sub-communities of Kenebac, partly to cover the unfortunate Qwell's shift.  The Major has other plans for him.


  10. Re: Therafter Out of Game Discussion

    #330
    So, CAN I make a jammer? I'm trained in Electrical stuff. How long would it take? Hours? Days?
  11. Re: Therafter Out of Game Discussion

    #331
    Yes, however the jammer is a very complicated device, so the DC for its creation would be high, and it would require quality parts.

    You really need a functioning target system to have any chance of success - otherwise you are running blind on what frequency you need to block or spoof.  An EMP device - which blasts pretty much all frequencies would be easier, but would likely have dramatic side effects.

    Since it is a novel device, you would have 2 checks to make:

    INT + proficiency, at a Disadvantage due to lack of details on the target system, DC high enough you need roll 20's on both rolls.

    DEX + proficiency for assembly, potentially at a Disadvantage depending on how many electronics parts you have (and their quality)  DC for this roll would be better, since all you are checking for here is if you built it to design.  Your crazy high DEX really helps here.

    I'm still working out the crafting rules, but essentially you need to have enough electronic parts to do it.  Radio transmitters can usually be put together fairly easily from common components, its the complexity of the control circuitry that brings the difficulty.

    Also, neither of these checks would be instant, but require a few days work.  To top it off, your design check result will be in secret (i.e GM roll), since you won't know for sure until you build the device and test it.

    So, in short, you can, but you would be better off gathering a sample device - there are probably some skittering around in the vault - and some good quality parts to bring your chance of success down into reasonable levels.

  12. Re: Therafter Out of Game Discussion

    #332
    Ah... I don't suppose a walkie set to the on position on the right frequency would work? Probably not. What am I trying to jam anyways? Radio waves or something more sophisticated? Maybe like a cell phone jammer. An EMP disables all electronics for whatever reason... Electro magnetism, fields, and overloading the circuits maybe. And if the mind control thing is nanite based, that would probably be our best bet? If it works on them at all. A localized EMP. If it's just a chip though... Same thing? Hahahaha, I have no idea about any of this stuff.

    I don't suppose it would help to gather everyone else with the know-how, to try and get the DC down? Or maybe do a merchantile check instead, see if someone happens to have anything similar? If that's even a thing.

    Otherwise I guess I put it on my wishlist then. And whoever's carrying the stun stick should try and use that.
  13. Jammin'

    #333
    "Ah... I don't suppose a walkie set to the on position on the right frequency would work?"

    It would have most of the components, apart from the modifications needed to hit the right frequency or frequencies . It also may need to have the signal boosted to be high enough to impact the device.  You would have to choose if you are simply trying to disrupt or control the device, with disruption being much easier. 

    And, if it turns out it uses Quantum entanglement, than your options dwindle drastically, as you can't jam that at all - you need to take control of the other end.

    Your character's electronics proficiency lets you know these generalities. Examination of one of the devices would answer a lot of questions.

    Getting help is always a possibility as well. 
  14. Re: Therafter Out of Game Discussion

    #334
    Heading out to drill for the weekend, if Creed is need before I get home Sunday night then Val can post for me... let me die in an epic blaze of glory, not slipping in the bathroom
  15. Re: Therafter Out of Game Discussion

    #335
    Last call for equipment, side stuff before going back to the Vault.
  16. Re: Therafter Out of Game Discussion

    #336
    Just a reminder the plan was for Asha to try and pop the lock on that large metal door in the entrance area, so I assumed we stopped there to do so before heading deeper to the cafeteria? (A half dozen things demand my attention this eve, all of self defined critical importance so I will make an in game post later tonight/tomorrow morning when I find the time to sit at the computer for more than a minute.)
  17. Re: Therafter Out of Game Discussion

    #337
    I figured you would check the open areas out before you settled down to work on locks. Doing otherwise might be .. unwise.

    You can be at any location in the unopened sections you would like.
  18. Re: Therafter Out of Game Discussion

    #338

    I figured you would check the open areas out before you settled down to work on locks. Doing otherwise might be .. unwise.

    You can be at any location in the unopened sections you would like.


    Ah, that makes sense, I figure we'l be deferring to Mr. Creed's (and Sun Tzu's) tactical wisdom on how to proceed regardless, as for any last minute gear, all i can think of it fresh batteries for any lights we own and having the doc identify the pills and other medical related loot we recovered from our previous adventure inside the bunker.
  19. Re: Therafter Out of Game Discussion

    #339

    Ah, that makes sense, I figure we'l be deferring to Mr. Creed's (and Sun Tzu's) tactical wisdom on how to proceed regardless


    LOL, poor bastards... deferring to Creed's tactical wisdom
  20. Re: Therafter Out of Game Discussion

    #340



    1. Tac-Eezze

    Trained Medic Use Only! Schedule 12

    Dosage Form: Tablet
    Color:  Scarlet

    TETRAPHENOL CYCLOFORMICITE      45mg  x12
    Lockheed Pharmaceuticals

    "A stimulant, boosts reaction time.  Potentially habit forming and dangerous if you overdose."

    Duration: 10 Minutes
    Addiction DC: 2
    Side Effects: None, Organ Damage (-1 CON)
    Cost: 50 Casings

    Gives Advantage on Initiative Rolls


    2. Ceraphena

    Do Not exceed 4 tablets/24 hours

    Analgesic
    Bayer

    Duration:         Permanent(1 hour)
    Addiction DC: 0
    Side Effects: None, -2 Dex (Shakes)
    Cost:         10 Casings

    Restores 1d10 Secondary HP.

    "Straightforward pain reliever. Don't pop em too close together."




    When a chem is taken, the use must succeed in in CON check against the chem’s condition.  Failure means they are subjected to the chems primary side effect.  Some chems have automatic side effect discussed in the general description. If the chem does not have a primary side effect, the chem fails completely and no effect - good or bad - applies.  A natural 1,or critical failure on the check causes the chem’s Secondary side effect to take effect, if any, in addition to the primary side effect.

    Primary Side effects last double the Chems normal duration or until removed. Secondary last for 1d10 x normal duration.

    In the case of instant or permanent effects, a second duration is listed and that is used as the chems duration for the above purpose.

    Just don't roll a 1! :)

    And:

    Addiction

    Where an Addiction DC greater than 0 is listed, the user must make an additional Charisma or Wisdom check (whichever is higher) against the DC to determine if they are addicted.  Each day that goes without using the Chem, they must make a CON check vs DC 10 or go into withdrawal (Poisoned).This DC increases by 2 each day until failed or they use again.

    Overdose:

    If 2 or more doses are consumed, and the person is not Tolerant, they automatically are affected by the Primary side effect, and must pass a DC 10 Con check to avoid the Secondary effect. Each additional dose increases the DC by 2. A critical failure doubles the effects of the side effects where possible.


    A note on Poisoned. In 5th edition, being 'Poisoned' as a general condition simply means you are at a Disadvantage for all actions for the duration of the effect.


  21. Re: Therafter Out of Game Discussion

    #341
    I picked up a flashlight and one of the stunsticks aaand... Not much else I can think of. Maybe another bottle of those pain killers if I could afford it.
  22. Re: Therafter Out of Game Discussion

    #342
    Well, you can get 'em at 10 Casings or equivalent z pop.

    Your current bottle contains 16.
  23. Re: Therafter Out of Game Discussion

    #343
    Hello? Hello?  :)
  24. Re: Therafter Out of Game Discussion

    #344
    I've been waiting for cpt. Creed, I figured he was going to have some input on our party order and stuff, but if he hasn't posted in the next couple hours I'll post for my characters.
  25. Re: Therafter Out of Game Discussion

    #345
    Will be posting in about an hour... in the middle of work
  26. Re: Therafter Out of Game Discussion

    #346
    No prob, I already posted for Elvis and Ayna, and will post for Doc after Creed takes his turn. (Also with GM's permission I can post for Asha until Jenny gets back, unless he prefers to NPC her in the mean time?)
  27. Re: Therafter Out of Game Discussion

    #347
    Sil out traveling?

    That'll be 3 PCs and 1 Npc you're running simultaneously. That's gotta be some kind of record, someone tell Muro.  :)

  28. Re: Therafter Out of Game Discussion

    #348
    Whatever we need to do to keep this moving :)

    To answer your question Goss - yes - a check to see how best to salvage and/or discern the purpose of the terminal in question.

  29. Re: Therafter Out of Game Discussion

    #349
    lol, I rolled a 4....  :( Remind me, was taking 10 a thing in your game? Stupid dice, stupid randomness. It doesn't make any sense that I could fail this hard at something when there's no pressure or anything. Pick up le fork, oops, you stabbed yourself in the eye with it!
  30. Re: Therafter Out of Game Discussion

    #350
    I have not seen 'taking 10' in the 5th ed rules, perhaps because they assume rolls will only be done under 'interesting' situation.

    That said, I'm really trawling for 1's or 20's. 
  31. Re: Therafter Out of Game Discussion

    #351
    As a note, if I autoplay a character's actions, they will not have directly adverse effects. 
  32. Re: Therafter Out of Game Discussion

    #352
    Also, if you would like, I have created a matrix of random rolls - 20 rolls of D20 and put them in a spreadsheet.  Just pick a number between 1 and 20. There is at least 1 20 in each set, and at least 1 1 in most of these.  Average roll is 10.8. 

    So these are already rolled its entirely up to your psychic or hacking powers..

  33. Re: Therafter Out of Game Discussion

    #353
    I don't really see how that's any better...  :P I guess I could try it next time though.

    Would it be okay to have shut down the camera at the frontdoor before we last left?
  34. Re: Therafter Out of Game Discussion

    #354
    Yes.  You have lots of options as to how. 
  35. Re: Therafter Out of Game Discussion

    #355
    Okay... I guess either disconnect any cables on it or just smash it then if no cables are visible? I rolled a 14 if you need it.
  36. Re: Therafter Out of Game Discussion

    #356
    Smash it, cover the lense, etc. No problem with any method. Its not armored, so its up to you.,
  37. Re: Therafter Out of Game Discussion

    #357
    Well I can just imagine us standing in a control room and an army approaching the front door with us blinded. :P But oh well, I guess smash it then.
  38. Re: Therafter Out of Game Discussion

    #358
    Should we wait for Tusserk to post before continuing, or is the GM going to npc him, or?
  39. Re: Therafter Out of Game Discussion

    #359
    I think the main action sits with Sil or Carnegie.

    You have already checked out the area that can be explored without opening any more doors.  I'm not NPC'ing any more door openings for the moment :)



  40. Re: Therafter Out of Game Discussion

    #360

    I'm not NPC'ing any more door openings for the moment :)


    Gaia willing, Jenny will be back home tomorrow, and things will be back to normal soon after.  :moon:

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