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Block Head


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Deoxy ignores smurfette, it would seem Mannaquin has that covered and instead opts to use his molecular manipulation to turn air into rubix cube to show blockhead more.

 

It takes his entire action and leaves him flat footed of course!

Edited by Exaccus
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Before Proceeding, can I have your thoughts on where we are and where you would like to go?

 

On the face of it, this seems to be a situation where the "villain" has "won" (major parenthesis on both reductionistic clumsy statements). Your perspectives would be great. I think the odd bitter moment without abject blowing up of cities is good - its like a thorn in the skin of heroes which they need rather than endlessly recycling "I win", but this is something I would like your perspectives on. In particular, where to take this thread and should there be a follow up. 

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Yeah, while Mannequin isnt so keen as to let her go, he knows she is as unstable as a can of soda being shaken like a shake-weight and would rather play it safe then sorry on whether or not she has bombs. He would rather let her go and find her later once he preps for her. It shouldnt be too hard since he can recognize her handywork, that and he knows Mr brick has more information.

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Basically its the core rules!

 

Construct the power, like Damage 2 (Extras: Permanent Aura [+3), Flaws: Limites to TIny things [-2]) Total Cost 4 PP

 

Then two parts:

Design Check
First, the inventor must design the invention. This is a Knowledge (technology)
skill check. The DC is 10 + the invention’s power point cost. It
requires an hour’s work per power point of the invention’s cost. The character
can take 10 or 20 on the check. In the latter case, the design process
takes 20 times longer (20 hours per power point). You can halve the
design time by taking a –5 on the Knowledge check.
Design Check = DC 10 + invention’s point cost

 

Once the design is in-hand, the character can construct the invention.
This requires four hours work per power point of the invention’s cost, so
an invention costing 10 points takes 40 hours (about a week’s work normally,
or working two days straight without rest) to construct. When the
construction time is complete, make a Craft skill check, using the Craft
specialty appropriate to the invention (generally chemical, electronic, or
mechanical). The DC is 10 + the invention’s power point cost. You can’t
take 20 on this check, but you can take 10. You can halve the construction
time by taking a –5 on the Craft check.
Construction Check = DC 10 + invention’s point cost
Success means the invention is complete and functional. Failure means
the invention doesn’t work. Failure by 10 or more may result in a mishap,
at the GM’s discretion.

 

You do have plenty of time to make your invention is this thread of course (and inventions do take a long time!) but skill checks still needed!

 

The invention is good for "one encounter" (or spend an HP to extend it for another). 

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Letsee then.

 

Device 2("encephalo-insulator Hydrospray"; 10 point device; easy to loose)[6pp]

-immunity 10("mind insulating mucus"; Immunity to mental effects; limited: reliability (Uses; 5) Extra; affects others [10/10]

 

I believe thats DC21 for regular inventing with -5 to the roll or the jury rigging if we're going for speed

 

Or DC16 for regular inventing that takes 6 hours to design and 24 hrs to make.

 

Assuming i am using craft chemical and life science i have both at +15 and skill mastery so i easily make dc 16.  Which will take me a 30 hours to make.

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