Jump to content

Recommended Posts

As @Supercape passed the DC20 check, he may choose ehat Echohead knows about the alien metals that augment the Pegasus. @Exaccus may choose the mechanical representation that Cape's decision has on Facsimile.

Share this post


Link to post

@Thevshi Would you make three Pilot rolls, first DC15, then 20, finally 25. More successes means fewer problems down the line.

Share this post


Link to post

Damn, a rocky start but what a finish! @RocketLord @Exaccus @Supercape Also other folks in the Pegasus can feel free to make whatever checks they think most apropos. Notice, Sense Motive, Galactic Lore, etc, anything you'd like to establish going forward. 

Share this post


Link to post

Trying for a medicine check to get Echohead up and going again, using it unranked with Jack of All Trades. I think its Revive, so DC15, unless you want something different?

Medicine Roll: 1d20+1 = 17

Edited by RocketLord

Share this post


Link to post

Rocket, Cape, either of you want some unintended consequence from this?

Share this post


Link to post

Of course!

 

Ill suggest, for starters, that the faint and fear - or even the revival - means Echohead loses the copy in his head. I dont think thats worth an HP, but just for fun! He can copy someone else of course. 

Share this post


Link to post

Ari, Veronica is going to want to check the area outside the ship (for any atmosphere or the like).  Should I make a roll?

Share this post


Link to post

Sure, that'd be Knowledge Physical Sciences/Technology + Notice, depending if she's going off of the Pegasus instruments or her own eyes. 

Share this post


Link to post

There's a breathable atmosphere, and it's contained somehow behind force fields, but it seems lower in oxygen content than Earth's present norm so the spaceplane's excursion suits should still be useful. 

Share this post


Link to post

@Exaccus Ex would you make me Notice and Knowledge(Physical Sciences) rolls?

Share this post


Link to post

Shore thing!

 

For notice I will take 10 for 24 with skill mastery!

 

Kn: Physical sciences 

1d20+4=13

Share this post


Link to post

Facs notices countless electrical 'blips' going through the substance, which is functioning a lot like daka crystals are supposed to, but on an unimaginably larger acale than anything on Earth. He figures that the whole thing is probably 'programmable', if you can just figure out a way to change the patterns of electrons. @Exaccus

Share this post


Link to post

Ok so starstation mimicry. Let's see.

 

Array 13("Techno-Morph"; PFs: Alternate powers 4)[30pp]

BE: Blast 10("technomorph: Blaster Arm") PF: Accurate 2 (+4), variable Descriptor 2 (any technology) precise, incurable (26/26)

-AE: Snare 10 ("Technomorph: Containment cables" PFs: Accurate 2 (+4) Precise, Affects insubstantial 2

-AE: Move Object 10 ("Technomorph: Grav/magnetic field projectors" PFs: Accurate 2 (+4) Precise, subtle Variable 1 (Gravity/Magnetism)

-AE Linked powers ("Technomorph: power servos")

--Enhanced strength 12 (heavy duty machinery)12pp

--Super strength 6 (+30 STR; heavy load of 50 tons; PFs: Shockwave, Countering Punch)

-AE: Damage 10 ("technomorph: Blast lance" Extra: Area (line; 5×250ft) Precise Incurable Variable 2 (Any technology)

 

Protection 6 ("Space age materials") 6pp

 

Datalink 6 ("technopathic interface and machine control") 250ft range Extras: Omnidirectional PF: Machine control) [13pp]

 

Impervious Toughness 10 ("class-10 forcefield") 10pp

 

Feature 1 ("programmable matter") 12pp

 

60/60 spent. 

 

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...