| Vincent "Scab" |
"There is always a danger. I could probably put together a small ignition device instead with this abraxo and an energy cell, unless you've got some better materials."
| The Nameless GM |
Edward finds a cap on the floor.
Sneaky sneaky down the hallways...except for the occasional squeak. Every few feet there's another door that's closed but not locked. The giant radroach pretty much ignores you.
There's a locked door at the end of the corridor. Large, steel, and locked with a triple encryption keypad and simultaneous turn-key lock. Advanced stuff. No match for the trio down the hallway.
If you want to try to crack the code and open the door, go for it. It'll be tough, but doable. If you wanna see of you can find the keys and/or the codes, go for it. It's in the building somewhere.
| Vincent "Scab" |
"Well, it appears to require someone picking at the same time as someone typing. I'm not sure that even you could hotwire while lockpicking. If we don't get it in a few tries, we could at least look for a key."
perception: 1d20 + 6 ⇒ (5) + 6 = 11
engineering: 1d20 + 11 ⇒ (12) + 11 = 23
| The Nameless GM |
I'm GMPCing your next couple of actions since it's not really going anywhere.
As Scab starts to hack into the computer, there's a firewall that keeps popping up due to an action not being taken on the door.
Marcel attempts to unlock the door at the same time as Scab attempting to hack into the door.
Marcel DD on door: 1d20 + 9 ⇒ (2) + 9 = 11 Marcel's bobby pin snaps. Well, time to try again.
Marcel DD on door: 1d20 + 9 ⇒ (13) + 9 = 22 click The door doesn't open, but when Scab hits a button, the door unlocks with the sound of several large, heavy bars and plates to reveal a small room and another door, just as heavy.
Scab has a way of opening the second door, but it involves closing the first door. And when the first door is opened, the geiger counters on the team's pip-boys goes off. Loudly First sound, 18 seconds in.
Marcel, you need to give me a fort save. You get a +4 bonus due to your suit and mask. Marcel and Scab, you're fine for now.
| Vincent "Scab" |
do i think a super mutant could handle it? do i have an idea how long a ghoul such as myself could make it in there? is there any indication in the computer logs to say what might be in there?
Scab will shut the door for now.
"Whew, that is some powerful stuff. Not really sure what can be done about it at the moment, but best to close that door for the moment to slow the leak."
| The Nameless GM |
Knowledge Science to determine if a Ghoul and/or Super Mutant could stand it in there, and you'll need to do some more digging.
The computer console at the door's soul purpose is to keep that door shut when there's a radiation leak. It doesn't have any other note keeping skills. You'd need to search for another computer. You think you saw one in one of the rooms on the way down here.
There are a total of four other rooms between the locker rooms where Annabell and Edward are and the main bunker where the rest of you are.
| Vincent "Scab" |
know science: 1d20 + 5 ⇒ (8) + 5 = 13 and will wait on the others to post about what we will do
| The Nameless GM |
What have we here? Looks like the fuel source for the engine is a rare radioactive metal that has a half-life well over 1,000 years. Just one chunk of this stuff could power a small city for several decades. Centuries even!
There's a note here about some Chinese man inquiring about purchasing the metal. He didn't give his name, but apparently he's offered well over 2 million dollars for just a pound.
Just as Scab gets this, Marcel excuses himself from the party for just a little bit. At the same time, Edward hears a radio transmission from HQ.
How Edward and Marcel decide what to do will affect the rest of the party and the storyline. Roleplay this any way you want, but be careful. There are consequences to every action.
| The Nameless GM |
crack The crate opens easily. Inside is something Edward recognizes instantly, but only heard in rumor from the high commanders.
It's what the Paladins dubbed the Spellpack. It ties into the nuclear reactor on Edward's back as a power supply. Inside, given about an hour's time, are a few tools and tricks that Edward can turn on or apply to himself or an ally. Spells. It also contains an attachment for Edward's helmet so that he can comprehend some of the equipment inside. Headband of Wisdom since you don't have enough Wis for spells! The headband raises it to a 10, so for now you've got to keep working on Wis.
Inside is also a nozzle for Edward's gauntlet along with another syringe. A flick of the switch turns the injection into a spray, but at the cost of two syringes per spray. Channel Positive Energy. For the purposes of determining Undead, Feral Ghouls are undead, but Sentient Ghouls like Crispy and Scab count as Living.
Scab, Crispy, Marcel, you guys also find your new discoveries and Rogue Talent in the crate as well. Make it Fallout-esce. If you want to demonstrate your abilities, it won't cost against you for today's uses. But be warned, there may be consequences. Ghouls, don't forget, you also get access to the Goblin discoveries since you guys are crazy enough and strange enough to count.
| Vincent "Scab" |
A little bit of glowing light escapes from Scab's eyes and from cracks of skin as seen through tears in his clothing. The light is only visible when he is in the dark corner of the room.
"Hmm, musta been a lil' more radiation than i thought."
Scab picked up the Spontaneous Healing discovery. Fast Healing 5 as a free action for one round per two character levels per day (2/day at the moment) so i figured having him take a tiny step towards looking like a glowing one would be somewhat suitable.
| Marcel the Wise |
Bent over to 'examine' something, Marcel listens carefully to the earpiece pulled out of his backpack; he taps it, transmitting a single click of static in return, and stands up, returning to the group. He shake his head, indicating nothing found, if anyone looks at him enquiringly.
The wasteland merchant surveys the drop warily. "How the hell did an AIRDROP get in this place..." he mutters to himself quietly; he gives in to old patterns of behaviour, and lets the knight open the drop first.
GM, I was wanting to class-change Marcel now, should I do so now or later?
| The Nameless GM |
You know what, I completely forgot about that discussion! Sure, go ahead. For now the changes are somewhat subtle, when you get back to the city, you can have immediate and drastic changes.
Cha....ris....ma? *looks it up under the PFSRD* Oh....I thought they were Wisdom casters. My bad. Well keep it anyway. You need it. Now your Perception isn't negative!