Vickory West |
Vickory West wrote:I noticed that only ephebe and fei had pics, and no one had descriptions of their characters. Interesting.
Also, maybe she glitched through the door by fate, and maybe her unique not quite aliveness helped. ;)
Most if not all of my characters should have pics actually.
And the simplest explanation is generally the best. Vickory is now enrolled in the advanced mechanics class.
Ephebe has a neat pic, and easy to get to. I had to shatter and dig through Fei's links to find the image cause going straight to them took me to some weird tablet sales site that takes 10 minutes to load (it was a fun puzzle to figure out, so no complaints :)
Yay for advanced mechanics! Vickory will be happy to hear that, she likes designing and making things.
Arthur Barren |
also, hermes looks like one of the I-Robot robots, except slightly more bulky and darker tented,
like a cross between a USR (I, Robot) and a Chass (Starship troopers)
unless magic (hermes's player) has a better idea of how to describe the guy.
The Dalesman |
I had to shatter and dig through Fei's links to find the image cause going straight to them took me to some weird tablet sales site that takes 10 minutes to load (it was a fun puzzle to figure out, so no complaints :)
Do you remember which one of the four picture links in Fei's profile did this to you? Because I just checked them myself, and the only one I had a problem with was the second one (which gave me a redirect notice I haven't seen before).
I don't want any links in my profiles that send people to places they don't intend to go to. There are too many phishing and malware threats out there already... :/
The Dalesman |
Do you remember which one of the four picture links in Fei's profile did this to you? Because I just checked them myself, and the only one I had a problem with was the second one (which gave me a redirect notice I haven't seen before).
Belay that....just swapped a bunch of the links out. Hopefully that won't cause any more weird redirects.
HRMS-XI "Hermes" |
Body reference Except the colors are mostly brushed steel and chrome.
He's also currently sans left arm past the bicep.
His Iron Suit is kind of like the Iron Spider suit in all black, so very thin and form fitting. It's currently on his back in a fitted black shell.
Krays |
2 people marked this as a favorite. |
After few moments of Vai not moving, Krays blinks and lowers his arms.
"I swear this worked when I practiced...!"
lynora |
Ah, blessed quiet. The kidlet is down at the swimming pool with his dad, which left me alone in the room to take a shower and chill. Perfect. :)
We spent the day at Lookout Mountain, which was lots of fun. But I have to admit that when I planned this vacation I hadn't taken into account certain factors. Like what mountains were gonna do to my ears. Which wouldn't actually have been unbearable if I hadn't already been having a bad flare-up of my Menniere's symptoms to start with. :(
Doing my best to have fun anyways. Could do without the extra challenges adding to the DC of that check. :)
Maya Rhys |
1 person marked this as a favorite. |
Just a reminder (given the time in real life that's passed since):
Nearly everything pre-Tryko'Sam going off and being possessed was started out of SIM Room 3, which no one's really returned too.
Once I get a proper queue from someone in-game, as to finding Maya here, or return to the sealed off SIM Room 3 (unless teacher on a security by-pass access it), I'll keep an eye out.
Now, on the off hand you folks involved in Tryko'Sam's re-re-rescue just want to fast forward so we can proceed with Time Skip (+1 week), lemme know and I'll draft up something to post once we get to that.
Life is choice. Embrace it.
As for the Murderer 'bit', still keeping an eye on further steps there too. ;) Not ignoring you folks, honest, just ... waiting for key words to trigger reactions.
Cheers.
ps: WB, FireclawDrake. *chains him down*
Damiani |
Interestingly, since Vickory is headed to the sim rooms and knows who Trykosam is, we could totally drag the two story groups together. But maybe that would overly complicate things.
Likely add complications and more time to the situation, but not opposed to such.
My only qualm is having one player engaged in the plot with two PCs. Then it gets uglyish, IMHO.
Damiani |
Arthur, I don't believe a Knowledge skill allows Lockpicking of these doors.
But, you can understand that it's REALLY well sealed, on an Engineering level. Perhaps hermetically, magically, and essentially on a molecular level-- awaiting some manner of by pass, with that roll. Though for all intensive purposes, it looks like a common door similar to the others nearby.
Plus the panel on the side, which says, (assuming this is SIM Room 3 Vick stopped at), SIM Room 3: Closed, Private Session in Progress.
Arthur Barren |
I have a class features that lets me use it as though it were a diplomacy check.
Machine Empathy (Ex): The generator is capable of amazing feats of control when working with mechanical objects and creatures. The character may attempt to cause a piece of machinery or a construct be more amiable to him and function in a way that he chooses, even if the target is unintelligent. By laying his hands upon a machine (which is defined by anything with more than three moving parts or the construct type), he may attempt to influence it as if he were making a Diplomacy check, but instead uses his Knowledge (engineering) instead. The more helpful he makes the machine to him, the more he can manipulate it with his mind, and harmful things tend to jam up or become rendered useless.
lynora |
1 person marked this as a favorite. |
Can you guys tell me if you address Hermes? I've had a really hard week and all the talk about capitalism and Socialism is a herd of Teal Deer at to my sleep deprived brain at this point. No offense.
It's not just you. I sat down to update last night, started reading all that, said ugh shoot me now, and just gave up. :/
If you must indulge in long philosophical rambles in character please for the love of fish fingers and custard use a spoiler tag to hide the wall of text. :)
Arthur Barren |
Sorry for Arthur's long windedness
@Damiani: I agree it is a cool but weird ability, I mean, as written it technically works on regular wooden doors, but then in the show the class is based on he could unlock regular tumbler locks
And by treating it as diplomacy, with that roll I could take someone from hostile to helpful or from helpful to fanatic which is weird
That being said, I'm fine with not succeeding at this specific instance (and some other instances depending on the situation)
Or getting other results besides "unlocked" or "nothing"
Damiani |
Sorry for Arthur's long windedness
@Damiani: I agree it is a cool but weird ability, I mean, as written it technically works on regular wooden doors, but then in the show the class is based on he could unlock regular tumbler locks
And by treating it as diplomacy, with that roll I could take someone from hostile to helpful or from helpful to fanatic which is weirdThat being said, I'm fine with not succeeding at this specific instance (and some other instances depending on the situation)
Or getting other results besides "unlocked" or "nothing"
Given the 'story' of your abilities, as you just described, versus the raw cut and paste of the talent -- that explains a bit more.
Mechanically inclined objects appear to be his domain. What would be slightly unusual is if it allowed a telekinesis of sorts-- hence the 'lock picking' comment, but, as you just explained per the show, that seems to be the case with regards to any inanimate object. However, if the show had inanimate objects somewhat 'animated' or their spirits being a part of this relationship, that makes sense. Similar to other game systems where 'tech' focused people can interface with crafted things.
That one talent alone, in any 'tech' setting would be hellishly potent. Good one. I'll have a response soon. Awaiting feedback after an update message.
lynora |
Alright, so now that I'm more awake and less cranky....
I don't actually mind if your character is being verbose or wants to discuss odd subjects. The morality of intellectual property laws bores me to tears and neither I nor any of my characters have much patience for it. (Except maybe Tami, but she's just being polite...she'd be yawning on the inside. :P) But if your characters want to have that conversation, then go for it. I just ask, and yes, it's more a guideline than an actual rule, that if your direct conversation is really long that you put it in a spoiler. That makes it easier to scroll past for the people not directly involved in your scene. And no, I didn't read that whole conversation. And I'm not going to. Confession time: I don't read every word of every post. If I'm not directly involved in an interaction, I just skim to make sure no one is breaking any rules. I try to read as much as possible, but there are some things I just can't. If it reads like a brief, I pretty much am just checking grammar. Too many years typing/editing for my dad growing up. XP
But just because it's not fun for me doesn't mean you can't have those discussions in game. It's not hurting anyone or breaking any rules. I'm not mad at anybody. I would just appreciate it if we could all make this one little change for the sake of thread readability. Thanks in advance. :)
lynora |
Responding here instead of via PM, Dami, because it's faster to give the answer to all involved parties at once.
The school itself is sentient. It also counts as magical rather than mechanical. That said, Arthur's ability would work on some locks in the building on the grounds that they do not have direct attention so to speak. But keep in mind that it is a diplomacy check, so the more complex the lock the more difficult the check, and some DCs are impossibly high. The SIM rooms are run by a highly advanced VI(virtual intelligence, not autonomous or self aware like a true AI, but capable of many of the same functions), and that means the intelligence of the school rarely concentrates there. Which means that what Arthur is trying to influence is the VI in this case. As the VI is in my control, I'll be providing the answering post in the game thread. For reference the VI starts out at helpful, but that doesn't mean it will do as asked. It's perilously close to being an actual AI with all the complexity that would entail.
Damiani |
Sounds good, Lynora.
My presumption would have been, "In the interest of protecting the party within, and the students without-- None shall pass, without authority. No matter how polite they are."
Regardless, happy to wait on your post.
Hopefully the other information also helps bring you up to the 'status' of things in my mind regarding ...stuff.
Lord Foul II |
Arthur Barren wrote:Sorry for Arthur's long windedness
@Damiani: I agree it is a cool but weird ability, I mean, as written it technically works on regular wooden doors, but then in the show the class is based on he could unlock regular tumbler locks
And by treating it as diplomacy, with that roll I could take someone from hostile to helpful or from helpful to fanatic which is weirdThat being said, I'm fine with not succeeding at this specific instance (and some other instances depending on the situation)
Or getting other results besides "unlocked" or "nothing"Given the 'story' of your abilities, as you just described, versus the raw cut and paste of the talent -- that explains a bit more.
Mechanically inclined objects appear to be his domain. What would be slightly unusual is if it allowed a telekinesis of sorts-- hence the 'lock picking' comment, but, as you just explained per the show, that seems to be the case with regards to any inanimate object. However, if the show had inanimate objects somewhat 'animated' or their spirits being a part of this relationship, that makes sense. Similar to other game systems where 'tech' focused people can interface with crafted things.
That one talent alone, in any 'tech' setting would be hellishly potent. Good one. I'll have a response soon. Awaiting feedback after an update message.
in the show it could also hack computers and whipe the programming from Nanites, turn electrical systems on or off, etc
Arthur Barren |
Generator Rex
Someone made a class write up for the main character and that's one of Arthur's two classes.
Technopathy: Rex is capable of using his nanites to interface with technology, allowing him to communicate with and control it. For example, he first demonstrated this ability to escape the confines of The Keep.[14] Said in his own words, he can "hear them". This can also backfire; hearing too many voices at once will overwhelm Rex and eventually cause him to lose consciousness.[8] After regaining his powers, his technopathic capabilities grew stronger, as shown when he took control of the entire Providence base to disarm hidden bombs.[15] It is shown that Rex's enhanced technopathic capabilities can also allow him to reprogram machines.[16] It has also been proven that Rex can understand the features of a machine once communicating with it. In particular, when Rex used his technopathic abilities on Branden Moses's machine that was claimed to cure EVOs, Rex said he got an understanding that the machine "only lights up and goes ping".[17] His technopathic abilities also enable him to disable Providence's control collars, however, they explode after the process.[18]
icehawk333 |
So, I've been working on a campaign setting in my haitus, here.
It's still not totally done, but I'd like to see if anyone would be interested in potentially picking up a new campaign, instead of opening it up to people I don't really know.
If anyone's interested, pm me and I'll give some more details.