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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Sorry people, real life has been kicking my rear recently. Regen: 1d8 ⇒ 71d6 ⇒ 3 -1 wound
3 bennies, and 5 wounds taken off, leaving 2 undealt with. "Time to go Neo-Tokyo. See ya in another life, brother! he says as the chemicals in him start combining into explosives. Then BOOM! LBT, which looks like it just misses Psiclops. focus: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1
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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Doc sighs internally, knowing what he has to do to try and help Psiclops. He will pop another smoke grenade to distract the drones nearby and hustle into the West corridor where he can see the scrum. Once there, he will call out, "Foolish abominations! I knew you'd go for my minion while I accomplished my Every Goal! Mwa-Ha-Ha!" [ooc]If this works, this is going to hurt. First me, then them. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() [ooc]Sorry, things have been chaotic in my life. On top of holiday stuff.[/dice] Doc is going to roll a smoke grenade to the drone by the door, then sneak into the next room. smarts to cook off the smoke grenade: 1d8 ⇒ 11d6 ⇒ 3
athletics: 1d8 ⇒ 41d6 ⇒ 1 stealth: 1d8 ⇒ 11d6 ⇒ 3
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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Poor Wandering GM wrote:
Sorry, my mother is having some medical issues. Karma is correct, I'll turn on the water on one of the bathroom taps. It might make the drones react. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Karma NE wrote: I will be attending a Steampunk convention this weekend. I will likely have Internet and a laptop so I'll try to check to see if any posts are needed, but I won't have a lot of time for involved posting. ... --- / -.-- --- ..- / .-- .. .-.. .-.. / -... . / .--. --- ... - .. -. --. / -... -.-- / - . .-.. . --. .-. .- .--. .... / ... - --- .--. / .... .- ...- . / ..-. ..- -. / .- -. -.. / -.- . . .--. / -.-- --- ..- .-. / -... --- .. .-.. . .-. / .... --- - ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Poor Wandering GM wrote:
His lab is in the basement so that he can process and drain the waste. Savant is welcome to assist.He will scrounge better equipment
science for synthesis: 1d8 ⇒ 71d6 ⇒ 2
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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() science: 1d8 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (5) + 4 = 9
Total 16, any more information from this? Doc does accept Imagine's assistance and does sample them himself. "Ah, precursors for EZ and other combat drugs. Hundreds of doses. Specifically 142 doses of each if split evenly, but up to a thousand if we only went with EZ. I think we've disrupted somebody's supply chain. Of course, we'd need appropriate packaging if we went into business for ourselves." ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Doc will break it.
He will neutralize the drug (decay) and explain. "They are EZ-1753 addicts. This is a sophisticated chemical. It has similarities to some experimental combat drugs. It mostly affects the amygdala and hypothalamus. It channels any fear response into anger. I suspect that people on this simply won't back down. Synthesis requires a sophisticated lab, so somebody is subsidizing this." ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() That's actually Toxic, PhD. ;) With just one target left, he goes for a direct acid spray to take care of him.
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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Poor Wandering GM wrote: This brings up an interesting trappings question for Doc Toxic. Doc does your entangle goo protect the target? If no then it is more like a net or super-gluing their clothes together. If yes then it is more like a gel or foam that hardens trapping the target. If yes the gel would provide 8 armor/hardness to the target that could be bypassed with a -2 called shot. If no then no armor/hardness is granted. It looks to be a wash either way so this is a pure trappings decision. What is the word Doc? It is a glue effect, and does not protect the target. But it also means that targets would get a bonus if they have sufficient quantities of acetone. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Poor Wandering GM wrote:
All good ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Doc moves forward to the edge of the smoke and sprays polymer down all around the truck. That should make it easy to pick off the survivors.
power: 1d8 ⇒ 71d6 ⇒ 5
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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() I'm neutral on fresh blood. It's a lot of work, and some will immediately drop out. I am definitely against 1 and 2. With SW, you have so many choices at advancement that making PP one of them makes it really hard not to choose that a lot. I like 3 - it's a little like milestone advancement. I propose 4a (since we may get several ideas) Every advance comes with 1-3 power points. There's a continual growth there. For that matter 4b would be to get a bigger chunk of points every rank. this may be better for people who want a big power, but provides new stuff less often. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() [comms to all]"Let's take care of the yahoos so that we can get moving and back up Karma." He'll toss out a smoke grenade between him and the stopped truck. From the angle it shouldn't interfere with his allies, but if they aren't disciplined, it should draw their fire. He'll quietly glide toward them under cover of the smoke. athletics (throwing): 1d8 ⇒ 32d6 ⇒ (6, 1) = 7 stealth: 1d8 ⇒ 31d6 ⇒ 4 ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() Karma NE wrote:
great work! ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() The greenish puddle burbles "Well, we're a few folks. A few folks who do know Jack." He'll check his new Omega commlink to see if these guys have been set to the same encryption network. Dr. D would have likely thought of that. If it connects, he'll add more, "I'm Doc Toxic. I'm the local medic and chemical superfreak." ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() I'd like to hit it at a bridge where I can drop down on it from above. Or someplace where I can burble up from a manhole when it's stopped. Given a little time, my acid can get us in or disable the vehicle. I would take the Omega commlink. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() While we may be evil or evilish, we need to cooperate to survive. I think that we can each figure out our own reasons to cooperate. * We have additional resources working together.
Toxie really doesn't want to get captured again. Working with Dr. D is the best option he sees to beat the V'Sori. But he knows that Dr. D sees us as minions, and our value depends on how well we perform. If we fail, he will dispose of us and try to use that disposal to his advantage. If we succeed, he will give us more resources and more tolerance. He's also generally pretty easygoing. He's not about to make waves unless there's something important. ![]()
Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
![]() "I think that's a good plan. Not overly reliant on events out of our control, and depth enough to handle the most predictable failure modes. We should park ahead of their route. If the crew or van isn't disabled by the time that they get in my range, I can assist with that." he burbles with anticipation.
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