Trident Seller

Lightbulb Larry's page

18 posts. Alias of James Keegan.


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Male Radioactive/Hypercognitive 1st

Larry will crawl to behind the rocks just north of the big skeleton in the map.


Male Radioactive/Hypercognitive 1st
T'witch wrote:
Was that a nat 20?

Why, yes it was. Easier to tell now that I've fixed the code. Science!


Male Radioactive/Hypercognitive 1st

Larry struggles against the gravity well, pulling his head up enough to fire his radioactive eyebeam at the flying mutant lion.
Eyebeam vs. Fort, attacking from prone: 1d20 + 5 ⇒ (20) + 5 = 251d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Saving throw: 1d20 ⇒ 9


Male Radioactive/Hypercognitive 1st

Gravity well vs. Fort: 1d20 + 4 ⇒ (20) + 4 = 24
I will center it 4 squares behind Y, south of the barn by 4 squares. That should catch him but not Al or the Hurl-Choo right?


Male Radioactive/Hypercognitive 1st

Larry rubs at his nose with the sleeve of his Venk-Men jumpsuit.
"Wait.. T'Witch... I gotta.. Ah! Ahh! CHOO!"
I'd like to overcharge Gravity Well alpha mutation, sending it behind the Hurl-Choo and the flying lion, hoping to catch them but not Al. If it's not possible, I'll adjust to get the new monster.
Overcharge (Dark): 1d20 + 2 ⇒ (5) + 2 = 7

Larry falls face first into the dirt like a cookie cutter pressed into dough. All his fellow Venk-Men can hear is a muffled, "Excuse me."


Male Radioactive/Hypercognitive 1st

"Ladysmith Black Mombosa!", Larry shouts as he's burned with the Hurl Choo's acid.
Saving throw: 1d20 ⇒ 10

Larry lashes out at the red bird with the Stinger around his car door shield.
Melee basic: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 5 ⇒ (6) + 5 = 11

"Our test area has grown... contaminated! Perhaps we should reconsider our angle of investigation!"


Male Radioactive/Hypercognitive 1st
T'witch wrote:

T'witch follows, whispers, What are we looking for again?

perception1d20 + 1

Larry stage whispers over the clanking of his armor.

"For the cause of science, we need to find out what happened to the Horl Choo! The needles lead behind the bush- maybe it's still there, or it left something behind that can tell us about the other thing that tried to eat it! Like a note or a detailed drawing..."


Male Radioactive/Hypercognitive 1st

Larry rolls down the window of his pickup truck shield and stumbles around the bushes where the Horl Choo fled.
I'm going to move 10 squares with my round, going around the bush to just on the edge of the circle- basically moving to be nearly parallel to where I am now, just on the other side of the bush.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Male Radioactive/Hypercognitive 1st

Initiative: 1d20 + 6 ⇒ (11) + 6 = 17


Male Radioactive/Hypercognitive 1st

Larry's heavily developed frontal lobe pumps and twitches, like it's eating up all the information.

"Oh, my. It seems we have a highly morphic situation on our hands. Something tremendous and red in that barn- I wouldn't be surprised if the Hoops' Horl Choo problem has already been dealt with and replaced with something larger. And more flammable!"

He rubs his hands together in anticipation.

"What's say we have a look in that fascinating bush over here my fellows? Perhaps our querrilous quarry has left us a...."
His brain pumps a bit more as he searches for another 'Q' word.
"... quagmire? No, query? No, no. Quiche? Golly that sounds good right now... Well, it may have left something in that bush. Let's take a look before we see what new mystery demon we might vanquish in the name of The Venk!"
Larry stumbles toward the bush the trail of quills and scorch marks had lead to.


Male Radioactive/Hypercognitive 1st

Even standing still, Larry wobbles like the drive here never ended.
"Ah, yes, a wise course of action my fine-feathered friend. The Horl Choo is surely preparing its defenses even now once it heard the great Venk-Men were here to evict it!"
Larry's forehead pulses as he looks over the ground and the farm in the distance for any trace of our quarry.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28


Smerg wrote:

Given the groups Scientific backgrounds, I'm going with the following game pitch.

Your group is part of a following of like minded scientific people called the "Venk-Men". The "Venk-Men" revere the great Venk that pioneered the ancient science of carrying packs of highly unstable charged compounds on their back and using these compounds to banish monstrosities that threatened people's lives. They did this all and got paid, too! They saved the Jerssey of York twice before the Great Mistake vanished the city beneath the waves.

The followers of Venk or the "Venk-Men" attempt to re-create these deeds by rediscovering the fabled compound that was used in the "Proton" packs. Several tests of packs filled with "Protons" have proved that this name was clearly used to disguise the true nature of the substance used to fuel this highly dangerous and lethal substance which destroyed or banished horrors like the Great Demon Puff.

Every member of the "Venk-Men" is required to construct their own backpack and fill it with dangerous and unstable compounds in the hopes of discovering the correct recipe to banish the creatures that stalk the planet and return it to the paradise of the ancient world.

Each chapter house called a 'fire house' is required to maintain a vehicle and to hire themselves out to anyone that requests their aid in riding themselves of dangerous organisms.

-------------------------

The skill Science allows the development of Science theories, recognition of Scientic phenonema, and operation of computerized equipment and items like computers and some robotics. Physics, Chemistry, Geology, Mathematics, and computers are all covered by this skill.

The skill Mechanics allows building, repairing, and modifying of Ancient devices like vehicles and machinery.

There are no sub-skills in Gamma World. The skills instead are very broad and cover a fair amount of area (umbrella like).

All players can use all skills. Difficulty is set based on how specific a bit of skill is for a person to...

That's AWESOME.


Al Bayr wrote:

Sry, Will is Wis or Chr mod.

Why wouldn't it let me edit my post?

I think there's an hour or two hour limit on how long you can edit posts.

And thanks for all the character help, by the way!


I think I'm updated. Is Will (dex or int) or (int or wis)?


When anyone has a chance, I need the lowdown on skills and hp. Or if you want to look at my character sheet and let me know what I'm missing.


I think both my melee weapon and ranged will be Con based if that's okay. For a one-handed melee weapon, I was thinking a boxing glove with barbed wire wound around it ("The Stinger") and then a nail gun for my ranged weapon- so it would use ammo.


Al Bayr wrote:

Lightbulb Larry,

20 - roll twice more
2 - Climber's kit (contains: Grappling hook[range 1/2 your Str in squares], Hammer, 10 pitons, Rappelling Harness, 100' Rope)
18 - Pickup truck (avg 45 mph overland/60 mph in ideal conditions, 10 mpg, capacity 2,500lb, seats 3 in front and 6 in back)

1d20 ⇒ 11

1d20 ⇒ 16

I think given Larry's 4 dexterity, he's going to wear Heavy Armour- Aluminum siding duct-taped together, like clumsy samurai armor. His shield will be the detached driver's side door of his pickup truck.


1d4 + 1 ⇒ (2) + 1 = 3

1d20 ⇒ 20
1d20 ⇒ 2
1d20 ⇒ 18