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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thundercracker
Samduke, how are you looking for mines, and as there aren't any signs, which building are you headed to, the round one in the center or the long one in the corner of the courtyard?
looking at the ground I guess, seems a thing to do when looking for mines
head towards the out of the way building also as that seems logical , I presume to see the party headed that way as well
the capacitors & what do they look like, and can the computer tell me if there are any, without a id code or requisition number
knowledge (galatic lore) [roll0]
use computer [roll1]
gather information [roll2]
mechanics [roll3]
perception [roll4]
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Re: OOC Rise of the Grand Admiral
How many rows of stuff does it look like there are to search, is it just 3 rows with stuff on each side each served by a ceiling claw?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thunder999
How many rows of stuff does it look like there are to search, is it just 3 rows with stuff on each side each served by a ceiling claw?
There are three tracks for claws, but only one is visible, and the building is about 120 feet long. The piles of stuff are haphazard and more or less extend the length of the building. There is not _that_ much and it is conceivable to simply look through the piles of stuff and try to find the capacitors yourselves. If you want to do that, I’ll need to know who is searching where.
You could also try to find a destroyed maintenance droid to see if you can download the inventory key from its memory.
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Re: OOC Rise of the Grand Admiral
If you’re going to search the warehouse, I need to know how you’re splitting up (if you’re splitting up) and where each group is going to search (i.e. in the left most row, starting from 30’ and working their way back, etc). The storage area is 100’ by 40’, with the hole in the ceiling about 70’ back.
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Re: OOC Rise of the Grand Admiral
The building is about 120 feet long.
The storage area is 100ft by 40ft with 3 tracks for claws
I am going to presume some sort of layout like this - If I am off @Thundercracker please make corrections.
exterior wall - walking space - row 1 - walking space - row 2 - walking space - row 3 - walking space - exterior wall
Not sure if splitting up is a great idea so discussion on that required
the engineers have a decent idea of what we are looking for so I would say if we are to split up 4 even groups with a knowledgeable engineer or 2 in each group. start at the far end and work back towards the closest end.
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
samduke
The building is about 120 feet long.
The storage area is 100ft by 40ft with 3 tracks for claws
I am going to presume some sort of layout like this - If I am off @Thundercracker please make corrections.
exterior wall - walking space - row 1 - walking space - row 2 - walking space - row 3 - walking space - exterior wall
Not sure if splitting up is a great idea so discussion on that required
the engineers have a decent idea of what we are looking for so I would say if we are to split up 4 even groups with a knowledgeable engineer or 2 in each group. start at the far end and work back towards the closest end.
Yes, that's the (more or less) layout. The rows aren't perfectly neat, and there are spots where debris has fallen over into a walking area, but that's generally it.
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Re: OOC Rise of the Grand Admiral
Makes sense to split into 4 groups and take a row each, one of our characters and a clone in each, only three engineers though, so one group would have to do without (I'd suggest the one with Ax since he's probably capable of anything an engineer can do)
I'm about to edit my IC post actually.
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Re: OOC Rise of the Grand Admiral
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Re: OOC Rise of the Grand Admiral
Rolling my checks here.
Take 10 for 18 on Use the Force to sense surrounding.
[roll0] perception
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Re: OOC Rise of the Grand Admiral
Initiative [roll0]
Perception [roll1]
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Re: OOC Rise of the Grand Admiral
Initiative: [roll0]
Perception: [roll1]
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Re: OOC Rise of the Grand Admiral
Initiative [roll0]
Perception [roll1]
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Re: OOC Rise of the Grand Admiral
Party's turn to act, anyone can post in any order.
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Re: OOC Rise of the Grand Admiral
What size category is it?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thunder999
What size category is it?
Medium size
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Re: OOC Rise of the Grand Admiral
Ok so I got a 27 on my move object, meaning that rather than the 2d6 from DC 15 I get to do 6d6 for DC 25, which is an extra [roll0] on top of what I rolled in the IC thread.
(Unless this thing has a will DC of 28 or more)
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Re: OOC Rise of the Grand Admiral
so are we out of combat ?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
samduke
so are we out of combat ?
Yes, combat is over
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Re: OOC Rise of the Grand Admiral
(i accidentally posted this to IC, but) Which clone is injured?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thunder999
(i accidentally posted this to IC, but) Which clone is injured?
It's CT-0476, the one with medical training.
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Re: OOC Rise of the Grand Admiral
Cora has
medical kit:
This backpack-sized Medical Kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and Radiation poisoning, burn treatments, defibrillators, respirators, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (Capable of hovering with 160 kg load), and even limited surgical tools. In addition, a Medical Kit has six external pouches for carrying expendable medical supplies, such as Medpacs.
medpac x6:
A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.
Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period.
Treat Injury (Cora): [roll0]
Treat Injury (CT-0476): [roll1]
First Aid (Requires Medpac)
As a Full-Round Action, you can administer First Aid to an Unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of Hit Points equal to its Character Level, +1 for every point by which your check exceeds the DC. Using a Medical Kit grants a +2 Equipment bonus on your skill check.
If the skill check succeeds, the tended creature cannot benefit from additional First Aid for 24 hours. You can administer First Aid on yourself, but you take a -5 penalty on your Treat Injury check.
edited
well nuts, cant say cora did not try
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
samduke
Cora has
medical kit:
This backpack-sized Medical Kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and Radiation poisoning, burn treatments, defibrillators, respirators, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (Capable of hovering with 160 kg load), and even limited surgical tools. In addition, a Medical Kit has six external pouches for carrying expendable medical supplies, such as Medpacs.
medpac x6:
A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.
Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period.
Treat Injury (Cora): [roll0]
Treat Injury (CT-0476): [roll1]
First Aid (Requires Medpac)
As a Full-Round Action, you can administer First Aid to an Unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of Hit Points equal to its Character Level, +1 for every point by which your check exceeds the DC. Using a Medical Kit grants a +2 Equipment bonus on your skill check.
If the skill check succeeds, the tended creature cannot benefit from additional First Aid for 24 hours. You can administer First Aid on yourself, but you take a -5 penalty on your Treat Injury check.
edited
well nuts, cant say cora did not try
Treat Injury (Cora): [roll0]
Treat Injury (CT-0476): [roll1]
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Re: OOC Rise of the Grand Admiral
"Stay close to me, Odz"
Are you trying to give 0476 a name, bc one of the other clones is named Odi so it's not clear.
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Re: OOC Rise of the Grand Admiral
"So while they fix that, anyone got suggestions for where we might find that mainframe backup so we can have R4 retrieve the communication logs?"
not certain if gather information , knowledge (galatic lore) , knowledge (Tactics) , perception or use computer - skill checks might be relevant to the subject of finding the backup, or having an idea of where it is BUT here goes checks for what it may be worth
gather information: [roll0]
knowledge (galatic lore): [roll1]
knowledge (Tactics): [roll2]
perception [roll3]
use computer: [roll4]
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thundercracker
"Stay close to me, Odz"
Are you trying to give 0476 a name, bc one of the other clones is named Odi so it's not clear.
Giving him a name. But I did realize that the names get a bit similar since I based them on Aurebesh and the closest symbol I could find matching their numbers.
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Re: OOC Rise of the Grand Admiral
I am on a business trip, which was a lot more busy than expected. Will probably be able to respond properly next week, so feel free to make assumptions for Ilyene or roll dice if I am holding up the game.
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Re: OOC Rise of the Grand Admiral
Thunder I need to know exactly how you're planning to do this because there's a chance you could set some mines off.
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Re: OOC Rise of the Grand Admiral
Ah, I was going for the same thing as before and definitely won't be stepping anywhere we didn't already clear.
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thunder999
Ah, I was going for the same thing as before and definitely won't be stepping anywhere we didn't already clear.
Ok so search using the Force, if you find it, send someone in to disable it, if not, smack the square a few times with a metal pole, right?
who is going to do the disabling?
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Re: OOC Rise of the Grand Admiral
Oh wasn't planning to disable them, I figure if we know there's a mine there and whatever's coming doesn't that gives us the advantage. I'm definitely planning to try and throw an enemy at a mine if we fight there.
EDIT: Is there anything stopping me from retrying the checks?