4th wall area.   Posted by josh.Group: 0
josh
 GM, 181 posts
Tue 29 Sep 2015
at 15:23
Re: 4th wall area
i just wrote on the assumption that portnoy would be removing anything valuable from the computer as it is too bulky to carry around.

in hindsight, that may have been a bad idea. will try to avoid that in the future.

This message was last edited by the GM at 15:24, Tue 29 Sept 2015.

josh
 GM, 186 posts
Tue 6 Oct 2015
at 15:49
Re: 4th wall area
I realized I am operating under an assumption here, so I have a question for Dennis.

The assumption is that when we get loot, you guys are adding it to your character sheets.

Is this okay, or am I supposed to be adding your stuff to the sheets?

If the latter, let me know here who has what as of now.

Cheers.
Malthus
 player, 128 posts
 Protective, Gruff
 Cautious, Deliberate
Tue 6 Oct 2015
at 16:38
Re: 4th wall area
I've been adding as I go along, but haven't added the sonic rifle yet
josh
 GM, 188 posts
Tue 6 Oct 2015
at 22:22
Re: 4th wall area
excellent. i would prefer to leave those details to you guys if possible.
Malthus
 player, 129 posts
 Protective, Gruff
 Cautious, Deliberate
Tue 6 Oct 2015
at 22:51
Re: 4th wall area
Also an aside for portnoy, the stun guns are melee weapons
Babylonian
 player, 94 posts
 Rasta Repairman
Wed 7 Oct 2015
at 03:07
Re: 4th wall area
Most games I've been in the players handle that on their own.

Stun guns are melee? Don't have the book handy (at work). What's the difference then between the stun gun and the stun baton? Can anyone post from the book here?
Malthus
 player, 131 posts
 Protective, Gruff
 Cautious, Deliberate
Wed 7 Oct 2015
at 04:27
Re: 4th wall area
Stun Gun 1d3 damage, Fort Save 15 or Paralyzed for 1d6 rounds Power Source: Power Cell

Stun Baton 3d6 non-lethal or 1d6 lethal Fort Save 15 or Paralyzed for 1d6 Power Source Beltback/Backpack

I guess a taser is the ranged equivalent of a stun gun (which seems backwards to me). The biggie is that stun guns use power cells, which seem to be universal power sources that last about a year continued use and stun batons use beltpacks that have 25 discharges in them.

This message was last edited by the player at 04:32, Wed 07 Oct 2015.

josh
 GM, 189 posts
Wed 7 Oct 2015
at 21:30
Re: 4th wall area
when i set up the game, i thought they were ranged as well.

decided not to change my mind when i found out. ;)
Malthus
 player, 132 posts
 Protective, Gruff
 Cautious, Deliberate
Thu 8 Oct 2015
at 02:24
Re: 4th wall area
Was wondering a few things about the sonic rifle?

1)I assume its the non-lethal one?
2)I assume that it uses a clip (10 shots) rather than a beltpack or backpack?
3)I assume that it sounds like the dubstep gun from saints row 4? (<- most important)
josh
 GM, 191 posts
Thu 8 Oct 2015
at 12:04
Re: 4th wall area
Sure. Sounds good. ;)

It was supposed to be non-lethal. I am actually having issues finding the clip size. If someone could point me to it? If not, 10 round clips sounds reasonable?
Malthus
 player, 133 posts
 Protective, Gruff
 Cautious, Deliberate
Thu 8 Oct 2015
at 13:15
Re: 4th wall area
Awesome

Page 216 covers the power supplies, because it would be too easy to have them next to the energy weapons ;)
Babylonian
 player, 96 posts
 Rasta Repairman
Thu 8 Oct 2015
at 14:48
Re: 4th wall area
Malthus:
Stun Gun 1d3 damage, Fort Save 15 or Paralyzed for 1d6 rounds Power Source: Power Cell

Stun Baton 3d6 non-lethal or 1d6 lethal Fort Save 15 or Paralyzed for 1d6 Power Source Beltback/Backpack

I guess a taser is the ranged equivalent of a stun gun (which seems backwards to me). The biggie is that stun guns use power cells, which seem to be universal power sources that last about a year continued use and stun batons use beltpacks that have 25 discharges in them.


Thanks
josh
 GM, 192 posts
Thu 8 Oct 2015
at 15:07
Re: 4th wall area
Thanks jeff. No shit eh?
josh
 GM, 193 posts
Fri 9 Oct 2015
at 22:43
Re: 4th wall area
sorry about the delay. i was having to mentally go over the environment and characters. Between your various crafts and repairs, I am going to say you can create the materials. I am setting the DC as 15 to craft the items and i am keeping the DC for the suit to myself.

the first is fairly high, but the apocolyspse happened on this world about 400 years ago. nice climate, etc preserved stuff, but shit is very old and very fragile.

i am keeping the second secret because repairs hold or don't hold, and you never know when a repaired object that appears good will just give out. i plan to do this with a number of DC checks in the future, and for similar reasons. this okay with everyone?
Malthus
 player, 134 posts
 Protective, Gruff
 Cautious, Deliberate
Fri 9 Oct 2015
at 22:57
Re: 4th wall area
Sounds awesome
Babylonian
 player, 98 posts
 Rasta Repairman
Sat 10 Oct 2015
at 02:23
Re: 4th wall area
Thumbs up
Malthus
 player, 137 posts
 Protective, Gruff
 Cautious, Deliberate
Sun 11 Oct 2015
at 02:17
Re: 4th wall area
Re food: would all four of us  make a survival check at the start of the day to determine the food situation?
josh
 GM, 196 posts
Sun 11 Oct 2015
at 11:34
Re: 4th wall area
other than Roland, you all have survival listed as a skill.

here is the rule on it:

http://www.dandwiki.com/wiki/SRD:Survival_Skill

DC 10: Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.

you are currently, not moving or in the wild. ;)

that said, when using survival, is the food found good for a full day or just a meal?

This message was last edited by the GM at 11:37, Sun 11 Oct 2015.

Malthus
 player, 138 posts
 Protective, Gruff
 Cautious, Deliberate
Sun 11 Oct 2015
at 15:46
Re: 4th wall area
The checks are made per day, that would suggest that it is good for the day imo
josh
 GM, 197 posts
Sun 11 Oct 2015
at 21:47
Re: 4th wall area
agreed.
josh
 GM, 198 posts
Tue 13 Oct 2015
at 20:22
Re: 4th wall area
Taking 20 on both is fine Dennis.

Jeff, you okay with this plan? If so, I will move things forward.
Malthus
 player, 140 posts
 Protective, Gruff
 Cautious, Deliberate
Wed 14 Oct 2015
at 01:52
Re: 4th wall area
Sure, splitting the party is always a grand idea ;)
Malthus
 player, 142 posts
 Protective, Gruff
 Cautious, Deliberate
Sat 17 Oct 2015
at 00:21
Re: 4th wall area
Couple quick questions:

1)I assume the sonic rifle has a sling to go over the shoulder?

2)We kinda jumped into the new room without a chance to grab a stun gun as was my intent. Would it be reasonable to assume that Malthus would not have just left one sitting on the rack?
josh
 GM, 200 posts
Sat 17 Oct 2015
at 11:20
Re: 4th wall area
1. It doesn't but it has the areas to attach that. so you can rig one up, and if you want, we can assume you did.

2. not an issue. whatever you did not get a chance to say you grabbed, just assume you took it and add it to your sheet.

This message was last edited by the GM at 11:53, Sat 17 Oct 2015.

josh
 GM, 202 posts
Sat 17 Oct 2015
at 11:51
Re: 4th wall area
btw: if you review the story and the rooms, you will notice i skipped a room by accident. :(

just a heads up if there is confusion. keeping track in this sort of game is a bit of a challenge.

nothing serious was missed. just more atmosphere building.

This message was last edited by the GM at 11:52, Sat 17 Oct 2015.