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Science: How to Grow Friends and Influence People.

Posted by HeadmistressFor group 0
Headmistress
GM, 40 posts
GM &
Detention Supervisor
Sun 24 Jul 2011
at 21:48
  • msg #1

Science: How to Grow Friends and Influence People

So, you have all these lovely science skills. You want to make things - and not the pathetic things that you get at science lessons in normal schools. A crystal on a string? Boring! St. Trinians girls want to make something that is really fun. And perhaps can be used to eat any foolish school inspectors who happen to come into the school ...

First of all, let's look at somethng all Scientist characters hold dear to their hearts ...

Explosives!!!


The school lab is more than equipped to produce various explosive compounds, and has suffered its fair share of destruction over the years. Despite many warnings to the contrary, the girls do insist on creating things that are just as likely to blow themselves up as anyone else. Be warned: making explosives is dangerous and scary. But since that won't put you off, ths is how you go about it all.

You must first decide, what sort of explosives are you going to make? There are four categories: Small, Medium, Large, and What The Hell Are You Thinking??? The school labs have enough materials to produce small or medum explosives, but to create anything bigger, you will need to get hold of additional supplies. Obviously, a Fixer comes in very handy here, but you may need to find something to pay for these materials. Or just steal them...

Even with the right supplies, the school labs are simply inadequate when it comes to making 'What are you thinking?' size explosives. You will have to get better lab facilities to make these, possibly military grade facilities at that. Getting them might be a whole adventure in itself!

Once you have materials and the right lab, you can make explosives. Ths requires three things: nerves of steel, the Chemistry skill, and a great deal of Willpower.

To make explosives, you must start by making Small explosives, then increasing their explosive yield. In orer to even mix the chemicals required to make explosives requires that the player makes a Fear test. Obviously, Scientists are very used to this sort of thing and their Special Ability gives them a distinct advantage in such matters. The difficulties to make explosives, and appropriate Fear test level, are as follows:

Explosives
Size            Difficulty         Fear Level
Small               5                4
Medium           6                5
Large              7                6
WTHAYT?        8                7

To make each level of explosives takes 1 day, and if you fail the Fear test, you will lose a day, but can try again on the following day. If you succeed the Fear test, you can try the Chemistry test. If you succeed the Chemistry roll, you create the explosives, or improve them by one level.

If you fail the Chemistry test, things get explosive in a different way. The whole lot explodes, at the power level that you are trying to improve them to. This may well destroy the lab you are using, and certainly uses up any supplies you might have had to get your hands on as, even if you were not using them at the time, they were probably in the lab and went up with the rest of the equipment there. And you. Being blown up hurts. Being blown up seriously could take you out of the game for good. Be careful with that nitroglycerine, Amanda!

Each time you create explosives, you create enough for one use of that level of explosives. To create more, you have to go the process all over again. However, you can make two lots if you reduce your dice pool by two, and three lots if you reduce the dice pool by four. You cannot construct more than three lots of explosives at any one time. Trying is a recipe for a very big bang indeed...
This message was last edited by the GM at 22:29, Sun 24 July 2011.
Headmistress
GM, 41 posts
GM &
Detention Supervisor
Sun 24 Jul 2011
at 22:34
  • msg #2

Re: Science: How to Grow Friends and Influence People

Weird Science

Explosive are not the only fun you can have in a laboratory. Curious girls will always want to make interestng things in their science projects, and who are we to deny them?

Players can make almost anything at all, but the more outlandish and bizarre it is, the more likely it is that something wll go Wrong. Capital W. Getting the materials to make Weird Science creations can provide a whole subplot. And then hunting down and disantling the creation after it goes badly wrong and sets off to wreak havoc on its own then provides another. Players are encouraged to come up with totally insane science projects, with the proviso that if they do so, and it comes back to spank them hard, they have only themselves to blame.

Creating Strange Devices


The Weird Science creation system is designed to ake creation easy so that the business of using the items can get underway wth all possble speed. Frst, you must explain to the Headmistress what you are trying to make, and exactly what it is and does. The more detail the better! Not only for the creation process, but for the sake of detail in the story. Slopply described creations may result in players being penalised when the Headmistress decides that it doesn't work the way players wanted. So be thorough!

When the creation is described, the Headmistress must decide how many forms of science are used in the creation of the item.  And also how many of the Laws of Man and God this creation breaks.

The player must first of all make successful science rolls for each science skill the creation requires. Each skill can only be rolled once per day, and the player can only roll on two skills for this per day. So if a creation needs physics, CDT, and computer science to create, the player can roll Physics, and CDT one day. And Computer Science the next - presuming that no re-rolls need to be attempted.

The Laws of Man and God

The rules that you must be broken to create weird science are simple, and they are there to teach the unwary a lesson. To create Weird Science, you must work out how many of these laws the creation breaks, and roll to see if you can overcome them one at a time. Which laws are being broken will be determined by the Headmistress. The dfficulty to break the rules is always 6. The skill to be used is always one of the science skills needed to create this monstrosity, whichever seems most approprate to the situation at hand.

Any failed roll can be reattempted, but the difficulty goes up by 1 each time until it hits a level where success becomes impossible, and the project is a dismal failure.

The laws are as follows:

* Only God can create life. If you want it to think, you have to cross a line, whether you are building a monster or a sentient AI.

* That's just icky. We are repulsed by things for good reason, so dealing with dead bodies, slime, or sewage requires you to overcome this repulsion.

* Some things shouldn't be mixed. Be it certain chemicals or stripes and plaid, some things just don't well together. If it feels plain wrong, it breaks the rule.

* Everything has a limit. Even steel will bend and break under pressure. If your device functions under extreme stress, you need to cater for this or it will explode. If you're lucky.

* Einstein is not your bitch. Physics has rules, gravity makes things go down, forces have equal and opposite reactions. You want to get in the ring with Einstein and Newton, be ready for a cage fight.

* Big things for big jobs. Weird science isn't usually pretty and neat: if you want to break the laws of nature and put the result in your pocket, you've got to work at it. The stranger the creation, the larger (and possibly uglier) it wll be.

* You can't Xerox a zombie. We assume you are only making one of these things; if you want two or more, it is going to take longer.

* One time only. As above, these devices have limited power and uses as they draw on obscure and arcane forces. You want it to do the job more than once? You need to give it more power!


You do not have to craft things from scratch. If there is already a device that does what you need it to do, although it needs an adjustment, you only need to roll to adjust the device and not build it from scratch. This will make matters much easier, and the Headmistress will modify the creation process accordingly.
This message was last edited by the GM at 23:03, Sun 24 July 2011.
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