Re: Backchannel Chatter
OOC: Hoo boy! When I read your last post I nearly pooped my pants! Lol
Okay, before I post Alice’s action I want to get the lay of the land.
Alice’s goal is to quickly inspect the bomb to see if its sitting inside the case and can be removed manually without too much difficulty and to try to get a feel as to whether it appears booby trapped. Even if its somehow secured to the case, maybe she can use her knife and cut it free?
From your description it appears its triggered by a cell phone transmission. So if she can’t take the bomb out of the bag and chuck it off the train, her next objective would be to try to disengage the detonator.
If it doesn’t look like she can do that she will look to see if her knowledge of electronics-security systems skill (skill 12) would provide her with some insight. Though electronics-security systems specializes in disarming silent alarms, etc., there may be some transferable skills in figuring out how to dismantle the triggering device. I will defer to you on that.
In addition to her electronics-security systems skill; Alice also has the advantage, “Intuition” which, per the rules book, reads as follows: I will defer to you to what extent this may help or hurt her.
Intuition
You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed. The GM should never allow Intuition to short-circuit an adventure – for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.
How you, as GM want to apply the above I shall defer to you. If, for example she finds a ‘red’ wire and a ‘green’ wire and she has to guess, it may be that her intuition will lean her towards the correct wire to cut.
Lastly, Alice has “Luck”. The way Luck works is, if a skill roll fails and she decides to spend her Luck, we reroll the dice 2 more times and choose the best of the three rolls as the result. Again, I shall defer to you on that.
If it appears neutralizing the bomb seems hopeless, she will turn her attention to the man and climb as quickly and secretly as she can toward where he disappeared. VERY exciting, dreadful scene. Well done!</i>