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Inexplicable Humblebrag
Sep 20, 2003

oh right i get you

yeah that's not a penalty for multiple reqs per se it's just a temp penalty for failing them

you hit 5DoF on the expander rounds, your FB is 3, so you lose 2 influence temporarily. this does not impact your stun 'nade roll but if it were 3 influence you'd lose a DoS!!

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Inexplicable Humblebrag
Sep 20, 2003

this is the case

i don't know how big futuristic stun grenades are so should it ever come up, they are as large as narratively convenient.

i will probably mini-update based on gamma + bulworth soon - maybe tonight, probably over the weekend instead

Inexplicable Humblebrag
Sep 20, 2003

story of my life

Inexplicable Humblebrag
Sep 20, 2003

trying desperately to get a "post" up, i mean

Inexplicable Humblebrag
Sep 20, 2003

because my dick's broke

Inexplicable Humblebrag
Sep 20, 2003

inferno shell source... revealed??

Inexplicable Humblebrag
Sep 20, 2003

isambard kingdom burnel?

Inexplicable Humblebrag
Sep 20, 2003

that is fine. I will likely cover off aperta and ignatius before then but we are currently in as-and-when updates

Inexplicable Humblebrag
Sep 20, 2003

iirc aperta's never gonna let go of the plasma gun again.

currently the longlas is a pile of bits because it was in Cogitatio, but it can just be narratively put back together because the skull is entirely fluff.

anyway i didn't fit in a miniupdate so it'll either be late sunday or monday PM, but short version is 1) yes there's some biologis lab you can try and use so have fun dangling weird bipedal squid in front of biologis admech and not having them go WAIT ME FIRST, 2) chemicals for necropsies kinda doubles-up with medicae assist + advanced medkit supplies from aperta, so instead this will probably just provide a bonus to crafting targeted poisons, 3) tags are - to no-one's surprise - rogue trader ones, so your inquiry roll to find out where they're from may well take the form of checking up what rogue trader ships have been by recently by grabbing spaceport peeps. unless you wanna like ask around the starship spotting anoraks or something.

Inexplicable Humblebrag
Sep 20, 2003

lol if you let anyone in your personal life know about anything on SA

i will, genuinely, update tonight. Sunday and monday got away from me.

Inexplicable Humblebrag
Sep 20, 2003

thatbastardken posted:

house rule suggestion for Sound Constitution - make it purchasable once a tier but add something like 5 or toughness bonus wounds, whichever is higher.

also gamma is going to specialize in telekinesis and i'm thinking about a custom power for stronger actual TK, something like:

Telekinetic Might

The psyker calls on the power of the warp to make objects lighter, moving great weights as if she was in zero gravity.

Value: 300 xp
Prerequisite: Willpower 50, psy rating 3
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: Touch
Sustained: Half Action
Subtype: Concentration
Effect: While sustaining this power the psyker can lift or push a single object using the sum of their Intelligence and Willpower bonuses plus effective psy rating on table 7-26

also: this is OK but make it an Opposed WP test, Range: 3m x Psy rating, make it a WP test to add to your 7.26 number rather than S, and double your effective psy rating. this means you can't at-will raise enemies up into the air, but you can also lift really big bastards. on the other hand if it's ranged there's no rolling to hit with your outstretched finger - i'm not certain there's other Range: Touch combat powers in the core rulebook, and it's probably for that reason.

against inanimate objects there is obviously no WP at play, so you just need to pass your test, but they also tend to be quite heavy so an additional boost to total number is probably warranted. at minimum you'd probably want to push back the equivalent of a car with handbrakes on

Inexplicable Humblebrag fucked around with this message at 20:18 on Feb 14, 2017

Inexplicable Humblebrag
Sep 20, 2003

i haven't really presented much in the way of follow-on actions for most people, incidentally, as i'd like to move things towards you beginning to coalesce into a group again. main Next Steps seem to be either chopping bodies or visiting barbarigo but if you have other ideas then shout. you have dead implants and you also have an entire PC's worth of stuff held in memory.

re: chopping squid, there is a cap on what you can learn if you don't have a proper facility, hence why using Biologis facilities has investment attached.

re: poisoning squid... let me know what sort of thing you're after, really. if you just want something generically Toxic then that's fine; if you want something easily spreadable over a large area or very specifically targeted then that's also fine, although i think ideally you'd be going for both these things. #1 without #2 is a bit... well...

if you want weird effects like paralysis or friendliness then i guess we need to start talking plans

Inexplicable Humblebrag
Sep 20, 2003

oh ok.

well, this plugs the combat-usage rules gap, i guess, and turns it into a power that is not entirely reproducible by the entire cell simply saying "i push boulder" at once. so i'm fine with my suggested changes if you are, otherwise we can dial it back to what you initially proposed

Leperflesh posted:

OK yeah lemme figure that out, I also still need to spend ex pees.

In addion to squid chopping and making anti-squid juice I want to put the party together and go interrogate some hepaticons. We know the go-crazy signal was sent from the hepaticon estate to the hepaticon bar where all the people went crazy. We gotta work that lead, it's a big one.

ya. for clarity, the tower is not, like, the centre of a big hepaticon stronghold - it's just a big tower that's on their property, which, like many noble estates, is expansive. people probably do stuff in it, but it's not like you need to fight your way to the centre of a palace of ravening squid

Inexplicable Humblebrag
Sep 20, 2003

requisitions doesn't just cover personal gear. maybe you want to hire a ship to drop a kiloton of fish in the deculon's back garden, out of spite. or maybe there are other services you think you need at this point

Inexplicable Humblebrag
Sep 20, 2003

oh also we may be moving towards another Group Event but you can still get individual stuff done if you need. we'll just backdate it if the next bit starts before then

if there is any specialist knowledge you want to obtain before the next bit you could go rent it as a service

e: psypower is cool, too

Inexplicable Humblebrag
Sep 20, 2003

iirc you have fairly average AG and progression in stealth is gonna be tricky; it's up to you, but specialising tends to work better.

you may also wish to consider weapon training for something that isn't a peashooter

Inexplicable Humblebrag
Sep 20, 2003

how should we progress this. I'm waiting on a decision re: next steps, are you waiting on anything from me?

Inexplicable Humblebrag
Sep 20, 2003

i believe WWN was probated for posting in gbs. let this be a lesson to us all

he should be back now though

i'm probably gonna scruntupdate first and then do this game second, but i've got a couple days off next week in which to dick around, so there won't be any holdups on my side until 4th/5th march

Inexplicable Humblebrag
Sep 20, 2003

welp i was gonna update recently but instead i hosed my finger up so that it was irritatingly painful to type. instead i will do so probably tomorrow; starting on it tonight

gonna fast-forward a bit and place people in default roles in The Great Tentacular Scam. feel free to diverge from these as you see fit; it's just a starting point

Inexplicable Humblebrag
Sep 20, 2003

right

everyone's at the clinic! all outstanding squiddy tasks will happen here, this is the next all-party scene.

we have preliminaries. step one is control the huge crowd of people who's shown up, clamouring for medical treatment. do me a skill roll, please - if you do medicae tests and fail, this just means you work slowly as you've got complex cases, it doesn't mean you actually kill people through malpractice.

this section is pretty much to see how you're set for the second section and for what happens afterwards. because you've bothered to get a proper autopsy lab, you will likely be able to work out whether or not you're likely to meet these guys again.

the third section is gonna be "what do you want to do about it?". depending on how section one went, it might be "flee the burning wreckage of the lab as the battle sisters swoop in", or it might be "fight off the reanimated corpses after Gamma's psy-probe went wrong", or it might be "make combat drugs/poisons as planned"

(i messed up my finger with a hangnail or something; really minor but really loving painful)

Inexplicable Humblebrag
Sep 20, 2003

it's also really hard to find concept art of large crowds of near-rioting injured people desperate for medical attention so i mean you're just gonna have to deal with the hooded guys with their ceramic and plastic implants

Inexplicable Humblebrag
Sep 20, 2003

right, again. we've got four out of five posters and i'm doing gently caress all this weekend apart from waiting for a huge quantity of homebrewing kit to show up so i'm gonna get an update in saturday/sunday

we can keep the timeframes and descriptions loose enough that max can do a retroactive "i do thing for part one!" section as a prelude to part two

Inexplicable Humblebrag
Sep 20, 2003

c'mon man the Pick threads aren't that bad

Leperflesh posted:

I'm going on vacation and will be back on Sunday, March 26th. In theory I can post while traveling, but I might not.

ok!

Inexplicable Humblebrag
Sep 20, 2003

yeah if you're confused by what to post at any point please do shout, because i can always throw more stuff into the mix or clarify things. also remember that you are not actually a trained deep-cover killer/psychic/magician irl, and if you can't come up with a totally narratively coherent idea but you know what you want to do mechanically, you probably won't get penalised unless it's really something that makes no sense.

usual rule applies that big wordy posts are great and i like detail, but that you should only do 'em if you want to. if i'm asking you to "hey, come up with random poo poo" like in these open-ended skillcheck sections, i'm not expecting a big screed out of nowhere, although i'm happy to get one


i'll move things along once DeathSandwich's come up with something - which can be as simple as "using a suitable cover story, i try and keep the crowd from boiling over, but still at a level of antagonism sufficient to keep the other Biologis people busy", or it could be as complex as you like

Inexplicable Humblebrag
Sep 20, 2003

i have posted

there was rather a lot i needed to get straight first re: making sure stuff stays connected.

i have not in fact touched on the poisonmaking yet because i need to decide how i want to do it; i will probably give you keywords or something and let you combine them. you don't need to do it right now though

Inexplicable Humblebrag
Sep 20, 2003

gotta have a specialist skill to be able to attempt it, so no dice i'm afraid

spoilers: FL "mutants" would be "oh i know about DNA", and also "these guys aren't chaos mutants"

Inexplicable Humblebrag
Sep 20, 2003

ok let's Talk Toxins


To create a toxin, you perform a medicae Crafting test.

You then take your need to choose delivery method, specificity of targeting, the toxin trigger and the effects. You can also pick some drawbacks if you want to claw back some extra DoS to spend on other stuff. You create your Intelligence bonus in vials, plus your Medicae rank - Medicae (+0) is rank 1.

Delivery Methods - choose 1+

  • Intravenous - It has to hit the bloodstream; has to be delivered either as an injection, a trap, or as part of a damaging attack. Costs 0 DoS
  • Contact - Has to hit the skin; can hit the bloodstream. Can be smeared on surfaces, can also be rubbed on blades etc. Costs 1 DoS
  • Gas - A cloud of gas; must be inhaled or - in conjunction with Contact - must be within the cloud. Can be introduced to a standard Smoke grenade with no additional roll required, adding the toxin effects to the grenade's statline. Costs 3DoS
  • Dissolution - dissolves in water, must be imbibed through gills or - in conjunction with Contact - water must hit skin. One dose spreads to a sphere with 4m radius under water, just like a smoke grenade. Costs 3DoS

Target - choose 1

  • Generic - Will work on anything. Costs 2DoS.
  • Tailored - Will work on one specific subgroup (e.g. Orks, Humans, Scrunts, Squid). Will cause 1 level of Fatigue (+10 T test to resist) on other targets, and it will be immediately obvious that they've been poisoned (e.g. headache, vomit). Costs 0 DoS
  • Specific - Will work on one specific subgroup (e.g. Orks, Humans, Scrunts, Squid). Undetectable by other targets without the aid of special equipment or Unnatural Senses to do with taste/smell. Costs 2 DoS

Trigger - choose 1
  • Immediate - Toxin takes immediate effect. Costs 0 DoS
  • Binary - Toxin remains inert and undetectable until second binary agent is introduced. Binary agent is created at the same time as the toxin, in equal quantities, with the same delivery method. Costs 1 DoS.
  • Remote - Toxin remains inert and undetectable until triggered. Trigger mechanism is created at the same time as the toxin. Method has a range of 5km and will not activate undeployed toxin. Costs 3 DoS.

Effects - choose 1+

  • Toxic (X) - Toxin gains Toxic (X) Quality. Costs X DoS.
  • Paralytic - Toxin gains Shocking quality; target is Unconscious instead of Stunned. Costs 2 DoS.
  • Psyk-Out - Target must pass a Very Hard (-30) WP test or lose 1 level of Psy Rating per DoF. Psy Rating is regenerated at one point per hour. Costs 3 DoS.
  • Degeneration (X) - Target must pass a +0 Toughness Test with a penalty of 10 * (X) or immediately suffer 2d10 Toughness Damage. Costs X DoS.
  • Crippling - Toxin gains Crippling Quality. Costs 2 DoS
  • Death - Kills slowly over the course of an hour. Incompatible with "Generic" target. Medicae +10 test and 10 Full Actions (1 minute) to administer relevant countermeasures, repeatable. Costs 5 DoS

Drawbacks - choose 0+
  • Small Batch (X) - Fewer vials are produced, equal to the value of X. Minimum production of 1 vial. Provides X DoS.
  • Virulent - Medicae +0 Test required to apply vial of toxin. Failure means wasted vial; failure by 4DoF or more means the toxin is applied to you. Provides 3DoS
  • Volatile - the toxin must be made up immediately prior to use, and is otherwise irritating to apply. Application takes two full actions rather than a single half action, and the toxin dries from weapons within an hour. Provides 2DoS.

Inexplicable Humblebrag
Sep 20, 2003

you haven't actually made a roll yet, but when you do you will get 5 bonus DoS

this is a Medicae teat so you get bonuses for medkit and a circumstance bonus for the room

Toxic (x) does an extra 1d10 direct damage if the recipient fails a T - X * 10 test. It is extremely unlikely to kill outright and is more combat focused. Unconscious psykers cannot use mind powers.

Inexplicable Humblebrag
Sep 20, 2003

your choice. It's not combat yet, you can have whatever setup makes sense.

Inexplicable Humblebrag
Sep 20, 2003

i should add that if you want to get shooty, gimme some time and i'll whip up a map so you can get your placement sorted.

if you can let me know roughly what you're after before that (e.g. "near the door" or "behind some shelves") i can ensure that's taken into account

Inexplicable Humblebrag
Sep 20, 2003

just to emphasise, as i didn't spend much time labouring it in the most recent post; if people do get into the back room and behold all that is squid, you guys are pretty hosed. like, you won't be talking your way out of it

the degree is dependent on who does the viewing. random beggar, subtlety hit. person of authority, manhunt. your inquisitor, a cuff round the ear and an "idiot! you cut AWAY from the ventricles"

Inexplicable Humblebrag
Sep 20, 2003

depends if someone goes "psst guys" into the commbeads

i guess there can be a convenient security camera if no-one remembers; i don't particularly want three posters twiddling their thumbs aimlessly because no-one told their characters of emergent events

Inexplicable Humblebrag
Sep 20, 2003

lol no there isn't a great big "defuse the situation" chute.

this annex is next to the morgue and is intended for human autopsies, either for kicks, for education, or for Veruspex arbites to see if Horrible Crimes have taken place. once bodies are faffed around with they are wheeled back to the morgue in a cloud of censer smoke and tromping servitors rather than sent down a chute; either they get servitorised or processed into corpse starch/mulch. anything plaguey or horrific would probably just get torched well before coming anywhere near the morgue.

there is a small arc furnace for incineration of e.g. chopped off tumors etc but it takes a minute to get a charge and it's about the size of a microwave. let's say you have 100kg of stuff to dispose of.

venting plasma will involve tech use tests to avoid getting harmed, and simply cannot be done subtly. you're not going to create a small fire, you will incinerate the bodies very quickly into an unrecognisable charcoal briquette (good) and probably cause a significant damage to the autopsy suite in the form of a raging inferno (bad).


i will put this, along with more circumstantial detail, into the game thread tomorrow or thereabouts

Inexplicable Humblebrag
Sep 20, 2003

weekend at battle-brother bernies

anyway i played shovel knight last night instead of updating, and i'm busy tomorrow and have to bottle up homebrew saturday, so let's try and get some room descriptions and toxicology put into place

Inexplicable Humblebrag
Sep 20, 2003

well it comes in 5 gallon batches

so do i :q:

Leperflesh posted:

How good is our psyker? Like, could Gamma make people coming into the OR believe that what they see on the table is just human bodies, perhaps messily hosed up by horrible disease or something?

But yeah I think our goal here is to convince the badass dudes that barging into that room is not in their best interests, and then if they insist, well, there's going to be an unfortunate incident involving their demise. But plan A should be diffusing the situation, plan B is the careful application of deadly force.

i didn't answer this; gamma is an averagely powerful psyker but has no abilities at the mo that let her hide stuff. Warp Perception is one of her powers but, uh, that's "perception using the warp", not "change what people are perceiving"

Inexplicable Humblebrag
Sep 20, 2003

no worries, hope things work out

i'm gonna update either next tuesday or wednesday, as i'm away for easter. fighting ain't yet foregone with these guys, we shall see how it shakes out, but in the meantime if those in the autopsy room could indicate whether they're doing anything special to hide the bodies that'd be handy.

otherwise i'm gonna take it as "the characters know what to do" and it'll take the full three minutes to hide the evidence

Inexplicable Humblebrag
Sep 20, 2003

yes. very! that's a good idea. if they get mulched they will obviously cause a bit of horror, but a thin red corpse reduction won't make people say "heresy!". of course it will take some time, but if the autopsy devices are going into overdrive then people will not wish to be around them, and won't pay much attention to what's being chopped up

downside is the machines will likely get damaged due to overclocking their routines etc

anyway i wanted to update tonight but basically a load of stuff's come up and it's looking to be saturday instead. apologies! this bit has dragged a little.

Inexplicable Humblebrag
Sep 20, 2003

https://www.youtube.com/watch?v=Poa-cbsSyZs

Inexplicable Humblebrag
Sep 20, 2003

this is where game mechanics and 'actually making some sense' are kind of at odds. if you don't have the blood loss condition you can technically limp along forever no matter how badly wounded you are

In practical terms this guy both has narrative Blood Loss (i.e. I'm not rolling) and will die within the hour if you don't remove some critical damage from him. First Aid is quick (six seconds per attempt), crit damage removal will take a bit more time - minutes, not hours

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Inexplicable Humblebrag
Sep 20, 2003

they're still lurking around, yes, despite not being all that badly wounded/sick

e: also they're more like malignancies that have been removed rather than "you are a snake now, enjoy" proper mutants

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