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Post by Gigermann on Feb 20, 2012 15:53:09 GMT -6
Re: Last WeekPepi will attempt to use his 3d12 Science: Chemistry to dilute or otherwise neutralize the powder that was dumped into the river.
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Post by Mike E. on Feb 20, 2012 23:02:21 GMT -6
Let's handle this from a mad scientist perspective.
Come up with a theory (As wacky as you want) for a method to remove/nuetralize the poison.
then we'll go from there.
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Post by Gigermann on Feb 21, 2012 11:29:41 GMT -6
Let's handle this from a mad scientist perspective. Come up with a theory (As wacky as you want) for a method to remove/nuetralize the poison. then we'll go from there. We'll use an acid or salt base to create an appropriate amount of activated charcoal, in powder form, which will neutralize the poison. Barring the "powder," it might also be sufficient to make an activated charcoal "filter" at a chokepoint in the river—that might be more "mad."
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Post by Mike E. on Feb 21, 2012 11:37:36 GMT -6
Ok...theory down.
Now...blueprint time. Give me a mad science roll.
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Post by Gigermann on Feb 21, 2012 12:12:57 GMT -6
I figure he'll need some large fishnets, or some kind of porous cloth, dipped in an adhesive, then coated in the activated charcoal (crushed, at least, or powdered). If we get a bunch of townies to help, it should be able to be accomplished quickly enough—obviously, speed is a necessity. Mad Science (not "machinery," so no Mechanically Inclined bonus): [dice=12][dice=12][dice=12][dice=12][dice=12]=9 I had a Red Chip, if needed.[rand=3441681870106085734521158744025398090176425796136372715590698058]
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Post by Mike E. on Feb 21, 2012 13:05:53 GMT -6
You didn't need one. This is just the design phase.
That roll did allow you a 5 card draw, so I took the liberty and got:
Red joker, 4 of diamonds, 8 of clubs, 8 of spades and 8 of diamonds.
That gives you 4 of a kind. 4 hands better than the 3 of a kind you needed. (Nate can give you the odds for that. Impressive hand)
You have really good blueprints (+8 to the reliability).
I'll assume everyone will be helping, so after an hour gathering materials, I need a tinkerin' roll. (TN9)
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Post by Gigermann on Feb 21, 2012 13:11:31 GMT -6
I'll assume everyone will be helping, so after an hour gathering materials, I need a tinkerin' roll. (TN9) Tinkerin': [dice=10][dice=10][dice=10][dice=10]=7 +Red: [dice=10]=13 I presume the difficulty isn't in the making of the contraption itself, but in making it effective to the task.[rand=1632604626529139409103449779766248443875093096810175832400269509942]
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Post by Mike E. on Feb 21, 2012 13:21:55 GMT -6
After using the red, you succeed, with no raises.
It will take you about 3 hours, and it will require a reliability check every 8 hours.
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Post by WxMAN on Feb 21, 2012 13:23:20 GMT -6
Well Ista needs to go to the sawbones and I am assuming he would be taken there by either the party or some of the folks led by the marshal that came in late during the last fight....
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Post by Rigil Kent on Mar 3, 2012 16:29:01 GMT -6
Is there anything the GM needs from me for next week?
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Post by WxMAN on Mar 5, 2012 15:20:16 GMT -6
I'd really like to get Ista healed up if at all possible, rolling at -2 SUCKS, maybe we can use the fact Valentine! *ducks* needs medical care a good reason to patch wounds... maybe the more social/investigative characters may want to do some talking while me and McN heal?
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Post by Rigil Kent on Mar 5, 2012 15:25:25 GMT -6
Dude ... you Named the Dark One. I think the GM should check to see if He Who Shall Not Be Named woke up just long enough to shoot the Indian.
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Post by WxMAN on Mar 5, 2012 15:43:00 GMT -6
I guess I should just pray he runs out of bullets before I die....
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Post by Rigil Kent on Mar 5, 2012 15:45:05 GMT -6
LOL
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Post by Gigermann on Mar 5, 2012 16:33:27 GMT -6
This is a fine example of when the "Troupe Style" play might be handy. For example, when Bub was laid up for a month, getting "modified," I played Mulder.
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