Adventure 2.0

Harpoonrgm84a
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mghaught
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Re: Adventure 2.0

#21 Post by mghaught »

Daz nods thoughtfully to the new information. "Are other weapons to be avoided beyond explosives? We do want to be prepared to deal with a hostile creature but if the facilities are prone to damage from certain weapon types that would be good to know."
Teflon
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Re: Adventure 2.0

#22 Post by Teflon »

**ooc* T'prin has medical at lvl 2 so we should be covered.
I acknowledge the fact that I am a certified medic so I should be able to provide the needed expertise to determine cause of death.
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Re: Adventure 2.0

#23 Post by Teflon »

I will need to pick up a medical kit tho
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Re: Adventure 2.0

#24 Post by Jaakari »

“Daz, probably want to avoid grenades, unless we are talking tangler or gas. I’ll leave the TD19 in the locker for now. Firearms are probably ok, I’d leave the AP home though.” Lloyd observed.
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Re: Adventure 2.0

#25 Post by Harpoonrgm84a »

T'prin has a medkit already...
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Re: Adventure 2.0

#26 Post by Teflon »

Ok, I'll do an inventory of my medkit make sure everything i might need is in there.
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Re: Adventure 2.0

#27 Post by mghaught »

Daz nodded to Lloyd. "Agreed. Given what we've heard so far, I'm thinking the tangler and sleep grenades make sense pending further clarification."
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Re: Adventure 2.0

#28 Post by Harpoonrgm84a »

Okay, the doctor looks at you excitedly. "Does this mean you are coming? If so, meet me at the western edge of lake Thresh; 3 kilometers southeast of here. I will meet you at the dock there. I await your arrival." With that, the doctor scurries out of the restaurant and leaves you at the table.
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Re: Adventure 2.0

#29 Post by MajorTom »

Before arriving at the rendezvous, Rick makes a stop at a weapon shop fully intending to purchase a sword, axe and sonic knife. But when he sees the incredible sophistry of the sonic sword, the smoothness of its swing, the ease of its cuts, he changes his mind and purchases that. However, he also purchases a regular sword because he knows that sonic swords are useless if the target is encased in a sonic shield. They are also useless if you run out of power to run them.

After leaving the shop, he finds a quiet place to readjust his growing arsenal. He leaves the laser pistol at his hip but moves the electrostunner to an underarm holster (cost?). Then he puts the sword on the left side of his utility belt and the handle of the sonic sword in a holster aft of his pistol. The gyrojet pistol stays in his backpack for now. The laser rifle he carries over his shoulder.

OOC: Marked off 330 credits for the sword and sonic sword.
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Re: Adventure 2.0

#30 Post by Teflon »

does the medkit have anything in it to analyze blood samples?
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Re: Adventure 2.0

#31 Post by Jaakari »

Lloyd will take a couple of spare mags of soft and prefragmented rounds.

Prior to going out, he will inquire about the ability of getting some flash grenades, instead of just doze gas.
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Re: Adventure 2.0

#32 Post by Harpoonrgm84a »

There are no rules accounting for 'flash bang' grenades, but I can work up some stats on one if you are really interested.
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Re: Adventure 2.0

#33 Post by Jaakari »

I know, I prefer to be able to be a little flexible since the essential rules are so spare. I’ll propose something we’ve used in other games if that’s ok?
E
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Re: Adventure 2.0

#34 Post by mghaught »

Harpoonrgm84a wrote: Wed Jul 15, 2020 11:51 pm Okay, the doctor looks at you excitedly. "Does this mean you are coming? If so, meet me at the western edge of lake Thresh; 3 kilometers southeast of here. I will meet you at the dock there. I await your arrival." With that, the doctor scurries out of the restaurant and leaves you at the table.
Daz replies, "Okay, thank you and we'll see you shortly."

Once it's just our group Daz will say, "Any reason not to investigate this? It seems like a promising lead."
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Re: Adventure 2.0

#35 Post by MajorTom »

"Count me in," Rick tells Daz.
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Re: Adventure 2.0

#36 Post by Teflon »

Im in, if for nothing else, then for the chance to test my newly minted medical degree.
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Re: Adventure 2.0

#37 Post by Jaakari »

Here's a suggestion, friend of mine supplied:

Flash Grenade
Cost: 20
Damage: 1d10/Stun: 1d4 turns
Rate: 1
Defense: RS Check
Range: 5/10/15/25/50
A failed avoidance roll in the primary radius (0m to 3m) leaves the target Stunned for 1d4 turns and suffers 1d10 damage. Use Stun Rules p. 16 Alpha Dawn Remastered Core.
A failed avoidance roll in the secondary radius (3m to 6m) leaves the target Stunned for 1 turn.
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Re: Adventure 2.0

#38 Post by Jaakari »

"What's the pay rate?" Lloyd has no better prospects at the moment, so he will go, regardless, but it would be good to get a paycheck.
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Re: Adventure 2.0

#39 Post by mghaught »

"We didn't iron that out but we should do so when we meet up," Daz says to Lloyd. "It did seem that our scientist friend was a bit rushed. It could also be that he needs to talk to the others since he was originally seeking law enforcement. I agree we'll need to get paid but I didn't get the sense that they would be short of funds."

"Dakk, how do you feel about all this?"
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Re: Adventure 2.0

#40 Post by Harpoonrgm84a »

Dakk's player is away from his computer for a while. So, we will move along, if you guys don't mind.
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