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[GRIM TALES] Wulf Ratbane's SLAVELORDS of CYDONIA
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<blockquote data-quote="Wulf Ratbane" data-source="post: 3019828" data-attributes="member: 94"><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">You think you could get it off, even <em>with</em> the tamper-hiding penalty-- I am just trying to warn you that it won't be routine and there are fatal consequences if you fail.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">You can fail within 4 points and nothing bad happens.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">You're <em>probably</em> going to need to spend an action point and you probably won't be the only Hero spending one (hint).</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">2d4 rounds per check.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">You could disable them individually; however, you feel certain that tampering with the collar <em>in any way</em> is likely to set off the explosive.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">I'll restate it again. There are basically three things you could do with this collar:</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">1) Attempt to remove it (either through Disable Device or Open Lock). This is considered tampering with it. You could hide your handiwork so that it appears "locked" but in fact would come right off (e.g. Chewbacca's manacles).</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">2) Disable the paralytic effect. This is also tampering with it.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">3) Disable the explosive effect. Again, tampering with it.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">The explosive charge is designed to blow your head off without causing any collateral damage. So it would definitely be useful to blow a door or lock, like a shaped charge. It would not be particularly useful as a <em>thrown</em> weapon, although you might be able to jury-rig it into some kind of grenade if you had some sort of "operational" bits to combine with the explosive (ie, shrapnel). </span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Unless I'm mistaken, nobody in the group is big on demolitions, so I think you should confine yourself to just getting the damn thing off without killing anybody.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Assuming that's what you want to do. I've tried to answer all your questions but I'm not trying to push you towards one decision or another.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">To play Devil's Advocate along with Joshua, despite the fact that you still have explosive collars on your freakin' heads, you have come a long way beyond merely slaves. Again, not to push you in one direction or another (just playing along because it's fun):</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">What would happen if someone with a really good Bluff threatened to pull his collar off and blow his or her own head off? You think Sil'saar would blink?</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">That reminds me, Bill still has a collar on... Hm.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"></span></p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 3019828, member: 94"] [COLOR=Red] You think you could get it off, even [i]with[/i] the tamper-hiding penalty-- I am just trying to warn you that it won't be routine and there are fatal consequences if you fail. You can fail within 4 points and nothing bad happens. You're [i]probably[/i] going to need to spend an action point and you probably won't be the only Hero spending one (hint). 2d4 rounds per check. You could disable them individually; however, you feel certain that tampering with the collar [i]in any way[/i] is likely to set off the explosive. I'll restate it again. There are basically three things you could do with this collar: 1) Attempt to remove it (either through Disable Device or Open Lock). This is considered tampering with it. You could hide your handiwork so that it appears "locked" but in fact would come right off (e.g. Chewbacca's manacles). 2) Disable the paralytic effect. This is also tampering with it. 3) Disable the explosive effect. Again, tampering with it. The explosive charge is designed to blow your head off without causing any collateral damage. So it would definitely be useful to blow a door or lock, like a shaped charge. It would not be particularly useful as a [i]thrown[/i] weapon, although you might be able to jury-rig it into some kind of grenade if you had some sort of "operational" bits to combine with the explosive (ie, shrapnel). Unless I'm mistaken, nobody in the group is big on demolitions, so I think you should confine yourself to just getting the damn thing off without killing anybody. Assuming that's what you want to do. I've tried to answer all your questions but I'm not trying to push you towards one decision or another. To play Devil's Advocate along with Joshua, despite the fact that you still have explosive collars on your freakin' heads, you have come a long way beyond merely slaves. Again, not to push you in one direction or another (just playing along because it's fun): What would happen if someone with a really good Bluff threatened to pull his collar off and blow his or her own head off? You think Sil'saar would blink? That reminds me, Bill still has a collar on... Hm. [/COLOR] [/QUOTE]
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