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Era Ten Q&D UN-Making Hellbomb


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Q&D UN-Making Hellbomb
The players must mitigate three phases in order: separate Housing, turn-off the Detonator, and safe the Exposed Sakai Core. Any result out of order results in the Bane. Any result that takes the players backward in progress, results in a Bane. However, any result that repeats (in Suit) will be treated as the group having met the Condition automatically.
UN-Hellbomb King: Assemble in the ready room, have some coffee, munch donuts, discuss the activities going forward; another day, another planetwide incendiary device to disarm. Success to complete any phase of the three mitigations of the weapon: Housing, Detonator or Exposed Core. If this finishes the device, the task ends; imperiled party members take their wound. Regardless, any character meeting the Condition also gains a random Funky Power or EE Suit swagger, this includes upon repetition of the King event. Condition: Skill Airborne Difficulty: 8 Advantage: Tin-Head Battle Tested (N)
Bane: Treat the whole as a salad that just needs to be seasoned and tossed. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Jury-Rig Difficulty: 9 Advantage: Trait Inventive
UN-Hellbomb Queen: Bag and seal the Sakai using the best available tool, a mess hall spatula and some peanut butter as Bondo®. Success to safe the Explosive Sakai and end the last threat of the device. Condition: EE Suit Internal Baffling (T) Difficulty: 7 Advantage: Tin-Head No Blue Smoke (E)
Bane: Suffer and recover from one of many, shall we call them minor, tiny nuclear implosions during leakage. Fail and all imperiled members of the party must drop out of the Q&D for a half D8 rounds. Condition: EE Suit Star-Point Overload (K) Difficulty: 9 Advantage: Tin-Head Sparks/Odor Free (H)
UN-Hellbomb Knight: Countermand the countdown sequence with hands-free, proximity sensitive, pattern recognition anti-clockwise retonation; little chance of that going wrong, since you’re you applied a motivational poster of cats across the housing. Success to stop the Detonator Controls. Condition: Skill Programmer Difficulty: 7 Advantage: Tin-Head User Friendly (R)
Bane: Quip a har-har about becoming the Hulk® or the Thing® as you vomit during radiation exposure. Regardless, one player at random becomes imperiled. If everyone fails this task, the entire party is imperiled. Condition: Skill Gung-Ho Difficulty: 7 Advantage: Tin-Head Military Grade (G)
UN-Hellbomb Knave: Budget your time and spend as little effort as possible in close proximity to the device. Success to open the Housing; check stage one. Condition: Skill Minuteman Difficulty: 9 Advantage: Trait Spirited
Bane: Remove any chance of rounding or unit errors by bringing all calculations out to forty-one decimal points, one less than any tin-head could perform. Does anyone truly trust those manic machines? If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. With each attempt, any fail results in Shaken. Condition: Skill Scientist Difficulty: 9 Advantage: Funky Reinforced Synapses (R)
UN-Hellbomb Maiden: Knowing the return shipping container to MACE is as important as the defusing operation, so care must be taken that the packaging has all the proper safety, security and stellar origin labels. Success to complete any of the three components of the weapon: Housing, Detonator or Explosive handling. If this finishes the device, the task ends; imperiled party members take their wound. Condition: Skill Risorgimento (Patriot) Difficulty: 9 Advantage: Tin-Head Spit Polished (L)
Bane: Faced with the square peg against a round hole, or mismatched threaded English-Metric screws, tell everyone to look away or grab a cup of joe as you make the corrective adjustments. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. If the ship lacks a Coffee Dispenser (R), Difficulty increases by three. Condition: Skill Brawler Difficulty: 8 Advantage: Funky Telekinesis (N)
UN-Hellbomb Martyr: Shoo away a few tin-heads looking at the device as their means of reaching robot-nirvana. Success to finish the safe containment of the Explosive Sakai. If this ends the encounter, all imperiled members suffer vicious. Condition: Skill Robotics Difficulty: 9 Advantage: Tin-Head Code Patched (T)
Bane: Start a pool, kick in a few mini-Js, on the time reached on the countdown clock before Sarge wins the day. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Gambler Difficulty: 9 Advantage: Tin-Head Open Source (P)
UN-Hellbomb 10: Cool down the milling machine and metallic body surface as the workshop and ship causeway begins to overheat. Success to penetrate the Housing. Regardless, cancel the threat of imperil to one member of the squad, decided by the last to take Command action. Condition: EE Suit Extruding Nozzle (M) Difficulty: 10 Advantage: Funky Ab-Zero Cryonics (H)
Bane: With a countdown timer removed, it still ticks downward. That’s normal right? If no one meets the condition or everyone fails the roll, the entire squad is imperiled. Condition: Skill Banzai Difficulty: 9 Advantage: Tin-Head Matching Series (M)
UN-Hellbomb 9: Perform your checklist and give verbal warning of any deviation outside of expected parameters. Success to finish the middle part related to the Detonator Controls. Condition: EE Suit C-Cubed (P) Difficulty: 10 Advantage: Trait Fierce
Bane: Raise a finger in alert, while diligently watching a gauge, as you were told; that and to be quiet, while the big boys think. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Engineer Difficulty: 9 Advantage: Funky Cerebral Splitter (P)
UN-Hellbomb 8: Master the trick of using those really big mechanized hand grips inside the remote handling booth i.e. your suit. Success at stage three by safely storing the Explosive Sakai. Condition: EE Suit Vise Grips (J) Difficulty: 9 Advantage: Funky Mechromancy (T)
Bane: Go for throttle-up; no more famous last words have ever been uttered. If no one meets the condition or everyone fails the roll, the entire party becomes imperiled. With each attempt, any fail creates a perilous state for the attempter. Condition: Skill Fusilier Difficulty: 10 Advantage: Funky Neural Shock (O)
UN-Hellbomb 7: Double all the measurements when mixing the neutralizing boom paste. Success to win at stage three dealing with the Explosive Sakai. Condition: Skill Saboteur Difficulty: 9 Advantage: Tin-Head Free Trial (C)
Bane: Debate whether it’s wise to use your finger or tongue to stop the ooze of bubbling exposed radioactive elements. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Veteran Difficulty: 11 Advantage: Tin-Head Pinocchio (S)
UN-Hellbomb 6: Battle mentally the memory engrams used as the AI of the device. Success to complete stage two and stop the Detonator Controls. Condition: Skill Programmer Difficulty: 11 Advantage: Funky Cerebral Splitter (P)
Bane: Leave the next step to the robots. Wait, only a robot would have said that? If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Robotics Difficulty: 11 Advantage: Tin-Head Error Correcting (K)
UN-Hellbomb 5: Ignore the fiendish laugh coming over the loudspeakers as the bad-guy monologues. If he’s dead, he seems to have become the bomb – even more scary. Success to remove one peril to the party; else, gain the Tactic Pip. Condition: Tin-Head Hack Free (F) Difficulty: 11 Advantage: Tin-Head Linux Inspired (O)
Bane: Toss the cookbook instructions, step back in an aha moment, and boldly state, you know how to un-make a bomb. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. With each attempt, any fail results in Shaken. Condition: Skill Demolitions Difficulty: 9 Advantage: Tin-Head Task Directed (I)
UN-Hellbomb 4: Test various angles and pressures on your drill and pliers. Success to open the Housing for stage one. Condition: Skill Myrmidon Difficulty: 9 Advantage: Tin-Head Under Warranty (A)
Bane: Run afoul of government standards regarding legislation to keep dangerous toys away from minors and Xanths. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. With each attempt, any fail results in Shaken. If everyone fails this task, the entire party is Shaken. If character has Bureaucracy, Difficulty decreases by three. Condition: EE Suit ECM (B) Difficulty: 11 Advantage: Tin-Head Safety Override (D)
UN-Hellbomb 3: Toss the manual; nothing good ever came from following J.W.Walker E-IKEA-I-O directions. Success to complete any of the three stages to disarm the weapon: Housing, Detonator or Explosive containment. If this finishes the device, the task ends; imperiled party members take their wound. Condition: Skill Power Generation Difficulty: 10 Advantage: Tin-Head Legacy Models (Q)
Bane: Retreat momentarily away from a glitch, heat pulse and concussive shockwave as a warning beeper tolls your death knell. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: Skill Jet-Pack Difficulty: 11 Advantage: Trait Durable
UN-Hellbomb 2: Melt off some sharp unsafe edges that insult your sense of esthetics. Success to enter the Housing; completing stage one. Condition: EE Suit Plasma Torch (H) Difficulty: 11 Advantage: Tin-Head Rebootable (B)
Bane: No where did anyone consider how heavy this bomb is and that it might be just the remote trigger for rupturing the Sakai refinery deep in the planet core. If no one meets the condition or everyone fails the roll, all players add one and test Insanity. Condition: EE Suit Hydraulic Press (I) Difficulty: 13 Advantage: Tin-Head Union Certified (J)
UN-Hellbomb Ace: Grip the flashlight in your teeth and continue cheek to cheek with the bomb. Success to complete stage one or two on the Housing or Detonator. If attempting character is Cruz, Difficulty decreases by three. Regardless, all gains a random EE Suit function. Condition: Trait Fierce Difficulty: 9 Advantage: Funky Mechplegia (I)
Bane: Raise a steady hand to give the thumbs up; centuries of combat and explosive handling seems to be a necessary given at this step of the process. If no one meets the condition or everyone fails the roll, another player at random becomes imperiled. Condition: EE Suit Ordnance (A) Difficulty: 12 Advantage: Funky Precognition (F)


Yours,

   red



Message Replies:
I'm on Triple 0 on Biorhythms ... -- Iron Conrad (posted: 9/16/2019) 
Isn't "0" Median on a -100+100 scale? -- Skeptic Mike (posted: 9/17/2019) 
Yes, ... three cycles -- Iron Conrad (posted: 9/17/2019) 
 
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