OOC Discussion
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Mar 16, 2019 5:20 pm
Hey guys. I started this, obviously, for our of character discussions, like the one Kirk has for us now. Mo has a 3 Cunning, but no ranks in Perception. Who has what?
Mar 16, 2019 7:51 pm
So Aldrusian indicated in the IC thread that David has no skills in Perception. I'm gonna assume that means he's also probably 2 Cunning with no ranks. Guess we just gotta see what Tiny has, now...
Mar 17, 2019 12:06 am
Actually 3 Cunning but still no Perception. Don't ask me why. Does that do anything at all for us. I'm still really confused by these weird dice. Mostly by trying to figure out what to roll when.
Tiny has Perception 1 and Cunning 2.
Tiny has Perception 1 and Cunning 2.
Last edited March 17, 2019 12:08 am
Mar 17, 2019 5:59 am
Well, it kind of depends on on how Kirk is treating this. If it's a traditional group check then we'd use your or my Cunning, with one dice upgraded by Tiny's rank, plus possibly a boost dice from the rest of the group.
Mar 18, 2019 5:28 pm
So, Kirk, I guess the question comes to you. How are we going to handle this roll? Mo and and David both have 3 Cunning, Tiny has 1 rank in Perception. If the entire group is watching out would it then be YGG with 1 Boost?
Mar 19, 2019 6:25 am
Well, Kirk isn't responding, so I guess we'll just use a basic one. Either David or Mo can make the roll, 3 greens with a boost for the help of the others I suppose, giving four positive dice. I'm tempted to say take the Hard roll, but would hate to have a failure come from it. Can anyone think of how we could get more boost dice? Maybe Tiny using his flashlight to help light things up? Mo's gun has a similar effect according to the mod for it, but I tend to think of it more as a targeting beam than a flashlight or anything. Anyone else have any ideas on how to get anymore boost dice?
Mar 19, 2019 3:35 pm
Normally an assisted check would use the highest Characteristic of one player, and the highest skill in question of another. Put those together to get your dice pool. Those not lending to either contribute 1 boost die if they are helping, and for this scenario I'll award more boost die for creativity.
Mar 19, 2019 3:37 pm
That's what I thought... Just wanted clarification that I'd read that rule correctly. I'll ahead and post something then.
Mar 29, 2019 10:48 am
I take it that Rex now takes charge over the repairing process? Then I will wait for that post.
Mar 30, 2019 12:50 am
Feel free to jump in there and start working on things that you think need to be done. I try really hard to always leave the party in an area where you can start work right away. Or start conversation without me intervening. It's your story, I'm just trying to create the stage.
If you want to perform a roll, go for it, use your best guess.
Everyone here can write well, so narrate what you want to do, or what you're thinking, or start a conversation with one another.
If you want to perform a roll, go for it, use your best guess.
Everyone here can write well, so narrate what you want to do, or what you're thinking, or start a conversation with one another.
Mar 30, 2019 12:53 am
If you get stuck on strategy for what to do next, speak up in this thread and I'll try to help you come up with an answer.
For example. Your ship is still broken, and with the four of you, you couldn't get it fixed. What are you going to do now?
For example. Your ship is still broken, and with the four of you, you couldn't get it fixed. What are you going to do now?
Mar 30, 2019 7:26 am
I completely aggree, and great job at that btw! I just didn't want to start ordering the party around in front of the actual guy who runs the mechanics department :p
Mar 31, 2019 3:24 am
Does it annoy anyone else that the dice roller on the forums here doesn't include the success built into Triumphs in the rolls? Maybe I'm the only one...
Mar 31, 2019 5:24 am
Did the engine break or anything? Is it possible to spend another and try again to get the engine working right? I know that just continually rolling checks until we get the dice is crappy, but without an engine, there's nothing that I can think of.
Mar 31, 2019 6:09 pm
Theres nothing (narratively speaking) that would prevent you from rerolling the engine fix.
Apr 1, 2019 7:06 am
How much would Rex be assisting then or vice versa? Couse with the triumph find (what was exactly what I was thinking to use the triumph on btw!) Deks would rush in to try again.
Apr 1, 2019 8:29 pm
Armitage returns to the ship seeing that not much has been done to complete the repairs and hoping that the required goods will be delivered by the quartermaster. It appears that they may have plenty of time for that arrival.
Apr 2, 2019 6:18 pm
frapet says:
How much would Rex be assisting then or vice versa? Now that the engines are up and running everyone needs to decide what the next course of action is. Do you continue to stay at the base and use the resources to repair the ship, or get underway and on the mission?
Any discussion about what you want to do would best serve the story-line by having the conversation take place In Character.
A few house keeping items:
1) I need a roll from everyone for the Destiny pool
2) We'll be rolling for Obligation as soon as you leave the base. Here's the breakdown when it's time.
Dr. Armitage~~~~~~~[1 - 10] Debt: Medical School
Dr. Armitage~~~~~~~[11 - 20] Debt: Money lender
T1-N33~~~~~~~~~~[21 - 30] Bounty: Empire
T1-N33~~~~~~~~~~[31 - 40] Risk Taker
Che Mora Amarantha~[41 - 50] Criminal
Che Mora Amarantha~[51 - 60] Risk Taker
Maldan Togen~~~~~~[61 - 70] Bounty: Empire
Maldan Togen~~~~~~[71 - 80] Bounty: Empire
Deks Rall~~~~~~~~[81 - 90] Addiction: Booster Blue
Deks Rall~~~~~~~~[91 - 100] Criminal
Rolls
Destiny Pool GM
1 Black Force Point
Apr 2, 2019 6:24 pm
Also Here are the stats for the YT-2400 freighter:
YT-2400 Freighter
Sil 4 Spd 1 (+1) handling 0 defense 0 0 0 0
Armor 4
HT Thresh 4/12
SS thresh 4/9
The freighter has had six critical hits. One has been repaired and the engines are back online.
YT-2400 Freighter
Sil 4 Spd 1 (+1) handling 0 defense 0 0 0 0
Armor 4
HT Thresh 4/12
SS thresh 4/9
The freighter has had six critical hits. One has been repaired and the engines are back online.
Apr 2, 2019 6:49 pm
Do we know what the rest of the critical hits are? I'm curious because some affect the performance of the ship and what not. Also, it might be good to try and get some fixed while we have the resources of the base available...
Rolls
Destiny Pool roll.
1 Black Force Point
Apr 2, 2019 8:17 pm
Smeeg699 says:
Do we know what the rest of the critical hits are? I'm curious because some affect the performance of the ship and what not. Also, it might be good to try and get some fixed while we have the resources of the base available...Apr 5, 2019 3:06 pm
Let's keep the story moving. Your ship can fly, do you head out to Agribba, or stay in port and continue to work on the ship?
Also still need a few destiny rolls from those who haven't rolled yet.
Also still need a few destiny rolls from those who haven't rolled yet.
Apr 5, 2019 3:36 pm
I put my vote in for a bit more repairs. but if everyone else wants to head off to agribba im down
Apr 5, 2019 4:59 pm
Armitage expects more repairs not wanting to put anyone on board at risk due to anything being undone.
Rolls
Destiny Point
1 White Force Point
Apr 5, 2019 5:10 pm
Sorry, meant to post something IC, but it's been a busy couple days. I'm down for a few more repairs while we have access to the resources here at the base.
Apr 5, 2019 8:10 pm
darn full 100... need to build down some obligation... cant spend xp now technically right?
Rolls
2 Black Force Points
Apr 6, 2019 4:22 pm
I checked on that, and technically its anything over 100. So you're ok for now, but there are definitely penalties for rolling obligation.
Apr 11, 2019 9:09 pm
So, I'm a little unsure when it comes to obligation, which is why I wanted to use it. Mo's obligation was triggered.
The way I understand it, the player has the option of answering the "call" of the activation or dismissing it. If they dismiss it, it makes it worse later. If they answer it, it disrupts the storyline.
A couple things to keep in mind:
-The blue die from doing pre-route hyperspace calculation won't carry over to the system with the adrift ship.
-The timeline for winning over Agribba to the rebels should be completed within 8 days (192 hours) You've used 20 hours up already and it takes 48? hours to get there from Kriselist II so adding another 8 hours turn-around time will leave you with a little more than 4 and a half days on the planet. (plan on sleeping and eating)
Feel free to discuss what you want to do, or just make a selection. All astrogation checks will be +1 difficulty die due to the damage on the ship.
Jumping to the adrift ship will be [Average] difficulty. Even though it's close, it's not part of a specific route.
Jumping to Agribba will be [Average] because even though it's far away, it is part of a trade route.
The way I understand it, the player has the option of answering the "call" of the activation or dismissing it. If they dismiss it, it makes it worse later. If they answer it, it disrupts the storyline.
A couple things to keep in mind:
-The blue die from doing pre-route hyperspace calculation won't carry over to the system with the adrift ship.
-The timeline for winning over Agribba to the rebels should be completed within 8 days (192 hours) You've used 20 hours up already and it takes 48? hours to get there from Kriselist II so adding another 8 hours turn-around time will leave you with a little more than 4 and a half days on the planet. (plan on sleeping and eating)
Feel free to discuss what you want to do, or just make a selection. All astrogation checks will be +1 difficulty die due to the damage on the ship.
Jumping to the adrift ship will be [Average] difficulty. Even though it's close, it's not part of a specific route.
Jumping to Agribba will be [Average] because even though it's far away, it is part of a trade route.
Apr 19, 2019 9:33 am
Sorry to see this slow down a bit (knowing fully well I was a part of that earlier, and ashamed to say that I will be again).
For the next 4 days I'll be out in the middle of nowhere, no internet, so I can't respond. Good luck with that double triumph failure roll GM, and maybe you can use any threat to injure me, giving the doc some work (seeing as he won't help with holding a wrench for me :p)
For the next 4 days I'll be out in the middle of nowhere, no internet, so I can't respond. Good luck with that double triumph failure roll GM, and maybe you can use any threat to injure me, giving the doc some work (seeing as he won't help with holding a wrench for me :p)
Apr 19, 2019 5:44 pm
No worries, I've had a bit of a slow down as I mentally create this next section since it was completely unplanned. It actually wasn't a failure, because the Triumphs also count as Successes so you passed the check.
Apr 20, 2019 6:15 am
Ooh yeah I noticed that before, that it doesnt count them in the summary, but totally forgot! great stuff xD
Apr 26, 2019 4:04 pm
Hey Smeeg, here's a breakdown of all the strain for Mo. Since Date/Time is set per individual user, I hovered over the post title to get the post number where the activity occurs.
If you're having difficulty locating a post, you can use the URL and replace both numbers with the post number you're looking for.
https://gamersplane.com/forums/thread/11044/?p=501758#p501758
Post Number result
501758 2 strain to party 1 to Mo Total Strain = {1/12}
507522 3 threat explained in 507728 {1/12}
507728 1 strain {2/12}
507961 explains difficulty of perception checks in storm 3 purple die 4 setback die (no result) {2/12}
508337 1 Adv carried over to rolls per 510413 and used in 510477 {2/12}
510917 1 Adv, invalid perception roll missing 2 purple die and 3 setback die (no result) {2/12}
513381 2 strain for inactivity {4/12}
514217 1 Adv on group check explained in 514915 {4/12}
514915 photographed the damage to the relay {4/12}
522151 1 Adv explained in 523235 {4/12}
523235 1 boost die for jumping from The Base to The Mission world {4/12}
529871 obligation triggered reduce threshold be 2 {4/10}
531449 1 Adv explained in 531540 {4/10}
531540 difficulty added, net result 3 threat that extended jump time by 3 hours {4/10}
535547 1 Strain for not eating, 1 Strain for not sleeping add setback die to all skill checks {6/10}
537371 1 strain for inactivity {7/10}
537636 piloting check not required (no result kept) Computers Check 5 threat explained in 538475 {7/10}
537801 decision about piloting check {7/10}
538475 Strain split over party 1 to Mo {8/10}
538491 4 Advantage taken to reduce strain {4/10}
If you're having difficulty locating a post, you can use the URL and replace both numbers with the post number you're looking for.
https://gamersplane.com/forums/thread/11044/?p=501758#p501758
Post Number result
501758 2 strain to party 1 to Mo Total Strain = {1/12}
507522 3 threat explained in 507728 {1/12}
507728 1 strain {2/12}
507961 explains difficulty of perception checks in storm 3 purple die 4 setback die (no result) {2/12}
508337 1 Adv carried over to rolls per 510413 and used in 510477 {2/12}
510917 1 Adv, invalid perception roll missing 2 purple die and 3 setback die (no result) {2/12}
513381 2 strain for inactivity {4/12}
514217 1 Adv on group check explained in 514915 {4/12}
514915 photographed the damage to the relay {4/12}
522151 1 Adv explained in 523235 {4/12}
523235 1 boost die for jumping from The Base to The Mission world {4/12}
529871 obligation triggered reduce threshold be 2 {4/10}
531449 1 Adv explained in 531540 {4/10}
531540 difficulty added, net result 3 threat that extended jump time by 3 hours {4/10}
535547 1 Strain for not eating, 1 Strain for not sleeping add setback die to all skill checks {6/10}
537371 1 strain for inactivity {7/10}
537636 piloting check not required (no result kept) Computers Check 5 threat explained in 538475 {7/10}
537801 decision about piloting check {7/10}
538475 Strain split over party 1 to Mo {8/10}
538491 4 Advantage taken to reduce strain {4/10}
Apr 28, 2019 1:02 pm
I was having Mo do it since no one seemed to be inclined, he's crap at it though, so jump on in.
May 15, 2019 5:00 am
Sorry guys, works been getting a little crazy. I'm assuming you're waiting on me to dock with the ship. I'll have time to write that on Friday.
May 24, 2019 11:45 am
any other players still planning on responding or should we call a time of death?
May 25, 2019 8:52 pm
I mean, I'm still here. Just not a lot for me to do at the moment. Was waiting for a response from Kirk, more than anything.
Jun 5, 2019 1:54 am
Sorry dudes, still in the craziness. I'd like to keep it going if there is still interest. I recognize I'm waay under the initial post recommendation. I intend to be more active on the weekends moving forward.
The hard part is that we haven't even reached the part of the story that makes up the original mission. I had great plans of making this a 3 part series. Let me know what you guys think.
The hard part is that we haven't even reached the part of the story that makes up the original mission. I had great plans of making this a 3 part series. Let me know what you guys think.
Jun 5, 2019 10:03 pm
I assume you had a reason for presenting us this situation. Perhaps it was only for us to get acclimatized to working with each other or become more familiar with the ship. Whatever the reason, I want to see it play out. I trust it was not intended to weed out the chaff from the wheat, i.e. kill off half the crew.
Jun 6, 2019 7:00 am
I'm still here. Checking in when I can. Being a dad of a 7-month old that's sometimes spotty, but I do my best!
Jun 7, 2019 12:38 am
Aldrusian says:
I assume you had a reason for presenting us this situation.Did we lose the other 2 guys?