Main - Chapter 7.2: Neptunia

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Aug 30, 2024 10:06 pm
OOC:
Quote:
what are we doing with the synths?
They will stay safe and irrelevant in the background, don't worry. I am using GM powers in here. Let's not bring back those complications.
Edit: I understand they are expensive and easy to take, but I don't want to risk writing their reactions, you thinking about giving or not guns to them, spotlight time, etc.

So, GM power it is. Let's keep them in the background.
Aug 30, 2024 10:27 pm
OOC:
They are shipboard equipment. Good. Thanks!
Aug 31, 2024 1:54 am
OOC:
So, where are we grouping up? The airlock. In various locations to hit with crossfire out of range of the traps.

Where are we staging? The airlock.

Where should the non-combatants be? Handwave? Armed and on the bridge?

Who's gonna direct the activity? Not much to direct at this point. It went have a Corbin who has in game expierence and a captain.

Are we gonna try for the Free Merchant or just go pure defense? I say we try for it.

If we go for the Free Merchant, do we all go on board, or just a couple? (Really, only one is needed.) I think two or three go, I will volunteer Mercer and think someone with Fix or Pilot and then maybe another combatant. (Maybe Douklan for his skills? I assume Corbin will be busy. )

How are we running this? Successfully I hope.

Any other notes everyone? Disagreements?
P.S.Mercer will ask our doc to give him access to Tsunami. With the thought that this is a critical time and that sort of action may be needed. He would consider Psych also but that may be more than he should take.
He will agree to a longer conversation to ensure appropriate use of such things, appropriate understanding, later but for now... Danger.
OOC:
We should all note that we have a barricade, and any other prepared cover. That will give us a large edge in this fight.
Pg49 says:
The target is at least half behind cover -2
The target is almost completely in cover -4
Shooting from a prepared firing position +2
Last edited August 31, 2024 10:12 am
Aug 31, 2024 4:45 pm
OOC:
I was going to good with leaving the non-combatants on the bridge, but that just turns them into hostages. The pirates just take them and then we either surrender or they die. They need to be with the rest of the crew, but in as defensible a position as possible.
Sep 1, 2024 3:09 am
OOC:
I agree. If we can't have at least four people/dummies in view of the airlock so that it looks like maybe we've complied - for even so much as a second - I think everyone should be hidden out of sight, with the combatants ready to pop out and open up as soon as enough pirates enter (NOT as soon as the airlock opens - give them a few moments to come in) and the non-combatants staying under cover nearby.
Sep 1, 2024 3:14 am
OOC:
I will keep this in mind when asked for Trap Placement.

What else do we need at this point?
Sep 1, 2024 12:35 pm
Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: Emergency Repairs (engines) 4 Engine restored but still damaged. You now have Spike 1 rating.
Celestial Voyager Engineering: ? ?
Sep 1, 2024 1:09 pm
OOC:
Since Boost Engines won't last until we need it, it looks like another Emergency Repairs (engines) is in order so the engines can be boosted to Spike 2.
Last edited September 1, 2024 7:26 pm
Sep 2, 2024 2:44 pm
After a quick pause to review the recent command discussion and hearing nothing to dissuade him from continuing repairs, he directs the synths to keep working.
OOC:
Emergency Repairs

Rolls

[SWN] Corbin McRogers: Fix - (4d6h2+3)

(5214) + 3 = 12

Sep 2, 2024 9:31 pm
OOC:
Nice! Now we get another chance to get away. Sure the pirates are gonna be pissed whether we succeed or not!

@PhoenixScientist: Only Go Above and Beyond if you are using Talk. If you can't think of anything let Hank do it instead with Program. Please. We need that third die in the roll.
Sep 2, 2024 9:45 pm
OOC:
more than one person can do Above and Beyond, so there isn't an instead.
Sep 3, 2024 3:09 am
OOC:
Yes, more than one can do GAAB, but we need four CP, plus the Captain's 2CP reduction. A successful GAAB means that everyone else can DYD and we get what we need. A failed GAAB means that we need two successful GAAB to make up for the one failed one. That's bad odds. Or, with a failed GAAB we just DYD and don't get the chance for BE.

So, yes, it is "instead" a failed GAAB makes the odds that round much worse. And making sure to only use a Specialist skill means that the chances of a successful GAAB goes way up.
Sep 3, 2024 3:17 am
Here's a quick question. Do we thing we can escape again? Do we think the consequences will be worse if we attempt to escape and fail?
Can we make three more successful rolls, with equal odds against the enemy, while not being hit?
Is that worse odds than confrontation.
I know we were worried about them slagging our ship but that feels like it might provoke them into slagging our ship?
If we want to try and get away, good, I just don't want us to be surprised.
Last edited September 3, 2024 3:23 am
Sep 3, 2024 5:47 am
OOC:
Fair question. However, @htech has already said we still retain our two Escape Points. So, we don't need to do it three times again. We just have to successfully do the sequence one more time to escape. Now, this does require three successful rolls: GAAB, BE, then EC. And the opponents get to oppose the EC and probably get their two shots off again.

However, they probably won't be any madder at us for trying to run away again than they will when we start to shoot to kill the moment we see them. But, it is a fair point that they might be more aggressive on their boarding attempt if we do try to escape again. But ... our fighting the boarding will be, at a minimum, 2-to-1 manpower disadvantage.

I am all for giving the one more attempt to run away. But then, I was also willing to just flat out surrender, too. So I doubt I am part of the consensus view either way.
Last edited September 3, 2024 5:47 am
Sep 3, 2024 5:06 pm
OOC:
Had an unexpected free time with internet, so let me see what happens...
Trade Era 1235, Day 167. 16:15 UTC
The tension on the bridge of the Celestial Voyager was palpable, the crew ready for the next pirate's move. Outside the viewport, the pirate ship Raven’s Claw loomed ominously, its dark hull like a predator stalking its wounded prey. Valeria could feel the weight of every decision pressing down on her.

"Attention all crew, they’re boosting their engines," Valeria reported, her voice tight with urgency. She watched as the pirate vessel surged forward, closing the distance between them with alarming speed. "Lieutenant Douklan, report to the bridge. We have our engines back, but they’re coming right for us."
OOC:
The enemy is pursuing you. With their boost engines maneuvers, they have a total result of 15. Douklan, please roll Pilot DC15. Its not impossible, but the odds are against you this round. If you fail, the CV will be back to only 1 escape rating ahead. After that roll, it's the CV'S turn. What do you do?

Rolls

Pirates - Boost Engines (2 CP) DC 8 - (2d6+2)

(36) + 2 = 11

Pirates - Pursue - Piloting (opposed) - (2d6+2)

(52) + 2 = 9

Sep 3, 2024 5:18 pm
OOC:
What kind of drive do they have to get 15‽ Are they that much faster than us?
Worrying. ..
Last edited September 3, 2024 5:19 pm
Sep 3, 2024 5:22 pm
OOC:
They have Speed 4. The CV has 0. With a boost engines maneuver, they get a total of +6 to that roll.

Speed (used during combat) is not Spike Drive (used out of space combat, for pursuit and interplanetary traveling). They are distinct stats, my mistake.

I fixed my rolls now, I was using 3 but it should have been 4. I won't retcon nor change what already happened, we will use that only forward. =)
Sep 3, 2024 6:24 pm
OOC:
Well, at least they aren't shooting out our engines right now. That helps a bit ...
Hank says, "At the minimum, we are getting more time before we have to submit to boarding. I suggest that those not keeping the engines running or flying the ship should be preparing the cargo hold to be a stronghold from which we can fight and defend ourselves."
OOC:
Looks like Douklan has a LOT of more die rolls in his future!
Last edited September 3, 2024 6:24 pm
Sep 4, 2024 5:07 am
::What the fuck...?!!:: Douklan thinks to himself, and exchanges a look with the three others - Jil, Erin, and Appius - who are all fully-armed and have been waiting with him by the airlock for minutes. Then he sprints back to the bridge, repeating the old Navy maxim over and over in his head: ::The Captain is always right...::

He hastily leans his plasma projector on the console and sits down in the pilot's seat once again.
OOC:
I don't think there's a Boost active, but if there is, just add the +2 to the result.

Rolls

Piloting check for Escape DC15 - (2d6+3)

(44) + 3 = 11

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