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Apr 17, 2025 10:57 am
OOC:
You have your pilots, we jump to game immediately
It was a typical mech piloting training day. Your piloting instructor gave you individual tasks and departed to the capital for formal meetings with government representatives. Suddenly you are all instructed to immediately return to the base due to emergency
https://i.imgur.com/FH6cqxo.jpg

Once back in the base your instructor (Let's call him Snake) contact you with following information:
Pirates are attacking your planet. A particular pirate party is heading your way. They are obviously to acquire mechs available in your training base.
Snake: Government request you to blow up all mechs immediately and retreat! Mechanics are setting up explosives already. he suggest you a different strategy though: You are the best pilots I've trained! I believe you could hold out long for me to I arrive and help you to repeal the attack. Besides you could initiate self destruction of a mech should anything go wrong. Are you up to the risk?

You have a choice: follow the government orders and allow to blow up your training mechs and effectively end your pilot training and loose your dream of becoming the Lancer.
Or you could go against the orders take risk of dying in the battle field, but become the Lancer if you win the combat. An easy choice, right?

Now you only have a single problem: half dozen engineers in the base are setting up explosives. They have their orders and don't want to get into jail for not following the orders. You need to stop them. How will you do that?
OOC:
Take a look at your skill triggers and come up with a way to use those triggers to accomplish that. But before you try your skill - feel free to roleplay talking to each other, planning the strategy or talking to mechanics trying to understand the context of the situation and their motives .
Apr 17, 2025 1:43 pm
They'd been given their tasks for the day before the instructor headed back to the Capital and all was fairly standard so far. Not long after they left new orders came in for them to return to base to respond to an emergency. She looked to her fellow trainees before turning her mech around and leading them back to the base with all haste.

Once there they received communications from Snake she got on the radio and responded, "I'll do my best to keep them at bay until you arrive boss!" Sasha hoped other trainee's would join her in fending off the incoming pirates, "Anyone else with me?"

She looked down and saw the mechanic's already strapping explosives to her mech. She 'DISMOUNTED' her mech and dropped to the ground, appearing to be following orders and helping with the explosives. As two of the mechanics working on her mech bent down to connect more explosives she reached down, a hand aimed for each of them and attempted to apply a nerve pinch to both of them to knock them out at the same time. [using the 'Take Someone Out' Skill Talent]

OOC: I'll let GM walk me through this action; what to roll, etc
Quote:
Take Someone Out: Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you’re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.
Apr 17, 2025 2:33 pm
OOC:
I've just realized. You may also "invoke" your background, not only a trigger. So tell us what's you background and do you think it is helping with the goal or not. And I - DM will try to consider weather this background would make it difficult for you to achieve the goal - cold-blooded knock down your fellow. I would say for criminal or soldier it would be helping, for worker - opposite.
[ +- ] Example from rules
[ +- ] Details
Apr 17, 2025 2:49 pm
ooc: I have changed her background to Law Enforcement, as I am using the same character in Falconloft's game and Law Enforcement fits his game better than Soldier.

So, as Law Enforcement, she would have had training in such tactics.
Apr 17, 2025 4:34 pm
OOC:
Totally agree. that means you roll 1d20+1d6+2 and need to score at least 10.
[ +- ] Details
Apr 17, 2025 5:32 pm
Rolling to Vulcan neck pinch a couple a dudes!

Failed by 1 (Looks like the dice roller wants me to learn about 'pushing it' from the get go!
Last edited April 17, 2025 5:34 pm

Rolls

Take Someone Out Skill Talent Check - (1d20+1d6+2)

(6) + (1) + 2 = 9

Apr 17, 2025 5:51 pm
So if I understand it right I can try a reroll but need to make 20 or better as it has now become 'Risky' meaning worse circumstances on a failure.
Apr 17, 2025 8:12 pm
OOC:
I'm afraid the only way I could see logical to narrate pushed result 10-19 is: you take both out, but second alert the rest before you take both of them down.

@Drgwen do you want to help? As an exception and because we are just learning I could allow to apply TEAMWORK retrospectively.
That will allow Balthazar to roll another 1d6 and choose best (and any roll better than 1 would be enough).
If he rolls 1 though your both PCs would be compromised by the failure and it would significantly reduce chances for your own action
Apr 17, 2025 8:15 pm
would @Drgwen get any background bonus if it applied?
Apr 17, 2025 9:55 pm
OOC:
No. It would only increase your accuracy by 1. Anyhow let's wait for players decision. Your failure is not the end of the world anyway
Apr 17, 2025 9:56 pm
OK whoa, this is moving way too fast for me. I don't have a character, I don't know how to make one, I don't know how to play. I thought this was a Learn to Play...? I know there is a link to a generator, but it is all nonsense to me; I've looked at the book, but I had trouble wrapping my head around it.

Can we slow down and walk through character creation? Or is the expectation that I have read the book and understand it? Because I haven't and I don't. If that means this game isn't a good fit for me, that's fine; I can leave.
Apr 17, 2025 10:08 pm
I'm sorry. Wrong assumpion here. I red you write
I’ll make a pilot tonight!
Some time ago and assumed...

I will created a thread for q&a tomorrow
Apr 17, 2025 10:27 pm
GreyWord says:
I'm sorry. Wrong assumpion here. I red you write
I’ll make a pilot tonight!
Some time ago and assumed...

I will created a thread for q&a tomorrow
Apologies. I went to the generator and was overwhelmed.
Apr 18, 2025 7:12 am
OOC:
@Balthazar you decision if you push your roll and we continue narrative for you as one player and allow other players to take their time and join later. Or we put it on hold until two more players who expressed interest in this game are ready for narrative play.
Apr 19, 2025 5:11 am
Apologies, I worked all day. Will be able to sort this tomorrow!
Apr 19, 2025 9:05 pm
OK! So, my background is Merc, and relevant triggers might include Apply Fists to Faces, or Take Control. So either she would punch some dudes or take control of the area where they are trying to work?

So I'd roll 1d20+1d6+2?

Rolls

? - (1d20+1d6+2)

(16) + (3) + 2 = 21

Apr 19, 2025 9:55 pm
First you describe your goal.

I remind half dozen your felloe engineers in the base are following your government orders and setting up explosives. You may try to use your force to insist they stop doing that. Beat some so that others are afraid - is that your desire?
Apr 19, 2025 9:57 pm
Gotcha. Ok, Lane jumps down from her mesh and approach a group of engineers. She says, "Oi."

When one turns, she lays him out with a punch to the jaw. Then she turns to the rear and growls, "Who’s next? Or maybe you lot scram? You get me?"
Apr 20, 2025 5:50 am
OOC:
So @Balthazar are you going to push? I will narrate both after you decision
Apr 20, 2025 6:17 am
@Drgwen I still need to know your goal of the punch. Break the nose? Kick out some some tooth ? Would that be right?

In my opinion Mercenarry background will give minus bonus for controlling civilians.
Apr 20, 2025 6:43 am
Oh I see. Knock him old cold is my goal. And that's fine, I was going more for scaring them than controlling them. Even without the bonus I did roll a 16, tho...
Apr 20, 2025 7:00 am
Scare them. Good. That's certainly + for background
Apr 20, 2025 11:32 am
PM to GM
Apr 21, 2025 7:29 am
Pilots split. Sasha moves to the systems printing and storing building where to mechanics are working together.
Lane goes tot he central building where she find 4 mechanics and delivers a well planned punch to the biggest of the mechanics - sufficient to scare everyone, but not too hard to do too much damage to the man.
One woman start screaming, but the rest calm her down, mechanics run away and get into the transportation vehicle and leave the base. As they do so you hear they whispering about Lane gone mad or most probably corrupt - she is working for pirates.

Meanwhile Sasha and the 3rd pilot ... TO BE CONTINUED based on player's posts

Your base visual representation - there is a central building for mechs and smaller for systems, weapons and workshops for printing spare parst and installing them of the mechs.
[ +- ] Visual
Player Pilot Action Status
@Drgwen LaneScare max number of mechanicsDONE
@BalthazarSashaTake out two lone mechanicsPending Push it roll
@Choomie ??????Pending
Apr 21, 2025 11:23 am
ooc:

Push attempt = 11 = Success
Last edited April 21, 2025 11:24 am

Rolls

Push attempt (add result to - (1d6)

(3) = 3

Apr 21, 2025 11:32 am
OOC:
@Balthazar why did you roll 1d6?

I read
Quote:
you can make a second attempt to achieve the goal of a failed skill check in the same circumstances.
This is called pushing it. However, if you do this, the skill check immediately becomes RISKY.
I want to believe you have to roll your 1d20+1d6+2 and need to achieve result of 20 (instead of 10) this time.

Am I missing something?
Apr 21, 2025 11:53 am
No... prolly my bad... miss read a prior post on push and couldn't find it in the manual.

Push attempt = success!!
Last edited April 21, 2025 11:53 am

Rolls

reroll of push - (1d20+1d6+2)

(18) + (3) + 2 = 23

Apr 21, 2025 11:56 am
GreyWord says:
OOC:
I'm afraid the only way I could see logical to narrate pushed result 10-19 is: you take both out, but second alert the rest before you take both of them down.

@Drgwen do you want to help? As an exception and because we are just learning I could allow to apply TEAMWORK retrospectively.
That will allow Balthazar to roll another 1d6 and choose best (and any roll better than 1 would be enough).
If he rolls 1 though your both PCs would be compromised by the failure and it would significantly reduce chances for your own action

This is the post that made me think I just needed to roll another d6
Last edited April 21, 2025 11:57 am
Apr 21, 2025 3:02 pm
OOC:

That's a successful push! Nice!

1d6 was in case another PC would decide help you rather than take their own actions. OK I will narrate as if it is just two pilots right now. @Choomie could join you in the narrative continuation

By the way - is Sasha how you like your pilot to be called? Character sheet say it "Pilot Name (Pilot)" :)
Meanwhile Sasha takes out the the two mechanics - not without some struggle, but eventually. When Sasha and Lane join each other they realize two more mechanics are somewhere in the base and most probably received warning message from the four mechanics who left base in terror. You can see that most of the equipment in the central building are set with explosives except mechs (mechs have self destruction system installed by default that could be triggered from the inside).
OOC:
What do you do now as: 1. there are two mechanics somewhere probably hiding from you and probably still trying to blow up some stuff 2. Explosives set means high risk of things to blow up should fighting happen in the base territory 3. You have very little time before pirates arrive. 4. You combat ready mechs are ready for you to board.

So do you want to get into mech and start combat already; disassemble explosives; search for mechanics; anything else? Your actions now will impact stage 2 and 3 of combat. For example you may discover some of your mech systems or weapons are not properly installed on your mechs and if you don't have enough time to do that yourself you may go into combat with a weapon or system not functioning. Or some random bombs could go off during first few rounds of combat if the last 2 mechanics are still trying to do their job.
Player Pilot Action Status
@Drgwen Lane??? Player to decide
@BalthazarSasha???Player to decide
@Choomie ??????Player to decide
Apr 21, 2025 6:28 pm
OOC:
So, how bad a consequence is it for these explosives to go off after we've cleared the area? For example, can we just get in our mechs and fly away, toward combat?
Apr 21, 2025 6:33 pm
Minimal damage to a mech and not granted to do any. Just a minor annoyance
Apr 21, 2025 6:36 pm
Lane turns to Sahsa and says, "Eh, I think there's more wrenches hiding around here. And look, they've already rigged this place to blow. I ain't great with explosives, and I don't think we got time to play hide n seek, you know? Let's strap in and get out there before this place goes boom, yeah?"
Apr 21, 2025 6:38 pm
And Everest can't fly as much as I remember. You can board your Everest and move toward enemy
Although you don't know where they come from just yet I want you to ged direct communication with Snake once you are inside your mech - that's when we will start combat first stage - briefing.

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