The game thread

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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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