Realisation (OOC)

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May 29, 2025 9:23 am
Let's do it! =)
May 29, 2025 9:30 am
We can have Ka'el catch up when Balthazar is ready.
May 30, 2025 5:28 am
Sounds like a plan!
May 30, 2025 12:26 pm
Drgwen says:
Sounds like a plan!
Go ahead and show us how you 'launch all the escape Pods' [ref]. If you do anything fancy (with the timing or pathing or something?) to try draw even more clone attention, then include that in you narration and we will see if any rolls are needed for the extra effect.

We can then pick up at the hangar.
May 31, 2025 7:29 am
[ref] If Voss needs to fight —Brenya is still unarmed— we can assume Ka'el takes over manhandling Sera. Just pass her off to 'someone' (could also be Findal or Tai'ar), no need to specify.
May 31, 2025 7:57 am
To be honest I forgot Findal and Tai'ar was there.
I'm very fond of having a GM character sheet with npc with artwork that I can plop in. I don't know if you are familiar with this? Otherwise check out this post


[npcs="NPC list"]
Tai'ar  |https://i.imgur.com/5P97J6W.png
Findal |https://i.imgur.com/LTYisAy.png
Trooper | https://upload.wikimedia.org/wikipedia/en/5/51/Stormtrooper_%28Star_Wars%29.png
[/npcs]

https://i.imgur.com/5P97J6W.png
https://i.imgur.com/LTYisAy.png
https://upload.wikimedia.org/wikipedia/en/5/51/Stormtrooper_%28Star_Wars%29.png
Last edited May 31, 2025 7:58 am
Jun 1, 2025 7:19 am
runekyndig says:
(in RP)... We have to fuel the Mulberry and get away with that one. Question is do we go for the Delta-7 aswell? ...
Are you asking that in character? Maybe use writing conventions of "quotation marks" and 'Voss asks' to make things clear.

Does Voss know that this is a relevant ship? You probably recognise it as a Jedi Starfighter, but we don't know where Taryn parked it. I am assuming it is a Jedi Starfighter since it was described as: "A lone starfighter approaches" [ref].
runekyndig says:
(in RP)...Tai'ar and Brenya, will you get fuel hose connected? ...
@Owlbeer: Is Taryn the sort to know how to refuel a ship? Up to you. :)
@htech: Brenya seems less 'princess-like' (though I may be misjudging Taryn:), but, likewise, do you know how to refuel a ship? Are you able? (*)

(*) Jar Jar Binks was famously clumsy, so much so that he was banished from his society because of it. Presumably this clumsiness is not an inherent trait in Gungans, but you are welcome to describe your character as you like. That you have hinted at some clumsiness is the only reason I bring it up.
runekyndig says:
(in RP)... poll="Are you okey with this plan" ...
I generally prefer to discuss with words rather than using polls which limit the communication options. Only in the case where everyone is completely OK with the plan, and has nothing to add, do I approve of 'polls'. I don't ban them, but I don't use them.
runekyndig says:
(OOC in RP)...
OOC:
Yes I'm offering Ka'el/@Balthazar a narrative logical way to get separated from the group, until he is well enough to return in the Delta-7
...
Fine, if we want that. Though it is Taryn's Starfighter, and she suggested Brenya be her gunner (but that may have been in the Mulberry, up to her) (possibly while she deals with getting the droid to fly them where they want ("Flying's for droid" - Obi-Wan Kenobi)).

We can easily assume Ka'el is 'tagging along', rather than giving him separate responsibilities in a second ship. We don't need to reflect real-life complications in the game world, but this works fine as a solution if we want that. I don't want to force them to reply, though.
Jun 1, 2025 7:52 am
Owlbeer says:
(OOC in RP) Oops, there was a page 4, which I missed when writing all that based on what was on page 3 :)
I don't think it changes anything much? I thought you were responding to Voss' plan. :)
Owlbeer says:
(in RP) ... "... no way it could dock in the Mulberry ..."
There is a chance you may be able to fit the Starfighter in the Mulberry's hold, though it may mean filling it up so there is no room for cargo. You will only know if you try.
Jun 3, 2025 9:11 am
Rolling! For the first time!

We will need a roll from Brenya sneaking, hooking up, and getting fuel [ref]. I figure we can use a single roll of a d6 for the whole task:

  • On a 1 (the only 'failure state') your actions are noticed before you can get connected up or get the fuel going. htech can describe what goes wrong. There may still be just enough fuel in the lines to get you away, but you might end up in a worse situation if try a jump in these conditions. You can deal with the problem and make another plan.
  • On a 2: You can get just enough fuel (to get away and to a nearby system) before you are found out and interrupted. It may not be an idea place for you to lick your wounds and try work out what is going on, though. You will have to deal with the interruption, and with disconnecting the lines before you can leave.
  • On a 3: You can get enough fuel that you will have some choices available to you, but they are not really ideal destinations for several reasons. Or you can push your luck and try to keep getting fuel, but this will bring problems (and possibly more rolls).
  • On a 4: You can get most of a tank. You will have choices about where you go next, but none of them all that good.
  • On a 5: You can get most of a tank. You will have some good choices for where you can go next.
  • On a 6: You are able to fuel up fully. Once you get away you can travel to almost anywhere you want.

What do we think?

htech: You can describe Brenya's actions, up to the point they could fail, then add a roll and we can see how well you do. If the outcome is obvious (mainly the extreme numbers:), you can go ahead and describe that outcome in as much detail as you like.

The others may also need to roll, to get the ship open, to get it unlocked and started, (and to bypass the security protocols the smugglers have placed on it, but you don't know about these yet, many of them are 'in-flight' measures:). We will deal with these once we know what you are doing.
Jun 3, 2025 10:49 pm
That works for me, @vagueGM. Along similar lines, Sera will try to use her tech senses to determine how best to activate the ship and disable any security measures or booby traps the ship might be hiding. How's this for a roll result table?

1. Sera's probing trips a sensitive security system and alarms being going off!
2. Sera identifies how to start the ship, but doesn't realize there is a booby trap in the cockpit!
3. Sera identifies how to start the ship and identifies the booby trap, but it must be deactivated manually.
4. The same as above, but she can deactivate it from here, though she will be exhausted and effectively out for the scene.
5. The same as above, but it isn't too taxing and she is able to continue as she was.
6. The same as above, but she finds a hidden smugglers' compartment with some phony IDs and credits!

Thoughts?
Jun 4, 2025 3:33 am
Drgwen says:
... activate the ship and disable any security measures or booby traps the ship might be hiding. ...
This ship is riddled with booby traps and secret features. It will take a lifetime to find all of them. :)
This means we can discover new features of the ship as we play, allowing us to 'upgrade' it without needing to 'get parts installed', and the like.
Drgwen says:
... 1. Sera's probing trips a sensitive security system and alarms being going off! ...
I doubt your Force Sense probing will set off alarms... unless you want them to... which would mean the previous owner deliberately took steps against Jedi?

We could save the roll for actually starting the engines? That is actually our intent. Rolling for each step along the way almost always results on a failure, and we don't want to get stopped all the time. We should only roll to avoid risk and only when both outcomes are interesting.
Drgwen says:
... but doesn't realize there is a booby trap in the cockpit! ...
Sometimes this is appropriate, but I have never been a fan of hidden traps. "Rocks fall, you die" is so much less interesting than "there are rocks that would fall and you would die. How do you disarm or get around this trap?"

I am much more a fan of 'traps as encounters' than 'traps as surprises that chip away at your HP'.

If there is a booby-trap in the cockpit, and you can't disarm it now, then it can be an ever-present danger that y'all have to constantly work around till you can.
Drgwen says:
... though she will be exhausted and effectively out for the scene. ...
I don't really like 'out for the scene' consequence, they are boring for the player, and not very impactful to the character and story. We have already seen that pushing herself too far is bad for Sera, I think her choosing to do it again can be a choice she can make, and you might roll to try endure and stay operational if you do, but that feels separate from any roll for starting the ship. What say you?
Drgwen says:
... she finds a hidden smugglers' compartment with some phony IDs and credits! ...
That may well be available on the ship, but feels a bit 'out of left field' for what we are doing right now? If your characters find that they need fake IDs (I don't think anyone is thinking that far ahead, you don't know what is going on, yet) then the ship might provide, but we can deal with it then, as the story unfolds?
Drgwen says:
... Thoughts? ...
You are the tech expert, I don't think you need to roll to work out how to start the ship. You might need to roll to do it fast enough, while your companions fight to keep the clones off you long enough? ...

Actually I think we will just do that...
Jun 4, 2025 6:30 pm
This works for me! I love how it seeds the setting with more narrative hooks for the future.
Jun 7, 2025 4:55 am
Sera: Starting the Mulberry's Engines

We can try a different resolution mechanic this time, see what we think, we can settle on a final system we like, or we can keep it fluid and treat each challenge differently.

If we don't want to try this, we can make it a simple roll, like the last time [ref].

Getting the ship off the station seems like it has 5 parts? (This number may change as I write it up.)

Sera can roll 5 dice (d6) for those tasks. She can also roll an extra die for this being her 'specialist skill area', plus an extra die for having people to help her (not sure about two dice for two helpers, thought, we can see if we use this more). (Maybe we could take away a die for hindrances like being in a firefight, but the time-crunch and such is already part of the challenge, so let's forget about that this time.)

After rolling, once you have your individual dice results (ignore the total), you can choose which die you assign to which task/goal/challenge/outcome. Arrange them to your liking (or to the least worse outcome:). You can prioritise the outcomes you feel most important. Discard any unused dice.

We can chat about what they each mean and so on.

Then we can narrate how each part comes to pass, sharing the responsibility between us.

(This is loosely based on Otherkind Dice [link] by Vincent Baker.)

Outcomes:

Do you get the engines running?
  • 6: Not only do you get the engines running, you do it subtly enough that this does not draw extra attention.
  • 4-5: You get the engines running.
  • 3: You get the engines running. They are loud and 'smokey' from disuse, they draw a lot of attention.
  • 2: You can not start the engines from the cockpit. What do you need to do in the ship?
  • 1: You can not start the engines from in the ship. What do you need to do outside?

Do you do it without tripping any external alarms?
  • 5-6: Yes, you are that good.
  • 3-4: Your takeoff will be noted, but you manage to avoid alerting the whole station.
  • 1-2: No, everyone knows that someone is taking this ship.

Do you do it without tripping any internal alarms?
  • 6: Yes, there are tricky bits to the startup, but you manage to identify them and use them to your advantage. What?
  • 5: Yes, there are tricky bits to the startup, but you manage to identify them and avoid problems with your takeoff.
  • 4: Yes, there are tricky bits to the startup, but you manage to identify them, they will complicate your flight, but that is problem for later.
  • 3: No, you can sense a circuit trip and a red light blinking under the dashboard. You can try tackle this before you leave, but think you can leave it for later.
  • 2: No, you can sense an circuit trip somewhere, but you don't know what it is and it does not immediately impact your takeoff, so you will have to deal with it later.
  • 1: No, you don't see any internal alarms or traps. It all looks good.

Do you do it in time to make your friends fight easier?
  • 4-6: Yes, they only have to hold the clones off for a short while.
  • 1-3: No, their task is hard and long.

Can you get off the space station? Are the doors/shield barriers open?
  • 4-6: There is a clear way out.
  • 3: You can see how to open the doors from here.
  • 2: You can see how someone could open the doors from out there.
  • 1: You can't see how to open the doors. This is the next problem to address.
Jun 7, 2025 4:56 am
Sera, if you choose to 'exert yourself', using The Force to control the ship instead of using your head and hands, roll an extra die and we can add that to the list of outcomes.

We can chat about what it means. Maybe a 1 means you pass out again, maybe a 6 means you do everything better with The Force... we can see, if we use it. Other outcomes could include The Force complicating the situation, or revealing something important.

This is not about 'sensing' —though that can be draining too, at times— this is about 'using magic'.
Jun 7, 2025 4:58 am
We can do something similar for those 'holding the hold' (Taryn and Voss and Findal) if we hear from them, else this outcome will affect poor Findal's fate as well.

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