Part 1 OOC

Nov 10, 2016 10:36 am
Before we start the session, let's roll some destiny points. We'll also use this thread for any discussion, including deciding how to use advantages etc.
Nov 10, 2016 10:42 am
Destiny roll

EDIT: Fantastic start lol
Last edited November 10, 2016 10:42 am

Rolls

Destiny

1 Black Force Point

Nov 10, 2016 10:44 am
Cue Imperial March
Nov 10, 2016 2:33 pm
Let's see what Jack's destiny is...

Edit: As expected, for Jack.
Last edited November 10, 2016 2:33 pm

Rolls

Destiny points

1 Black Force Point

Nov 10, 2016 3:18 pm
Fingers crossed...

Edit: WOOT!!! I am the chosen one who brings balance to the FORCE!
Last edited November 10, 2016 3:19 pm

Rolls

destiny (please be kind)

2 White Force Points

Nov 10, 2016 4:12 pm
Destiny ROLLLLLL! No whammies STOP!

Rolls

destiny roll

1 Black Force Point

Nov 10, 2016 5:27 pm
May the force be ever in your favor Mr. Potter,

Rolls

- Gandalf

1 Black Force Point

Nov 10, 2016 5:44 pm
Nikcollini says:
May the force be ever in your favor Mr. Potter,
You earned that result.
Nov 10, 2016 5:46 pm
Listen I'm just a big fan of the lore of this game. Star Trek is just so cool. If that's a problem then so be it.
Nov 10, 2016 7:17 pm
HA! I nominate those posts for a Fate Point.
Nov 10, 2016 7:52 pm
Maskcot says:
HA! I nominate those posts for a Fate Point.
Augh, don't encourage it!
Nov 10, 2016 9:15 pm
Let's see how much more depressing this poor guy's life can get...

Edit: seems about right ;)
Last edited November 10, 2016 9:15 pm

Rolls

Destiny

1 Black Force Point

Nov 10, 2016 9:33 pm
We're startin' off strong, gents.
Nov 10, 2016 10:19 pm
You've got to have a positive attitude. Or be chosen by the midichlorian l like me.
Nov 10, 2016 10:46 pm
So...5 dark, 2 light. I'll try and remember to post the running tally at the bottom of each of my posts.

I'll start us off this evening. If there's anything else you want to establish, you have about an hour and a half from this post to do it.

And remember,

https://dl.dropbox.com/s/bmtwo4wh4dskd58/wander.jpg
Nov 10, 2016 11:28 pm
I'm good to go, just so you're aware I'm UK based so I won't be posting until the morning now (it's 11:30 pm here at the moment) - I won't have an issue posting pretty much any day but my posts might be a bit out of step from others
Nov 10, 2016 11:40 pm
http://i.imgur.com/0D433.jpg
Last edited November 10, 2016 11:40 pm
Nov 11, 2016 12:09 am
mcneils5 says:
I'm good to go, just so you're aware I'm UK based so I won't be posting until the morning now (it's 11:30 pm here at the moment) - I won't have an issue posting pretty much any day but my posts might be a bit out of step from others
Not to worry...I'm only 4 hours off your time, and I go to bed much earlier. I'll do my best to ensure no one person is always posting last, at least not because of time zones! :)
Nov 11, 2016 12:17 am
OOC:
Roll initiative, everyone. Vigilance.

Rolls

obligation - (1d100)

Nov 11, 2016 1:32 am
OOC:
Going to use Rapid Reaction and suffer 1 strain to add 1 automatic Hit to my Initiative roll.

So 5.1 :)
Last edited November 11, 2016 1:32 am

Rolls

Initiative (Vigilance)

4 Success, 1 Advantage

Total: 4 Success, 1 Advantage

Nov 11, 2016 3:12 am
Initiative
OOC:
EDIT: If possible, the book suggests that my advantages might be spent on observing some environmental factors that could work in our favor. Cover, escape route and distractions are mentioned. Obviously we need to know more about our situation in order to decide what those factors are, but I have thoughts.
Last edited November 11, 2016 3:18 am

Rolls

Initiative (Vigilance)

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Nov 11, 2016 7:12 am
Not sure if it's deliberate but the deliverance thread is showing as locked to me?

Rolls

Initiative

1 Success

Total: 1 Success

Nov 11, 2016 11:10 am
Maskcot says:
Initiative
OOC:
EDIT: If possible, the book suggests that my advantages might be spent on observing some environmental factors that could work in our favor. Cover, escape route and distractions are mentioned. Obviously we need to know more about our situation in order to decide what those factors are, but I have thoughts.
Yes, indeed. In your case, you're probably the only one in a position to know anything at the moment, so what three things would you like to know or establish? Things for free: the planet is in long rang for you, there is a single ship attacking you, your current speed is 1.

I'd also recommend you go first once initiative order is set.
Nov 11, 2016 11:10 am
mcneils5 says:
Not sure if it's deliberate but the deliverance thread is showing as locked to me?
Deliberate, since I'm starting in initiative I want to get that set up first. :)
Nov 11, 2016 11:40 am
Argh. Sorry Mari, should I delete my post? Didn't mean to go out of turn or preempt your plans.

I was just excited.

Rolls

Initiative

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Nov 11, 2016 11:58 am
Speaking of...

Rolls

NPC initiative

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

NPC initiative

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

NPC initiative

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

NPC initiative

2 Success

Total: 2 Success

NPC initiative

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

NPC initiative

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Nov 11, 2016 12:00 pm
Tsavo says:
Argh. Sorry Mari, should I delete my post? Didn't mean to go out of turn or preempt your plans.

I was just excited.
Not to worry, I wasn't clear. You could either leave it there, or repost when it's your turn.
Nov 11, 2016 2:34 pm
Vigilance + Willpower = 2

Rolls

Initiative

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Nov 11, 2016 5:16 pm
How about we are fairly near to one of Dantoine's moons, such that we might be able to use it as cover with some fancy flying? Another ship drops out of Hyperspace right by us, making attacking harder?
Nov 11, 2016 8:39 pm
Love it. Done, and done. What do you want for your third wish?
Nov 12, 2016 1:59 am
Would asking for an exposed weak point be too much? I'm not exactly sure what that might mean, but it is listed on table 7-5 (p236 in my pdf copy) as a possibility in ship combat. Perhaps their Primary Buffer Panel is loose, meaning a hit there might cause extra damage?

Sorry for the Serenity reference.
OOC:
Not actually sorry....
Nov 12, 2016 3:29 am
Never be sorry for a Serenity reference.

Sure. Take a blue die to next attack on that target.
Nov 12, 2016 4:07 am
marithyme says:
Never be sorry for a Serenity reference.
I'm going to like this group.
Nov 12, 2016 11:00 am
Rolling initiative for Boha....

Rolls

vigilance

1 Success

Total: 1 Success

Nov 12, 2016 11:07 am
So for initiative slots we have:
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC

I'm going to unlock the game thread so the first PC can go. For those new to the game, you decide as a group who uses each PC slot each round. It doesn't actually matter what you personally rolled.
Nov 12, 2016 11:23 am
Things you can do in combat if you're not the pilot:

fire one of the turret cannons (you have two)
co-pilot
boost shields
manual repairs
fire discipline (analyze tactics at one of the engineering stations)
scan the enemy
spoof missiles
Nov 12, 2016 12:50 pm
I'm going to delete my initial (over eager) post so we can go in order.

In addition, I'd like to offer the suggestion that the pilot act first, and then someone with skills better suited to the situation at hand (hopefully not gunnery, but likely) go in the next slot. Regardless, I'm happy to wait my turn until it makes the most sense for the crew.

Edit: "Happy to wait" is just an expression. I'm champing at the bit! :)
Last edited November 12, 2016 12:51 pm
Nov 12, 2016 1:30 pm
Well Doc's fairly handy at Mechanics (2 green and 1 yellow) so I was going to hold his actions until later in case we needed damage control....I didn't think we had a dedicated engineer on board based on the character backgrounds but I'm happy to do something else if someone else is better suited to it :)

Also super excited to get started :-D
Nov 12, 2016 4:44 pm
I'm good with Ada going, since it sounds like she has some more information perhaps. I'm also willing to go, too, since Jack can Co-pilot and start some evasive maneuvers.
Nov 12, 2016 6:11 pm
Ada first is fine. Wish I had picked up gunnery from the beginning now, but oh well. We can see what happens from there and see if we wanna fox pr have someone attack with a turret.
Nov 13, 2016 1:23 am
Next PC slot!
Nov 13, 2016 1:37 am
While I'm certainly ready to take a turn, I don't think Jack going right now is the best thing for us. Maybe someone that can shoot, or someone with intelligence/mechanics to perform damage control?
Nov 13, 2016 1:53 am
MoMo says:
While I'm certainly ready to take a turn, I don't think Jack going right now is the best thing for us. Maybe someone that can shoot, or someone with intelligence/mechanics to perform damage control?
Seconded.
Nov 13, 2016 2:22 am
My mechanics skill and Int is okay, if no one else is poised to look at repairs.
Nov 13, 2016 2:25 am
Damage Control

Pilot Only: No
Silhouette: Any
Speed: Any
This action is an attempt to mitigate some of the stress caused to a vehicle's systems through combat or accident. Using this action, any Player Character who makes a successful Mechanics check recovers one point of system strain. The difficulty of the check is determined by the strain the ship is currently suffering. Damage control can be attempted as many times as needed to reduce a ship's system strain to ero (with the caveat that a single character can still only perform one action per turn, of course).

There's more, for repairing Hull Trauma, but we will need our system strain for this fight, it looks like.

The difficulty of the Mechanics check, right now, would be 2, because we are exceeding half of our System Strain Threshold. If we are below half, it's only 1 difficulty.
Nov 13, 2016 3:07 am
I think you're good to go, Nick, if you want the next spot. We don't need to go in the "perfect, optimal order" if it means keeping the game moving :)
Nov 13, 2016 3:20 am
Okay noted. I went ahead and posted!
Nov 13, 2016 11:23 am
Add in your two purple die for the difficulty, and you're good. You can just edit your post and roll them separately, and we'll add them together and figure out how much strain you repair.
Nov 13, 2016 11:29 am
Repairing the hyperdrive will also be an average (2 purple) difficulty mechanics check. You'll have to choose whether to reduce strain or work on the hyperdrive. If that strain reaches 17, you're dead in the water. Or space. You get the idea.
Nov 13, 2016 11:31 am
Nikcollini, you can use any net advantages (after you've added the purple) to give someone a blue die on their next roll.
Nov 13, 2016 11:50 am
Next two PC slots are up.

1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
Nov 13, 2016 12:39 pm
Should I grab one of the two available slots to try and either reason with or stall our attackers?

Happy to wait if there is a better course of action.
Nov 13, 2016 1:20 pm
Well if we're trying negotiation I'll go in one of the slots and try another repair check to bring the ships strain down a bit.
Nov 13, 2016 1:22 pm
I was just going to shoot. But that's just me being simple :) negotiation sounds fine! Stall sounds best.
Nov 13, 2016 1:43 pm
MoMo says:
I was just going to shoot. But that's just me being simple :) negotiation sounds fine! Stall sounds best.
The Pilot did say "someone shoot back" and on second reading when the Captain of the other ship refers to his own ship as "the dreaded" anything, they probably aren't listeners. I'm thinking pirates.

So feel free to shoot back if you think that's our best course of action. Hell, if you hit em hard enough, maybe they'll listen later in the round when I bark at them.
Nov 13, 2016 2:06 pm
Whoever up next gets a boost die from Doc fiddling with the power regulators
Nov 13, 2016 5:53 pm
Depending on what their shields are, I probably need to add setback dice to my roll. Also I only assuuuumed I was supposed to upgrade the difficulty because that ship came out of hyperdrive right beside us. I thought that's what they upgraded their difficulty for, but then I forgot that we did evasive maneuvers first. Still, the challenge die results were pretty harmless, so I think keeping that is better than rolling a Difficulty die again, if it were up to me.

I'm looking up options for what to do with my Triumph.
Last edited November 13, 2016 6:13 pm
Nov 13, 2016 5:56 pm
Why did you roll 2 red dice? It should just be purples unless any of them have been upgraded shouldn't it?
Nov 13, 2016 5:57 pm
mcneils5 says:
Why did you roll 2 red dice? It should just be purples unless any of them have been upgraded shouldn't it?
When you perform evasive maneuvers, your own attacks are upgraded once, which turns the difficulty die to challenge die. I may have made a mistake in upgrading the difficulty twice, because I thought that the ship came out of hyperdrive beside us and upgraded their difficulty, so I figured it'd have the same effect on us. Forgot that Ada did Evasive maneuvers before they shot.
Nov 13, 2016 6:00 pm
Yeah my bad, I've just read your in character post properly and seen the justification....will try to actually read things properly in future lol
Nov 13, 2016 6:02 pm
Haha, it's alright. I may have done it wrong. I do think I need to add setback for however many defense points they have, though.
Nov 13, 2016 11:30 pm
I've done that for you, hope you don't mind. You end up with one net success and one triumph. How do you want to use your triumph?

options include: (p. 236 in EoE)
force the target ship to veer off
upgrade the difficulty of their next piloting or gunnery check
upgrade an allied character's piloting, gunnery, computers, or mechanics check
do something vital to turn the tide of battle
choose to inflict a critical hit
Nov 13, 2016 11:32 pm
I made a few errors (still learning the system, bear with me). I'll correct them by editing my posts (the corrections are all in your favor...if I mess up and that only hurts the bad guys, I'll leave it that way).
Nov 13, 2016 11:38 pm
I also edited the two red die by re-rolling (would have kept your roll if it had been better), because Ada has not yet used the other freighter as cover, as far as I can tell.
Nov 13, 2016 11:47 pm
marithyme says:
I also edited the two red die by re-rolling (would have kept your roll if it had been better), because Ada has not yet used the other freighter as cover, as far as I can tell.
Got it! I wasn't sure. And noooo worries, I don't expect rules to be perfect, especially not just starting off. I put my Triumph result in the chat. Went for a crit and rolled it/looked it up, assuming that it's not modified by anything that they might have. I don't recall any mods that reduce crits for ships.
Nov 14, 2016 1:38 am
Last two PC slots, then back to the top of the order.

1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC

DP: 5 dark 2 light
Nov 14, 2016 2:17 am
One thing that I think may be off, if I remember right, is that you add a Setback die to the die pool for every point of shields on the side that the ship is being hit (Defender chooses which side, normally, unless the attacker has taken the "Gain the Advantage" action). Pretty much just like Ranged/Melee Defense for personal-scale combat.
Nov 14, 2016 3:54 am
Hey Mari do I need to calculate the negative dice for my dice polls, or do we just do the positive dice and you'll add in the others? I don't mind either way, but it looks to me that a hodge-podge is happening right now. Which would you prefer?
Nov 14, 2016 10:11 am
MoMo says:
One thing that I think may be off, if I remember right, is that you add a Setback die to the die pool for every point of shields on the side that the ship is being hit (Defender chooses which side, normally, unless the attacker has taken the "Gain the Advantage" action). Pretty much just like Ranged/Melee Defense for personal-scale combat.
Right...I did go back and add that to the previous two posts, but forgot about the most recent one. Thanks!
Nov 14, 2016 10:13 am
Nikcollini says:
Hey Mari do I need to calculate the negative dice for my dice polls, or do we just do the positive dice and you'll add in the others? I don't mind either way, but it looks to me that a hodge-podge is happening right now. Which would you prefer?
If you ask me here before you post, I'll always tell you the difficulty so you can roll it yourself. Usually you can calculate it on your own, but sometimes there are factors you might not know about that would alter the dice pool.

The only reason I've been editing posts is to keep things moving smoothly; my preference would always be for you to roll your own dice!
Nov 14, 2016 6:04 pm
Onve we get to next round I'd like to take the first PC slot and try to boost the shields for a turn - if successful will give us an extra point of defence until my next action which I'd then hold off taking until the end of the following turn....any objections/better ideas for the first action next round?
Nov 14, 2016 9:27 pm
Bo can use her triumph to disable one of the weapons on the enemy ship. Also, having successfully hacked, she has the following information:The Krayt Dragon is a YV-929 Armed Transport, with two triple blaster cannons, a twin turret ion cannon, and three concussion missile launchers. I'll let you choose which one you want to disable, and their shields will also be reduced by 1 for a round.
Nov 14, 2016 9:28 pm
Savi, you're up!

DP: 5 dark 2 light
Nov 14, 2016 10:03 pm
We back to the top of the round then?
Nov 14, 2016 10:14 pm
Think so!
Nov 14, 2016 10:16 pm
I'll take the first slot unless there are any objections then?
Nov 14, 2016 10:16 pm
If you're planning on working on the shields anyway, you can take a maneuver to angle them as well. Since we get to choose from which side they hit us on (unless they take the Gain the Advantage action), we can stack them to one side.

EDIT: Derp, disregard, we already did that. I need to pay better attention.
Last edited November 14, 2016 10:18 pm
Nov 14, 2016 10:16 pm
No objection here.
Nov 14, 2016 10:19 pm
Go for it!
Nov 14, 2016 10:58 pm
be my guest!

Either Ada or Jack should go after Doc, since they are our means of positioning and fighting back currently.
In my opinion anyway.
Last edited November 14, 2016 11:02 pm
Nov 15, 2016 12:26 am
Nikcollini says:
be my guest!

Either Ada or Jack should go after Doc, since they are our means of positioning and fighting back currently.
In my opinion anyway.
Sound reasoning.

I'm happy to go in one of the last two slots every round unless something crops up which requires some fast talking.
Nov 15, 2016 1:07 am
I think we need to pick up speed. I didn't notice this before, but looking at the maneuvers, if we were at Speed 1 when we came out of Hyperspace, I don't know if we could actually have done Evasive Maneuvers (which says Speed 3+). Seeing that Ada punched the throttle, I imagine one maneuver was spent to increase speed, and then the action used to start evasive maneuvers. I'm okay with Ada going, if Maskcot wants to pick up speed and then do whatever else with his action.
Nov 15, 2016 1:14 am
That was an amazing quick-fix.
Nov 15, 2016 1:22 am
Oh, yes. I think definitely Ada should go right now.
Nov 15, 2016 1:28 am
Probably a good idea. I used the advantages to add another pilot maneuver (taking 2 strain): evasive maneuvers. So upgrade the difficulty of all attacks against the gunboat once (i.e., change one purple to one red).

1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC



Destiny Points: 5 dark 2 light
Nov 15, 2016 5:46 pm
Maskcot says:
OOC:
I'm not sure of our speed, is it possible to also take Evasive Maneuvers?
I imagine our speed got bumped up to the 3 that was necessary for us to take Evasive Maneuvers. In this game you have a hard limit of 2 maneuvers per turn, but you only get 1 for free. You can get the other maneuver by spending 2 strain (and if it's a 2nd ship maneuver, the ship also takes 2 system strain), or you can downgrade an Action into a maneuver, but no matter what ways in which you gain maneuvers, you can still only have 2 per turn (unless an ability specifically says otherwise). If Ada's just increasing ship speed, she should be able to downgrade an action to a maneuver and take Evasive Maneuvers.

The problem with that is that the enemy has Gained the Advantage. Someone that has succeeded on the Gain the Advantage Action ignores all penalties for his own and his opponent's Evasive Maneuvers, and they get to target us on whichever side they like (which is going to be the side that we've diverted all of the shields away from), so really we'd only be penalizing ourselves by doing Evasive Maneuvers now.

Ada can cancel out their Gain the Advantage by attempting the same check, but one difficulty higher (and you'd also have to spend your maneuver to bump up the speed by 1, if we are indeed at a 3). If you succeed, they lose that benefit and we have it. And if they want to take it back, it'll be yet another difficulty higher. If you succeed on gaining the advantage, you can then take strain and system strain to do evasive maneuvers if you'd like, since it won't penalize our gunners at that time.

Mostly explaining this for anyone that doesn't know. I can't remember exactly how familiar everyone is with the system.

EDIT: The difficulty, btw, I believe will be a 3. It's normally 2 if you're going the same speed, then +1 since we're countering them.
Last edited November 15, 2016 5:50 pm
Nov 15, 2016 7:14 pm
I recall why I hate this initiative system on PbP, just slows things down trying jockey everyone into positions. We scrapped it in previous games and just did first come first serve. I suggest someone that is able to post a few times a day get marshalled as the leader to choose for us? But, seems like things are moving okay for no, so far so good.

Plug me in wherever. Hacking enemy weapons isn't a booked action, so it might be wasted anyways. Sure would be nice if that ship couldn't shoot at us any more.
Nov 15, 2016 8:46 pm
metagamegate says:
I recall why I hate this initiative system on PbP, just slows things down trying jockey everyone into positions. We scrapped it in previous games and just did first come first serve. I suggest someone that is able to post a few times a day get marshalled as the leader to choose for us? But, seems like things are moving okay for no, so far so good.

Plug me in wherever. Hacking enemy weapons isn't a booked action, so it might be wasted anyways. Sure would be nice if that ship couldn't shoot at us any more.
I can't post any faster than once or twice a day anyway, so even if you lot could post faster, the game will probably continue at this pace.

@metagamegate, you successfully hacked the weapons on your last turn...you need to choose which one was disabled. There are, unfortunately, a multitude of choices.
Nov 15, 2016 8:48 pm
Ada, go ahead and roll Evasive Maneuvers as MoMo outlined if you want to; be sure to add your blue die from the boost.
Nov 15, 2016 9:05 pm
marithyme says:
Bo can use her triumph to disable one of the weapons on the enemy ship. Also, having successfully hacked, she has the following information:The Krayt Dragon is a YV-929 Armed Transport, with two triple blaster cannons, a twin turret ion cannon, and three concussion missile launchers. I'll let you choose which one you want to disable, and their shields will also be reduced by 1 for a round.
Those missile launchers could knock us out pretty fast and likely have a good range on them. I will disable those.
Nov 16, 2016 1:38 am
Good choice!

1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC

Destiny Points: 5 dark 2 light
Nov 16, 2016 1:43 am
Light him up, Jack!

And remember...you get a boost die added to your attack.
Last edited November 16, 2016 1:43 am
Nov 16, 2016 3:30 am
Tsavo says:
Light him up, Jack!
Nailed it!
Nov 16, 2016 10:36 am
Oh, very well done!

1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC

Destiny Points: 5 dark 2 light
Nov 16, 2016 11:12 am
http://www.geekosystem.com/wp-content/uploads/2014/04/GOB-ComeOn.jpg

Sorry all.
Nov 17, 2016 7:01 am
I think it's top of the round again now, if I'm not mistaken. I'm good with anyone taking the first action. If no one has by the time I can post tomorrow, then I'll go :)
Nov 17, 2016 7:05 am
I think one of the guys on the guns should go first to try and pile on the pain....I was going to hold taking my action until a bit later and either try some repairs or work the shields again if needed (dependant on what that "bad guys" do)
Nov 17, 2016 7:07 am
Okay! Avox is the better shot on the turret, so I'll give it to him, and just post tomorrow if he hasn't by then.
Nov 17, 2016 10:14 am
Ro hasn't gone yet this round. After her, it is top of the order. If she hasn't gone by tonight, we'll just skip her for now and her player can post when able.
Nov 17, 2016 2:23 pm
Oh right. The missiles thing was from last turn.
Nov 17, 2016 11:30 pm
Once the next NPC actions done can we get a breakdown of our ships status? Not sure where our strain etc is sitting at the moment with all of the actions that have happened
Nov 18, 2016 1:27 am
Sure thing, though less relevant since they ran away. Your strain is currently at 5 and your hyperdrive is down.

Well done!
Nov 18, 2016 3:25 am
I was preeeetty worried at the start when they did half of our strain threshold in the first shot. But that kind of damage seems par for Star Wars FFG.
Last edited November 18, 2016 3:26 am
Nov 18, 2016 6:53 am
Ok, Docs gonna try to get the hyperdrive back up, what's the difficulty for that?
Nov 18, 2016 6:56 am
If it's a Navicomputer Failure, like what we did to them, then it's difficulty 2. If it's a "Major System Failure," then it's difficulty 3.

Could roll either and then Marithyme can correct it if it turns out to be the other one.
Nov 20, 2016 2:04 am
Hommies, I'm headed to Standing Rock tomorrow on my own smuggling mission, got some supplies to deliver in person and will be working with some of the water protectors to resist the pipeline. I'll be out of service range for the week.

While on planet I don't mind helping doing some leg work if folks want to roll my computering for me? I have 3 INT and 2 Computers and a regular ole slicer deck. No talents that would help that out. My first priority is getting a lil info on those dudes that attacked us. We have I think the ship name and captain. (I will pre roll for that now)

Rolls

Digging up anything on the networks about the ship and captain to figure who they were and why they

4 Success, 1 Advantage, 1 Threat

Total: 4 Success

Nov 20, 2016 4:32 pm
Good luck!
Nov 21, 2016 4:37 am
Hey all, I just wanna say that I am digging this conversation. I havn't had this good a time RP'ing or even just reading a conversation in a long while. Thank you guys for it.
Nov 21, 2016 10:32 am
Me too! No rush to land the ship. Just tell me when you're ready. I want to see this play out.
Nov 21, 2016 11:05 am
Nikcollini says:
Hey all, I just wanna say that I am digging this conversation. I havn't had this good a time RP'ing or even just reading a conversation in a long while. Thank you guys for it.
Me too. And hank you for saying so. I was pretty concerned that I might be screwing the game up for people. That is the LAST thing I want.

I'm happy to move on from this conversation and get the job done too. Savi isn't trying to be difficult, just make a point.
Nov 21, 2016 11:15 am
Yeah I'm digging it too :)

Bit stuck for what check I should be making for checking the cargo, the description for Medpac states it contains a "diagnostic computer and mediscanner" so I was going to use that to scan the crates (specifically looking for lifesigns or anything that would be detrimental to our continued lifesigns!) but not sure if it would be a Medicine check or Computers?????
Nov 21, 2016 4:19 pm
Either will be fine. I will say that with a medical scanner you can detect life and its wellbeing, but not any information about non-organic materials.
Nov 21, 2016 5:18 pm
I enjoyed the dialogue a lot, too. Savi really made me have to think hard :(
Nov 21, 2016 5:43 pm
marithyme says:
Either will be fine. I will say that with a medical scanner you can detect life and its wellbeing, but not any information about non-organic materials.
Cool, medical check then, what would the difficulty be?
Nov 21, 2016 5:53 pm
MoMo says:
I enjoyed the dialogue a lot, too. Savi really made me have to think hard :(
Hahahaha sorry ;)

If it's any consolation you made me nervous about how the crew would/will react. (Please don't leave me on Dantooine!)
Nov 21, 2016 5:59 pm
Tsavo says:
Hahahaha sorry ;)

If it's any consolation you made me nervous about how the crew would/will react. (Please don't leave me on Dantooine!)
Never! This ship is family!
Nov 21, 2016 9:10 pm
Medical check: average (2 purple)
Nov 21, 2016 9:18 pm
Well that didn't go to plan lol
Nov 21, 2016 9:36 pm
Well, I'm not even sure how to interpret that...what a strange roll! I think it's a complete wash, except for that triumph. So you are not able to get a good read of the contents...but what good thing happens anyway?
Nov 21, 2016 10:12 pm
I don't think this die roller is counting the Triumph result as a Success, because there should be no failures once things even out.

Not that this matters, cause there's still no success either.

Maybe he doesn't figure out what's in the crates, but learns something interesting about the crates themselves? They're being tracked, or they're meant to hold a certain type of thing.
Nov 21, 2016 10:19 pm
I had the same thought about maybe finding a tracker attached to one of them. Maybe with some investigation we could figure out who put it there. Or we could just drop it on the desk during negotiations and gauge responses. See if he sweats!
Nov 21, 2016 10:24 pm
Well that's if there was a tracker on there but I was thinking along the same lines....either that or some info on where the crates came from that may help us later on....or I could find a crate that was loaded with the cargo by mistake, maybe ship parts that would give a boost to the next time we need to repair the ship
Nov 21, 2016 10:39 pm
Cool ideas. Love 'em all.
Nov 21, 2016 10:45 pm
:) well I'm happy to go with whichever option best fits marithyme's narrative
Nov 21, 2016 10:46 pm
There is no tracker there, although that is a good idea. I think I know what the triumph could be...let me pull it together. Should give you some interesting clues.
Nov 24, 2016 1:15 am
I'm good to continue on to Dantooine! Jack is just reading from his Firefly fanfic.
Nov 25, 2016 11:22 am
Sorry all. I was at work until 10 last night. Between that and being a wuss about my man cold, I've been out of commission. I'll be back soon. Hopefully tonight. Loving this game! Can't wait to get back in and help move it along.
Nov 27, 2016 11:57 pm
Please stand by...I've been under the weather but will resume posting soon. Sorry for the delay.
Nov 28, 2016 3:25 am
Not at all, be sure to take care of yourself.
Nov 28, 2016 11:05 am
We aren't going anywhere. ;)
Nov 28, 2016 11:23 am
No worries, take as long as you need :)
Nov 30, 2016 6:11 am
Hope you're feeling better!

Also, should we have rolled Cool checks after that encounter to recover strain? I forgot to ask.

I'm pretty sure it's a Cool check.
Nov 30, 2016 10:19 am
No need, all strain recovered.
Dec 1, 2016 1:33 am
Awesome! Thanks!
Dec 10, 2016 5:55 pm
Just thought I'd stick a post in the mix to say I'm still here and keeping an eye on the posts but not sticking anything in the IC thread at the mo as other than "Doc spends another 5 minutes looking at the crates" there's not a lot I can add at moment (not griping just don't want you guys to think I've lost interest :) )
Dec 11, 2016 12:29 pm
Right on Mcneil. Sorry we left you behind!
Dec 11, 2016 2:57 pm
Glad you're still with us, Mcneils. Crate duty sucks.
Dec 17, 2016 12:26 am
Just wanted to say, I'm really having fun with the interaction between Jack and Savi so far :P
Dec 17, 2016 1:05 pm
Me too. In fact, I'm loving this game in general. It's always the first one I check now.

That said, I'm genuinely wondering if Savi is somewhat redundant. We have a pilot, slicer, medic, muscle, and two faces. Admittedly, he is the first character I've made for this setting and I may have inadvertently gimped the group a bit by making a guy who is a little too far out of his element to be helpful to the group. I was aiming for interesting and didn't pay enough attention to utility and setting.

With that in mind I'd love to know what you guys think I should do. I'm happy to retool into a more useful spec if our GM is willing and if it will help the group. Savi might technically be a good negotiator, but I question whether he is needed. Jack seems to interact better with the type of people we will be dealing, and outside of those few interactions, Savi doesn't bring much else.

Maybe a stealthy, infiltrator type character with more rounded skills could bring more to the sabacc table?

I'd appreciate any thoughts or feedback.

PS. Great game so far Mari!!
Dec 17, 2016 1:55 pm
Well I'd say its a bit early to say at this stage, as time goes on you may find you've got a bit more use as the face if Jack focuses more on less 'soft' skills....at the end of the day though there's no point forcing yourself to press on with a character you're just not feeling.

Also P.S. : Echoing the great game comments by the others, I'm having a blast :)
Dec 17, 2016 6:27 pm
I wouldn't necessarily say that Jack is a Face. Maybe a back-up? The only reason it seems like Jack might be doing well right now is because I haven't had to roll anything yet. He can lie pretty well, and he can tell when someone's lying, but I imagine Savi would put him to shame if we really had to put our skills to the test. And I wouldn't say that Jack's style will always, or even usually, be preferred over Savi's to the people we talk with. A businessman-like gangster, mafioso, corrupt politician, or a civilized gentleman on the run are all possible bosses for us to work with who would prefer to deal with Savi than Jack. Since we haven't seen him (out of character), Chusk may be the type to wish to deal with Savi. Maybe he hates Jack outright.

I think Savi being out of his element is a facet of his character that makes him especially likable. I'm excited to see if Savi ends up being changed by his environment, or if he somehow forces his environment to accommodate his style.

However, none of that matters if you aren't having fun with the character. If Jack's stepped on Savi's toes, we can certainly fix that, either in-character, or simply by me as a player giving you more room to handle negotiations. By no means would either be a problem!

In short, I agree with mcneils5 that it's too early to tell. I predict Jack will get put in his place more than once while Savi's social skills will shine.
Dec 18, 2016 6:05 pm
Thanks guys. All fair points.

It's my first character in this system and I was a little worried I had put one together that was heavy on flavor and light on utility. I'm enjoying playing Savi and am happy to continue doing so. I just wanted to make sure my enjoyment wasn't going to hinder the group in the long run. Silly perhaps, but I had to ask to be sure.

Thanks for the feedback.
Dec 18, 2016 6:17 pm
I'm sure we'll be fine :) If not, we'll all be making new characters anyway! Oh, and don't forget that Savi will be getting some social based talents. Those will be very helpful.
Dec 19, 2016 5:51 pm
I like Savi alot, and I'd be sad to see him go. Its fun for me to have a talker that Avox more or less likes and another one that gets on his nerves. I agree that his fish-outta-water situation adds a lot of flavor.

I know from experience though that playing a character that you are not feeling is no fun. So feel free to alter him if you have a more fun idea. With GM's permission of course. So do what you must my friend.
Dec 19, 2016 6:03 pm
Echo all of that...Savi will get his chance to shine, so don't worry about that. However, if you aren't having fun, I am always willing to let players switch into a new character.
Dec 20, 2016 12:52 am
Last thing I wanted to portray was a lack of fun. This is by far my favourite game on here. Having tons of fun.

Just some silly second guessing and self doubt. It's all good!
Dec 24, 2016 8:43 am
Hey guys, it's Christmas Eve morning here now so just wanted to give you all a heads up that I'm gonna be offline for the next three days or so....hope you guys all have a good Christmas (if you celebrate it)!
Dec 24, 2016 11:31 am
Merry Christmas, mcneils!
Dec 24, 2016 12:27 pm
Happy Christmas, Mcneils5.
Dec 26, 2016 8:05 pm
Going to be posting from my phone for the next several days. Just wanted to let you know in case my posts are brief or what have you. Hope everyone had great holidays.
Dec 31, 2016 8:28 am
So my phone hasn't been working the past 48 hours or so, and I've had a pretty nasty head cold which has kept me from sleeping. Just letting you know in case I can't post for a little. I'm expecting things to return to normal (as in I won't be living out of my car during this nightmare process called "moving") tomorrow night, but just letting you know, just in case!
Dec 31, 2016 11:13 am
Thanks, MoMo! Really appreciate the heads-up. Hope you can shake that cold; moving is bad enough!
Jan 6, 2017 11:36 pm
Well ladies and gentlemen, how are we gonna split the loot? I humbly suggest we put half of it towards ship upgrades and the other half split between each of us. Or we can do 30-70, or whatever else people think would fit right.
Jan 7, 2017 12:01 am
We could handle it in character, too, unless people are opposed.
Jan 7, 2017 12:04 am
I'm happy to handle it in character or out, but I think in character sounds more fun.
Jan 7, 2017 6:18 am
That's fine. If so, I will be taking a far less diplomatic and far more "Avox-ish" stance on the matter. So forgive me.
Jan 7, 2017 10:55 am
Just out of curiosity how much damage has the ship taken? I was pretty sure we only got tagged by ion damage in the fight
Jan 7, 2017 11:27 am
You're right, I just went through it all to confirm: no physical damage, and the 5 strain was repaired en-route to the planet. The ship is just fine.
Jan 7, 2017 4:42 pm
As we say in the cavalry "Horse, rifle, trooper". A dead horse is a dead trooper
Jan 7, 2017 4:58 pm
My intent was that you actually do have equal shares in the ship. I'm sorry I didn't make that explicit! You are all valued members of the crew.
Jan 7, 2017 5:10 pm
Right, didn't see that will modify my post slightly
Jan 7, 2017 7:21 pm
Haha, wooops.
Jan 8, 2017 8:11 pm
Hey marithyme, when does EXP get dulled out in this game out of curiosity?
Jan 8, 2017 11:44 pm
When you reach the end of a session, which you have. I've just not wanted to interrupt the fascinating argu...I mean, discussion. I'll post XP tonight. All of you can feel free to continue with your RP until it reaches a natural conclusion. If any of you wish to go shopping, we can either do it quickly in this thread, or RP it out in the Deliverance thread. You are welcome to spend earned XP when you earn it, just PM me or post your updates here.

The next session will begin with Thessa's return.
Jan 8, 2017 11:48 pm
Great! Thanks for letting us talk this out. Hope no one minds, but I meant it when I said that I really enjoy just talking in-character. :P
Jan 8, 2017 11:49 pm
I'm enjoying it, too! That's why I'm just staying quiet so often. :)
Jan 9, 2017 12:05 am
I'm enjoying every aspect of this game!
Jan 9, 2017 12:08 am
Any idea where our Pilot has run off to? Maskcot has apparently been inactive for 16 days. :(

If worse comes to worst, Jack has 3 Agility and 1 rank in Piloting (Space). Since Gunslinger is a Smuggler specialization I can branch out into Pilot eventually, too.
Jan 9, 2017 12:12 am
Haven't heard a peep. Will send a PM. If we don't hear back from Maskcot by next weekend, we can either recruit a new pilot, or have Jack take over that role.
Jan 9, 2017 12:27 am
Jack will be a fine stop gap, but I did like the idea of a dedicated pilot. They can just do so much more than a character with a few skill ranks. But I'm fine with whatever the group wants.

There is something to be said for not risking the great dynamic we have going too.
Jan 9, 2017 12:38 am
If Jack became the primary pilot, I'd buy up the Pilot specialization (or maybe Rigger), and focus on that. I agree, pilot talents are extreeeemely handy.
Jan 9, 2017 12:46 am
That works too!
Jan 9, 2017 3:14 am
Keep as is, or recruit somebody. Either way is fine for me.

As for EXP spending, as a group would you guys think I should go with a rank in ranged heavy or a rank in mechanics. I want to cover both eventually, but dont have enough for a full rank in each. What do you think will help us more for the next session? I will probably be grabbing a rank in gunnery as well. That way I help in space as a gunner in earnest.
Last edited January 9, 2017 3:17 am
Jan 9, 2017 10:10 am
Happy with either route if Maskcot is still not responding by next weekend.

I'd say it depends where you want to focus your character, Doc's rocking a 2g1y check for Mechanics at the moment so it's not like we're not covered on that front (I was thinking to take Doc in a direction of either Cyber or Droid tech spec's in future so I'll be working on my mechanics skill later on anyway) if you wanted to bring the pain a bit more :)

I've spent 10 xp on a second rank of Surgeon and I'm saving the other 5 for later :)
Last edited January 9, 2017 10:10 am
Jan 9, 2017 1:28 pm
Fair enough, I'll focus on battle skills right now. 1st rank in gunnery, 2nd in Ranged heavy
Jan 10, 2017 5:56 pm
Gave Bo Frenzied Attack talent for 5xp and gave her a point of Mechanics 10xp (1 pnt of non career skills). She might need the mechanics if she is breaking and entering solo at some point. I doubt she will ever buy more ranks in it. I don't see her getting gunnery or piloting anytime soon.
Jan 14, 2017 7:02 pm
Savi will add a rank (from the 10 xp tier) of Plausible Deniability, and purchase s skill rank in Coercion.

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