The Crew Has a Choice to make

The roughest, toughest, mercenaries in the Three Galaxies

GM: Ndreare
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What should the crew do?

Poll ended at Tue Mar 31, 2020 11:59 pm

Try and make as many repairs as possible here in space without a full suit of much needed replacement parts
0
No votes
Fly for a place to land and make those same repairs.
2
29%
Limp along and find a job to steel or buy the parts needed, then make repairs
1
14%
Some other creative idea you the crew comes up with?
4
57%
 
Total votes: 7

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Ndreare
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The Crew Has a Choice to make

Post by Ndreare »

So the ship is in a bad way, the crew is forced to make some decisions.
As the remorseless searches the ship’s systems for the various damage and risk points and assesses the crew for potential sabotage. They find some very unwanted information as the full damage assessment is made:
  • AI, the AI is missing! That is correct the ships AI normally designed to work with the crew and aid in piloting is missing. The previous host location in engineering is empty! Luckily once you get back Remorseless from Granny, Death Otter can install her.
  • Engines & Propulsion, speed reduced by 25% from grenades and other damage to engine room. All rolls from the engine room suffer additional -2.
  • Hull damage, report shows little to no structural damage.
  • Bridge, will need completely rebuilt all operations from bridge are at -4, without the bridges interface between mundane and TW systems all operations from any other location is at an additional -2
  • Life Support, seems to be working fine.
  • Piloting, can only be done from the bridge and likewise suffers a -4 as well as a full EVA.
  • PPE Battery, completely destroyed and currently running about the ship like they own it.
  • Rift Drive, damaged, but operable. Can be activated if you find enough PPE, but suffers an additional -2 above to the -4 from piloting from bridge.
  • Sensors and Navigation, sensors seem to be working well. However the feed and navigation are fed primarily through the bridge. They can be accessed from engineering with a -2, but the state of engineering means this will aggregate to a -4.
  • Shields, seem to be working well, though interfacing them without access to the bridge must be done from the engine room or suffer a -2.
  • Weapons Systems, fully functional.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Venatus Vinco
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Re: The Crew Has a Choice to make

Post by Venatus Vinco »

I think we need to get back to the Old Lady.

She has our ship and our AI. She also has a TW factory with the means to repair this ship.

If we have to take jobs to get there and do makeshift repairs until we can that works for me.

Sa'Maku
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Snake Eyes
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Re: The Crew Has a Choice to make

Post by Snake Eyes »

I'll defer to Sa'Maku. I don't know where we are. It's definitely Kal's idea though, whatever we do.
Beware the mesmerizing eyes of the snake!
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD

Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: //?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

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Ndreare
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Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Crew Has a Choice to make

Post by Ndreare »

But neither of you voted
:(

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Freemage
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Posts: 1825
Joined: Thu May 11, 2017 7:09 am

Re: The Crew Has a Choice to make

Post by Freemage »

Note what we've learned about dealing with Granny (my last in-character post as Thissok)--it's dangerous business. We're probably better off showing up on her doorstep already in full form, if possible. Given that, I'm going to propose another option:

1: Find a Ley Line, either one in space if such things exist, or one on a planet if that's what we've got to do.
2: Use the PPE to charge the Rift Drive, and get to a reasonably secure, reliable (not Granny) place to obtain repairs
2A: This will likely involve making deals, or robbing someone to get the funds.
3: With the ship repaired, go back and collect the Remorseless AI and Brokner's bot-buddy.
4: Attempt to claim some reasonable compensation from Granny re: Imprisoning dragons. If we can re-acquire the old ship, and turn that back into our employer, that should pay off our debt to him even without the AI on board; at that point, we're true free agents.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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Venatus Vinco
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Re: The Crew Has a Choice to make

Post by Venatus Vinco »

Changed my vote to the Freemage plan!
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Snake Eyes
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Re: The Crew Has a Choice to make

Post by Snake Eyes »

I'm on board with the Freemage plan.
Beware the mesmerizing eyes of the snake!
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD

Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: //?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

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Death Otter
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Joined: Fri Oct 05, 2018 9:25 pm

Re: The Crew Has a Choice to make

Post by Death Otter »

Freemage, with the caveat that we can get parts for repair while we recharge the drive. With our dragon friends!

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