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4.1 The Nova Spaceport Lounge and Bar.

Posted: Sun Jun 05, 2022 9:52 am
by Daniel

Pilot of the Sive Rose waiting at the Nova
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The Sive Rose which is parked in a nearby dock
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As you enter the Nova Lounge and Bar your senses are immediately assaulted by sight, sounds, smells and an utter alien place.

Every few moments the lighting changes and it’s strangely relaxing after a initial jolting to the mind. The smells change every few feet. Putrid breath, then alluring foods, cat piss as you walk by a odd fuzzy alien hunched over a bottle of .. oh the bottle of amber fluid smells delightful. So many voices all talking loudly in multiple languages. Laughing. Arguing. In one corner there is a thrupple of beings either fighting or fu…who can tell.

At the far end of the lounge is Scix, the pilot you now apparently own along with his ship. As you make your way towards the table he is at small hovering robots offer to take your orders.

Kruff berrys are in stock. Would you like a Kruffin pie or some Jacks Slog beer?

What is your character offered? And what, if anything do you order?

You can see that Scix is playing a game of some type of version of poker. It looks like the keys to the spaceship is in the bet pile.



Instructions

1.) Describe your experience as you make your way into the bizarre bar.

2.) Reunited! Wormy is here!

3.) Either join the gambling table and either help Scix win and keep the spaceship or win the pile of credits and ship yourself. Probably best to just win it yourself it looks like Scix is a bad player at this game.
(How to win:
Make a roll using an appropriate skill at -4 (the other alien playing is very good at this game). Others can assist you.
Crit Fail: You lose the loot. There will need to be some RP on how to get it back or another one. The winning alien doesn’t want to play anymore. If a crit happens GM will post more info.
Failure: You lose the ship but the winning alien is willing to keep playing and you might win it back in the next game.
Success: Back and forth, almost losing but in the end the 50k credits and ship are yours! The loser is mad and in next GM post will call you cheaters!
Raise(s): It’s plain as day that you fairly won! Good job. The losing alien excepts his lose and leaves.
)

4.) Geist only has about an hour headstart on you in her own ship, even though you can afford to spend a little time here gaming, eating etc you should let Scix know that you really do need to get after her. Supposedly Scix can track Geist but the success of that gets lower the long the time.

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Tue Jun 07, 2022 5:18 pm
by Action Stan
Stan feels like he's walked into the Mos Eisley cantina when the team enter the dive where their pilot is alleged to be. To be fair the whole thing since they rode a pyramid into an alien city has been some Farscape inspired fuckery by The Writers but he just did his best to roll with it. Clips was practically having a fit trying to shoot their surroundings and everything going on around them. The Man of Action considered stashing the bot in his pack for a bit after the third time it got froze up trying to do too much at once and just spun in place but he decided to put in the work and edited the drones "targeting" protocols to lighten the load a bit.

Stopping at the bar Stan orders a Jacks Slog and asks the bartender about the pilot.

"Scix, aye seen 'im come in. Prolly find 'im at the tables in back betting more'n he has too no doubt." The being shares after Stan tips.

Looking at the rest of the BC Actuals he shrugs, "It would be a shame to hit up a pandimensional dive and not gamble, wouldn't it?" With a grin he heads back to the gaming area and his grin gets wider. "Wormy, you wiggly sumbitch!! Ya gotta stop freaking us out like that brother... Oh hey sorry to interupt." he appologizes to the other Wormy is playing with, their pilot and a large alien being the notable participants. The alien, a type Stan believed were call kree-gore or the like, was notable not only for his size and unpleasant demeanor butr for the fact that he seemed close to winning their ship.

"Shut da fuck up or join the game and shut the fuck up human."

A glace at the game showed it to be like enough to poker that He thought he could get the hang of it, especially with a little help. He leans over to Hans and quietly asks "Think you can find me some strat guied on the local net and radio em to me?"

Then he sits down. The kreeghor looks him over again and the game begins. He follows the guides and instructions from Hans while working in tandem with Wormy to win the ship outright.
Task roll, Notice
Modifiers: scene -4, perceptive+2, cyber +2, support from Wormy +2. Net (so far) +2
Notice d8!!+2: [7]+2 = 9
Notice Wild d6!!+2: [1]+2 = 3

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Tue Jun 07, 2022 5:37 pm
by Wormy
Wormy "
Hide in Plain Sight [Conceal Arcana]: Psionics 6
Conceal Arcana 2 ISP + Strong 1 ISP - Self 2 ISP = 1 ISP
Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again. The detection roll is made at -2.
CA Psionics 1: 1d8!: [6] = 6
Wild 1 1d6!: [1] = 1
" slithers a mental tendril out towards @Action Stan's psyche and latches on tight. 'I think I've played this game before, Stan! So when I have these cards, isn't this what I need to...'

Wormy plays to win, but for some reason the odds always seem to
Performance: 8 (+2 to Action Stan)
Performance 1d8-3!: [5]-3 = 2
Wild 1d6-3!: [6]-3 = 3
Ace: 1d6!+3: [5]+3 = 8

Benny Performance 1d8!-3: [5]-3 = 2
Benny Wild 1d6!-3: [3]-3 = 0
I messed up my wild die above, and somehow the Ace didn't automatically reroll. I wouldn't have rolled these if I had noticed I had gotten a success already above.
. It surely doesn't have anything to do with Wormy quietly sharing his cards with Action Stan, nor how well the little zembahk can convincingly represent a strong hand turn after turn.

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Wed Jun 08, 2022 7:50 pm
by Humble
Support for +1
Notice to Support 1d4!! or Wild 1d6!!: [1]+[3] = 4
Benny Notice to Support 1d4!! or Wild 1d6!!: [5!!]+[5] = 10
As Humble walks into the Cantina he finds it more comfortable than most of the team. The smells reminding him of his first life so many years ago. As he moves through the crowd of mixed aliens races he finds he lumber even over the majority of them. The cantina however was designed for Jotin and fairies both.

When the gambling begins he looms over the table watching carefully for signs of cheating. The pure intimidation of the 12' ogre looming was enough to discourage any casual risk. No words are needed as he waits for the pilot. having already made it clear to everyone the pilot would be freed immediately, he would have no part in slavery.

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Wed Jun 08, 2022 10:57 pm
by Hans Greuber
Assisting Action Stan
  • Electronics (+1 due Machine Maestro)
    • Electronics: 1d12!!+1!!: [4]+1 = 5
      Wild: 1d6!!+1!!: [5]+1 = 6
      Result: 6 - Success. +1 to Action Stan


Walking into the Cantina, Hans has to sigh as he sees their pilot with the ship as collateral in the game's pot.

Just great. At least Action Stan should be able to play the people as long as he gets the game rules and odds of any hand piped into his HUD.

Moving over to lean on a nearby computer console, Hans slips through its security, in spite of how sticky and grimy the the controls are. With a quick search, Hans finds the most common rules sets, determines which variant they have been playing after checking their security video, and feeds the odds into @Action Stan's HUD to support his reading of his opponents. Included in the display to Action Stan is a message of...

DON'T LOSE OUR SHIP!!! Getting a replacement fast ship will take a while and make it even harder to get Geist. NO PRESSURE!!!
:o :o :o :o

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Thu Jun 09, 2022 6:00 pm
by Charon
Support +2
Spellcasting as Support
Spellcasting 1d12!!+3: [9]+3 = 12
Wild Spellcasting 1d6!!+3: [2]+3 = 5
Charon considers options as the option of gambling for the ship becomes clear. A quick victory here would certainly aid us, both now and going forward; the ship could even aid us in our operations back home, assuming we can make planetfall safely....

As Stan moves to take his seat, Charon passes behind him, using the cover from his body to obscure her furtive summoning of a suitable ancestor for the human. Only Stan (and Charon herself) can see the spirit that assumes a spot on Stan's left, murmuring advice into his ear:
GamblinMan.jpg
"Now, Son, what you want to keep in mind in a game like this is that luck is something you make. As my Pappy used to say, 'The only time to quit when you're winning is when you've won it all.' Take him to the cleaners." Throughout the game, he gives pitch-perfect advice on when the figure across the table is bluffing, and when traps are being laid.

As the game comes to an end, and Stan moves to collect his winnings even as the alien begins to scowl, the shade adds one more comment before fading. "Remember one other thing my Pappy used to tell me, Son. 'You can be a gentleman and still not forget all you know about self-defense.'"

Re: 4.1 The Nova Spaceport Lounge and Bar.

Posted: Wed Jul 06, 2022 3:50 pm
by Daniel


GM Hand wavery and getting back on track.
The combined efforts of the Black Company results in Stan winning the pot. The group is 50k richer and has won the spaceship called the Sive Rose. The pilot Scix looks ill until he learns that you are the group he was told by Lord Klynncryth to assist. He nods his head and tells you that indeed he can pilot the Rift Drive powered Sive Rose and indeed he is an expert tracker. He assures you that he can follow Giest and her ship.

After the group finishes, the game, food, alien beers ect. Scix will escort you to the Space Port that he has parked the Sive Rose at.

Arriving at the Space Port ....

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