04 - A Timely Departure

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RFT
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04 - A Timely Departure

Post by RFT » Thu Jul 11, 2019 6:53 pm

Shortly after the Prince and his entourage finish up their SOS, they thank you for your help and state they will wait for the promised aid. Freed from further obligation they return to the repairs of what they can on their ship leaving the Remorseless free to head out.

However as the Remorseless finally begins to pull away a small blip shows up on the sensors only 0.8 AU away. Made more easily detected by the active scanners, until suddenly after focusing on the Remorseless decoupling. A hail is heard from the larger frigate. “Remorseless, stand down, power down your ship and wait to be boarded. This won’t take long and then you will be free to go on your way. I am pretty sure you have something on you the Altarans are offering a high price for the return of.”

The hail from the large military frigate is nothing any pilot wants to hear. As they close in you are able to get a good sense of their weapons and armor. The ship is definitely a military grade vessel, with enough lasers, phase beams and missiles to take on a dozen smaller ships.

The ship continues slowing as it approaches. But the approach is not a slow one. Their sensor systems and weapons focused on your ship. “You may be tempted to try and jump, but we have class V sensors suits, and Phase Cannons here and are more than willing to make the same or even more profit from salvage.”

OOC Comments
Contest versus 10
El 1d10+4 = 12: 8
Wi 1d6+4 = 9: 5

The enemy ship is titled Peace Bringer. It is of UWW design, and titled in Dragonese/Elven
Shaping Worlds Together
.
The 99's Game Master Bennies 8
  • +8 Players
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 7
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
Captain Durrack 2
  • 2 baseline Wild Card NPC
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]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]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ramson Gourdaine
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Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Fri Jul 12, 2019 7:50 am

Ramson takes a quick look at the situation, then nods. "Right, get us out of here, people. If they get in range of our guns, shoot, but target those phase cannons if you can." After a moment, he adds, "Phase cannons will bypass our hull once they get past the shields. Death Otter, I want controls for everything moved around--if you can actually set us to be able to control the ship and guns from our portables, even better. Soon as that's done, everyone clear the bridge and gun-bays--they'll be targeting us blind, so let's make it hard to find us."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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Death Otter
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Re: 04 - A Timely Departure

Post by Death Otter » Sat Jul 13, 2019 11:26 am

Otter swore under her breath and said, "On it." She slipped out of the Ops crew station and activated her personal forcefield.

"I've got a phase skipper too," she said. "I dunno if we can maybe hook it up to the ship's forcefields and make it...a phase shield? Not my expertise. ANYWAY."

Her consciousness swarmed through the ship's computers and systems, improvising a 'mobile friendly' user interface on the fly and a wireless transfer protocol. It was not very security-friendly, but she'd nuke it all once the crisis was over. For her own sake, she didn't need anything special to interface with the ship remotely, but everyone else relied on tech.

"Okay! If you'll all check your comms, you'll see a new app. OtterPop. Load that up, pick your crew station, and you'll get a clunky-ass interface to control those ship systems. It's pretty stripped down, so it won't be as NICE and CUSHY...but it does mean you won't get your GUTS BROILED when the bridge gets phase beamed. So...tradeoffs."

As everyone started shuffling off to try to play the galaxy's lamest game of Whack A Mole with giant phase artillery, Otter decided to Know Thy Enemy, and sent out search spiders to gather up everything she could find on that ship and bring it back to her.

Rolls: Computer 8, Investigate 7
Computer to set up the remote operation! 1d12+6 = 8: 2 or 1d6+6 = 8: 2
Investigate to get info on enemy ship: 1d8: 1 or 1d6: 6
Ace 1d6: 1

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Sa’Maku
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Re: 04 - A Timely Departure

Post by Sa’Maku » Sat Jul 13, 2019 4:11 pm

The idea of fighting off a boarding party from the UWW makes Sa'Maku smile widely. Although his joy is slightly reduced as he considers that these are unlikely to be true Warlock Marines. The Warlock marines were generally regarded as the second best marine unit in the Three Galaxies, right after the CAF Marines of course. Pitting one's mettle against them would be truly a challenge.

However, Ransom wisely signals a hasty withdrawal. Boarding isn't necessary when you're heavily outgunned.

Buckling into his station Sa prepares to assist in whatever is needed. He checks the status of the weapons and looks for possible safe routes out of the line of fire. He is no naval officer but he does have basic training on space flight vehicles.
Piloting to assist 5, +1 to support
Piloting 1d6: 5
Wild 1d6: 3

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Fiona Gladbrooke
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Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Sun Jul 14, 2019 12:31 pm

Common knowledge roll, 3
Smarts 1d12: 4
Wild 1d6: 5 Note, forgot to add the -2
Having no skills at piloting and little at gunnery Fiona seeks to apply what she can do to the situation. Morphing her form and armor into that of an Altess Armoria officer she met years ago, she heads for the comms station. "I'm going to try to convince them the cargo is already in Altess hands, or at least give them a moments pause as they reconsider."

"Peace Bringer, I am Tassit Morgan Devoe of the Altess Armoria. The cargo you seek is already in Dynasty hands and any attempt to take it from us then sell it back would be...detrimental to your long term well being. A quick study of the results of the Cypher war will show you what exactly I mean. I trust someone aboard your ship can read."
Persuasion 11
Persuasion 1d12+8 = 10: 2
Wild 1d6+8 = 11: 3
The Cypher war
The Altess are not about to tolerate some greedy despot who intends on extorting another payment out of the Altess every few years. Against that sort of opposition, the Altess will go to war, and they will spare no expense, and bar no holds until their enemies are destroyed. When the Altess military goes after a target, it conducts what it euphemistically calls "hereditary victory." That means they will not only destroy their opponents, but they will destroy their immediate family, including children. The Altess have and will carry this out on a global scale, as evidenced by the horrific Cipher War, in which the Altess fell under attack by the League of Blood, a pretentious pirate armada that had taken over a few independent worlds and fancied themselves rulers of the galaxy. The Altess bought them off once, and the Legion immediately came back for more. In short order, the Armoria not only destroyed the Legion's fleet, but they made sure every single pirate was slain, as was his family and his friends. The relatively innocent civilians of the conquered worlds were spared, but they were given the message that the Altess expected them to root out any sympathizers of the Legion of Blood and execute them immediately. So scared of the Armoria were these people that they actually followed the order, hunting and killing pirate sympathizers for months thereafter.
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Ramson Gourdaine
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Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Sun Jul 14, 2019 8:11 pm

Ramson considers Otter's other suggestion, then shakes his head. "Interesting thought, but then the force fields wouldn't work against the regular weapons they've got--and a hull breach could take us all out, not just the unlucky one. Still, we'll keep it in mind for future reference."

He immediately makes for the kitchen; Thissok, even more cautiously, slithers into one of the air vents.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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RFT
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Re: 04 - A Timely Departure

Post by RFT » Mon Jul 15, 2019 8:50 am

Investigate results
Peace Bringer is a pirate ship of some reputation. Known for going out of their way to be petty and never liking to leave survivors to seek revenge.
These guys are the kind of bad guys of cheep holo-vids. Crewed primarily by humans their leader Captain Durrack is said to be a dull witted but powerful enchanter who served in the UWW Marines until he convinced the crew there was of a better life out their.
As the crew hustles to get into place and figure out the controls of the application they find Death Otter did pretty good at modifying the app. Unfortunately the improvised controls lack the tactile feedback and ability to view all the needed data at once. Controlling the ship from her will work, but not perfectly. A patch rolls out with haptic feedback able to compensate some, but this will be hard while choosing to avoid the bridge!

Tell me where you are on this ship
Image
As the ship takes off the full acceleration is enough to affect everyone's movement. But there is really no time to spare. Each crew member tries to find a place to anchor themselves and ensure they are braced. The enemy hail comes back with a little bit of laughter. "Right, i guess we better go home? I don't think so. We have dossiers on your crew, and no changeling scum is going to fool us."

Then as the Remorseless begins to move into motion the coms come alive again. "Oh, you are going to make this fun. Nice, we like fun." then the enemy ship disappears from the sensors. A sudden burst of laser fire strafes the ship. Followed immediately by two heavy Phase Cannons being absorbed by the shields. Perhaps it was a warning, perhaps it was simply them having fun. But those medium lasers will slice this ship to bits if they hit more than once. Then the question is answered. "Just thought you should know these weapons are not tin cans. Last chance to come to heel."

Instructions
Okay we are going to run this as a modified Dramatic Task. Unlike a normal dramatic task there are multiple jobs that need done each turn and you can only participate in one task, although you can aid or help the others. (Note: Support rolls suffer the same modifier as the core roll)

Piloting the Ship Away: Victory requires 3 successes more than the enemy pilots roll (Wild Card with d10+2) in 5 or less turns.
Modifiers: -4 for Piloting the Ship through the Improved System
  • Critical Failure - Something really bad happens and the ship breaks.
    Failure - No successes gained this turn
    Success - Gain one success
    Raise - Gain 2 successes nailed it, you are maneuvering and flying like no other in the system can.
Detect the Enemy Ships Location: having the enemy ship cloak on you can be frustrating. Make a Knowledge Electronics roll at -4 to detect the adaptive cloaking system for the turn.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - Cannot detect the enemy ship
    Success - You detect the enemy ship and someone can operate the guns to fire at -4 this turn before the cloaking adapts.
    Raise - You detect the enemy ship and someone can operate the guns to fire with no penalty this turn before the cloaking adapts. In addition next turn they can fire at -4 even if you fail the roll.

Shooting: Once the sensors systems are working you are good to go. Fire away at that fine target presented. Your modifier it determined by your ally.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - You missed the ship. Come on you can do better next time.
    Success - You hit the ship.
    Raise - You scored a superior hit. Roll damage with an additional d6 for the raise.
Shaping Worlds Together
.
The 99's Game Master Bennies 8
  • +8 Players
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 7
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
Captain Durrack 2
  • 2 baseline Wild Card NPC
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]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]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
Posts: 62
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04 - A Timely Departure

Post by Death Otter » Mon Jul 15, 2019 12:18 pm

When the enemy ship fades from the sensors, Death Otter curses and expands her awareness into the ship's systems, linking sensors into larger arrays and finding novel things to scan for that might reveal the ship that the cloak wouldn't conceal...

In the end, it was the dust that did it.

Tuning the navigational sensors WAY up past their manufacturer-recommended gain, she could resolve a sort of 'bow shock' of displaced hydrogen and particles in space ahead of where the cruiser was flying. Or...almost could. Damnit!

"Hey, I need someone to get to the aft crawlspace, find the nav sensor junction box and just hit it, with a wrench, really hard!" she sent to the crew. "It's out of alignment again, and that'll throw our aim off! I'm all the way in the forward bay or I'd do it myself..."

Rolls
Electronics -4 1d10-2 = 7: 9 or 1d6-2 = 3: 5

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Rinoa Crescent
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Joined: Tue Apr 09, 2019 7:47 am

Re: 04 - A Timely Departure

Post by Rinoa Crescent » Mon Jul 15, 2019 12:58 pm

"So you want me on guns right? Looks like I get to pilot. I am one of the best out there." Riona finds a place to hide away in the ship in the lower deck.
Piloting 6
Ace +2
Task -4
Piloting 1d12-2 = 1: 3
Wild 1d6-2 = 4: 6
wild ace 1d6: 2
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Kharis
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Joined: Wed Mar 13, 2019 4:57 pm

Re: 04 - A Timely Departure

Post by Kharis » Mon Jul 15, 2019 5:48 pm

Death Otter wrote:
Mon Jul 15, 2019 12:18 pm

"Hey, I need someone to get to the aft crawlspace, find the nav sensor junction box and just hit it, with a wrench, really hard!" she sent to the crew. "It's out of alignment again, and that'll throw our aim off! I'm all the way in the forward bay or I'd do it myself..."
Finally, something I can do!

Kharis hops on comms, "Kharis here. Copy that, Otter. I'm always happy to hit something."
Fighting 6, +1 to Support Death Otter, Bringing Her Up to a Raise for K/Electronics
Fighting 1d12-4 = 6: 10
Wild 1d6-4 = 1: 5
Kharis heads into the crawlspace and comes upon the junction box. He's sure to restrain himself some, lest he take out too much of his frustration on the device they need to survive this encounter, and successfully bashes it back into place.

"Okay, the nav thinger is now aligned. Let's leave now, yes?"

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Sa’Maku
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Joined: Fri Oct 12, 2018 4:44 pm

Re: 04 - A Timely Departure

Post by Sa’Maku » Tue Jul 16, 2019 12:36 pm

Shooting 12 Damage 24 HW, AP 15 (+4 from called shot?)
Shooting 1d8: 1
Wild 1d6: 3

Re-roll
Shooting 1d8: 2
Wild 1d6: 4

Re-roll
Shooting 1d8: 8
Ace 1d8: 2
Wild 1d6: 3

Modifers: +2 assist, -2 range, +2 size

Damage 4d10: 2, 3, 2, 7
Raise 1d6: 6
Ace 1d6: 2

Benny
4d10: 1, 3, 7, 5
1d6: 4
Bonus: +2
Jumping to a tactical console near his quarters, Sa'Maku did a quick threat assessment on the incoming ship. He concurred with the rest of the group, that phase cannon had to go.

Taking advantage of the flawless flying and confounding computer work of his team, Sa waits patiently for the perfect angle. Hitting the front facing cannon while running away is a difficult task. Then it happens.

As the ship makes a roll to evade the pursuit ship is in front of them for a brief second. A second is all it takes to pull the trigger sending lasers through the vacuum of space at the speed of light.

The angle means a heavy hit is impossible but Sa manages to wallop the enemy phase cannon enough to do some damage.

"Direct hit to their phase cannon. That may buy us some time. At the very least we just became a very expensive job."

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Fiona Gladbrooke
Posts: 44
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Tue Jul 16, 2019 3:33 pm

Cursing the fact that her presence aboard the Remorseless was somehow already known Fiona hoped the news had not yet reached the Empire. Then she shifts back to her "usual" form. "Ok then. This precious cargo you think we have, do you know what it is or where on this ship it is hidden? I ask because your indiscriminate blasting may well destroy that which you seek. And before you go all tough guy and threaten us with something inane like "I'll take it out on you!" you should know that we know who you are and how you operate. So yes we are running as you don't leave survivors, what have we got to lose?" As she talks Fionas hand are busy at fire controls, warming up the guns and getting them prepped for when DO pierces their cloak. As soon as that happens she lets loose with the heavy lasers.
Shooting 6
Shooting 1d10+1 = 6: 5
Wild 1d6+1 = 4: 3
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature

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Ramson Gourdaine
Posts: 70
Joined: Thu Oct 18, 2018 10:59 am

Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Wed Jul 17, 2019 9:05 am

OOC Comments
Piloting 1d6-4 = 1: 5
Wild Piloting 1d6-4 = -1: 3
Ramson, hunkered down in the galley at the end of the Lounge, attempts to help Rinoa with the piloting, but has a little difficulty with the new operating system. Still, he can't fault Rin's flying or DO's technical skills.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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RFT
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Posts: 2930
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 04 - A Timely Departure

Post by RFT » Thu Jul 18, 2019 9:21 am

OOC Comments
Peace Bringer piloting d10+2
Piloting 1d10+2 = 11: 9
Wild 1d10+2 = 9: 7

Heavy Phase Cannon
Shooting d10, Range -2, Size Matters -2, Targeting systems +2 = d10-4
Shooting 1d10-4 = 4: 8 = Hit
  • Damage 4d10: 5, 5, 3, 5 Ignore all armor except Force Fields and Magic
    • Benny to reroll
      Damage 4d10: 2, 1, 4, 3 Ignore all armor except Force Fields and Magic
Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = -3: 1

Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = 1: 5

Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = 0: 4

@Rinoa Crescent was used to piloting by wire as a robot pilot. But this was not the way, the small tablet just did not have enough of the expected data feed and the debris field within an asteroid belt was enough she was not performing as fast as her potential allows. While able to evade all the debris she was not able to move as fast as she would like. In the Galley @Ramson Gourdaine trying his best to help Rinoa was finding that the tablet really was holding him back. Their best chance of escape may require them to give up on this mobile platform and jump into the pilot and copilot seats.

@Death Otter's fast action was able to bring control of the ship to the crew of the remorseless, but the consequence of the ship not being as maneuverable is showing. As she finally finds the Peace Bringer on her sensors having closed half the distance already, coming from behind some debris. Luckily her reading had enough certainty she could give the men crewing the lasers a target. She realized a little late asking for someone to pop the nav sensor was risky, what if they popped the wrong thing. But @Kharis was spot on target doing exactly what was needed in time to get the signal straight.

@Fiona Gladbrooke doing what she can to help distract the enemies and perhaps piss them off enough to force them to make a mistake. Perhaps the distraction will help Sam make the perfect shot. As @Sa’Maku receives the data from @Death Otter he cannot believe the perfect as the enemy ships roll is interrupted giving him a perfect shot eliminating one of the ships two heavy phase cannons!

Over the radio the coms come to life as Durrack broadcast. "We are going to keep you alive for a while to watch your friends die first when we find out which one of you shot that cannon." The ship again begins evading and slides back out of view as their cloaking system begins being actively managed.

Luckily as the fire power is unleashed @Rinoa Crescent's maneuvering is enough to evade the shots, only one hit from the Phase Cannon scores a glancing blow right through the Remorseless' bridge. Durrack must be insane, how will he capture the box if he destroyes the remorseless!


Instructions, Escape = 0 successes, turn 02
Okay we are going to run this as a modified Dramatic Task. Unlike a normal dramatic task there are multiple jobs that need done each turn and you can only participate in one task, although you can aid or help the others. (Note: Support rolls suffer the same modifier as the core roll)


Piloting the Ship Away
Victory requires 3 successes more than the enemy pilots roll (Wild Card with d10+2) in 5 or less turns.
Modifiers: -4 for Piloting the Ship through the Improved System
  • Critical Failure - Something really bad happens and the ship breaks.
    Failure - No successes gained this turn
    Success - Gain one success
    Raise - Gain 2 successes nailed it, you are maneuvering and flying like no other in the system can.

Detect the Enemy Ships Location
Having the enemy ship cloak on you can be frustrating. Make a Knowledge Electronics roll at -4 to detect the adaptive cloaking system for the turn.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - Cannot detect the enemy ship
    Success - You detect the enemy ship and someone can operate the guns to fire at -4 this turn before the cloaking adapts.
    Raise - You detect the enemy ship and someone can operate the guns to fire with no penalty this turn before the cloaking adapts. In addition next turn they can fire at -4 even if you fail the roll.

Shooting
Once the sensors systems are working you are good to go. Fire away at that fine target presented. Your modifier it determined by your ally. (-2 range and +2 Size Matters = even)
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - You missed the ship. Come on you can do better next time.
    Success - You hit the ship.
    Raise - You scored a superior hit. Roll damage with an additional d6 for the raise.
Shaping Worlds Together
.
The 99's Game Master Bennies 8
  • +8 Players
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 7
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
Captain Durrack 2
  • 2 baseline Wild Card NPC
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]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]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
Posts: 62
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04 - A Timely Departure

Post by Death Otter » Fri Jul 19, 2019 8:07 pm

Death Otter crouched down in the cargo bay, way off to the side, away from anywhere an enemy gunner might think was a vital crew location. The ship's network hummed in her mind, and she was at the heart of it. Data streamed in, the thin interstellar medium almost as invisible as the attacking cruiser. The gambit of watching for shockwaves in the vacuum was going to be hit and miss. She needed something better.

Any military-grade cloaking device would take samples of radiation from all sides, and essentially 'pass through' that radiation on the far side, otherwise there'd be a huge, conspicuous 'hole' in the sensor readings for its location in space. But, as Death Otter thought about it, it probably couldn't broadcast every kind of radiation there was. Electromagnetic radiation up and down the spectrum, sure...but what about cosmic rays? Unless it had epic particle accelerators miniaturized and covering its outer hull, there was no way. Ships didn't normally pay any attention to particle radiation though, so...

She retasked the Remorseless' sensor arrays, manually re calibrating them at the speed of thought to detect a wide range of incoming particles. Scanning a wide area of space, applying an algorithm to find a statistical average quantity of radiation per arc-second of viewing area, and then looking for the hole.

And there it was. Still hard to see, given the relative rarity of particle radiation...but it was a start. She sent the information to the tactical station.

Roll: Electronics 9 - Raise!
Electronics! 1d10-2 = 1: 3 or 1d6-2 = 4: 6
Ace - 1d6: 5

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