(3) [Traveller] Voyages of the R.e.d. Dusk

Game Master mdt

North Border, Imperial Space | Ansari, Ansari Subsector, Vland Sector (Trade Goods)

Red Dusk (Specs) | Red Dusk (Deckplan)


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Bestbot/Darrian 8G5D76/8G5975

EAVE is very tiny. So most jokes go over her head.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6
EAVE wrote:
EAVE is very tiny. So most jokes go over her head.

maybe we can get you a comedian PP called "Knee Biter"


Bestbot/Darrian 8G5D76/8G5975

EAVE does not need extra personality. EAVE has ALL the personality. You want joke?

Fruit. Flies. Like. BANANAS!

Ha! Pun! Because tiny insectoid scavengers enjoy yellow fruit and because if EAVE throws banana it is flying fruit!


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Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I may be biased, but I think Jester's jokes were funnier.


Imperial Human F32 (32) I 4A8AD4 (Current: 4A8AD4)
EAVE wrote:

So here's what I have for connections:

Glitch: EAVE was present during at least one of your diplomatic assignments, you probably spotted her as having an unusual design and recognized that she wasn't designed to be an attache or a frou-frou pet robot, due to your mechanics skill. You never really met face-to-face, but given how rare it was to see a Darrian bot as an Imperial that wasn't trying to kill anyone... ???? I'm going to go with Sensors 0 for EAVE as it was all about data collection at the time, and she likely figured out how to read portions of the data she was collecting. There's a whole host of skills readily available from that interaction for Glitch (#Inspired)

Sounds good, and that will cover my second connection.

For the connection with Dev, she'll pick up Admin 0. It's not so much that she remembers him (though if prompted she may), but she did have to interview him. For the second connection, let's go with Steward 0.

Do those sound okay, mdt?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fine with me.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

Have you heard from Warren?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, he's a bit hectic RL this weekend, and promised he'll post today, tomorrow at the latest.

However, since I think all the connections are done except ones that work with him, we'll go ahead and get the game started. Everyone can now post in the main thread. We'll bring Warren up to speed ASAP and he's unconscious until then. If you have potential connections to Warren, go ahead and assume he accepts them. GM Fiat he does if they don't conflict, as part of him being botted for being busy RL.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If anyone is unsure about who is crew on the ISS Verdant Dawn vs Passengers (Crew should be trying to help passengers, passengers should be expecting crew help if they are not battle hardened spacers) that info is on the Campaign Tab.

Basically, Glitch and Malt are crew, everyone else is a passenger.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

Warren has a bevy of skills. I think a backup medic 0 would be best.

She was suppose to learn biology from the best, but she learned more following him on his rounds


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If everyone could please update their profiles in the following way, I'd appreciate it :

1) Add your Race/Affiliation to the Race field in your profile (Ex : Imperial, Solomani, Imperial Vargr, Darrian).

2) Please add after your race/affiliation your Universal Personality Profile. If your character uses Imperium stats (STR/DEX/END/INT/EDU/SOC) instead of their normal racial stats (For example, Malt has a SOC standing) then use the Imperial nomenclature.

3) If you have a Psi stat, list that after the UPP with a Dash (-A for example).

4) If you have a species specific stat (Such as Droyne having Caste) then list that in brackets at the end of the UPP (Ex : A53A9[5] for a Droyne). Malt's would look something like this : 777777[3]-7 for example, indicating he has both a Soc and a Caste, and a Psi rating.


Bestbot/Darrian 8G5D76/8G5975

Bestbot/Darrian 8G5D[9]76[5]

Is that how you want EAVE to list hers (secondary int and secondary soc in brackets)?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, list her's twice, once for both PP's like this : 8G5D76/8G5975


Bestbot/Darrian 8G5D76/8G5975

That makes significantly more sense. :)

Does the Zero-G penalty apply to people with magnetic boots on the hull of a ship (as an example)?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Only for manual activities. Doing repairs, yes. Moving around, no. So they don't have to make checks to move around safely, or to carry things that are light. But to move heavy things safely, or to repair something, the penalty applies.


Commonality Droyne - 396CCC[5]

Some questions about the liner we're on, mostly regarding where Jenni and Malt are...

Aft of us is crew country...cut off and likely in vacuum.

Ahead of us, which is closest? Lifeboats, Sickbay, Passenger quarters? That's going to determine where Malt plans on going next.

Are there emergency medical kits at various points on the shit...and more importantly, is one nearby?

I'm asking this here to avoid cluttering up the gameplay thread :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

ISS Verdant Dawn

Looking at the ship, the crew/engineering/cargo/life support sections are the back two thirds of the rectangular aft hull.

The passenger sections are the front third of the aft hull and the dish.

Crew escape pods, low berths, and boat bays are in the back 1/3rd of the aft hull (near the engine area).

Passenger escape pods, sick bay, lounges, entertainment, and bar is in the dish section. Luxury passenger cabins are in the dish, high grade passenger cabins are in the aft hull.

Currently, most of engineering and crew areas is cut off and exposed to vaccuum.


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Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

For the newbies (or forgetful old hands) :

HOW SKILLS WORK

Skills rolls utilize the formula of :

2d6 + Skill DM + Stat DM + Task DM

Your target # is always 8+. That is, you want 2d6+mods to be 8 or higher

Which stat to use can vary, depending on what you want to do.

Simple tasks are trivial for everyone. A simple task might be requesting weather data from a standard tourist computer system, ordering a meal in a language you know well, or sneaking up on a drugged guard. Simple tasks have a difficulty DM of +6.

Easy tasks are trivial for a trained professional, and simple for an amateur. An easy task might be hiking cross-country for a few hours, holding a ship in perfectly level flight, or activating an unfamiliar device that has a clear and simple interface. Easy tasks have a DM of +4.

A routine task is trivial for a trained professional, and relatively easy even for an amateur. A routine task might be hitting a prone victim in melee, landing a ship in optimum conditions with computer assistance, translating a newspaper and so on. Routine tasks have a difficulty DM of +2.

An average task is a moderate obstacle to a trained professional. Shooting a gun accurately at range, plotting the jump calculations for a starship, repairing a damaged circuit board or finding a buyer for a cargo bay full of machine parts on an industrial world are all examples of average tasks, which have a difficulty DM of +0.

A diffificult task is difficult even for a trained professional. Examples might be making an accurate shot in the middle of a ferocious storm, defending a client in court when he is clearly guilty, hacking into a secure computer network, or spotting the flash of sunlight reflecting off a sniper’s scope. Difficult tasks have a diffi culty DM of –2.

Very difficult tasks are hard for a trained professional, and nearly impossible for an amateur. They have a DM of –4.

Formidable[b] tasks are exceptionally hard, such as performing surgery in zero-gravity in a ship that is under attack, hacking a military-grade computer network, disarming a terrorist bomb, or convincing a city of superstitious natives that you are a peaceful trader and not a demon from the outer darkness when you don’t speak a word of their language. Formidable tasks have a difficulty DM of –6.

[b]UNTRAINED PENALTY[b] : You have an Untrained Skill penalty of -3 if you attempt a task for which you don't have the minimum training in a skill (0). Each level of Jack of All trades reduces this by 1, meaning if you have Jack of all trades at 3, you are considered fully trained in all skills at the minimum level.

[b]Which Stat to Use : Generally the stat to use is intuitive. If you are trying to do something that requires movement, use dex. If you are trying to do something that requires you to think use int. If you are trying to do something where your knowledge of the subject is important use edu.

Examples :

Move yourself in zero-g : Zero-G/Dex
Move a 5 ton object in zero-g safely : Zero-G/Int
Answer a question about moving in Zero-G : Zero-G/Edu


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

Since simple, easy, routine, etc are a bit arbitrary...should we just describe our attempt and wait for you to assign that trait. For instance, the zero g roll I made, was to be in conjunction with whatever aid Dev might supply to gain traction.

I'm not sure where that would fall within the skill ease modifier.

I was thinking Dev throwing a tether of some kind would add aid bonuses


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If I tell you a specific test (Zero-G Routine) then you can self calculate.

If you're volunteering a roll, go with the difficulty you think it would be, and I'll adjust as needed.


Male Human

I've got a sleeping baby on my lap currently and I'm going to get moving here. My basic background is I grew up on Capital and became a field researcher spending a more time in the wilderness than labs. I found a plant the locals thought was cursed. Upon researching it I found it could be turned into a medicine. I spent time developing it and it turned into a wonder drug and made the company a lot of money. While traveling to the company's head research facility he was on the same ship Tam was and was injured in the accident. I then invented an electronic machine that would synthesize the compound and made the company even more money. I Scandalous attended several of my lectures during these trials.


Darrian 7C7BE5

Sounds good to me.


Commonality Droyne - 396CCC[5]

So, since it has come up...aside from escape pods, I assume there is/was a ship's boat/pinnace. Would it be in an accessible part of the ship? Or does 'all the escape pods have launched' include the ship's boat?


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

There are 3 escape pod bays in the saucer section for passengers.

There were 2 escape pod bays in engineering for the crew.

There are two landing bays in the engineering hull, one with a ship's boat and one with a slightly larger pinnace.

Tam checked the first of 3 escape pod bays, and every pod was gone.

The engineering escape pods may or may not still be there.

The boat and pinnace may or may not still be there.

Engineering can still be accessed, if you use an airlock. That would require using an air-lock on the forward section and then going back to engineering section and using an air-lock there to enter the depressurized sections. If there are any pressurized sections of engineering, those would need to be accessed via air-lock as well.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

according to the description, the rescue balls should have a first aid kit, correct?

@PCs While Scandalous will trust any decision by Malt with her life. we probably should make our way to engineering first right?


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, rescue balls have a first aid kit


Commonality Droyne - 396CCC[5]

Two rules questions...
1 - If damaged, do task rolls use the modifier of the base statistic, or the damaged one?
2 - Does the -2 for having END 0 apply to mental skill uses as well as physical? (i.e. tasks using INT/EDU/SOC modifier)


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

1) Base Stat
2) Yes, the pain is distracting. (Think about working with the flu)


Darrian 7C7BE5

All, I will be on vacation for the next 9 days (yeah)! I will probably not be able to post for the next two weekends and if I do it will be from my phone so don’t expect anything spectacular :(. I do not foresee having any problems posting during the weekdays as I will have wifi and my ipad. However, if you don’t hear from me it is because I spent too much time on the beach or at one of the overpriced theme parks in the Orlando area. Please bot me as necessary and try not to kill my PC - I'm looking at you mdt :)


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Bestbot/Darrian 8G5D76/8G5975

*Rubs tips of forelegs together in a manner that is not at all menacing*


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

If the accretion disks are visible, are we under significant time dilation?


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Since time is relative, you have no idea.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

Glitch,

Are you going to put on the vacsuit and thrusters Plus tools to get us over to engineering, or are we waiting on Malt to lead?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Glitch doesn't have a vacc suit. Only Tam and Malt have vacc suits at the moment. So you'll have to wait for one of them to come back. The crew has vacc suits, but they are in engineering to keep the passengers from taking one for a joy ride (they've had drunk idiots do so in the past) so none are in the passenger areas.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6
mdt wrote:
Glitch doesn't have a vacc suit. Only Tam and Malt have vacc suits at the moment. So you'll have to wait for one of them to come back. The crew has vacc suits, but they are in engineering to keep the passengers from taking one for a joy ride (they've had drunk idiots do so in the past) so none are in the passenger areas.

Couldn't they have put a 2 cr lock on the closet door instead? I'm going to write a sternly worded letter to the proprietors, should I survive.


Commonality Droyne - 396CCC[5]

FYI, while it's a bit of metagaming, the reason Malt is willing to spend the 10 minutes to retrieve Warren's gear is that I as a player am not comfortable with shafting him out of what gear he has just because his starting situation wasn't within his room...


Male
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Human GM

Ship Boat Deckplans

Ship Boat Visual

40 ton Pinnace


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Verdant Dawn, better picture

If you look at the dorsal protrusion, you can see the midship airlocks (starboard is visible, port is on the opposite side, about 40 ft away).

The boat bays are drop bays on the bottom of the ship, allowing the boats to 'drop' from main engineering hull. So to get to them, you have to go down the hull, down the ladder (aft starboard section) and then approach the drop bay from below and access it via the airlock.

You can go over to the port side and do the same thing, if you prefer to try the port boat bay first. It'll add a little time either way. You can also travel along the bottom of the ship from the port to starboard drop bays (or vice versa). If the bay is open, the ship is gone. If it's closed, it's likely still there.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

with one jet pack and only Tam and Malt with vacc suits...they'll need to make and execute the plan. I recommend travel along the bottom


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

I suppose all of us, including Eave, should vote on which ship.

I vote Pinnace


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Malt doesn't have a vacc suit, he has a protec suit, basically a ballsitic body glove. It just has magnetic boots for walking around in zero g. He'd not last any time in vacuum.

Tam's the only one who can use the jets.


Darrian 7C7BE5
mdt wrote:


Tam's the only one who can use the jets.

Great!

I vote pinnacle too.


Bestbot/Darrian 8G5D76/8G5975

EAVE abstains. Courteously. :3


Commonality Droyne - 396CCC[5]

Offhand, I'd say the ship's boat, since it has higher acceleration. But not so much of a preference that I'd stress over it.


Dev Vorn - 9769B5 - Captain - Alell (Regina Subsector, Spinward Marches 1706)- Character Pic

Dev has a pinnace of his own, so maybe would get a +1 for familiarity??? maybe?? lol


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Skill Check modifiers (Easy, Average, Hard, Etc) are on the campaign tab.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

EAVE's base model wouldn't be all that unusual in Darrian space.


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

I was waiting on some Warren healing...can I break continuity and fast foreward to the ship while waiting on his medic roll?


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

How many days of emergency rations (water included) do we have before running out?


HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6

What Tech level is this Kestral on average?

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