| Jenni "Glitch" Everson |
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?
| mdt |
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.
| mdt |
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.
| mdt |
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.
| mdt |
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.
| Omaltdoytsart Yuftro |
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 :)
| mdt |
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.
| mdt |
| 1 person marked this as a favorite. |
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
| Scandalous |
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
| mdt |
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.
| Warren Connery |
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.
| mdt |
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.
| Scandalous |
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?
| Nanier Rhuyl Tam |
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 :)
| mdt |
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.
| Scandalous |
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.
| mdt |
| mdt |
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.
| mdt |
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.
| Dev Vorn |
Dev has a pinnace of his own, so maybe would get a +1 for familiarity??? maybe?? lol