Once on Blue Moon

Game Master Xabulba

Hired by the Zeck Z'Zatz corporation to survey a blue moon orbiting a gas giant in the Thompson system. Your team is the second survey to the moon called Question. All goes well until your ship begins decent when it is attacked by 4 unknown fighter-craft. You and few others eject in a life pod down to the hostile world below.


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Current roster:
RyanH
Vrog Skyreaver - Mcluntz, Enforcer
fnord72 - Mentalist
Spazmodeus
Caro Cogitatus - Kara Saint-Germaine, SciSpec
thzero


Current roster:
RyanH
Vrog Skyreaver - Mcluntz, Enforcer
fnord72 - Mentalist
Spazmodeus
Caro Cogitatus - Kara Saint-Germaine, SciSpec
thzero
AGamer70


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Glad to be here and thanks for GMing. Did I have a chance to grab any medical supplies, weapons or provisions before entering the life pod?

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Dot.


dot


Common background for everyone:
You were hired by the Zeck Z'Zatz corporation, a headhunting corp that recruits and assembles survey and security teams for other corps and private investors, to do a comprehensive secondary survey of Question.

Question is a blue moon orbiting a hot gas giant in the Thompson's Twins system. Thompson's is rimward several LY from the nearest coalition outpost. Thompson's is a binary system of a white dwarf (Thompson A) and it's red giant companion (Thompson B). Thompson B has 3 planets in orbit, the first two are Mercury sized and very close to the star. The third (Thompson B3) is a hot gas giant with 7 planet sized moons. Question is the 5th moon and the only one to have habitable atmosphere. Question also has a incredibly strong magnetosphere, stronger than should be possible for a mass it's size, the magnetosphere is the only thing keeping the moon habitable.

The first survey team reported no intelligent life but found evidence of artificial created structures covered by vegetation. They also came back with basic topographical maps and spectral analysis on potentially valuable mineral deposits.

The second survey team consists of over a hundred personal and several hundred tonnes of equipment. The survey team is lead by a central command that organizes the efforts and information collected by the half dozen exploration teams. That is until arrival at Question when the ship carrying the survey team is attacked by party unknown.


hi all


Also posted in recruitment page

Each of you will start with following equipment free;
1 Albedo Screen with 3 SEU20 charge packs
1 Skeinsuit
1 hand weapon of your choice with 3 full clips of ammo

The escape pod is equipped with;
1 techkit
1 medkit
1 envirokit

Grand Lodge

The escape pod ... are we already in that? :)


RyanH wrote:
The escape pod ... are we already in that? :)

I wasn't going to play through the attack on and destruction of the transport ship, I was just going to some exposition and start you on in the escape pod heading towards the planet. If enough of you want I can have you play through the attack.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

I'm okay either way. Being thrown together in a tiny boat during an emergency is a natural starting point for the adventure and a good place for introductions.


Better than a tavern.

It would be safe to assume that if the ship was heading for planet fall, people that were going to be on an away team would already have gear kits packed.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Looking forward to this...when do we start?


Just waiting for at least one more before starting.


Game died Humma Enforcer

what do the seu packs cost? i cant seem to find it.


Ru DeHammer wrote:
what do the seu packs cost? i cant seem to find it.

Page 53 of the original SF book. It's 100cr for a 20seu ammo clip.

Also as posted earlier in this page;
Each of you will start with following equipment free;
1 Albedo Screen with 3 20seu charge packs
1 Skeinsuit
1 hand weapon of your choice with 3 full clips of ammo


Game died Humma Enforcer

OK thanks. I updated my pistol to the laser ke1500.


Birthday weekend begins now, be back in a couple of days.


OK I'm back and hopefully 2 late recruits will get us up to 5 players and then we can finally start.


Human - TechEx

Stats for R. Wilco (Ryan H)


R. Wilco wrote:
Stats for R. Wilco (Ryan H)

Bonus Karma just for the Name.


Ok I'm ready to go.

Are we using the optional skill point bonus for Pure Strains from the Gamma Dawn supplement?


Game died Humma Enforcer

Hope you had a good birthday.


Tyiiree wrote:

Ok I'm ready to go.

Are we using the optional skill point bonus for Pure Strains from the Gamma Dawn supplement?

No.


Kara Saint-Germaine
Chip
Ru DeHammer
R. Wilco
Tyiiree

WooHoo the gangs all here, I'll have the gamepage up by morning and we can get this thing started.


woot


Game page is up.


Paging R. Wilco and Ru DeHammer, the game has started and need some input from you.


Human - TechEx

Sorry, since there had been no posts there, there was no indication ... will do so soon.


HP: 51 (51) | AC: 23; T: 14; FF: 19 | Init: +2 | Fort: +8; Ref: +6; Will: +7 Spells/Day: 4 (4) / 3 (3) | Mental Focus: 12 (12) | Invested: Evocation: 6 (6); Transmutation: 6 (6)

Sorry, I had missed that we were starting. I'm here and ready to rock!


Game died Humma Enforcer

Regarding the perception check: under Alpha rules, with a 45 intuition, I think I would need to roll under that, but using Zebulon's guide, with no skill and the resolution table, I need under 35. Do I understand that correctly?


Ru DeHammer wrote:
Regarding the perception check: under Alpha rules, with a 45 intuition, I think I would need to roll under that, but using Zebulon's guide, with no skill and the resolution table, I need under 35. Do I understand that correctly?

With the Zebulon resolution table you want to roll low, the lower the better. Each level in a skill shift the results one column to the right. Depending on the difficulty of the task is I shift the column to the left. If you don't have a skill but want to or have try anyway the results can only be shifted to the left. I should have told which color (colbalt, blue, green or yellow) is needed for success, sorry about that.

In the case of the perception test green is all you needed.


Human - TechEx

Interesting, neither the gameplay or discussion show up in my campaigns ... but recruitment does ...

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

@R. Wilco, generally a post in the relevant forum is enough, and you've done that.

I'd suggest the forum equivalent of rebooting: log out and log in again. You might also try clearing your cache or trying a different browser or different machine.


Series of statements and questions to get a feel for things. GM, please advise for your setting.

I would expect that any escape pod was designed for controlled landings, furrows tend to scramble the contents.

Civilian emergency gear is generally made idiot proof and would have an automatic beacon.

Military gear would not automatically broadcast, since it might be in hostile territory (today's pilots carry emergency beacons they can turn on and off).

How good is detection equipment, in general? Today it would take specialized gear to find a large metallic mass hidden under a jungle canopy. In some sci-fi settings, the metal configuration of our batteries might be easily detectable.

To better understand the rolling, Chip's perc is 65. With no skill, he rolls on the 0 or /0 table? With no skill he receives no shift for his base of 65? Rolling on the same column as someone else with a base of 30 and no skill?

Grand Lodge

Yeah, I assumed no furrow. Otherwise we're already discovered.


Chip - SF wrote:

Series of statements and questions to get a feel for things. GM, please advise for your setting.

I would expect that any escape pod was designed for controlled landings, furrows tend to scramble the contents.

Correct, this model used a para-wing to slow decent and when low and slow enough deplys a parachute and balloon cushions for touchdown, no furrow.

Chip - SF wrote:

Civilian emergency gear is generally made idiot proof and would have an automatic beacon.

Military gear would not automatically broadcast, since it might be in hostile territory (today's pilots carry emergency beacons they can turn on and off).

This is a civilian model so the beacon automatically broadcasts which is why you had to disconnect it to stop it broadcasting.

Chip - SF wrote:
How good is detection equipment, in general? Today it would take specialized gear to find a large metallic mass hidden under a jungle canopy. In some sci-fi settings, the metal configuration of our batteries might be easily detectable.

The pod is made from plastics, ceramics, carbon-steel weave and resins, very little metal was used in its construction. The sensors in the game can see much more detail than today's however they have the same limitations. The attackers would need a specialized sensor kit and a lot of time to detect the escape pod provided you turn off all radio/ladar/meson emissions, basically unplug the pod and go radio silent.

Chip - SF wrote:
To better understand the rolling, Chip's perc is 65. With no skill, he rolls on the 0 or /0 table? With no skill he receives no shift for his base of 65? Rolling on the same column as someone else with a base of 30 and no skill?

That's the rules, now that you point it out it doesn't seem fair does it. If the others agree I think a house rule is in order, how about 50 (above average) gets a +1 shift and 80 (excellent) or better gets a +2 shift.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

That bothered me too.

I would agree with the house rule, perhaps even going so far as a -2, -1, 0, +1, or +2 depending on which 20% the stat falls in.


House rule vote;

Chip brought up the fact that people with no skill regardless of their physical ability all have the same column penalty. That doesn't seem reasonable so I propose unskilled tests would get a +1 shift for abilities 50 (above average) or better and a +2 shift for abilities 80 (excellent) or better.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Aye.

Grand Lodge

Sure.


I'll take another look at it when I get into the office.

If skilled gives a CS shift, the same issue applies.

Someone with a base attribute of 70 and 30 would each get the same shift for training the skill with 1 pt?

Grand Lodge

Are we doing encumbrance? If so how much do these items weigh? Who will be carrying each which item and are we willing to move slower or leave things behind? My suggestion is for moving slower.

Survival blanket; waterproof and thermal insulated, can also be turned into a one pup tent. x5

Water distiller/purifier x1
Food purifier 1
5 days redi-heat meals x5
2 liters water, soft-skin canteen x5
Sparker (flintstone) x5
Plasti-Poncho x5
two way broad spectrum communicator x1

medkit 10kg
envirokit 10kg
techkit 12kg


The sergeant plans on pulling security, since no one else seems to be thinking about it, but if you pack up a pack and hand it to him, he'll carry it.


Game died Humma Enforcer

Agreed on the house rule. I think they took it too far by eliminating any benefit from attributes other than in combat.

In regards to carrying the purifiers, I guess a question would be if we need them or will we be able to find food and water once our supplies run out. Do we know enough about the moon to determine that? The rest of the equipment should be light enough to carry in a pack.

Grand Lodge

Oooh! We could use the Dex Mod table for all stats.

Grand Lodge

Repeat:

Are we doing encumbrance? If so how much do these items weigh? Who will be carrying each which item and are we willing to move slower or leave things behind? My suggestion is for moving slower.

Survival blanket; waterproof and thermal insulated, can also be turned into a one pup tent. x5

Water distiller/purifier x1
Food purifier 1
5 days redi-heat meals x5
2 liters water, soft-skin canteen x5
Sparker (flintstone) x5
Plasti-Poncho x5
two way broad spectrum communicator x1

medkit 10kg
envirokit 10kg
techkit 12kg


Well,

I think each of us should carry some of the obviously personal gear.

(GM may want to rethink quantities, a life pod should have had a set for each seat in the pod. Did we have one person rolling around without a seat?)

Dax's idea of using the dex table as a basis for skills makes a lot of sense, penalty for low attribute, untrained, bonus for high attribute untrained.

Zebulon's color guide has lowered the average success rate for skills from the old version. Neither version had abilities closely tied to skills though.

I think that is something to consider. PER is not an attribute perception to be used in place of untrained survival. It is actually Personality.

From reading on the 'net, it appears that many types of activities were just assumed to either be within the character's ability, or not. Only those falling within certain areas needed additional rules (the skills).


Human - TechEx

I'd use Intuition in place of survival, but shifting to make it more difficult ...


I had to fire somebody at work a couple of days ago so I am working doubles as well as training a couple of new people. Posting could be spotty for a few more days.

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