GM SuperTumbler |
Kyle Hunsley evasion Daring+Security: 3d20 ⇒ (2, 7, 2) = 11 Special ability that lets him roll 3 dice. Has a Focus.
That is 5 Successes!
Sobek had 3 Successes.
Again both are Successful. Sobek generates 1 Momentum. Kyle generates 4 Momentum. Kyle will use his 3 net Momentum to add 3 intervals to the search for a total of 5 intervals (5 minutes each).
K'Rist |
K'Rist has an idea that is so far-fetched that it just might work. She attempts to recalibrate the ship's internal sensors to pinpoint and track Hunsley's movements by inputting his bio readings that would likely be on file.
I think that this would be Reason and Science, but I will defer to the GM on whether it is even possible. You can use these rolls for whatever combination you feel fits.
Reason + Science (or whatever): 2d20 ⇒ (1, 10) = 11
That's 3 successes, I do believe.
Fleet Capt. Aytthi Tharhat |
Sobek had three and Milarin had one which is 4 in total, since Sobek is a new player, he should not have rerolled a success.
The Captain joins in on the search as well 1d20 ⇒ 11
Milarin helps too 1d20 ⇒ 12
GM SuperTumbler |
Are there some rules that you are leveraging with that? You can't play a supporting character and your main character in the same scene. I had counted those successes and the re-roll. You can re-roll successful rolls in hopes of getting a better result, less than your discipline with a focus or a 1. There are rules for using crew support, but I'm trying not to complicate all of this with even more rules.
I'm going to leave my original ruling, because it brings everyone to the same time stamp and lets people have significant decisions to make about whether to work on replacing the plasma relays or joining the search for Hunsley.
According to the [url=https://docs.google.com/spreadsheets/d/1_UbHSgO8EEXeUAGgE1aQdphJlk9zOmnYTo1EViY13-Q/edit?usp=sharing]Adrift Challenge Tracker[/url, we are now at 150-155 minutes. Ship will cross the Neutral Zone in 65 minutes without further slowing.
As the crew scrambles to locate the saboteur, Captain Tharhat joins Lt. Sobek. The two officers stride down a corridor, flanked by security. They halt as their eyes catch a scorch mark on a panel. They quickly determine that someone has blasted the latch of an access panel, giving them access to the Jeffries tubes beyond.
Give me a sec to respond to K'Rist's attempt.
Just as Gullerg and Xin are exiting another Jeffries tube and replacing the access hatch, congratulating them on a job well done, the ship is rocked by an internal explosion. Klaxons sound and red lights flash as the ship goes to red alert.
GM SuperTumbler |
Kyle evades capture: 3d20 ⇒ (13, 3, 1) = 17 4 Successes, 3 Momentum
Sobek assists with Reason+Security: 1d20 ⇒ 2 Comined with Captain and K'Rist's scanning, 6 Successes, 4 Momentum
Net 1 Momentum for you guys. That takes 10 minutes.
Narrative: Kyle moves as quickly as he can through the Jeffries tubes. He traces the path previously followed by Coop. He places phasers set to overload next to two of the engine control relays as he scurries down the tube and out an access hatch.
He draws a palm sized device from his jumpsuit and moves toward a door. He holds the device up to a panel beside the door.
Rules: I am spending 4 Threat to have Kyle undo Coops long ago check to repair the engine control systems. Someone will need to make another Difficulty 3 Fitness+Engineering check to repair the systems destroyed by the overloaded phasers.
K'Rist locates the saboteur's life signs hiding in Ensign Bates' quarters.
Hope that all makes sense. You now have 65 minutes. You can complete the repairs in 30 if you succeed at the task and spend a Momentum to make it take only one interval. Then 35 minutes to restart the engines. You will just make it if everything goes well.
Whoever goes to intercept Kyle in his hiding spot (I assume at least Sobek and the Captain) will get to play with the Combat rules.
Fleet Capt. Aytthi Tharhat |
The Captain moves forward towards the area where Hunsley is and says, "Son, this is the Captain and this does not have to end in bloodshed. You decided not to kill my crew and that will be taken into consideration. We have found you and there is no point in making things worse. I will assume your intention was not to have drift into the three D7 warships just across the Neutral Zone and you are not suicidal. Come out and we can come to a mutually beneficial solution."
Something(Control or Daring) + Command with Persuasion and Diplomacy using a momentum 3d20 ⇒ (7, 9, 15) = 31
Can I use either my Follow my Lead or Cold Reading here?
GM SuperTumbler |
As you arrive at the crew quarters door, you command the computer to open the door with an emergency override. The security team places themselves in between you and the door, but the Captain waves them off, placing herself in the door. The quarters are dark beyond the door, all of the crewman from this room working with the ship at general quarters. From the darkness, a figure emerges. He is a caucasian male human, with dark hair and a sturdy build. In another century, he might have been a linebacker. He holds a type 2 phaser in one hand, with another holstered at his waist.
Looks like the Captain wants to handle this as a social conflict rather than phasers blazing. Rules for Social Conflict are on page 164. Persuasion focus applies, but none of your rolls qualify for the Focus. I think you are looking at Presence+Command. Presence is for influencing others.
2 successes
Hunsley negotiation: 2d20 ⇒ (10, 5) = 15 A tie
"Look, Captain, I've done what I was sent to do. All I want now is to get off of this ship. Give me a shuttle and a pledge to leave me alone, and I'll be on my way."
Fleet Capt. Aytthi Tharhat |
She smiles and says, "Right now my shuttles are being used to keep the Amity from crossing into the Klingon Neutral Zone and as much as I would love to loan you one of our shuttles, I am responsible for the entire crew. Please put the phaser down and we can drink some Katheka or something stronger and enjoy the rest of the voyage, what do you say champ? Who are you working for? If it were the Klingons, you would not have come out to talk. You might want to work for me. I like scrappers and ingenuitive types."
using the Diplomacy and a momentum 3d20 ⇒ (14, 2, 6) = 22... sweet looks like four
Fleet Capt. Aytthi Tharhat |
She smiles at the human and says, "That is not going to happen.", six of one a half dozen of the other
She stabs him with her Ushaan-tor, non lethally 3d20 ⇒ (8, 19, 8) = 35 reroll using Ushaan talent 1d20 ⇒ 5
Sobek let's apprehend him"
I get to play my both sides of my value in this scene, awesome.
GM SuperTumbler |
Combat section starts on page 169. There is no rolling initiative in this system. Players always go first unless GM spends two threat to seize the initiative.
Captain Tharhat takes a minor action to move to melee range with Hunsley. Then a melee attack action.
Kyle Daring+Security (13): 2d20 ⇒ (20, 20) = 40
Wow, Kyle just crapped himself. Wow.
Three successes from Tharhat against a Difficulty 1 Task. The generates 2 Momentum. You can roll that back into damage to buy more effect dice. The Ushaan give 2 effect dice, I'm going to roll the rest into effect dice, for a total of 4. I'll give you 2 more from his rolls of 20s.
Ushaan damage Vicious: 6d6 ⇒ (6, 4, 5, 2, 3, 5) = 25 2 is worth 2, 5 and 6 are worth 1 because of Vicious. He takes 5 Stress, which enough to cause an injury. I'll spend 2 Threat to take Avoid that Injury.
Sobek can also attack, either via Phaser or physical attack. Rules on page 174 (180 of the pdf).
Fleet Capt. Aytthi Tharhat |
I will definitely spend a momentum to help Sobek, also can the security detail jump in too?
Lt. Sobek |
Sobek has his phaser out (set to stun) and pointed at Kyle. Sizing up his opponent, Sobek acertains that his phasers are his most logical choice.
HALT!
Sobek fires.
Stun Kyle with Phaser-Control+Security: 2d20 ⇒ (8, 10) = 18
Fleet Capt. Aytthi Tharhat |
Direct 1d20 ⇒ 5
The captain using her experience in combat to set up a perfect shot for Sobek.
I think that is a crit.. so another 2 successes... for a total of four.
Cmdr. Xin-Yalix |
"Let's get this done bav Khebloss. We'll get these control relays done and get this little birdy under control. I'm going to need your help, I'm not a early Crashon anymore."
Fitness 8 + Engineering 2 = 10
2d20 ⇒ (3, 9) = 12
Cmdr. Cooper Barstow |
Coop found that with helm once again less than responsive, it was only in helping his more technical crewmates that he would be of use.
Fitness + Engineering assist: 1d20 ⇒ 17
Welp. At least I didn't add a complication
GM SuperTumbler |
Sobek gets two successes, which is what he needs to succeed at the ranged attack. Ranged attacks are not opposed as melee attacks are.
Rules moment: Sobek can take one minor action and one major action. Firing the phaser is the major action. Phasers have a cool abilty called Charge: The weapon has an adaptable energy supply, allowing its potency to be scaled to various levels. If the character performs a Prepare Minor Action before attacking with this weapon, they may add one of the following weapon Damage Effects to the attack: Area, Intense, Piercing 2, or Vicious 1. I'm going to say he goes with Vicious. Vicious adds one damage per effect rolled (on a 5 or 6). Also, I forgot before that weapon attacks add effect dice equal to the character's security.
Captain Tharhat's direct gives us an extra success. We can plow that Momentum into an extra damage die.
Phaser damage dice: 8d6 ⇒ (1, 2, 3, 3, 1, 3, 3, 3) = 19 Only 4 Stress damage. Not enough for an injury. That is a lot of threes, and threes mean nothing.
Summary
Captain Tharhat moves swiftly into the room, stepping past Hunsley's reach to stab at him with the Ushaan. Hunsley dodges to the right, the Ushaan passes through empty space. Sobek adjusts his phaser settings and fires at the saboteur, but he ducks low, the phaser beam striking the bulkhead harmlessly.
Hunsley attack: 2d20 ⇒ (11, 11) = 22
Tharhat needs to roll the opposed check. 2d20 vs Daring+Security. Difficulty 1. You have no Momentum.
Fleet Capt. Aytthi Tharhat |
My direct was a crit because I rolled a 5 which is my command stat
2d20 ⇒ (8, 13) = 21 2 successes
The captain then brings her Ushaan-tor back into play and goes for a second stab 2d20 ⇒ (5, 1) = 6 [ooc] sweet a crit and a success
GM SuperTumbler |
So 1 Momentum then.
2 Successes on both sides means no one wins.
Hunsley oppose Tharhat's attack: 2d20 ⇒ (17, 19) = 36
2 Momentum 9 Threat
Captain, you can roll your damage. 2d6 from the Ushaan, 2d6 from your Security. I think the Ushaan is Vicious, so 5 and 6 do one damage. You can spend Momentum to gain additional dice at a 1-1 ratio.
Fleet Capt. Aytthi Tharhat |
The Captain sees her opening and stabs at Hunsley spending 1 momentum 5d6 ⇒ (6, 4, 6, 3, 2) = 21
[
Gullerg bav Khebloss |
I'm going to hope Gullerg pops in to roll that assist.
Of course!
Difficulty 3 Fitness+Engineering check.Gullerg has Fitness 8 + Engineering 4 = 12
Gullerg Roll (12): 1d20 ⇒ 9
"Nice work commander Xin-Yalix!"
Gullerg pats the Efrosian's back maybe a little too hard.
GM SuperTumbler |
It adds +1 damage on an effect as well. Not sure what that means :)
The effect dice, what Gullerg calls the Star Trek dice (which I love) are what you roll for damage. 1=1, 2=2, 3=0, 4=0, 5=0 and an effect, 6=0 and an effect. In this case, the ushaan is Vicious. That means a 5 and 6 do 1 damage.
Guller and Xin slot the final control relay into place and flip the switches to initialize it. The plasma conduits fill the Jeffries tube with a wash of blue light as system come back online.
On the bridge, Coop's control console illuminates.
You 3 have to decide whether to spend 1 Momentum to shorten that Task from 60 to 30 minutes.
GM SuperTumbler |
Captain Tharhat drives her ushaan into Hunsley's gut and the human doubles over. She brings an elbow down on his neck and he drops to the deck.
Since Sobek hasn't dropped in, I'll just take the Injury and end that scene.
That takes us to timestamp 185 minutes.
1 Momentum and 9 Threat
You have 30 minutes until you will cross the border. It will take 35 minutes to restart the warp engine following the published procedures for the new ship. In reality, this will be an Extended Task, so it is possible to do it more quickly (something like in Naked Time TOS episode, or also TNG Relics, I think).
Let's start a new scene (that will reduce your Momentum to 0.
Fleet Capt. Aytthi Tharhat |
After stopping Hunsley the Captain says, "Mr. Sobek, bring this man to sickbay under heavy guard. After we get back underway, I will want to speak with him personally."
She then wipes the red blood from her Ushaan-tor on her skirt and puts it back in her sheath.
She then flips open her communicator, "Misters Khleboss and Xin, can I get a status update?"
"Mr. Cooper, how long until we are in the neutral zone?"
"Dr. K'rist, Mr. Sobek will be bringing one injured saboteur to the sick bay, stabilize him and prepare him for questioning. Tharhat out."
Gullerg bav Khebloss |
"We have finished the repairs captain. We will proceed to start the Warp Engines. You will have to excuse us if we don't follow the manual to the letter this time, as we are pressed for time."
When he stops talking to the captain, he will assemble the engineering tea.
"Boys, please make me proud. Let's get this lady ready to dance in less than 30 minutes. Remember, slow is steady, steady is sure, sure is fast."
He will move around trying to beat the record time for getting a Warp Drive started.
he has Focus on Warp Field Dynamics, so I hope it helps.
He also has Technical Expertise: Whenever you attempt a Task assisted by the ship’s Computers or Sensors, you may re-roll one d20 (which may be the ship’s die).
Does it apply here?
Control 10 + Engineering 4 I guess.
Gullerg Rolls: 2d20 ⇒ (6, 4) = 10
That is how we roll in the Federation!
"Commander. Xin-Yalix, please assist Beta team, we need those coils warm as fast as possible."
Fleet Capt. Aytthi Tharhat |
The Captain looks to help by directing using her something and command 1d20 ⇒ 10
She says, "Mr. Khleboss, your team is going to be successful and we are going save those folks!"
Cmdr. Xin-Yalix |
Commander Xin-Yalix quickly makes his way back to the bridge.
"Captain." Xin salutes as he heads towards his station. "My complements to bav Khebloss and his team. My initial projections would have had us far less ready at this stage."
Commander Xin-Yalix scans for the Klingons, have they adjusted to the Amity's change of course?
Control 10+Science 5 to scan for them?
Plus my own Technical Expertise since I am using the ship to do it.
Xin-Yalix: 2d20 ⇒ (16, 6) = 22
Re-rolling the 16 thanks to Technical Expertise
Tech Expertise: 1d20 ⇒ 7
Lt. Sobek |
Sobek gathers a small group of top security guards and takes the human to sickbay. Once in sickbay, the guards assist getting the human onto one of the beds.
"Doctor, here is your patient. He will require restraints at all times. I will remain here to provide protection. Once he is stable, I would like to ask him a few questions before we bring him up to the Captain."
GM SuperTumbler |
Gullerg's Technical Expertise Talent doesn't apply here because the ship isn't rolling to assist you.
Gullerg generates 3 successes (including the Focus) and Captain assists with 1. It is a Difficulty 3 Task, so that generates 1 Momentum.
Since it is an Extended Task, you roll 2 Challenge Dice+Challenge Dice equal to your Discipline (Engineering 4 in this case).
Challenge Dice vs Extended Task: 6d6 ⇒ (3, 5, 5, 4, 6, 5) = 28
5,5,6,5 are worth one each, so 4 Work on done on the Work Track
Work Track is kind of like Stress or Hit Points. This Task has a Progress of 12. Once you have done a total of 12 Work, all additional work will trigger a Breakthrough. What you actually need to accomplish the Task is 3 Breakthroughs. You can achieve a Breakthrough by getting to the end of the Work Track (12 in this case) or by doing 5 or more Work in a single check.
You generated 1 Momentum. You can use that Momentum for a few things here. Your check will take two intervals of 5 minutes each. 1 Momentum will reduce that to 5 minutes. Then you attempt a new Task. Or you can spend 1 Momentum to do one more Work. That will total 5, which would give you a Breakthrough. The good thing about a Breakthrough is that it lowers the Difficulty of further Tasks by 1 (so it would be 2 for the next check). Last, you could spend the Momentum to re-roll as many Challenge Dice as you want (you have to take the better roll) So you could re-roll that 3 and 4 for a chance at 1, 2, 5, 6.
Hope that all makes sense. It is complicated.
Cmdr. Cooper Barstow |
While they are working the extended task for engine restart, can I continue trying to delay crossing the NZ? And if so, what's my target successes?
GM SuperTumbler |
Commander Xin-Yalix quickly makes his way back to the bridge.
"Captain." Xin salutes as he heads towards his station. "My complements to bav Khebloss and his team. My initial projections would have had us far less ready at this stage."
Commander Xin-Yalix scans for the Klingons, have they adjusted to the Amity's change of course?
Ship can also assist with Sensors+Science (10)
1d20 ⇒ 2 3 Successes on a Difficulty 1 Task.
Xin-Yalix gazes into the main sensor scope. The sensors register power being directed to the Klingon ship's engines and weapons. They have adjusted their position to intercept you.
With those Momentum on the Sensor Task, you can ask two more questions. I don't think you can put them into the Momentum pool.
Gullerg bav Khebloss |
[ooc]You generated 1 Momentum. You can use that Momentum for a few things here. Your check will take two intervals of 5 minutes each. 1 Momentum will reduce that to 5 minutes. Then you attempt a new Task. Or you can spend 1 Momentum to do one more Work. That will total 5, which would give you a Breakthrough. The good thing about a Breakthrough is that it lowers the Difficulty of further Tasks by 1 (so it would be 2 for the next check). Last, you could spend the Momentum to re-roll as many Challenge Dice as you want (you have to take the better roll) So you could re-roll that 3 and 4 for a chance at 1, 2, 5, 6.
Hope that all makes sense. It is complicated.
Quite complicated, but thanks for the help and explanation.
I will go with using the momentum for the extra Work and the Breakthrough.