Traviller - RPG - Asian Tails (Inactive)

Game Master Johnny_Panic

GAME SLIDES


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GM_Panic wrote:
The PDA looks really well made and more like a control unit the more you look at it, Ss you get close to the robot it comes on, showing you a basic form of the robot on the screen. There is a flashing indicator that seems to be at its back.
Monger Abebe *He that flys* wrote:
That's why I need someone good with electronics, computers, or robots to make sure we can get this under control or at least of some use."[/b]

Holding the PDA out to Abebe, "This has a flashing indicator on it's back and it's showing the basic form of the robot. Do you think they are related?" He gestures towards the door, "But the PDA didn't activate when I approached the door." He shrugs, gesturing towards the rooms, "The robot may be able to open the door, maybe not. But the PDA may help work it? If you want to take it, I can keep looking for a key just in case."


Doctor
Navarre "Two-Fingers" wrote:
GM_Panic wrote:
The PDA looks really well made and more like a control unit the more you look at it, Ss you get close to the robot it comes on, showing you a basic form of the robot on the screen. There is a flashing indicator that seems to be at its back.
Monger Abebe *He that flys* wrote:
That's why I need someone good with electronics, computers, or robots to make sure we can get this under control or at least of some use."[/b]
Holding the PDA out to Abebe, "This has a flashing indicator on it's back and it's showing the basic form of the robot. Do you think they are related?" He gestures towards the door, "But the PDA didn't activate when I approached the door." He shrugs, gesturing towards the rooms, "The robot may be able to open the door, maybe not. But the PDA may help work it? If you want to take it, I can keep looking for a key just in case."

"Maybe a control unit of some kind, meant to allow transmission of instructions to the robots? Maybe there is an 'off switch'"


Give me int rolls to work out how the robot controller works.


Doctor

INT+JackOT: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13 ROBOT CONTROLLER


With some playing you manage to power it up. It seems to be in slave move to the PDA, and with some playing of the controls your able to got it to move about. You send it to the main door and it reaches out a tendril arm to the key pad. which lights up and the main Iris door opens. There is a passage and then another large room. It looks like some kind of meeting room or entertainment room. Very unlike the other rooms which seemed just function rooms this room is richly decorated.

See map.

As you enter the room, two panels open and out come two more robots, these look larger. One sparks and gose dead, the other dose not stop and falls down into the bottom of the meeting area.


Handing the PDA to Cable, Navarre begins to move back towards the 'sleeping quarters.' Quickly realizing that his friend had figured out the PDA Navarre smiles and quickly moves through the door with the others.

As soon as the two larger robots moved out of their paneled area, Navarre drew his shotgun. Watching as the one sparked and went dead and as the other fell into the meeting area. He watched the fallen one for a second to see if it seemed to be aggressive. Asking their medic, "Hey Cable, do you think that PDA will let you control this robot too?"

So what's the robot in the lower level doing?


8BAC87

Abebe looks at the offered controller and says, "Maybe I'm not the best to use this, I'm just a mechanic, just do repairs. I can try to get the power going but anything fancy like rewiring or reprogramming advanced alien tech, most here are more qualified to do. Glad to help though." Abebe does what he can. A robot returns to life an moves around. When it reaches out and activated the keypad, Abebe exclaims, "Yeah that what I hoped for! Okay, what's here."

When the new robots pop out Abebe jumps back a bit but when they seem not threatening he settles down and checks out the sparking robot being careful not to electrocute himself. "I'll check ol'Sparky here, I'd be careful about the 'falling down drunk' robot."

Mechanic(INT): 2d6 + 1 + 2 ⇒ (2, 4) + 1 + 2 = 9 Okay what's Sparky's problem?


The lower level robot is fried as well sparks come off it as it moves for a while then stops, dead as well. You look at both of them and seen that the control units are blown, seems there has been a power surge as the started up, they will need a full rewire with some kind of MI controler.

This room is odd, there is some kind of food vending machines with well past its use food and drinks in. A kind of terminal and a dead large screen on the all above the opposite Iris door.


Relieved that both robots are incapacitated, Navarre returns his shotgun to it's scabbard on his pack. Moving across what he believes is a meeting room, he nears the opposite iris door. "This looks like a meeting room to me, clearly no water-spitter for oxygen. We should keep moving."

As he nears the door he looks for anything familiar to the doors they'd already opened.

do you need a spot roll?
spot?: 2d6 + 1 ⇒ (2, 5) + 1 = 8


This door is part open, with a good STR roll and help you could get it open Fully.

I also need an Int roll DC9 for those who have seen the Photo and the sword.

INT DC9:

The Alsan in the photo is waring either that sword or one just like it.
See Game slides link at the top


Seeing the iris door is partially open, Navarre, calls, "This door is partially open, we may be able to pry it the rest of the way." using his multi-tool, tries to pry it open more.

Any bonus for using a lever?
str: 2d6 + 1 ⇒ (4, 2) + 1 = 7


A8AA97

Venssa moves over to the partly open iris door.

"Can I give you a hand there Navarre?"

She moves up and helps to push the door open.

Str: 2d6 + 1 ⇒ (2, 5) + 1 = 8


it starts to move but then stops, but you can get past. You enter what looks to be a comms room. There are work station for communications and screens. It all Aslan tech and very much dead most of it. But one screen show an image of what is beyond the other Iris door, a train track and a small train carriage.

IMAGE HERE

If you look around the room, see map in slide you find depending on your roll.

Spot DC 7:

You find a weapons locker, but you can see 3 hand pistol weapons inside, locked DC 9 to open,

Spot DC 9:

There is what looks three [flash] chest and arms armor to fist Alsan.
Flash armor when hit with a laser, takes all laser Dmg but is destroyed in doing so.

Spot DC 11:

You hand hard copy Alsan steller maps in a tube roll container.

Spot DC 13:

This images and some Alsan text with it.

As you look there is a ruble and you hear rock falling, dust comes in v the half opened iris door you just came in.

AIR CLOCK 8:27:00 hours of air left.


spot: 2d6 + 1 ⇒ (3, 4) + 1 = 8

Half crawling through the partially opened door, Navarre brushes up against a locker as he looks towards the only active screen. Pausing he notices what appears to be weapons inside. Reaching up he tries the latch, telling the others, "There's a weapons locker here. Still locked, anyone want to give it a ...?"

His question cut short as the rubble behind them starts to fall. Seeing the stone blocking the partially opened door he curses, "Blast!"

Shaking his head, there would be no returning now. When he'd seen a couple of the others picking up the things they'd piled, he'd considered telling them to leave it, that they would be back. Now he was glad they hadn't. But now do they balance collecting these ancient artifacts with getting out while they still had oxygen. Having a gift for stating the obvious, Navarre points towards the screen, "There may be our way out, let's gather what we can quickly and get out of here."


8BAC87

Abebe mulling over the what the other told him, thinking What's an MI controller? When things shake he runs forward to the newly opened Iris door and peeks out.

Spot(INT): 2d6 + 2 ⇒ (5, 6) + 2 = 13 See what's to be seen.

Edit: Needed to commit roll, then write results.

Abebe replies, "Yeah and let's see some big armor about the same size as the body, 3 sets, real shiny, think it might be flash stuff, you know for beating lasers. Over there is what looks like a tube roll, if I remember right that symbol on it is what our friend said what was Aslan for map. And another image of a gigantic underground base, look bigger than home."


Doctor

"The weapons will be valuable now ... but if we could salvage that armor and retrofit it for ourselves, that would be extraordinary."


Male Human AACBC6

Boom studies the mine map for a minute and then collects it and looks around.

Spot: 2d6 + 1 ⇒ (3, 1) + 1 = 5


Nodding in agreement with Cable, "So we open the lockers, get the armor and weapons." He then points to the door, "Then we open the door and head into the mine."

He turns back towards the lockers, "How do we get these open?"


Please, tell me what you have planned to get the lockers open.


Looking at the others, as thy slowly use up their oxygen, Navarre, lifts up his multi-tool, shifting it to a prybar type tool, he asks, "Should we try and pry the lockers open like we did the door, or is there a better option?"

I think officially Navarre is not the smartest person in the room, so, any other ideas than brute force?


That will help, just need a roll for each form someone, you can aid other. Dc is 12


GM_Panic wrote:
That will help, just need a roll for each form someone, you can aid other. Dc is 12

I'm sort of hoping someone comes up with a better idea :)


That will do it, just need a Eng roll for each.

Hi players, we will soon move onto a way more exciting thing just have to get past this last room.


8BAC87

Abebe looks over the lockers, as Navarre tries to break them open, "Are these electrically locked or mechanical? I not sure I can help, I could try un-repairing these lockers but I think they look really advanced, we need an engineer to do this."

Abebe busies himself with taking pictures of everything that looks interesting trying to get as much into a single frame with a few close ups. When the roll is complete he works the mechanism that transfers the film roll into the vacuum sealed canister. He loads a canister with fresh film and has it load into the camera. A TL 6 camera uses film.

He turns to those not busy with ransacking the place and says, "Air is most important but we should check water, food, and remaining battery power for our suits, comms, and lights as well, we may need to conserve those as well."

How much of other essential or useful supplies to we have left?


Doctor

Cable walks up to examine the lockers and see if there is, in fact, a better way to open them

EDU+JackOT: 2d6 + 2 + 1 ⇒ (4, 3) + 2 + 1 = 10


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with some help from the others you get 3 laser pistols and 3 suits of flash cloth armor. Now you work on the last Iris door, with some work you get it open and fine steps leading down to a train line, with a carnage there at he platform. The bad news is its dead, no power at all.
The only way to go is along the tracks and hope to find something down the tunnel.

This is the oxigen used until you get to something.

AIR CLOCK 8:10:00 hours of air left. = In hours from the walk 1d8 ⇒ 6

AIR CLOCK 2:10:00 hours of air left.

Your air is getting low as you walk for 6 hours down the tracks, spear tanks are used up. When you hit some track that lites up as you walk, The power is very low and some lights don't work but you can see another platform and more lights, getting to it you see steps leading up. Which you take.

Coming up a spiral set of steps you come to a room, again looks like a waiting room. The Iris door is open and you see a corridor, two doors on the left and three on the right. At the end of the corridor is another Idris door.

Guys new map, is now open.


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Earlier
Seeing Cable moves towards the lockers, Navarre twists the nob on his 'anytool' and used it as a flashlight so Cable could see what he was doing. As they emptied the lockers he stuffs the three hand pistols in his rucksack. Stuffing the upper body armor in bag, he hefts them over his shoulder.

Now
Once they get the gear loaded and the doors open, he draws his shotgun, carrying it in one paw and the duffel bag in the other. Keeping a keen eye out as they move along he tracks he's relieved to see the stairs climbing up. Moving carefully up the spiral set of steps, moving through the Iris door into the corridor, he asks, "Lets try the PDL see if it can open any of these."

Did the robots come with us?


Male Human AACBC6

Boom walks up to the door on the right and tries to open it to see what is inside. He looks back to the others and says "See if you can get any of the other doors open."


Yes the robot can come with you but its getting low on power once your get to the new location. You think it may have say 1/2 left of power.

Liberty's Edge

Male Historian/Curator

Sorry I have been on courses for the last 2 weeks!!! Will try to catch up and get more involved!!


As Boom moves he post a security cam on the wall follow him, a blue light winking next to it.


Navarre "Two-Fingers" wrote:
"Lets try the PDL see if it can open any of these."Sorry that was supposed to be PDA

Not waiting to see if the PDA or robot can open any of the doors Navarre moves forwards with Boom, "Good Idea Boom." Moving past his friend Navarre heads to the right-hand door further down the hall. Dropping the bag with the armor, he holsters his shotgun in its scabbard on his own pack. Drawing out his multitool, he examines the door and attempts to open it.

spot: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Engineering (education): 2d6 + 1 + 2 ⇒ (1, 1) + 1 + 2 = 5 boooo


8BAC87

Abebe trudges along growing increasingly nervous as they head into an unknown area with no reason to expect air to be available at all. Hours pass with death drawing closer with each minute of oxygen consumed. Finally they reach a open hall that is their last chance for life.

"All that matters now is air- Oh great! a camera lens in the wall. Most likely a security monitor. Winking blue so there is power. Watch for more robots or other trouble."

Abebe looks for any automated defenses, but if none are quickly spotted he'll go see if the far iris door has power and can be convinced to open; he'll figure it doesn't matter, they are the walking dead anyway.

Spot(INT): 2d6 + 2 ⇒ (1, 3) + 2 = 6 Automatic defenses, alarms or worse.

Mechanic(INT): 2d6 + 1 + 2 ⇒ (3, 1) + 1 + 2 = 7 Iris door powered? Openable? Locked? Some indicator that there is pressure on the other side?


You see no automated defenses at all,
can't get that door open but then another door dose open all by itself.

See map,

What you going to do? doors opening all by themselves????
are you going to see whats past the door?
Will you go in,
And what will you do then.......

Run atmosphric music


8BAC87

Abebe starts a bit when a door opens by itself. He picks the most recently opening door near the iris door. He looks in and, if it doesn't look like it will kill him at once, he will enter and see what it is in it. he looks for anything useable there.

"Can't open this iris door but we need to check whatever we can as quick as possible, find air now or ... nothing matters."

Spot(INT): 2d6 + 2 ⇒ (1, 2) + 2 = 5 See what is there, whatever a threat, currently useless, or gives air.


are the doors in the hallway 'iris' doors or sliding doors, or doors on hinges?

Seeing the door open behind him, Navarre turns and follows Abebe into the room, addressing Abebe's concerns, "Yes, finding oxygen or getting the air conversion system up and running." He also pauses in the room, looking at the equipment.

Is he able to determine the function of the machines in the room?
engineering: 2d6 + 1 + 2 ⇒ (4, 3) + 1 + 2 = 10 that's at least better


The room is a control room for the train system, its on and you see on the screen that the track up from you has a cave in as well. So you would have had to get off here. Looking around there is nothing really that you can take but there is a pass card. As you pick it up. Text comes onto the screen.

Its in solamani so you can read it.

All it says is.

"This is the best I can do, be careful of the secur,,,"

Then it goes blank as all the others screens do.

The door begins to close but you all get back outside before your trapped. As you do you hear something coming down the corridor.

Its big, around the corner some a much larger robot, and its armed.

ACTION starts see map.

Monge
Security Robot Laser 1: 2d6 ⇒ (5, 3) = 8 DMG 1d6 ⇒ 3

Navarre
Security Robot Laser 2: 2d6 ⇒ (4, 2) = 6 Miss


A8AA97

Venssa looks around wildly for some cover before she is also speared with the laser's ruby kiss.

If she can fire back

Taking aim she fires at the robotic sentry, hoping to stop it before it fries the entire party.

Gun Combat: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8
Damage: 2d6 ⇒ (6, 6) = 12


Male Human AACBC6

Boom seeing trouble incoming gets his staff ready and tries to make himself a small target in the hall.

Which door on the left opened? The first or the second?


GM roll 1d6 ⇒ 1

Venssa hit it hard but can see only a little of the hit got past its hard shell. This thing is taught. There is no where to go, unless you can get a door open. It sits there and shoots its two arm lasers down the corridor, knowing your like rats in a whole.

Door on the left close to the robot, then all three doors on the right two close to you. You have a pass card.

I will wait for the others to post, before moving on.


I have listed the rooms doors for you


Navarre is presently at the front of the line with a shotgun, would someone else like to have claimed the pass card and try to open a door while Navarre shoots at the robot?

"Blast!" Cursing loudly as the robot fires not one but two lasers, Navarre draws his shotgun from it's scabbard on his rucksack. Lifting the weapon he calls back, "Try that key card on one of these doors." Squeezing the trigger on the shotgun the sound of the blast roars through the hallway.

Stepping back Navarre racks another shell, "We've got those weapons and this place has power. Maybe we can charge the pistols so were not outgunned!"

Still not sure if I'm doing the math right, Navarre has Gun Combat: Shotgun is that a + 1 or a +2? I'm going with + 2 until you say otherwise :)

shotgun: 2d6 + 2 ⇒ (1, 5) + 2 = 8 damage: 4d6 ⇒ (5, 2, 5, 5) = 17
We never did establish if he's shooting pellets or slugs, any chance it's slugs?


GM roll 1d6 ⇒ 5
You would use shot on this world, Slugs would punch holds in habitat walls and bulkheads and be just too risky, thats why every uses pistols over high velocity guns. Shot works best on persons and Vacc suits.

This time you impact its tracks and blast one off just enough to emoblwized it, but still shooting.

Robot - Gone
Venssa - Gone
Digger Boom - Gone
Navarre "Two-Fingers" - Gone
Monger Abebe to go
Daniel Stewart to go


8BAC87

Once again a robot burst out of nowhere (not really) and assaults our hapless "hero", leaving him with more injuries. With his health waning, Abebe, still not carrying weapons which he does not know how to use, scrambles to get out of the way of the attack and the corresponding friendly fire. He hears the dreaded whistle of precious escaping air from the tiny puncture in his suit, while groaning from the painful burn. When he is as far from the fight as he can get he slaps a patch over the hole. "Aghah, this is getting old! Whatever did I do to robots?", somehow, even in pain, Abebe manages to crack a joke.


GM_Panic wrote:

Monger Abebe to go

Daniel Stewart to go

Daniel Stewart is playing Venssa, she's the one who shot the robot first. Nathan "Cable" Grey hasn't gone yet. Cable, any chance you want to be the one to pick up the Pass Card and open a door for us?


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Doctor
Navarre "Two-Fingers" wrote:
GM_Panic wrote:

Monger Abebe to go

Daniel Stewart to go
Daniel Stewart is playing Venssa, she's the one who shot the robot first. Nathan "Cable" Grey hasn't gone yet. Cable, any chance you want to be the one to pick up the Pass Card and open a door for us?

"Blast! What pocket is that damn card in! It has to open one of these doors! THERE! Found it!"

Cable races to the bearest door to see if he can get it open ...


The door opens [see map] and you all charge in as laser shots zip past you. Looking at the open door you see more laser shots at it shoot your robot.

Zip Zip Zip

There are two rooms and no way out by the looks of it, its a control room showing a flight deck. What is shocking as that there is a SHIP on the flight deck of a design you have never seen before.

Looking around the space you see a security cam following you.

See game slides for image of ship.

As you get close and have a look at the screens, Text comes up.

I can't ... past....Security...keeps...come find...

Then all the screens go blank, the robot outside stops shooting and you can hear it trying to move. Its wheel motors spinning and the stopping a few times.

Dex toll DC 8 if you wish to have a peek at what its up to.

Thanks Navarre "Two-Fingers"


A8AA97

Venssa takes a quick glance towards the robot to see what it is upto.

Dex: 2d6 + 1 ⇒ (4, 1) + 1 = 6


The robot is stuck its track is off and its rocking back and forth trying to move itself bit at a time towards your location. Its going to take it a while but its moving

Image of ship here


8BAC87

Abebe stumbles last into the room following the others. He makes quick glance at the interesting viewscreens just in time to see them go blank. He goes over to the console and tries to see if he can restore the operation of the sensors by a bit of knowledge and lucky guesswork. "Here goes nothing."

Sensors(INT): 2d6 + 2 + 0 ⇒ (2, 2) + 2 + 0 = 6

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