Star Trek: Amity (Inactive)

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Human Male
Attributes:
Control 11, Daring 11, Fitness 10, Reason 8, Insight 8, Presence 8
Disciplines:
Command 4, Conn 5, Security 3, Engineering 2, Science 1, Medicine 1

"You got it Captain!" A few keystrokes and some innovative use of the ventral thruster array and Amity begins to move like a ship half her size and volume in the commander's deft handling.

I want to use one of those momentum to add a dice just in case. This needs 2 successes so I don't want to screw the pooch[ooc]

[ooc] 1 Momentum use , 1 Power
Coop: Daring + Conn: 3d20 ⇒ (20, 5, 12) = 37
Amity: Structure + Conn: 1d20 ⇒ 12


Human Male
Attributes:
Control 11, Daring 11, Fitness 10, Reason 8, Insight 8, Presence 8
Disciplines:
Command 4, Conn 5, Security 3, Engineering 2, Science 1, Medicine 1

Okay, so 3 successes thanks to Coop's Helm Operations which gives us back the momentum, but a complication to boot. Could be worse


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

I got a success too... :)


The first ship that attacked you has lost control of its engines. Well, not completely, but effectively. The ship you blasted is without automation, but it is still capable of using other systems and fighting.

Coop turns the Amity, reducing your profile to the enemy ships. The ship that Sobek hit with the phasers turns away and elongates as it goes to warp in a rainbow flash.

The other vessel corrects its spin, redirecting its helm controls to redundant relays.

Amity's turn again.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

The Captain says, "It seems this one still wants to play with us, fire!"

using 1 momentum 3d20 ⇒ (17, 2, 10) = 29


Efrosian Male
Attributes:
Control-10, Daring-7, Fitness-8, Insight-11, Presence-8, Reason-12
Disciplines:
Command-2, Conn-4, Security-2, Engineering-2, Science-5, Medicine-1

"They're shifting their shield frequencies, attempting to compensate."

Reason 12+Science 5: 2d20 ⇒ (12, 9) = 21
Amity's Roll Sensors 8 + Science 2: 1d20 ⇒ 15
I'm going to use Technical Expertise to re-roll the Amity's dice
Amity's Roll Sensors 8 + Science 2: 1d20 ⇒ 15


Male Tellarite Operations Manager

Is there something Gullerg can do to help?


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

You could probably roll an assist to help with the sensors or an assist for the attack


Gullerg bav Khebloss wrote:
Is there something Gullerg can do to help?

You are ok on Power because you started with so much. You are at 9 or 14, but one option would be the Power Management Task. You can also do any of the Tasks anyone can do on page 220


Male Vulcan Tactical Officer: Control-12, Daring-10, Fitness-9, Insight-7, Presence-7, Reason-11 Command-3, Conn-2, Security-5, Engineering-4, Science-1, Medicine-1

I think I can attack as well.
Locking on with phasers, Sobek sends another blast at the enemy ship.
[b]"Firing round 2, Captain."[b]
Control+Security: 2d20 ⇒ (7, 17) = 24
Ship's Weapons+Security: 2d20 ⇒ (5, 14) = 19


Male Tellarite Operations Manager

Gullerg tries to get more power from the engines, to be ready if that is needed.
"Team Delta, align the plasma conduits. Team Gamma, ready to monitor and control the core."
Gullerg will do POWER MANAGEMENT: The officer reroutes power
from various systems, replenishing reserves or freeing up power for other uses. This requires a Daring or Control + Engineering Task with a Difficulty of 2, which can Succeed at Cost. On success, the ship gains one point of Power, plus one additional Power per Momentum spent (Repeatable), which may exceed its normal maximum. Complications should represent power being removed from particular systems, increasing the Difficulty of future Tasks, or removing options until systems are repowered.
he will use his A Little More Power Talent: Whenever you succeed at an Engineering Task aboard your own ship, you may spend one Momentum to regain one spent Power.
I think his Power systems focus applies.
Control 10 + Engineering 4 = 14.

Gullerg Roll (14): 2d20 ⇒ (5, 13) = 18
Not enough... Can he spend a momentum to reroll? Or does he gets a ship roll?


Fleet Capt. Aytthi Tharhat wrote:

The Captain says, "It seems this one still wants to play with us, fire!"

using 1 momentum 3d20

What action is this?


Gullerg, I think the ship doesn't assist you. It isn't called out and it is in other Tasks. I think the justification is that you are doing it to the ship, not with the ship. You have to spend Momentum on those rolls before you roll.

With the ship assist, Sobek has two successes, but because of the evasive maneuver, the Difficulty for your attacks is 3.

The Amity rolls through the attack vector of the remaining ship. Phasers lance out at it, stitching space as Sobek fails to compensate for Coop's maneuver. Perhaps some more simulations are in order.

Gullerg reroutes power, but perhaps something in the repairs isn't perfect. There is a delay in the response of the Power systems.

The other ship finally regains control of its engines. They must have rerouted control through backup systems. Sobek's communications panel lights up as it detects a transmission from the enemy ship to the freighter. The freighter wavers in space and vanishes. The effect is somewhat like a cloak, but as though the ship itself was a cloak rather than the object being cloaked. There is the briefest moment of something else underneath the illusion of the freighter and then there is a massive explosion, like a whole spray of photon torpedoes.'

The Amity is rocked, but the shields absorb the force of the blast.

The enemy ship stretches into a rainbow and a white flash as it goes to Warp.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

Mine was the attack roll, which was two successes. I would also not allow them to get the initiative to escape. I know I live in a different time zone but I want my pound of flesh. Also Coops maneuver was last round.


Well enough. That gives you 3 successes, which is just enough to hit. You can roll your damage, adding Power and Momentum if you want. 8d6 base damage, then 1 Momentum adds 1 damage, 1 Power adds 1 d6, 2 Power adds 2d6.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

12d6 ⇒ (2, 2, 2, 4, 2, 3, 3, 1, 6, 5, 3, 2) = 35 I think that is 13. Sorry, I would have answered you question sooner but I was sleeping.


13 plus 2 Momentum. No worries on the timing. I only posted that an hour ago. I'll just assume you plow the Momentum back into damage. 15 damage.

For anyone making attacks, you can target specific systems for a +1 Difficulty. "Target the enemy ship's weapons and fire" or engines, or whatever.

System Hit Table: 1d20 ⇒ 18 Weapons

The enemy ship's weapons systems are disabled, but it is still able to go to Warp. Note that these ships are Scale 3 and probably aren't as fast as the most advanced ship in Starfleet.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

The Captain figuring that the medicine is not yet fully synthesized says, "Mr. Barstow, set in a pursuit course and get us in firing range."

Assist roll Control and Command 1d20 ⇒ 15 1 success.


Efrosian Male
Attributes:
Control-10, Daring-7, Fitness-8, Insight-11, Presence-8, Reason-12
Disciplines:
Command-2, Conn-4, Security-2, Engineering-2, Science-5, Medicine-1

"Here is your targeting solution."

Scan for weakness
Reason 12+Science 5: 2d20 ⇒ (8, 18) = 26
Amity's Roll Sensors 8 + Science 2: 1d20 ⇒ 20
Yikes, I am using technical expertise to reroll the Amity's die
Amity's Roll Sensors 8 + Science 2: 1d20 ⇒ 5

Still think that's a complication though, from my roll of 18


Human Male
Attributes:
Control 11, Daring 11, Fitness 10, Reason 8, Insight 8, Presence 8
Disciplines:
Command 4, Conn 5, Security 3, Engineering 2, Science 1, Medicine 1

"On it Cap'n"

Since it's a Reason + Conn that needs 3 successes, I'm going to use 1 momentum. Even with the captain's success just to be safe.

Coop: Reason+Conn: 3d20 ⇒ (10, 18, 14) = 42
Amity: Computers+Conn: 1d20 ⇒ 19


Human Male
Attributes:
Control 11, Daring 11, Fitness 10, Reason 8, Insight 8, Presence 8
Disciplines:
Command 4, Conn 5, Security 3, Engineering 2, Science 1, Medicine 1

That's only 1 success from me for a total of 2 with the captain's


The most recent ship to depart, the one that initially had engine trouble, spent 6 Power to go to Warp, meaning they went to Warp 6. All you need to do to overtake them is spend 7 Power. You currently have 10, so it is no trouble to catch them. Both ships would still be at warp.

If you do that, you can take another shot. Not sure exactly what the goal is, take out their engines, destroy the ship (structure)?


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

Take out their engines and find out who was foolish enough to attack us.

Attack roll with one momentum Control + Security 3d20 ⇒ (9, 12, 17) = 38

Ship's help 1d20 ⇒ 12


Targeting a system raises the Difficulty by 1, so those two successes are not enough to hit.

As the CO, you might be better off using the Create Advantage action and letting your tactical officer make the attacks. Create Advantage is a very vague action that you add flavor to. It can be used to negate a Complication, but also to lower the Difficulty of a Task by 1. Flavorwise, this could simply be giving a command. "Mr. Sobek, fire at will." Or Mr. Sobek and Mr. Cooper, Now!" to coordinate their actions. It puts more onus on you to contribute to the dialogue/narrative, but I think that is the way the game is supposed to work.

Sobek can still take an action. If you target engines, the difficulty will be 4, so you probably want to burn some Momentum.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

That sounds good I will Create Advantage

"Mr. Sobek take out their engines!"

Control Command 1d20 ⇒ 14


Male Vulcan Tactical Officer: Control-12, Daring-10, Fitness-9, Insight-7, Presence-7, Reason-11 Command-3, Conn-2, Security-5, Engineering-4, Science-1, Medicine-1

"Yes Captain."
Narrowing his eyes, Sobek turns to the tactical station and focuses targeting systems on the enemy ship's engines.

Using 1 momentum.

Control+Security+Momentum: 3d20 ⇒ (13, 13, 19) = 45
Ship's Weapons + Security: 2d20 ⇒ (1, 19) = 20


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

How many damage dice do we have?


13, and 13 are Successes. 1 for the ship is 2 Successes. Sobek can reroll the first 19 because of a Talent. I'll take the second 19 as that reroll. Reminder that when you roll the ship assist, the ship only gets one die, not two.

Phaser Damage vs Engines, Penetrating: 8d6 ⇒ (2, 3, 5, 4, 2, 3, 5, 2) = 26 10 damage, Penetrating 4. This results in 3 Breaches. The ship's engines are disabled, but not destroyed.

The enemy vessel drops out of warp as its engines shut down. It takes Coop a moment to bring the ship about, but the other ship isn't going anywhere.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

The Captain sits in her chair and smiles while intertwining her fingers and says, "Prepare to fire another salvo and open hailing frequencies. Target their engines and be prepared to fire at any sign of foolishness."

She then stands up getting ready to address the captain of the opposing vessel.

Direct 1d20 ⇒ 11


Male Vulcan Tactical Officer: Control-12, Daring-10, Fitness-9, Insight-7, Presence-7, Reason-11 Command-3, Conn-2, Security-5, Engineering-4, Science-1, Medicine-1

"Aye Captain."
Sobek opens a channel to the enemy ship with one hand and keeps his other hand close to the tactical station ready to fire.

"Hailing frequencies open, Captain."

I believe I can open hailing frequency without a roll. If that is not correct, please let me know.


That's correct. A Difficulty 0 Task automatically succeeds. You can roll if you want, with a chance to generate momentum but also a risk of generating Threat. Like many Difficulty 0 Tasks, this one can increase in difficulty because of outside problems like interference, or inside problems like damaged systems. Could also be an opposed Task if someone is jamming you, for instance.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

Does someone answer our hails?


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

The Captain says only if the enemy captain responds, "This is Fleet Captain Aytthi Tharhat of USS Amity. It seems as though you have finally earned your distress call. Don't try anything foolish. Captain, it seems as though you have bit off way more than you can chew."


The screen flickers as it switches to a view of the bridge of the other ship. Lines of distortion show that the ship is not in good shape, and smoke fills much of the bridge. A grey-brown skinned humanoid with long hair, ridges at the side of his forehead, and two creases up his chin to his mouth addresses you. "What do you want, Federation?"

This is a Nausicaan, a species known for their piracy and disregard to law.


Male Tellarite Operations Manager

To give assistance, of course. I love to be federation!


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

She presses the mute button and says, "Beam that bastard here, Sobek have your team awaiting our new guest in the transporter room, we have some things to talk to him about."

She then says, "Well my friend, I am interested if someone put you up to this or you were acting on your own accord."

I want to use diplomacy here to keep him talking while Gullerg or Xin, beam him to our ship.

Using 1 momentum 3d20 ⇒ (15, 6, 8) = 29 Whatever the roll it is at least 2 successes.


Male Tellarite Operations Manager

Gullerg will transport the Nausicaan onboard so the captain can interrogate him.
Control+Engineering Task assisted by ship Sensors+Engineering.
Gullerg's Control 10 + Engineering 4 = 14
Ship's Sensors 8 + Engineering 3 = 11
I think his Technical Expertise Talent applies: 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).

Gullerg's dice (14): 2d20 ⇒ (5, 5) = 10
Ships's dice (11): 1d20 ⇒ 9


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

After Sobek and his team meet the Nausican Captain in the teleporter room and The captain of the other ship is beamed to the Amity, the Captain says, "Dr. has the medication been sythesized?"

And then she turns to her helmsman and says, "Mr. Barstow, warp us to Duorap IV, execute!" with her left antenna pointing towards him and her right towards her XO.


Gullerg and Sobek quickly make their way back to the transporter room. This time, his hand moves the three sliders and the familiar transporter sound fills the room as the Nausicaan appears on the transporter pad.

Sobek immediately notices that the Nausicaan has a disruptor at his hip and relieves him of it.

Back on the bridge, Barstow quickly plots a course to Dourap IV. This little diversion will only have delayed you by a few hours.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

She says, "Mr. Sobek, bring him to the ready room and I will meet him there."

GM at this point, if this guy is no longer important, I kind of want to see if Helmsly and he were in cahoots, space being space and all it is possible these two events are completely coincidental but it is also possible that this is some organized crime style plot, possibly the Orions.


There is definitely a mystery here, and there are connections for you to explore.

New scene means you lose 2 Momentum. Interrogation would be an opposed Presence+Security Task Opposed by enemy Control+Security. Statistically, it is probably best for Sobek to conduct the interrogation while others assist. Also might be a good time to look into your Values.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

Is there something wrong with my values?

She continues, "Mr. Sobek, have one of your security members meet me in the brig."

What I want to do is to have Helmsley and the Captain see each other and try to notice if they recognize each other. How should we proceed?


That Values comment was for everyone. Using your Values to spend Determination, whether Challenging or not.

Roleplay the situation as you want. From a rules perspective, PC team will make a Presence+Security Task opposed by the Captain's Control+Security Task. You can spend Momentum, I can spend Threat. Success will give you one question, each additional success will give you an additional question, kind of like a sensor check.


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

One of Sobek's security team meets the Captain in the Brig and they place the future's equivalent of shackles on Helmsly(saboteur) and makes sure that both Helmsly and the enemy Captain see each other.

Perception check, maybe Daring + Command or maybe science because of Xenobiology... with momentum 3d20 ⇒ (18, 14, 13) = 45 to see a break in their poker faces to get an idea of how to proceed.

She then says, "Crewman, take our prisoner back to the brig."


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

I will be assisting SObek on the interrogation.

The Captain walks into the ready room to speak with her counterpart and says, "I guess you had planned our roles to have been reversed. Ha ha ha. Who put you up to that foolish attack? They had to have given you some piss poor information to think you could have prevailed in that battle, your ships had about the same power as the old Kumari and you attack the Amity. One of the most powerful ships in the fleet. Make this easy for you and tell us who sent you."

Assist Control + Command Diplomacy/Persuasion 1d20 ⇒ 14


Efrosian Male
Attributes:
Control-10, Daring-7, Fitness-8, Insight-11, Presence-8, Reason-12
Disciplines:
Command-2, Conn-4, Security-2, Engineering-2, Science-5, Medicine-1

Xin-Yalix is glued to his sensor counsel. At this stage they are at coincidence, but it doesn't feel like it is going to stay that way to him.

While he waits for sensor returns, he also attempts to do some research on Dourap IV. There has to be something about the planet or its history to cause someone to expend this much effort on this.


Male Vulcan Tactical Officer: Control-12, Daring-10, Fitness-9, Insight-7, Presence-7, Reason-11 Command-3, Conn-2, Security-5, Engineering-4, Science-1, Medicine-1

"It would be wise to answer the Captain's questions. You will find no alliances here. Those who refuse the Federation's laws are illogical by nature and therefore deserve no pity. Answer the Captain or be walked to the airlock."
Presence+Security: 2d20 ⇒ (16, 15) = 31


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

GM, did Helsmly and Captain recognize each other?


Female Caitian Chief Medical Officer
Attributes:
Control 9 | Fitness 10 | Presence 8 | Daring 8 | Insight 11 | Reason 10
Disciplines:
Command 2 | Security 3 | Science 4 | Conn 1 | Engineering 1 | Medicine 5
Momentum: 0

More over, how is the synthesizing of the medication coming?


F Andorian Control: 10 Fitness 10 , Presence 9 , Daring 12, Insight 7 , Reason 8 Command 5, Security 2, Science 4, Conn 3 , Engineering 1 , Medicine 1 Persuasion, Diplomacy, Lead by Example, Survival, Athletics,

As I recall you rolled 2 successes and you needed the ship's roll. I would imagine the Doctor in our guest party should be able to help you as well.

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