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Old 08-30-2020, 05:11 AM   #79
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
Pothi: "Two weeks? do you know something I don't? It should take us three just to get into position, and four until we have the possibility of seeing the enemy. If our captain is trigger happy, we might then see a few shots on week five, but I think we can make it until week eight before the maneuvers break down and we start shooting. And that will probably be a warning shot. We outnumber them pretty badly. I bet we can finish the war without getting into a real fight."


Pothi is a touch optimistic. Daymar , between being a competent navigator (which pothi doesn't know about) and having been briefed for the mission (which we should really hope pothi doesn't know about), knows this ship is built for hyperspace speed, and will probably see action in scouting duties almost as soon as they arrive on the front lines (week three to five). Of course, he also knows its going to be taken over by dreadstormers, so it either won't fire a shot (not with this crew) or its going to get into a fight very quickly.
Day responds to Pothi, "Oh, that long? I've never served on a ship this large before, but I guess it makes sense that the bigger ships can handle longer travel. I certainly wouldn't complain if this was resolved without firing a shot."

Quote:
Originally Posted by ericthered View Post
The mess halls and their adjacent kitchens are highly accessible, being tucked in right next to bunks and bathrooms. The hardest part is getting the suggestion to all of the cooks who feed you (different cooks are on different shifts).

Telling a cook to throw out the flour is easy enough. You do have to deal with two of them (buddy system). A single use of suggestion will only last one meal.
Day is going to approach the cooks before breakfast while they're still preparing the meal. "Excuse me? I'm Daymar, I'm new on board, but I just wanted to thank you for all the excellent meals you've been preparing. An army marches on its stomach, even if it's a navy!" He'll approach each of the cooks, and look for an opportunity to touch the skin of each to use Suggestion - a hand shake would be the easiest, but if either of has on a short sleeved shirt a touch on the arm 'to get their attention' also works.

[33] 20-08-30 12:55:43 CEST

Savoir-Faire (Military) to know the correct approach to thank the cooks and allay suspicions that Day might have other reasons to visit the kitchens.

3d6 <= 15
4 + 3 + 6 = 13 ... success

[34] 20-08-30 13:01:08 CEST

Suggestion 1 used on cooks 1 and 2 - suggests "the flour is contaminated, throw it out". Rule of 16 in effect, so Day's effective skill is 16.

3d6 <= 16
1: 5 + 6 + 3 = 14 ... success
2: 2 + 1 + 4 = 7 ... success

[35] 20-08-30 13:01:55 CEST

Luck to re-roll first use of Suggestion.

3d6 <= 16
1: 4 + 2 + 6 = 12 ... success
2: 1 + 6 + 2 = 9 ... success

Day succeeds by 7 on the first cook and by 8 on the second (accounting for the -1 for already having someone under his control). Since if the flour supply in the kitchen is thrown out they would likely then use the additives, and his likely margin of success will allow him to send commands for several minutes afterwards, he will follow this up with the suggestion "Spill the additives on the floor".

Once that's accomplished, he'll excuse himself saying, "Oh, I see that you're really busy, I'll get out of the way. Keep up the good work! Have a nice day!"

Edit: Success should be by 7 and 9 (base skill is 17, so the -1 for multiple subjects is absorbed before Rule of 16 is applied).
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Last edited by GnomesofZurich; 08-30-2020 at 07:33 AM.
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