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Old 03-11-2022, 10:30 AM   #1261
GnomesofZurich
 
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
And the fast talk succeeds!

"I'll put the security here with me on high alert. Do you need any of them? How commander Chaputhor is doing. Is he going to make it?"
Daymar will again suggest a response, "We have sufficient security here for the moment. Commander Chaputhor has been gravely injured, it would be best to send a medical team here for him."

Off the radio line, he will let the sergeant know a medical time will be coming by and should be admitted. If the conversation on the radio seems to be over, he intends to start converting the surviving command centre crew.
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Old 03-11-2022, 10:54 AM   #1262
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
The control center in 17I is a back up control for fighting when all the senors and comms are broken and no longer working.
Well I'm in the area. Let's take out auxillary control in case someone else thinks to switch over to their command. I'll leave three pair of guards up here, 1 for life support, 2 for the prisoners. Then I'll take the rest and head on to 17I.

I'll reconnoiter before security storms the area.
Quote:
[847] 22-03-11 18:53:05 CET
Stealth
3d6 <= 16
5 + 2 + 1 = 8 ... success
[846] 22-03-11 18:52:47 CET
Observation
3d6 <= 13
5 + 6 + 6 = 17 ... failure
Well, looks like I overlooked something important. I'll try to hold the NCO at gunpoint just before security storms in.
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Old 03-11-2022, 09:31 PM   #1263
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Default Re: DreadStormers [IC]

Quote:
(...) They stand up and the Gunnery officer challenges: "On who's authority?". The Navigation officer is standing immediately next to a comm(...)
OOC: I guess the team is already pointing at the crew in the floor, right? (As in "FREEZE, HANDS UP!"). Where's Pacifica? Can I "snipe" the man next to the comm?
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Old 03-14-2022, 09:25 AM   #1264
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by GnomesofZurich View Post
Daymar will again suggest a response, "We have sufficient security here for the moment. Commander Chaputhor has been gravely injured, it would be best to send a medical team here for him."


Off the radio line, he will let the sergeant know a medical time will be coming by and should be admitted. If the conversation on the radio seems to be over, he intends to start converting the surviving command centre crew.
Motive has a big stack of security and some armed volenteers, but no medical. Remember that they're trying to stop further sabotage of the hyperdrive core. The motive officer is satisfied by the responses, at least for now.



Lets see, that's how many folks? just about one section's worth, so 60 people.


Quote:
Originally Posted by TGLS View Post
Well I'm in the area. Let's take out auxillary control in case someone else thinks to switch over to their command. I'll leave three pair of guards up here, 1 for life support, 2 for the prisoners. Then I'll take the rest and head on to 17I.
six security down, leaving 12 with you.


Quote:
I'll reconnoiter before security storms the area.

Well, looks like I overlooked something important...
Hua bumbs directly into one of the navigation crew coming around a corner. DX roll to keep her feet. They're still up. What does she do?


Quote:
Originally Posted by Hide View Post
OOC: I guess the team is already pointing at the crew in the floor, right? (As in "FREEZE, HANDS UP!"). Where's Pacifica? Can I "snipe" the man next to the comm?

Correct, weapons are trained on the room.



Pacifica is on the floor, about 4 yards from the officers, with a laser riffle.



She can shoot the navigation officer, yes, but things are going down quickly here, so if you want an aim bonus, she will be giving him a turn to notice you or do something.
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Old 03-14-2022, 09:54 AM   #1265
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
Hua bumbs directly into one of the navigation crew coming around a corner. DX roll to keep her feet. They're still up. What does she do?
You know, this is one of the few times when a typo is ambiguous (bumbles or bumps).
Quote:
[848] 22-03-14 16:50:36 CET
DX
3d6 <= 15
4 + 4 + 3 = 11 ... success
Well I'm still standing too. I'll grab at them to attempt to daze.
Quote:
[849] 22-03-14 16:54:11 CET
Judo
3d6 <= 15
1 + 1 + 3 = 5 ... success
[850] 22-03-14 16:54:33 CET
Confuse
3d6 <= 15
6 + 5 + 1 = 12 ... success
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Old 03-14-2022, 10:31 AM   #1266
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
Motive has a big stack of security and some armed volenteers, but no medical. Remember that they're trying to stop further sabotage of the hyperdrive core. The motive officer is satisfied by the responses, at least for now.

Lets see, that's how many folks? just about one section's worth, so 60 people.
There are 60 people in the command center in a single shift? That's...about three times what I was expecting. That's a lot of rolls. Just wanted to confirm that before I start rolling.
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Old 03-14-2022, 11:32 AM   #1267
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by GnomesofZurich View Post
There are 60 people in the command center in a single shift? That's...about three times what I was expecting. That's a lot of rolls. Just wanted to confirm that before I start rolling.

Yes, each section has 180 people spread in three shifts, and two sections (Gunnery, and Nav, Comm, and Sensors) work almost exclusively in the command centers.
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Old 03-14-2022, 03:08 PM   #1268
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
Yes, each section has 180 people spread in three shifts, and two sections (Gunnery, and Nav, Comm, and Sensors) work almost exclusively in the command centers.
Okay, "Nijothu" is going to start going through the command center, he tries to calm people down, "All right people, we want the same thing as you, to get you back to work, so please just cooperate and soon everything will be back to normal."

[851] 22-03-14 21:30:44 CET

Savoir-Faire (Military)

3d6 <= 15
6 + 3 + 1 = 10 ... success

He will then work his way through the section, using Mental Surgery on each person. He intends to make two passes, as with the security force.

[852] 22-03-14 21:32:52 CET

Mental Surgery (Fanaticism (Quinta Republica), All-Out Concentrate

3d6 <= 16
1: 4 + 4 + 1 = 9 ... success
2: 1 + 3 + 2 = 6 ... success - critical success
3: 1 + 1 + 2 = 4 ... success - critical success
4: 2 + 6 + 2 = 10 ... success
5: 1 + 2 + 4 = 7 ... success
6: 6 + 6 + 6 = 18 ... failure - critical failure, going to reroll with Luck
7: 2 + 2 + 3 = 7 ... success
8: 6 + 3 + 4 = 13 ... success
9: 3 + 4 + 5 = 12 ... success
10: 6 + 1 + 5 = 12 ... success
11: 5 + 4 + 6 = 15 ... success
12: 4 + 4 + 2 = 10 ... success
13: 4 + 4 + 6 = 14 ... success
14: 4 + 3 + 2 = 9 ... success
15: 6 + 6 + 2 = 14 ... success
16: 5 + 1 + 3 = 9 ... success
17: 2 + 1 + 2 = 5 ... success - critical success
18: 1 + 2 + 4 = 7 ... success
19: 6 + 3 + 2 = 11 ... success
20: 1 + 2 + 1 = 4 ... success - critical success

[853] 22-03-14 21:35:11 CET

Luck reroll for Mental Surgery critical failure

3d6 <= 16
1: 4 + 1 + 2 = 7 ... success
2: 2 + 6 + 1 = 9 ... success

Mental Surgery (Fanaticism (Quinta Republica)), All-Out Concentrate

3d6 <= 16
1: 2 + 6 + 1 = 9 ... success
2: 3 + 4 + 5 = 12 ... success
3: 1 + 3 + 5 = 9 ... success
4: 2 + 6 + 5 = 13 ... success
5: 5 + 6 + 3 = 14 ... success
6: 3 + 3 + 2 = 8 ... success
7: 1 + 2 + 1 = 4 ... success - critical success
8: 4 + 6 + 3 = 13 ... success
9: 5 + 4 + 5 = 14 ... success
10: 1 + 1 + 5 = 7 ... success
11: 5 + 2 + 1 = 8 ... success
12: 6 + 3 + 4 = 13 ... success
13: 5 + 2 + 2 = 9 ... success
14: 6 + 4 + 6 = 16 ... success
15: 4 + 4 + 1 = 9 ... success
16: 6 + 6 + 2 = 14 ... success
17: 5 + 5 + 2 = 12 ... success
18: 1 + 4 + 4 = 9 ... success
19: 2 + 1 + 5 = 8 ... success
20: 2 + 1 + 5 = 8 ... success

[855] 22-03-14 21:37:23 CET

Mental Surgery (Fanaticism (Quinta Republica)), All-Out Concentrate

3d6 <= 16
1: 3 + 5 + 2 = 10 ... success
2: 1 + 3 + 2 = 6 ... success - critical success
3: 2 + 3 + 5 = 10 ... success
4: 1 + 6 + 2 = 9 ... success
5: 3 + 1 + 3 = 7 ... success
6: 6 + 5 + 3 = 14 ... success
7: 2 + 3 + 3 = 8 ... success
8: 3 + 4 + 6 = 13 ... success
9: 2 + 3 + 5 = 10 ... success
10: 5 + 5 + 3 = 13 ... success
11: 1 + 3 + 4 = 8 ... success
12: 2 + 5 + 1 = 8 ... success
13: 3 + 6 + 4 = 13 ... success
14: 4 + 3 + 3 = 10 ... success
15: 6 + 3 + 3 = 12 ... success
16: 6 + 1 + 2 = 9 ... success
17: 2 + 3 + 1 = 6 ... success - critical success
18: 5 + 5 + 4 = 14 ... success
19: 3 + 5 + 2 = 10 ... success
20: 4 + 2 + 3 = 9 ... success

Okay, from the first 60 rolls he got one critical failure (rerolled with Luck), zero regular failures, and seven critical successes. At a guess, it probably worked on about 50 of the crew. He is then going to take five minutes to rest, and do it again.

[856] 22-03-14 21:41:48 CET

Mental Surgery (Fanaticism (Quinta Republica)), All-Out Concentrate

3d6 <= 16
1: 3 + 6 + 6 = 15 ... success - roll 1: by 7, roll 2: by 1
2: 5 + 4 + 2 = 11 ... success - roll 1: by 10 (crit), roll 2: by 4
3: 5 + 5 + 5 = 15 ... success - roll 1: by 12 (crit), roll 2: by 1
4: 4 + 4 + 4 = 12 ... success - roll 1: by 6, roll 2: by 4
5: 5 + 1 + 4 = 10 ... success - roll 1: by 9, roll 2: by 6
6: 1 + 1 + 4 = 6 ... success - roll 1: by 9 (luck reroll), roll 2: by 10 (crit)
7: 5 + 1 + 2 = 8 ... success - roll 1: by 9, roll 2: by 8
8: 1 + 5 + 4 = 10 ... success - roll 1: by 3, roll 2: by 6
9: 1 + 3 + 3 = 7 ... success - roll 1: by 4, roll 2: by 9
10: 1 + 3 + 5 = 9 ... success - roll 1: by 4, roll 2: by 7
11: 2 + 5 + 1 = 8 ... success - roll 1: by 1, roll 2: by 8
12: 6 + 5 + 3 = 14 ... success - roll 1: by 6, roll 2: by 2
13: 4 + 5 + 3 = 12 ... success - roll 1: by 2, roll 2: by 4
14: 3 + 5 + 4 = 12 ... success - roll 1: by 7, roll 2 by 4
15: 3 + 1 + 6 = 10 ... success - roll 1: by 2, roll 2 by 6
16: 2 + 3 + 4 = 9 ... success - roll 1: by 7, roll 2: by 7
17: 6 + 6 + 2 = 14 ... success - roll 1: by 11 (crit), roll 2: by 2
18: 3 + 6 + 1 = 10 ... success - roll 1: by 9, roll 2: by 6
19: 2 + 3 + 5 = 10 ... success - roll 1: by 5, roll 2: by 6
20: 2 + 6 + 6 = 14 ... success - roll 1: by 12 (crit), roll 2: by 2
21: 6 + 1 + 2 = 9 ... success - roll 1: by 7, roll 2: by 7
22: 6 + 4 + 1 = 11 ... success - roll 1: by 4, roll 2: by 5
23: 4 + 3 + 2 = 9 ... success - roll 1: by 7, roll 2: by 7
24: 1 + 5 + 6 = 12 ... success - roll 1: by 3, roll 2: by 4
25: 5 + 1 + 4 = 10 ... success - roll 1: by 2, roll 2: by 6
26: 3 + 1 + 1 = 5 ... success - roll 1: by 8, roll 2: by 11 (crit)
27: 2 + 1 + 3 = 6 ... success - roll 1: by 12 (crit), roll 2: by 10 (crit)
28: 3 + 2 + 3 = 8 ... success - roll 1: by 3, roll 2: by 8
29: 2 + 6 + 4 = 12 ... success - roll 1: by 2, roll 2: by 4
30: 3 + 5 + 2 = 10 ... success - roll 1: by 9, roll 2: by 6
31: 1 + 6 + 4 = 11 ... success - roll 1: by 8, roll 2: by 5
32: 4 + 3 + 5 = 12 ... success - roll 1: by 3, roll 2: by 4
33: 1 + 2 + 4 = 7 ... success - roll 1: by 7, roll 2: by 9
34: 5 + 4 + 5 = 14 ... success - roll 1: by 0, roll 2: by 2
35: 1 + 1 + 4 = 6 ... success - roll 1: by 7, roll 2: by 10 (crit)
36: 3 + 3 + 1 = 7 ... success - roll 1: by 2, roll 2: by 9
37: 6 + 5 + 2 = 13 ... success - roll 1: by 4, roll 2: by 3
38: 6 + 1 + 5 = 12 ... success - roll 1: by 7, roll 2: by 4
39: 2 + 6 + 3 = 11 ... success - roll 1: by 8, roll 2: by 5
40: 2 + 2 + 4 = 8 ... success - roll 1: by 8, roll 2: by 8
41: 4 + 4 + 1 = 9 ... success - roll 1: by 6, roll 2: by 7
42: 2 + 6 + 6 = 14 ... success - roll 1: by 10 (crit), roll 2: by 2
43: 6 + 4 + 2 = 12 ... success - roll 1: by 6, roll 2: by 4
44: 2 + 6 + 4 = 12 ... success - roll 1: by 7, roll 2: by 4
45: 5 + 2 + 1 = 8 ... success - roll 1: by 9, roll 2: by 8
46: 4 + 3 + 3 = 10 ... success - roll 1: by 2, roll 2: by 6
47: 4 + 4 + 1 = 9 ... success - roll 1: by 8, roll 2: by 7
48: 2 + 6 + 6 = 14 ... success - roll 1: by 3, roll 2: by 2
49: 2 + 1 + 3 = 6 ... success - roll 1; by 6, roll 2: by 10 (crit)
50: 2 + 4 + 4 = 10 ... success - roll 1: by 3, roll 2: by 6
51: 6 + 1 + 3 = 10 ... success - roll 1: by 8, roll 2: by 6
52: 2 + 1 + 4 = 7 ... success - roll 1: by 8, roll 2: by 9
53: 3 + 4 + 1 = 8 ... success - roll 1: by 3, roll 2: by 8
54: 3 + 2 + 2 = 7 ... success - roll 1: by 6, roll 2: by 9
55: 1 + 3 + 2 = 6 ... success - roll 1: by 4, roll 2: by 10 (crit)
56: 1 + 2 + 2 = 5 ... success - roll 1; by 7, roll 2: by 11 (crit)
57: 6 + 4 + 4 = 14 ... success - roll 1: by 10 (crit), roll 2: by 2
58: 1 + 2 + 4 = 7 ... success - roll 1: by 2, roll 2: by 9
59: 1 + 3 + 5 = 9 ... success - roll 1: by 6, roll 2: by 7
60: 6 + 3 + 2 = 11 ... success - roll 1: by 7, roll 2: by 5

He will try to do it in the same order, and I've mapped out the relative success for each roll for my own benefit to get a sense of how likely it was to take. 13, 22, 24, 29, 32, 34, 37, 48 are the ones I'm a bit concerned about, since they had margins of less than +6 on both rolls.
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Old 03-14-2022, 11:17 PM   #1269
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post
(...) Correct, weapons are trained on the room.

Pacifica is on the floor, about 4 yards from the officers, with a laser riffle.

She can shoot the navigation officer, yes, but things are going down quickly here, so if you want an aim bonus, she will be giving him a turn to notice you or do something.
OOC: OK, Pacifica should be firing a gun (because that's the weapon she can handle). She will be shooting as many shots as the gun allows w/o recoil (I have not restored my books yet, but I believe there's no rec). No second tries here (IC of course LOL, if I need luck I may use it).

Shooting:
3d6 <= 14
3 + 5 + 2 = 10 ... success.

Damage:
3d6
3 + 5 + 2 = 10
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Old 03-15-2022, 03:26 AM   #1270
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Default Re: DreadStormers [IC]

Quote:
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She will be shooting as many shots as the gun allows w/o recoil (I have not restored my books yet, but I believe there's no rec). No second tries here (IC of course LOL, if I need luck I may use it).
There's never no recoil. Laser weapons generally have Rcl 1. If this is the TL10 laser pistol from the Basic Set, it has RoF 10 and Rcl 1, so you'll get one additional shot hit for each margin of success you have.
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