09-30-2021, 06:53 AM | #971 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Fair enough, we'll call it good with 10.
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09-30-2021, 09:37 AM | #972 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
1st shift starts 102 hours after dropping out of hyperspace: Pacficia and Daymar should be asleep, Hua will be assigned work around the hyperdrive core.
The meeting is in about 18 hours, during third shift. anything to do this shift? Or the next shift, for that matter?
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09-30-2021, 11:28 AM | #973 |
Join Date: Nov 2016
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Re: DreadStormers [IC]
Once Pacifica is dimissed (done talking to Vinobi), she gets to work and carries on as usual, then she goes to Zybo.
Sir, how may I help you?
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09-30-2021, 03:51 PM | #974 | |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Quote:
Here is a Mechanic (Stardrive) roll to determine the best suggestion to give to the crewman in question. [653] 21-09-30 23:48:35 CEST Mechanic (Stardrive) 3d6 <= 14 1 + 6 + 2 = 9 ... success He will spend 5 FP to use the technique (2 base + 3 to reduce the skill penalty): [654] 21-09-30 23:50:07 CEST Suggestion (Independent) 3d6 <= 16 6 + 2 + 5 = 13 ... success It will only last minutes equal to my margin of success (so it will also depend how well the crewman passes or fails his Will roll).
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Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
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09-30-2021, 10:06 PM | #975 | ||
Join Date: Jan 2014
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Re: DreadStormers [IC]
Quote:
Quote:
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10-01-2021, 10:07 AM | #976 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
And I forgot to address it as well. You can mess with the forklifts if you want, but targeting a breakdown to effect a specific delicate piece of machinery is going to require more than a simple mechanics roll. You can cause general forklift issues: how many do you want to cause, and how long of a repair time do you want? Your orders include getting this ship into battle after you take it... Quote:
Zybo: "Are we wrapping up on all of the logistics reports? I suppose we are."* Zybo: "We suspect that the dreadstormers are trying to sabotage the repair of the hyperdrive core. We're trying to come up with anti-sabotage measures. Could you come up with a few ideas for me?" *OCC: administration job roll succeeded by 6. Quote:
the crew member rolls a 16... he has eight minutes to pull off his sabotage. Will you be passing them in the hall or will you be giving the command from the engineering floor surrounding the hyperspace core?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-01-2021, 11:10 AM | #977 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
In the hall, I want to minimize the chance someone will connect "Nijothu" to the incident, even though the only connection is briefly being in proximity with each other.
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10-01-2021, 11:26 AM | #978 |
Join Date: Jan 2014
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Re: DreadStormers [IC]
Maybe I could do a mechanic roll with the confuse roll to cause a forklift to breakdown at some critical time, like with locks in the armory.
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10-01-2021, 06:08 PM | #979 |
Join Date: Nov 2016
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Re: DreadStormers [IC]
Yes, my suggestion is to work with an infiltrate. We could take three approaches; (1) You could pick a man you trust (albeit qualified to work in the hyperdrive section) and send him “sabotage” the hyperdrive. You can feed the ship with rumors and let the rumors build rep for him. (2) You could free one of the prisoners and tail him. (3) You could break a deal with one of the prisoners and turn him into an infiltrate or use him as bait. I could help you checking the profiles and pick the most suitable crewman.
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10-04-2021, 12:33 PM | #980 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Daymar is not around to see how things fail Quote:
Confuse would work. Knocking that out requires Per-based freight handling at -2 to pick out the correct time. I also need to know your range, and you need to make the roll: you get -1 to skill per yard away you are.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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