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Old 10-12-2022, 09:50 AM   #1611
ericthered
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by GnomesofZurich View Post
I'm glad I'm not the only one. Guys, let me know where Daymar should direct his efforts and he will do so. Generally speaking I think converting un-converted people is the priority, but we're in a pretty good position at the moment so either of the above options are fine.
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Originally Posted by Hide View Post
🤔 the idea was going to motive and get the remaining officers to coordinate further actions.
Daymar and Zybo head up to the manuever drive to take over the rest of motive. How many men will they take with them?



Quote:
How long would this walk be?
Can the doors be easily unlocked without breaking them?
Unlocking the doors is as easy as flipping a lever.


The length of the walk... You've got walk about 200 feet strait, and about double that counting all the winding, on each of about 14 decks... that's about a mile, not including ladders. Of course, the area also goes through about a third of the living quarters.



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Originally Posted by TGLS View Post
Can I tell if the man was injured at all?
Yes, he's badly hit. You're not sure if he's dead or just critically injured.


Quote:
I yell at the crew still inside the quarters. "Surrender! Or end up like your friend!"
There is a huge commotion, and people start running everywhere... mostly trying to get out.
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Old 10-12-2022, 05:40 PM   #1612
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Default Re: DreadStormers [IC]

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Originally Posted by ericthered View Post
Yes, he's badly hit. You're not sure if he's dead or just critically injured.
Well, I suppose my threat carried at least some weight then.

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Originally Posted by ericthered View Post
There is a huge commotion, and people start running everywhere... mostly trying to get out.
Well it seems like they have many choices of exits here. Hopefully the guards can block all the exits in time. I'll step inside the doorway to help keep the people in, and fire in the direction of whichever exit seems to have the people escaping the fastest through it.

Quote:
[1155] 22-10-13 00:39:47 CEST
Beam Weapons (with high RoF)
3d6 <= 17
2 + 4 + 2 = 8 ... success
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Old 10-13-2022, 06:34 PM   #1613
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Default Re: DreadStormers [IC]

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Originally Posted by ericthered View Post
Daymar and Zybo head up to the manuever drive to take over the rest of motive. How many men will they take with them?
Daymar has generally been travelling with five men, one of whom could act as his 'buddy'; I figure odd numbers will stand out. If we can recruit an extra to accompany Zybo, great, otherwise we'll go with what we have.
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Old 10-14-2022, 02:01 AM   #1614
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Default Re: DreadStormers [IC]

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The length of the walk... You've got walk about 200 feet strait, and about double that counting all the winding, on each of about 14 decks... that's about a mile, not including ladders. Of course, the area also goes through about a third of the living quarters.
  • OK, so that would be about half an hour?
  • And the living quarters are a potential danger zone, right? Given that they might have been the ones that locked the doors.
  • How many people in there? Do we have any allies in there?
Quote:
Originally Posted by GnomesofZurich View Post
Daymar has generally been travelling with five men, one of whom could act as his 'buddy'; I figure odd numbers will stand out. If we can recruit an extra to accompany Zybo, great, otherwise we'll go with what we have.
But Zybo does not need a buddy, AFAIK. He's an officer.
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Old 10-14-2022, 01:25 PM   #1615
ericthered
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Default Re: DreadStormers [IC]

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Originally Posted by TGLS View Post
Well it seems like they have many choices of exits here. Hopefully the guards can block all the exits in time. I'll step inside the doorway to help keep the people in, and fire in the direction of whichever exit seems to have the people escaping the fastest through it.
Two are hit before the others hit the floor or duck back into doors. Hua has shut down two exits. Hopefully her backup will take the rest before too long. (three more doors).


Quote:
Originally Posted by GnomesofZurich View Post
Daymar has generally been travelling with five men, one of whom could act as his 'buddy'; I figure odd numbers will stand out. If we can recruit an extra to accompany Zybo, great, otherwise we'll go with what we have.
Quote:
But Zybo does not need a buddy, AFAIK. He's an officer.
That is correct.


Daymar's team arrives at the command area for the manuever drive, on deck 6. Jivithi has his men still on task, though they seem wary.



"Commander Zybo! Do you know what's going on?"


OCC: I could use a PC prompt for the essence of what Zybo says



Quote:
Originally Posted by Hide View Post
  • OK, so that would be about half an hour?
  • And the living quarters are a potential danger zone, right? Given that they might have been the ones that locked the doors.
  • How many people in there? Do we have any allies in there?
Half an hour sounds about right.



The living quarters are a "danger zone", yes, they will be full of unconverted crew. You don't have allies there, until you get to the security section at the top, which is minimally held and otherwise empty.
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Old 10-14-2022, 09:20 PM   #1616
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Default Re: DreadStormers [IC]

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Originally Posted by ericthered View Post
Two are hit before the others hit the floor or duck back into doors. Hua has shut down two exits. Hopefully her backup will take the rest before too long. (three more doors).
I'll drop my invisibility and try to block another door with an illusory hazard suddenly breaking out down the hallway.

Quote:
[1156] 22-10-15 04:19:47 CEST
Hologram
3d6 <= 15
3 + 2 + 6 = 11 ... success

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Originally Posted by ericthered View Post
OCC: I could use a PC prompt for the essence of what Zybo says
I'd write something but it looks like this is Daymar's rodeo.
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Old 10-17-2022, 04:36 AM   #1617
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Default Re: DreadStormers [IC]

Quote:
Originally Posted by ericthered View Post

Daymar's team arrives at the command area for the manuever drive, on deck 6. Jivithi has his men still on task, though they seem wary.

"Commander Zybo! Do you know what's going on?"


OCC: I could use a PC prompt for the essence of what Zybo says
OCC: So I'm clear, the men in this section are primarily loyalists/unconverted?
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Old 10-17-2022, 10:15 AM   #1618
ericthered
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Default Re: DreadStormers [IC]

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Originally Posted by TGLS View Post
I'll drop my invisibility and try to block another door with an illusory hazard suddenly breaking out down the hallway.
What sort of hazard? a fire? a fake dreadstormer?


Quote:
Originally Posted by GnomesofZurich View Post
OCC: So I'm clear, the men in this section are primarily loyalists/unconverted?
Correct. Only the officer is dreadstormer aligned.
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Old 10-17-2022, 11:52 AM   #1619
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Default Re: DreadStormers [IC]

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Originally Posted by ericthered View Post
What sort of hazard? a fire? a fake dreadstormer?
Arcing electricity too implausible? Don't want something that would be too easy to notice the lack of other senses (like fire) or should be more damaging (like people with guns)
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Old 10-17-2022, 04:32 PM   #1620
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Default Re: DreadStormers [IC]

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Correct. Only the officer is dreadstormer aligned.
Daymar wants Zybo to say something along the lines of, "Men, I'm glad you're safe. There have been some Dreadstormer-related incidents elsewhere in the ship, this security section is here to protect you."
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