07-08-2020, 02:07 PM | #11 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
He also points out Zorni Borbithu, the senior tech on the rival reactor. Mr. Borbithu has a mechanical eye and long thin limbs. He speaks easily and quietly. You certainly have the opportunity to cross paths with them in the mess: you all eat in the same crowded room at the same assigned times, and until the hydrogen bricks start moving, you'll spend a good deal of your free time in there as well.
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07-09-2020, 05:01 AM | #12 | ||
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Quote:
Quote:
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07-10-2020, 09:46 AM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
The Drive was cutting edge Malu technology, when it was designed 50 years ago with distance per jump (and therefore speed) in mind. Nightfall would have been a fast ship, strategically speaking. She wouldn't be now, not against a major power, but she is one of the faster vessels in the Jakorbi force. One of the reasons she was chosen as a Dreadstormer target.
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07-12-2020, 05:20 AM | #14 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Day nods and gives Pothi a grin, "Thanks for the information, I can see you're going to be useful to have around! Well, I think I should spend some time going over the hyperdrive and becoming familiar, but maybe later we can take a closer look at some of the rec facilities? I know gambling isn't looked at too favourably on board, but I imagine someone will get a game going before long, and I couldn't say 'no' to that!"
He thinks to himself, I lucked out with this one, but now I've got to figure out how to handle the psi suppressors so I can start building up my crew.
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07-13-2020, 04:19 PM | #15 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
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07-13-2020, 04:31 PM | #16 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
I'd like an acting roll from each of you. This will cover your activities up to and during the launch of the ship. Could you also give me a mechanic (Reactor) role and a mechanic (stardrive) roll.
The ship is launching on a Saturday at 08:35 leaving the dock and then jumping into hyperspace. The exact route and destination are both unknown.
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07-14-2020, 07:07 PM | #17 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
[1] 20-07-15 01:58:34 CEST
Acting 3d6 <= 14 6 + 4 + 4 = 14 ... success [2] 20-07-15 02:00:15 CEST Mechanic (Stardrive) 3d6 <= 14 3 + 2 + 5 = 10 ... success Over the next few days, Day familiarizes himself with the stardrive, ensuring it is in good working order...and that he knows how to disable it if needed. In the mess, he has pointed out to a few people the "odd taste" in the food (whether it is present or not), and suggests it's probably the psi- suppressants they add to it. If he can do so subtly, he tries to find out whether it is added in the kitchen, or whether it is already present in the food supplied to the ship. Let me know what skill he needs to roll against to do so.
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07-15-2020, 04:26 PM | #18 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
For being able to disable or "nudge" the stardrive, I'll want a mechanic (stardrive) roll.
For the odd food taste, he needs to roll acting at -2 to conceal his true purpose, and he needs to roll some sort of influence skill to get the information he wants. Good candidates include street-wise, SF(military), and mediocre candidates include fast-talk and diplomacy (an additional -2 to acting roll to conceal purpose). If you have some skill you want to use a complementary skill (psychology for identifying the right crew member to complain to), go ahead and roll it, and give me the reasoning behind it. Sinzarious, we're waiting on your rolls.
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07-15-2020, 08:38 PM | #19 | ||
Join Date: Jun 2020
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Re: DreadStormers [IC]
Quote:
Quote:
Valford takes his leave if Vorno is finished with him and goes to get the layout of his bunk and the mess he will be using, and where they are located in reference to other parts of the ship. Over the next few days he attempts to make some friends, getting a feel for the people he is around. He regales others with his party exploits and some practical jokes he has played on other crewmen in the past to try and loosen up the mood. During meals he seems downhearted at the choice of cuisine and after a few of the more distasteful or less lively meals he laments about 'real' food and how he wishes there was a way he could at least get some fruit or vegetables that the kitchen staff hasn't 'butchered' yet. Snack food like the equivalent of apples or bananas, or whole carrots or celery and even candy bars or something else pre-wrapped and unadulterated. Dropping hints and feeling out the conversation while he watches the others to gauge their reactions (without actually coming out and saying smuggled onboard) Maybe looking for the name of someone who might be able to help him out with the problem through conversations. Hopefully being able to maybe 'put in an order' before they leave the port. Valford also takes the time to set up his bunk trying hard to get a bottom bed. Looking for possible places where he might be able to stash contraband. Maybe a panel that might be able to remove in a less accessible place like in a corner or under his bunk. Also observing his bunkmates and trying to judge the reactions to having a stash spot, or maybe observing anyone doing something similar. Last edited by Sinzarious; 07-15-2020 at 08:41 PM. |
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07-16-2020, 05:19 AM | #20 | |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Quote:
Acting-2 to suggest psi-suppression drugs give the food an odd taste 3d6 <= 12 1 + 5 + 3 = 9 ... success [6] 20-07-16 12:17:38 CEST Savoir-Faire (Military) to try to find out when the psi-suppression drugs are introduced to the food. 3d6 <= 15 6 + 5 + 3 = 14 ... success [7] 20-07-16 12:19:13 CEST Mechanic (Stardrive) to find out how to disable or "nudge" the stardrive 3d6 <= 14 5 + 1 + 2 = 8 ... success
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