10-27-2020, 06:23 AM | #231 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
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What about Timing and Botha? Quote:
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What mischief will you get into between now and the next meeting on Friday? You said you were going to wait for Hua to get her powers online before trying to steal a weapon...
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10-27-2020, 10:11 AM | #232 | |
Join Date: Jan 2014
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Re: DreadStormers [IC]
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Botha; I think the extra gear storage is between D and E. If I could find an activity in the area, I could feign sickness and make like I'm going to the washroom, and then slip over to storage on the other side of the mess... Depends what where the activity I find on Deck 13 is. |
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10-28-2020, 07:58 AM | #233 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Floor 13 is very much an "Active" Floor, being the top level of the general quarters, so transport coming by is the least of your worries... though I suppose few others will recognize you. You will run into someone. The bathrooms have two doors, though they are next to each other. Botha is the sort of stick-in-the-mud that will stay just outside of the door while you make a big deal about being sick. What specifically are you faking? You'll need an acting roll to fake the illness, and stealth at -2 or some other appropriate skill to sneak past Botha while she thinks you're in the bathroom. You've then got to go 10 levels down, pick the lock (-4 to skill, 1 minute per attempt), find the item (perception roll, 1 minute if succeeding by 0, less if by more), and get back 10 levels up and get back into the bathroom (which will require more stealth).
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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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10-28-2020, 09:29 AM | #234 | ||||||
Join Date: Jan 2014
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Re: DreadStormers [IC]
Eh... Let's say constipation. At least there won't be any evidence.
-- OK, let's roll: Acting to fake the disease: Quote:
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10-28-2020, 10:15 AM | #235 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
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Quote:
Its been maybe four minutes.
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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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10-28-2020, 12:52 PM | #236 | |
Join Date: Jan 2014
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Re: DreadStormers [IC]
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What kind of Holdout penalty would the sign have? Barring reusing the sign, could I use Fast-Talk supplemented by Hazardous Materials and throw bafflegab about looking for dangerous leaks at anyone who hassles me? |
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10-28-2020, 01:30 PM | #237 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Sure, you can use Hazardous Materials and fast talk... but be aware that the ship is full of technicians of one sort or another.
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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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10-28-2020, 03:17 PM | #238 |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Daymar is looking for any hints of how much time they have left to get control of the ship. Can I make a Savoir-Faire roll to determine how he would go about doing that?
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10-28-2020, 05:56 PM | #239 |
Join Date: Jan 2014
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Re: DreadStormers [IC]
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10-29-2020, 08:00 AM | #240 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Your training suggests the following methods for determining the location and mission (and thus timing) of the ship you are on: As you are a control-based telepath, the most reliable method is to "suggest" someone who knows for sure. The senior officers and senior navigational NCO's both know this, but training suggests targeting navigational NCO's over officers (less risk, more exposure). You need some method to get close, doctrine suggests carousing your way into their circle during off-hours or assisting in a convenient task nearby navigation. Or even a fabricated one: marching into navigation, having a quick private conversation with a navigator, and marching out is not generally suspicious unless frequently repeated. There is a busy rumor mill about this on every ship. Carousing is generally the usual skill for gathering those rumors. Daymar has a bet on first shot fired, and thus an unusually good cover and an icebreaker for talking about the subject. If you are part of the Motive section and have Navigation (Hyperspace) (you do), you can try and calculate the rough parameters of the jump, as well as a guess at the general direction of the route. Strategy(Space) and Intelligence Analysis would enhance the ability to process rumors and navigation data, but your small team doesn't include those skills. We probably should have had some sort of skill along the lines of "Expert skill (Dreadstorming)" or even soldier (Dreadstormer) that reflects how well you absorbed training in the procedures of how to take an enemy ship. As opposed to soldier(Zorbani Navy). But hindsight is 20/20. Quote:
fortunately, the quarters for the security personnel are on the floor they just left. Both you and them are planning to get off on deck 11, block C.
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