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Post by Gigermann on Mar 1, 2010 12:55:45 GMT -6
FYI: The Sophie came out to Midway about a week ahead of the Omen
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Post by Gigermann on Mar 1, 2010 14:17:10 GMT -6
So, at this point, I'm going to have to lean on you a bit. Much of the detail of AJ's relationship with Julie is in your head, so I don't really have access, and consequently, can't truly do it justice. So, rather than fudge my way through it and have you clean up afterward, I'll give you some bullet points to incorporate, and have you run with them (unless you have a better idea): - Under the surface, Julie still cares about AJ
- The new relationship appears to be lacking some "depth"—maybe that it's been only a week or so
- The new guy is Devyn Malkin
- The new guy is not Julie's usual "type"
- There's something about the new guy AJ doesn't like
- I'll probably "interrupt" at the end
All I can think of for the moment. Discuss as necessary.
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Post by Rigil Kent on Mar 1, 2010 14:40:49 GMT -6
Okay, I'll revise the installment, add some stuff to incorporate BPs and work on it.
To be fair, I don't actually have their "relationship" figured out in my head - I was making it up as I went - but in retrospect, my new approach (to replace the old one) works better as it's less ... bitter and doesn't violate his "no talking about ex-wife" quirk.
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Post by Rigil Kent on Mar 1, 2010 15:12:16 GMT -6
I would like to make a PER check (or something) to determine if Julie is hiding anything, like she was being forced or if AJ could determine exactly how she feels about her impending nuptials. I was thinking it would be something like Body Language, but wasn't sure if that's appropriate.
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Post by Gigermann on Mar 1, 2010 15:34:23 GMT -6
I would like to make a PER check (or something) to determine if Julie is hiding anything, like she was being forced or if AJ could determine exactly how she feels about her impending nuptials. I was thinking it would be something like Body Language, but wasn't sure if that's appropriate. For future reference, for myself mostly, from Dr. Kromm, GURPS Guru: I suppose, at this point, that you would use the better of whatever Traits you mentioned (probably Perception), though the quality/nature of the information gained would be bounded by the one used. Body Language would get the better information, I think, but your chances won't be as good. Perception will get you whatever's on the surface, but it won't help AJ's interpretation. Detect Lies could also be useful here, but it's "more specific" in its application. I suppose it's not inconceivable that he might get a small bonus for knowing Julie's tells better than most. +1 maybe? Pick one, and let's see where it goes.
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Post by Gigermann on Mar 1, 2010 15:55:39 GMT -6
Only +1? Bummer. By my estimation, Body Language is going to be virtually impossible for him to succeed with. It defaults to Detect Lies-4, which defaults to PER-6, giving him a PER-10 check (effective skill ... 3, 4 w/a +1 circumstance bonus.) So I guess it's a default PER check (13, 14 w/ +1 bonus) since that's the only way I can really succeed. And you roll, right? Not me? Technically, you can't default from a default. If BL doesn't default from a base attribute, then the RAW is that you can't use it. Of course, BL is more of a "cinematic" thing anyway— Mentalist stuff. DetLies will tell you if she's holding something back, I think, so that may be the best way to go. Since the "truth" in this case is kinda up to you, with the caveats I already mentioned, then you can go ahead and roll openly. If you use them on Devyn, then I'll handle that secretly. Julie's IQ 11: [dice=6][dice=6][dice=6]=8; +3 (if she's attempting to hide anything) Side note: Just saw this in Mysteries[rand=4143319400009503921567438514853949477585020563624679609045527406]
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Post by Rigil Kent on Mar 1, 2010 16:00:30 GMT -6
Unfortunately, I'm still operating at an effective skill of 7 with Detect Lies (not sure where we got 8 from before) with a +1 bonus due to familiarity.
[dice=6][dice=6][dice=6] = 6, so she beat me by 1 (unless she's trying to hide something.)[rand=31044972723795927159513429236071150337726337566522928582046559423613]
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Post by Gigermann on Mar 1, 2010 16:07:38 GMT -6
Unfortunately, I'm still operating at an effective skill of 7 with Detect Lies (not sure where we got 8 from before) with a +1 bonus due to familiarity. = 6, so she beat me by 1 (unless she's trying to hide something.) With a margin of 1, AJ still might be suspicious, but he'd be leaning heavily toward believing she's telling (all of) the truth. I wonder if AJ's inability to tell when she was lying was part of their problem ;D
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Post by Rigil Kent on Mar 1, 2010 22:02:16 GMT -6
[Gibbs' Voice]Ya think?[/Gibbs' Voice.]
AJ initiated a Cortex search of anyone matching Malkin's appearance with his name. This would be CompOps, yes? Skill is 14.
[dice=6][dice=6][dice=6][rand=11026716718743595584176135968578677591571403168342384701488952026]
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Post by Gigermann on Mar 2, 2010 12:34:21 GMT -6
I think you could justify adding a point in Detect Lies, since you've been hanging with Tulk for so long (retroactive training—undoubtedly, he will have been unconsciously training you by pointing things out), if you/we can identify a good "change event" somewhere, or maybe when a natural break happens.
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Post by Rigil Kent on Mar 2, 2010 13:49:39 GMT -6
Groovy.
According to the Pilot skill, a roll is made at takeoff and landings. Piloting/TL10 (High-Performance Spacecraft) (17)
[dice=6][dice=6][dice=6][rand=14751256203775216954514857375086553683797050686605749607581306149]
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Post by Rigil Kent on Mar 2, 2010 21:21:07 GMT -6
Musical Instrument (violin) sk: 12 (you'll see why)
[dice=6][dice=6][dice=6][rand=4535074610715590417836499572562114423901398056397704393849601480482]
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Post by Rigil Kent on Mar 4, 2010 10:01:27 GMT -6
Question: using his expert knowledge, which has the greater risk of danger to the ship & the crew?
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Post by Gigermann on Mar 4, 2010 10:17:55 GMT -6
Question: using his expert knowledge, which has the greater risk of danger to the ship & the crew? I suppose it's a matter of skill vs skill—AJ's Piloting vs Steg's Gunner, and their associated modifiers. At this point, I think both are "likely" to succeed, but with the Piloting, you may avoid any damage entirely, at the risk of getting it worse if it fails. Shooting it means you'll probably take a few plinks, at least.
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Post by Rigil Kent on Mar 4, 2010 10:26:00 GMT -6
All right. Knowing how the range stuff can seriously throw off one's shooting ability (and seeing as to how this is my "Chronicles"), I'm opting for the Piloting option instead of the Gunner.
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Post by Rigil Kent on Mar 4, 2010 10:32:48 GMT -6
Gotta impress Bella, ya know? So ... mechanics time. AJ has a Pilot (High-Performance Spacecraft) skill of 17, and the Omen has a +2 Handling bonus ... effective skill level of 19. Are there any other modifiers I'm unaware of?
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Post by Gigermann on Mar 4, 2010 10:41:49 GMT -6
QC:Piloting, AJ vs SK:15 (includes +3 for Dedicated modifier to Missile's Closing maneuver)
Mods: +Handling +Accel Bonus— In AJ's case, Mish is doing an "Emergency Power" Maneuver to get double acceleration (stresses the engines); 6G=+12 (Missile is already at 6G=+12)
Missile: EffSk 27; [dice=6][dice=6][dice=6]=10; +17[rand=33508800043765774308191821691858362775378194426896346019915945224]
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Post by Rigil Kent on Mar 4, 2010 10:44:06 GMT -6
So, I have an additional +12 to the effective skill?
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Post by Gigermann on Mar 4, 2010 10:46:51 GMT -6
So, I have an additional +12 to the effective skill? Actually, for Evasive Action, you get double that. Oy!
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Post by Rigil Kent on Mar 4, 2010 10:47:58 GMT -6
So that means the effective skill is 17 (sk) + 2 (handling) + 24 (evasive maneuvers) = 43?
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Post by Gigermann on Mar 4, 2010 10:55:37 GMT -6
So that means the effective skill is 17 (sk) + 2 (handling) + 24 (evasive maneuvers) = 43? Yeah—I think you're gonna make it
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Post by Rigil Kent on Mar 4, 2010 10:56:50 GMT -6
And here ... we ... go ... [dice=6][dice=6][dice=6] Heh. Made by ... good lord ... 36. Now how is this going to work prose-wise? And does the missile continue to track? [rand=422943525742083160983914297066467283708533886417666074751081407631]
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Post by Gigermann on Mar 4, 2010 11:01:05 GMT -6
Mish's Mechanic check for the Emergency Thrust maneuver: v 16: [dice=6][dice=6][dice=6]=15; +1 Barely [rand=8871659075319251155571126243624954267911297964858361696290994264]
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Post by Gigermann on Mar 4, 2010 11:21:19 GMT -6
Now how is this going to work prose-wise? And does the missile continue to track? Best I can tell from my interpretation of the rules is that the missile fails to "close the distance." Given the nature of orbital combat, and the limitations of missile-type craft, I guess this means it has overshot the target, and won't be able to reacquire it—given the QC result, it didn't even get close. Some operator is, no doubt, about to get "disciplined." Given that the missile was attempting to track you, it probably ends up in a super-high orbit that'll take it days to come down from.
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Post by Rigil Kent on Mar 4, 2010 13:25:24 GMT -6
Okay, I chose to recalculate the trip, so what are the times involved? Are there any skill checks req'd?
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Post by Gigermann on Mar 4, 2010 13:51:47 GMT -6
Okay, I chose to recalculate the trip, so what are the times involved? Are there any skill checks req'd? - Base time will be 4.7hrs at cruise thrust (75%=2.7G)
- Chk:Navigation+3 and Chk:Piloting; worst result=±2% to travel time (Just realized this needs to change, though—can't really "shorten" that absolute distance…deal w/ that later)
- Give it a -3 for being in less than optimal position
- Risk modifiers may apply (though I don't expect you to use it)
Side Note: Just figured out the difference between Piloting and Shiphandling—Piloting is when you fly it yourself, Shiphandling is when you command someone else to do it.
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Post by Rigil Kent on Mar 4, 2010 13:55:32 GMT -6
Navigation (20, w/+3 bonus, but -3 penalty) [dice=6][dice=6][dice=6] = made by 3
Pilot (19, w/+2 handling bonus, but -2 penalty) [dice=6][dice=6][dice=6] = made by 5[rand=867942622766345430700839008271250366680826748276849802057490599358]
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Post by Gigermann on Mar 4, 2010 14:05:33 GMT -6
Navigation (20, w/+3 bonus, but -3 penalty) = made by 3 Pilot (19, w/+2 handling bonus, but -2 penalty) = made by 5 Piloting should've been -3 also, I think +4 gets -8% time=4hr,20min
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Post by Rigil Kent on Mar 4, 2010 14:07:19 GMT -6
Yeah, final result (made by 5) takes into account the -3. The second -2 is just a typo on my part.
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Post by Gigermann on Mar 4, 2010 14:10:09 GMT -6
Yeah, final result (made by 5) takes into account the -3. The second -2 is just a typo on my part. Shave off a few minutes
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