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Post by Rigil Kent on Mar 11, 2017 10:46:53 GMT -6
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Post by Gigermann on Mar 12, 2017 22:47:48 GMT -6
Loot for 1×06: - €174.20; £287.04 loose in the pirates' strongbox, from Chi cargo sold off, etc
- Unexceptional Wal-Mart gear:
- Gauss PDWs ($3600) and Laser Carbines ($4600)
- Misc Pistols (~$5000 total)
- Smart Vacc Suits/Bubble Helmets & accoutrements ($7000)
- There was some leftover cargo in the hold still (from Chi merchant-raiding), but it was (a) not especially lucrative or interesting, and (b) there wasn't time to load it up—most had been sold off by the belters already (hence the cash)
The PCs didn't have a lot of time to loot things as they were leaving, but they could grab one or two things on the way (Calista snagged a Laser Carbine). Can just pick something to buy out of the "Misc Pistols" total if you like. Obviously they won't be pulling the suits off the dead belters. It occurred to me afterward that I probably should have had Calista/Zennith (at least) roll Scrounging while digging about, though it would likely only turn up "household" stuff the belters left lying around. If you want to roll it anyway, here, I'll allow it, and we'll see what happens.
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Post by WxMAN on Mar 13, 2017 1:10:30 GMT -6
cZE|rK7y1-61-61-61-6·1-6·1-6
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Post by LabRat on Mar 13, 2017 7:02:03 GMT -6
mZP|n3Bk1-61-61-61-6·1-6·1-6
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Post by Gigermann on Mar 13, 2017 8:11:47 GMT -6
Calista didn't find anything worthwhile. Zennith gets a "Minor Find"—roll 3d6 again for the results.
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Post by WxMAN on Mar 13, 2017 8:15:54 GMT -6
zOQplaDh1-61-61-61-6·1-6·1-6
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Post by Gigermann on Mar 13, 2017 8:41:00 GMT -6
That'll come to $480 worth of ammunition—rock-hoppers left a few cases behind or something. Your choice on the specifics, but it's probably either laser cells or gauss. Don't need to choose right away either. And both Calista and Zennith have a legitimate excuse to put a point in Scrounging (which really, they both needed anyway)
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Post by WxMAN on Mar 13, 2017 8:51:05 GMT -6
SWEET!
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Post by Gigermann on Mar 13, 2017 9:13:06 GMT -6
Regarding advancement for the intro-session and adventure "Black Ops 001": - 6 CPs ea, except Tulk
- 8 CPs for Tulk (for good RP, and burning nearly all his Plot Points making it happen )
- Can spend banked Plot Points at 1:2 CPs
- Points should be spent only on "legitimately excused" items—stuff being studied, stuff used in play, skills used at default, etc.; limited to 1 Level where applicable (subject to GM exception as needed)
- There's not going to be a long downtime between this and the next adventure (as I originally intended) so take it easy. Plus you probably want to keep some PPs handy for next time anyway
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Post by WxMAN on Mar 13, 2017 9:15:55 GMT -6
There's not going to be a long downtime between this and the next adventure (as I originally intended) so take it easy. So are you one session out from being done? Or am I reading this wrong?
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Post by Gigermann on Mar 13, 2017 9:29:50 GMT -6
So are you one session out from being done? Or am I reading this wrong? Most definitely wrong. I'm figuring on 3-4 more minimum—more if I shoe-horn a couple of big set-piece fights in there.
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Post by LabRat on Mar 13, 2017 9:52:19 GMT -6
Need any help from us to get the next segment rolling?
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Post by Rigil Kent on Mar 13, 2017 10:54:30 GMT -6
FYI, I'd already added the laser carbines and the PDWs to the ships locker on the spreadsheet since I figured we might actually want to keep them for emergencies or "away" missions. Didn't add any pistols. It would have been easier to snatch all of those, vacuum tape them together for ease of carry, and store them on the Omen. GM may want to review. Adding fundage to the Ship's Ledger, also on the spreadsheet. Some thoughts: - All PCs should have at least one point in Free Fall, Spacer, Vacc Suit. They should all probably have at least one point in Gunner (Beam Weapons) and Piloting (High Performance Spacecraft). I'm sure there's something else I'm missing but ...
- I'm actually not sure what to spend points on because I've picked at the AJ build long enough (multiple years and all) that he's pretty well rounded. I'm thinking of going ahead and buying 4 new relationships quirks - Bella, Calista, JoJo and Zennith - instead of improving any skills at the moment. Maybe consider a Contact in the local police force (the paladin cop?) Or heck, maybe CDR Squarejaw as a contact!
- Any additional suggestions certainly appreciated.
Addendum: Thinking of spending 5 points the following: - Contact: Agent Zahra Levy (effective skill: 15, 6 or less frequency, somewhat reliable) [1]
- Relationship: Bella Venice - "She drives me crazy but I love it."
- Relationship: Calista Moss - "Good person to have watching your back when things go sideways."
- Relationship: Joseph Jotaro - "He's like a naive, wide-eyed kid and somebody's got to look after him. Dammit."
- Relationship: Zennith Moss - "He's good at his job. A little OCD, but I can live with that."
Feedback?
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Post by Gigermann on Mar 13, 2017 11:14:40 GMT -6
Addendum: Thinking of spending 5 points the following: Seems reasonable to me. CDR Savage/Ofcr Shepard would be fine, too, I suppose. If you decide to go ahead with the Contact(s), as soon as your hand's off the piece, go ahead and make a roll for it here.
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Post by Rigil Kent on Mar 13, 2017 11:20:22 GMT -6
Roger. Going to add Officer Shepard (effective skill 12, 9 or less) with an eye toward adding CDR Savage as a contact at a later date once we encounter him again (hopefully in a positive manner.) Will update the wiki later. This means AJ will have two contacts in law enforcement (which is amusing considering Calista and Tulk being in his orbit.) Making both Contact rolls below:
ZAHRA LEVY:
b9PSECtH1-61-61-6
OFCR SHEPARD
1-61-61-61-6·1-6·1-6·1-6·1-6·1-6
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Post by Rigil Kent on Mar 13, 2017 13:07:50 GMT -6
Also, GM: note that AJ still hasn't opened that letter from the ex-wife. He's intentionally buried it under other paperwork so he can conveniently forget. Since his eidetic memory is due to the implant, I figure he actually can forget stuff until he starts trying to remember it. With the whacky hijinks the PCs just went through, he's forgotten about it ... for now.
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Post by Gigermann on Mar 13, 2017 21:51:44 GMT -6
Need any help from us to get the next segment rolling? I'm good for the moment, I think. I'll bring it up if I can think of anything you guys can help with—no shame in the GM getting the players' help That said, you've indicated that Calista is going to be looking for side-jobs to make money during downtime. This is fine, and I've got some mechanics that will help. But what kind of work might she be looking for specifically? Smuggling is out unless she brings everyone else in (as that is required to use the ship), which makes it not a "side job" anymore. Also, GM: note that AJ still hasn't opened that letter from the ex-wife. He's intentionally buried it under other paperwork so he can conveniently forget. Since his eidetic memory is due to the implant, I figure he actually can forget stuff until he starts trying to remember it. With the whacky hijinks the PCs just went through, he's forgotten about it ... for now. The date is set, and the event specified within will occur with or without AJ. It's possible he'll run into Julie at some point in the near-future, though, and she's liable to shoot him for not RSVPing…
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Post by WxMAN on Mar 14, 2017 8:18:36 GMT -6
Given the new weapon Zenneth has found - he'll be pushing aside the space hampster for a bit while he begins trying to figure out the gun
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Post by Gigermann on Mar 16, 2017 15:30:24 GMT -6
That said, you've indicated that Calista is going to be looking for side-jobs to make money during downtime. This is fine, and I've got some mechanics that will help. But what kind of work might she be looking for specifically? Smuggling is out unless she brings everyone else in (as that is required to use the ship), which makes it not a "side job" anymore. I'm gonna bump this a bit: it turns out this might be relevant to what's coming up. It could be that she's not just looking for "side" jobs anyway.
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Post by LabRat on Mar 17, 2017 8:13:26 GMT -6
Guess it isn't necessarily a side job per se, but it would be some additional work for us making it a job on the side...I guess? She wanted to reach out to her contacts for some smuggling work, then approach the crew (or more specifically Tulk) to see if they are down for it. Obviously she would need to use the ship. If they say "no" then no harm no foul, and they know where to reach her if they ever changed their minds or were in a more desperate situation. It doesn't have to be weapons either, and it could have a more humanitarian bent to it (like medical supplies to the poor, puppies to every orphan, etc.). It was more of an opportunity for some additional story telling or to help pad out the campaign.
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Post by Gigermann on Mar 17, 2017 8:54:08 GMT -6
Guess it isn't necessarily a side job per se, but it would be some additional work for us making it a job on the side...I guess? She wanted to reach out to her contacts for some smuggling work, then approach the crew (or more specifically Tulk) to see if they are down for it. Obviously she would need to use the ship. If they say "no" then no harm no foul, and they know where to reach her if they ever changed their minds or were in a more desperate situation. It doesn't have to be weapons either, and it could have a more humanitarian bent to it (like medical supplies to the poor, puppies to every orphan, etc.). It was more of an opportunity for some additional story telling or to help pad out the campaign. Yeah, I initially thought you were talking about jobs for Calista's own benefit while the crew is on downtime, which is also doable. But that's what I needed, anyway. It probably wouldn't hurt to give a thought to what her boundaries are in terms of what sort of job, or from/for whom, she will accept or not. I don't know if Tulk is typically looking for less-than-legal work—should figure that out too, I guess.
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Post by Rigil Kent on Mar 17, 2017 9:17:03 GMT -6
Man ... I'm crewing with a buncha lowlife scum ... would love to know how Calista and Tulk feel about AJ having two law enforcement Contacts ... LOL
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Post by WxMAN on Mar 17, 2017 10:41:02 GMT -6
Zenneth is not a lowlife at least.
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Post by LabRat on Mar 17, 2017 10:46:05 GMT -6
Yeah, I initially thought you were talking about jobs for Calista's own benefit while the crew is on downtime, which is also doable. But that's what I needed, anyway. It probably wouldn't hurt to give a thought to what her boundaries are in terms of what sort of job, or from/for whom, she will accept or not. I don't know if Tulk is typically looking for less-than-legal work—should figure that out too, I guess. She does have her own moral code but it is definitely in the gray area. She takes jobs on a case by case basis. If it is too hot, too dirty, or too risky, then she politely declines. So it is hard to say where her line is. She isn't going to deliver a nuke to an orphanage, but she does supply arms to people that may have less than noble plans for them. Right now she is merely presenting an opportunity to Tulk. She knows what she does isn't for everyone, and so if he wants to walk the straight and narrow, then she is fine with it. Man ... I'm crewing with a buncha lowlife scum ... would love to know how Calista and Tulk feel about AJ having two law enforcement Contacts ... LOL Probably in your best interest not to tell her unless you want an earful.
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Post by Rigil Kent on Mar 17, 2017 10:51:05 GMT -6
Man ... I'm crewing with a buncha lowlife scum ... would love to know how Calista and Tulk feel about AJ having two law enforcement Contacts ... LOL Probably in your best interest not to tell her unless you want an earful. AJ has no reason to hide it. He's basically an honest guy ... basically. I suspect it'll play out with him referring to the contacts by name at some point - "I could check with Zahra, see if she can get me some info." or "Let me check with Shepard about this guy." - but not actually going into detail about who they specifically are until we cross paths with them in-game. Of course, at least with Shepard, Calista might have had interactions with the officer in question. If nothing else, it gives Calista something else to commiserate with Tulk over while they're carrying on their illicit affair(s). "Can you believe he actually likes [Insert LEO of choice]? Hand me those lockpicks..."
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Post by Rigil Kent on Mar 18, 2017 17:00:12 GMT -6
No recap yet. "Iron Fist" came out this weekend and when I got up today, I started binging it. Recap will probably be early next week.
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Post by Gigermann on Mar 19, 2017 21:13:11 GMT -6
@zennith, finding a buyer for looted weapons:- One roll may be attempted per week for each item or lot
- Relevant skill: Streetwise for stolen, smuggled, or black-market goods.
- Modifiers:
- -4 for total cost of the lot (quite a bit of money)
- +1 for population on Tamborro (potentially more if other locations are included)
- Taking more time can extend the bonus a bit (or can "Take the Clock" on a failure, meaning fail=takes more time)
- Searches are normally active, but it’s possible to take a basically passive approach (posting a handbill or online listing, scanning the want ads, etc.). This takes much less time and effort, but the search roll is at -5 (equivalent to the job-search penalty for Laziness, p. B518), and only one passive search can be made within the standard interval.
- Contacts and such might be helpful
@jojo, finding under-the-table access to controlled substances:- Acquiring black-market goods usually requires a Contact (p. B44) who knows how to get in touch with the local underground.…A PC without a Contact can use his own Streetwise skill to locate new connections. The players specify what they’re looking for, and then the GM decides on the item’s local availability, applies any modifiers, and rolls in secret.
- Modifiers:
- A penalty equal to the local Control Rating (-3)
- +1 if the area includes a major shipping port, borders a low-CR country, or has ineffectual (corrupt, undermanned, etc.) law enforcement
- Gray-market goods are easier to find. Roll as above, but at +3 to skill
- A "medical" skill seems a legit Complementary Skill (success= +1 to the primary skill roll)
- Failure may result in unwanted attention from local cops or criminal syndicates. Critical failure means the buyers walk into a police “sting” operation, are ambushed by other criminals, or acquire dangerously defective goods!
- Other options are to get legit over-the-counter drugs that can perform the same function when mixed or whatever, or to "invent" a drug that will do the same
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Post by WxMAN on Mar 19, 2017 21:37:45 GMT -6
I'll take my time and use Callista's contacts. Streetwise is 14. pzrPiqKv1-61-61-61-6·1-6·1-6
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Post by WxMAN on Mar 19, 2017 21:38:09 GMT -6
Ain't nobody touching those guns....
"Uh, hello, would you like to buy some possibly illegal weapons?"
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Post by Gigermann on Mar 19, 2017 21:46:49 GMT -6
Streetwise is 14. [dieroll] That gets a fail by 4, which means you'll find a buyer in 15 weeks (unless you expand the search to include other locations than Tamborro station)
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