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Post by Rigil Kent on Apr 14, 2011 13:21:28 GMT -6
Kudos to gigermann for adventure log entry. +1 xp.
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Post by Rigil Kent on Apr 15, 2011 8:42:59 GMT -6
And kudos to WxMAN and LabRat for their entries. +1 xp
These additional XP have been annotated on the Experience table under resources ... which I'm presuming everyone has access to.
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Post by Rigil Kent on Apr 17, 2011 16:13:57 GMT -6
A heads up is in order: I did some additional reading and research, and realized that the stats being used for your ship are significantly wrong. The ship is also not Colossal (frigate) in size but rather simply Colossal (so those Combat Thrusters that defiantbudah was talking about would work.)
More info once I finish recalculating...
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Post by Rigil Kent on Apr 17, 2011 16:42:38 GMT -6
Exeter (Changes are bolded thus) Colossal space transport[/b] Init -10; Senses Perception +0 ---------------------------------------- Defense Ref 16 (flat-footed 12); Fort 31; +12 armor, [/b]Vehicular Combat (with Ondo piloting) hp 400; DR 15; SR 55; Threshold 81[/b] ---------------------------------------- Speed fly 12 sq (800 km/h, 3 squares (starship scale) Ranged 1 double medium blaster cannon +7 (see below) and Ranged 1 double medium blaster cannon +6 Fighting Space 1 square (starship scale) Base Atk +0; Grp +41[/b] ---------------------------------------- Abilities Str 52[/b], Dex 18, Int 14 Skills Initiative -10 to PC score, Pilot +9 (Ondo) ---------------------------------------- Crew 6 (special); Passengers 18 Cargo 400 tons; Consumables 6 mos; Carried Craft 1 Huge Hyperdrive x3, navicomputer Availability Licensed ---------------------------------------- Double Medium Blaster Cannon (Brody) Atk +7, Dmg 5d10+2x2 Double Medium Blaster Cannon (Vorrsk) Atk +6, Dmg 5d10+2x2 or Atk +1, Dmg 7d10+2x2 with Burst Fire
---------------------------------------- Upgrades: Hangar Bay (1 Huge), Jamming Suite, Medical Suite, 10T Smuggler Compartments, Workshop, 2 emplacement points [/b]
On the bright side, it won't cost quite as much to refuel and operate as we thought (which is damned good for you guys.) Normally, a day’s worth of fuel costs 50 credit for any ship Colossal or smaller, but because of the galactic recession, though, all prices are doubles, so a days’ worth of fuel is 100 credits. A starship uses 1 day worth of fuel after one day of flight in realspace, one hour of flight in atmo or combat, or in a single jump to lightspeed.
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Post by Rigil Kent on Apr 19, 2011 8:50:20 GMT -6
Damn. No-Bark is kind of skunking some of you in terms of XP, what with his participation at the Portal. Kudos to both he & Tesla for log entries. +1 xp to both.
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Post by Rigil Kent on Apr 23, 2011 12:40:39 GMT -6
Updated the Ship's Manifest with the arms and equipment seized from the boarding party. You'll note that this does not include the poor bastards who were spaced - as none of them had transponders or anything like that, locating them or their gear is nigh impossible once everything is functional once more.
You'll also note that some of the gear is listed as "damaged." This is due to four grenades detonating simultaneously (what are the odds?) in close proximity to that gear. These items can be repaired.
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Post by Rigil Kent on Apr 23, 2011 14:18:32 GMT -6
I need some direction from the crew: - What are your plans for next week?
- What kind of questions do you have for the GM that will make the situation more clear?
- And so on.
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Post by Gigermann on Apr 23, 2011 14:22:47 GMT -6
1) Interrogate prisoner (off-screen?) 2) Make repairs (off-screen?) 3) Check for transmitters (if possible) 4) Find nearest port 5) Go there 6) Repeat as necessary
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Post by Rigil Kent on Apr 23, 2011 14:34:21 GMT -6
Okay. We could certainly do it that way, if you like. What I would likely do is fast-forward a couple of weeks. Regarding the interrogation, I'd likely have whoever is conducting it make an online Persuasion check against the target's Will Defense - the interrogator would have a +10 circumstance bonus to this check because he's completely at your mercy. What I'd need is a list of things you're trying to learn and, depending upon the result of this check, I'd determine what you learned.
Of course, this also doesn't tell me what you guys would be doing with him after you've finished "talking" to him.
Repairs would work mostly the same with the online rolls.
What about the Midnight Rose ... which is currently docked to Exeter's belly?
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Post by WxMAN on Apr 23, 2011 17:57:30 GMT -6
1) Interrogate prisoner (off-screen?) 2) Make repairs (off-screen?) 3) Check for transmitters (if possible) 4) Find nearest port 5) Go there 6) Repeat as necessary I completely agree with that - except between 3 and 4 we need to heal... desperately... and 5 needs to have the addendum: trade for stuffs and make money as we obviously need to do some maintenance on the poor ship... I'm guessing Tesla will be doing the interrogation.. I'd say we do some good looking at it and see how much it would cost to make workable and think about our needs - to see if the cost of repairs is worth it to us or if we should sell it and use the cash to get the Exeter actually caught up on maintenance, fuel, maybe trick it out a bit.. I mean this ship is kinda important to us...
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Post by Rigil Kent on Apr 24, 2011 12:03:12 GMT -6
Healing won't be a problem since you guys will likely be where you're at, in the middle of nowhere, for a while. I've posted the stats of the Midnight Rose at the Portal site for your perusal. I'm also going to need some die rolls: - Perception checks for characters who are boarding the Rose and searching it.
- Use Computer checks if you're trying to break into the Rose's computer systems
- Repair checks if you're working on getting the Exeter back up and fully functional.
If this is going to be the usual kind of combined effort, you need to identify who is the Primary before you roll any dice.
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Post by LabRat on Apr 24, 2011 12:29:16 GMT -6
I don't know what our droid has for check computer but since we're gaining access to a system I can apply my mechanics skill instead of use computer so that would give us a +15, though I think 83TT would be higher...
I have a +9 for persuasion. If anyone has anything higher then let me know,otherwise I'll do the interrogation check
Guess that's me as well since Jor is still not fully healed yet and is still out of commission?
When is the time limit on doing these rolls since some people don't check this everyday?
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Post by Rigil Kent on Apr 24, 2011 12:32:25 GMT -6
I'm less worried about getting the rolls than I am getting direction. Mostly, I need to know what the general plan is so I can build the adventure around that.
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Post by Gigermann on Apr 24, 2011 13:15:06 GMT -6
- Perception checks for characters who are boarding the Rose and searching it.
- Use Computer checks if you're trying to break into the Rose's computer systems
For starters: 33 will use H1N1 for an initial search of the Rose, before anyone else goes in (+6): [dice=20+6] Once it's cleared, he'll raid the computer for log entries, astrographical data/charts, maintenance records, sensor logs & freqs, etc. (+16): [dice=20+16][rand=74176296920298593876995990301444363563877888184400163878285942]
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Post by Rigil Kent on Apr 24, 2011 13:44:54 GMT -6
Handling the H1N1 sensor sweep first. There are three "decks" as you can see below. Rose Deckplans PDFThe lower deck (#15) is where the ship is docked to Exeter. On the map, it is the square in the center of the cargo hold. The large container thing partially covering it in the deckplans is a cargo container that frankly dominates the cargo bay. There are also a number of cots and hammocks in here. Area 12 has even more cots, hammocks and other sleeping material. In short, it looks like a cramped mess - think an Age of Sail sleeping are for crew and you wouldn't be that far off. Area 5 is sealed off and will require manual effort to access. Area 1 (the cockpit) is also sealed off and will require manual effort. Just like the exterior of the ship, this thing looks like a freaking mess on the inside. Not necessarily in bad condition, just kept by a person who doesn't care much about appearances.
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Post by zenwolf on Apr 24, 2011 14:02:52 GMT -6
Some questions for prisoner that come to mind:
Who do you work for? How did you find us?
I will be assisting Tesla with the interrogation, so +5 to that roll and I can assist anywhere else that's needed.
I will be reading over augur's journal again to see if there is anything else there we may have overlooked.
I agree we need to get to the nearest port. But we need to find an influx of cash. So we should be on the lookout for a job.
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Post by Rigil Kent on Apr 24, 2011 14:16:53 GMT -6
Its not really a journal, per se, but rather a holo-recording of his thoughts. I'll work something up and put it on the Portal to get a feel ...
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Post by Gigermann on Apr 24, 2011 16:27:59 GMT -6
But we need to find an influx of cash. So we should be on the lookout for a job. Selling the Rose will net us more cash than a typical job will (not that the Players have any actual idea how much can be gotten from either), if we can find a buyer.
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Post by Rigil Kent on Apr 24, 2011 16:44:13 GMT -6
Which is where Tesla comes in...
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Post by LabRat on Apr 24, 2011 17:12:01 GMT -6
I think while the others are checking out the Rose I'll be interrogating the prisoner with Ondo and then doing a diagnostic to figure out what is wrong with the ship and if I can fix it.
So for interrogation:
[dice=20] + 9 for persuasion +10 for the fact that we're awesome and he's scared shitless because he met Brody and No-Bark +5 because Ondo helped
I'm with Ondo for the starting questions- Who are you, who do you work for, how did you find us, are there others after us etc. I'm sure there will be follow up questions based on his answers
I'm then going to run a ship diagnostic to figure out what is in need of repairs
[dice=20] + 15 for mechanics
I'm then going to start my repairs if I can so here's one to get started:
[dice=20] + 15 for mechanics[rand=26000990065763085898149417176319909556914180252449226850830025756]
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Post by LabRat on Apr 24, 2011 17:13:25 GMT -6
#@&*^%!#@
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Post by WxMAN on Apr 24, 2011 17:27:05 GMT -6
Well let's see here...
I know No-Bark plans on going through the Midnight Rose first looking for traps, etc... then for general evidence which agrees or disagrees with what the mook is telling us during interrogation (ie credit deposits, notes, journal entries, etc etc)... then just get a general feel for the condition and what could be made off selling it...
Also, I would like to know if there is a roll I could make to create some 'truth serum' (or the Star Wars equivalent) since I know meds real well I figure it may be a possibility to make sure this mook is giving us the straight answers...
No-Bark also made the request to be there during the interrogations with medical supplies nearby in case the idiot pops a cyanide tablet or Tesla gets a little to 'upset'... also he wished Tesla to ask if the mook is in league with the 'furry devils'...
Other than that I will just long-term care all of the PCs and keep a watchful eye over Jor and Vorrsk...
What rolls do I need and you'll get them...
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Post by Rigil Kent on Apr 24, 2011 17:36:32 GMT -6
I think while the others are checking out the Rose I'll be interrogating the prisoner with Ondo Final result is a 30 for this check. Which blows his Will Defense out of the water. So ... - His name is Dravis Thorne.
- He is originally from Genesia, in the Brak Sector.
- He joined a merc band - Raland's Raiders - five years earlier, but has only seen a little bit of action.
- The 'Raiders' were hired by Gram Jacobi for a long-term mission that would require them to basically sit on their butts for extended periods of time. Thorne volunteered for this mission, expecting it would be easy money.
- He and his fellow mercs were never told the objective or why Jacobi was after said objective.
- Thorne and his fellow mercs have been stuck in Jacobi's hold for over two months now, with only three breaks - once when Jacobi boarded another ship (there were no survivors), and twice when he landed for supplies and refueling.
- Thorne has heard rumors that Jacobi was working for someone on Coruscant. He's also heard rumors that Jacobi's employer was from Alderaan.
- Before they boarded your ship, the mercs were told by a visibly happy Jacobi that the ship had already been disabled. Thorne does not know by whom or how.
- Thorne has no idea how Jacobi tracked the PCs - the mercs weren't allowed on the second deck or near the cockpit.
Final result is DC27. - Atmo scrubbers have minor damage.
- External sensors remain offline.
- The hyperdrive is offline. Damage from the booby trap that incapacitated Jor and Vorrsk appears to be on one of the alignment rods. Once brought online, the hyperdrive will be able to function well enough, but within six to ten jumps, that rod will need to be replaced or you could suffer a catastrophic failure down the road.
- There is some moderate hull damage (hit points, from the space battle over Ord Mantell.) No loss of integrity ... yet.
- Other minor damage throughout the ship, but nothing else critical.
Starting where?
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Post by Rigil Kent on Apr 24, 2011 17:42:04 GMT -6
Presumably, No-Bark is going to search the Rose after the interrogation? I know No-Bark plans on going through the Midnight Rose first looking for traps, etc... That would be Perception checks. It would also require Use Computer and/or Mechanics checks to get through sealed doors. Which honestly, isn't a whole lot. "Mook" is a good description of him and his status. There might be more intel inside the ship's computers. Does No-Bark really have any idea how much a ship goes for? I suspect this would be like me walking through a captured Cessna and trying to figure out how much to sell it for... Hmm ... let me do some research and get back to you on that. Acknowledged. That might actually be a really good idea. Take that up with Tesla.
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Post by WxMAN on Apr 24, 2011 17:57:26 GMT -6
Presumably, No-Bark is going to search the Rose after the interrogation? Sure, I didn't know if the interrogation would start right away or if we'd let him sweat it out a bit... or if there would be multiple sessions of interrogations allowing some in between time That would be Perception checks. It would also require Use Computer and/or Mechanics checks to get through sealed doors. I'm going to assume I'm not doing this alone? I'd think at least one other person would come with me and 8T33 would be helping with the doors / computer systems... Does No-Bark really have any idea how much a ship goes for? I suspect this would be like me walking through a captured Cessna and trying to figure out how much to sell it for... Good point, retracted... I will let someone else who knows these things give us an estimate... Take that up with Tesla. Will do..... *walks away* HEY TESLA!
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Post by LabRat on Apr 24, 2011 18:18:44 GMT -6
Well considering my first repair role I have noticed that there is a squeaky chair in the mess hall that is in serious need of attention so I will start there...squeaky chair gets the grease and all that But seriously, I will probably start with the hyperdrive and then move on to sensors Am I to assume then he has told us everything he knows and there's no need for follow up questions and/or we would be able to tell if he decides to be untruthful? What type of skills would you need to determine this? I told him I would ask but then reminded No-Bark that Luna needs feeding...he wondered away and didn't return for the rest of the interrogation. Once repairs are done Tesla will try to figure out where to find a buyer for the ship if that's what the crew wishes to do.
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Post by zenwolf on Apr 24, 2011 18:38:44 GMT -6
Once the interrogation is over, Ondo will go on board with no bark. Ondo is very interested in what he can find out on the ship. The mention of Coruscant in the interrogation, coupled with encountering Jacobi have put him on edge. I am sure 8t should come along for his slicer capabilities.
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Post by Rigil Kent on Apr 24, 2011 18:42:42 GMT -6
But seriously, I will probably start with the hyperdrive and then move on to sensors Cackles maniacally. But seriously, looking at the Mechanics skill in the core rulebook, you can take a 10 or a 20 on most Mechanics checks - in this case, I'm probably going to rule out you taking a 20. And also? Repairing those hit points ... man, that's gonna take a while. You'll probably want to be planetside somewhere to do that. In this case, the result of the check was so much higher than his Will defense (as in double-digits higher), I'd say that its safe to presume that both Ondo and Tesla are satisfied he's telling you the truth. Now the follow-up question I have is what does the crew plan to do with this poor, would-be pirate? Knowledge (technology) will tell you how much a brand new model of this ship will cost. Without actually checking the other ship out, though, you won't be able to estimate a price for it accurately. As luck would have it, she knows just the person. Of course, he's on Tallaan, in the Tapani Sector, and pretty close to Fondor, but he'll give you a good deal ...
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Post by Rigil Kent on Apr 24, 2011 18:49:09 GMT -6
Once the interrogation is over, Ondo will go on board with no bark. And presumably Brody as well. OK ... what I'll need, I think, is: - At least two Mechanics checks to get the two sealed off doors opened. (Can take 10 or 20 if time isn't an issue.)
- About four Use Computer checks to slice into the various systems (logs, astrogation computer, etc.) Can not take a 20 here.
- Perception checks for those searching the ship. Can take 20s if time isn't an issue.
That should be about it, I think... @ No-Bark. The truth serum is basically a poison, except it will target the Will defense of the target instead of Fortitude. Right now, I'm trying to find poison creation rules ...
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Post by zenwolf on Apr 24, 2011 18:54:42 GMT -6
Yeah I'm sure brody will come too. Ondo will be assisting as usual. No free help for 8T but I can make normal assist roles for him if he would like.
Next stop Tallaan!
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