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Everything posted by The Legonater
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Round One in the Forbidden Sector: Zaria uncovers gear in C5 - 9 credits! Kirwin uncovers gear in C4 - One plasma potion! Varen uncovers Signal 1 Fragment A in E5 Varen uncovers gear in E4 - Fragile Hacking Chip! (Single-use) Storm Phase: 1,1: Storm moves one tile to the left. One debris level added to C3. 3,4: Storm moves two tiles to the right. One debris level added to C3 and C4 (Kirwin is buried!) Everyone loses one level of O2! Kirwin (karmajay)Character Points: 1/14 O2: 4/5Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Utility BeltInventory: 4 Hampering Minor Chemical Contained grenades, 3 Plasma Potions, Adventuring Leathers (Standard Kinetic Armour), Hacking Chip Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi)Character Points: 0/14 O2: 4/5Vitality: 6/6Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 3/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 145Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Aetherbrew, Plasma Potion, Nanite Elixir Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 1/13 O2: 4/5Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 115Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Fragile Hacking Chip Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 1/15 O2: 4/5Vitality: 6/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 2/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic Sweep, Enhanced VisionCredits: 134Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll
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MM Note: Was about to run the round when I caught this - while you may clear tiles adjacent to you, you need to be on a tile to explore it.
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MM Note: I absolutely stole from Forbidden Desert so I'm glad you're familiar Is someone able to supply an action for Varen?
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MM Note: You can definitely take as few moves as you want! Point of clarification, however; you don't need to Pick Up a Signal to find one of the directional signal fragments, they will be revealed with the Explore action. The Pick Up a Signal action is for when you have both directional fragments and can locate where they intersect. Basically, because the board moves, each signal itself is not on a specific tile like the fragments are, and so discovering the signal gets its own action. Once you have both directional fragments you can go to the tile they intersect on, and if the tile is unblocked and explored, you can then Pick Up a Signal, a la the spoilered example. I hope that's clearer?
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MM Note: Not only did I forget to roll for initiative, but I also forgot to add a numbering grid which would probably help answer your first question. Both have been fixed, but to be as clear as possible, the tiles with the big coloured outlines are what counts as a tile.
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Kirwin Engineering Check DC 5 - 5, 2, 5, 2, 4 (Three successes) Unfortunately, despite Kirwin's knowledge, his recommended fixes can do little to clear up the signal with all the interference in the nebula. The heroes are going to have to do this old school. All good, Kirwin, we've got this. These suits should be 'one size fits all,' so you should all be able to get in snug and tight. Oxygen is supplied and all, just be careful y'all don't use it all at once. Now, listen tight, there's a few rules to these sorts of things... FORBIDDEN SECTOR The Goal: The heroes will need to navigate the space of the FORBIDDEN SECTOR in order to lock onto three signals of Valencia. Once all signals are locked onto, return to shuttle Actaeon to triangulate Valencia's position. But be careful not to run out of Oxygen! Player Actions: Each round, every player be able to take four actions on their turn. There are four different types of actions a player may take: Move: You may move a number of tiles equal to your velocity, moving up, down, left, or right, but never diagonally. A tile is considered ‘blocked’ if there are two or more debris levels on it, turning the tile red. You also may never move through the empty space containing the Cosmic Storm. Remove Debris: You may remove Debris levels on your tile or on an adjacent tile (up, down, left, or right) for 1 action per level. Explore: If you are on an unexplored tile that has no debris levels on it, you may explore it for 1 action, flipping the tile over and revealing what is underneath. Pick Up a Signal: For 1 action you may lock onto a revealed signal on an unblocked and explored tile. Once your tile has locked onto all three signals, return to the shuttle to triangulate the lost shipment’s position! Tiles: There are various types of tiles on the board that the player may run into: Levels of debris: A green tile has no debris on it. You can explore it without hindrance. A yellow tile has one level of debris on it, which must be cleared before the tile can be explored. A red tile had two levels of debris on it, and cannot be moved through O2 Reserve: Four tiles contain a derelict ship that may have O2 (Oxygen) still stored inside. When you explore a tile with a ship and it reveals O2, every player currently on the tile may at once add two O2 to their canisters, depleting the ship’s reserves. One of these tiles, however, will already be depleted! Shuttle Actaeon: The shuttle Actaeon will also be at play. If a player ends their turn on the Actaeon tile, Jace and Alexa will refill the player's O2 Examples: Exploring a tile will reveal what is underneath: Each round, every player be able to take four actions on their turn. There are four different types of actions a player may take: Gear: When you explore a Gear tile, you gain a piece of gear that can help your team during the game, or some other reward found in the debris fields. Signal Location Clues: Hidden in the sector are strains of three signals needed to triangulate the shipment’s positions. There are two signal fragments for each signal which, together point to the tile the signal can be found. One clue indicates the row (Left/Right) and the other indicates the column (Up/Down). When you reveal the second clue for any signal, that signal can then be locked onto from where the row and column intersect. The signal will then move with that tile. Example of finding a Signal: Storm Phase: At the end of every round, the MM rolls two sets of die to determine the effects of the gravity storm. This will “blow” a number of tiles into the hole on the board. Anything on the tiles is moved along. After moving each tile, a debris level is added to each tile moved. Once a tile reaches its second level, that tile becomes blocked to all movement until the debris is reduced back to one. If a player is on a tile while it reaches its second debris level, the player is buried and must reduce the level down to one or zero before they can take further actions. The storm will proceed in two waves. Each wave consists of a d4 to determine direction (1 = left, 2 = up, 3 = right, 4= down) and a d6 to determine how many tiles are moved in a line (1-2 = 1, 3-4 = 2, 5-6 = 3). Example: At the end of the storm’s phase, all players not currently protected from the tidal forces expend 1 O2. If the player reaches 0 O2, they begin to lose 1 VP per turn. O2 can be refilled at shuttle Actaeon or from O2 reserve tiles. Everything make sense, heroes? Feel free to ask any questions before heading out. Remember, you can only have about five units of oxygen in the tank. One more thing, since you all have unique capabilities, I get the sense you'll each have unique advantages out there in the wilds of space. Roles: Kirin: An engineering wizz and experienced pilot, has +1 Velocity for this game. Merei: A skilled gravity mage, can clear all levels of debris on a tile in one action Varen: A master of insight, can take an action to peek under any unexplored tile. Zaria: A traveling expert, can survive one round without O2 before losing health Initiative Check: Kirwin: 1 (Zero successes) Merei: 1, 3 (Zero successes) Varen: 1, 3 (Zero successes) Zaria: 5, 5, 3 (Two successes) Turn Order: Zaria, then the rest. Kirwin (karmajay)Character Points: 1/14 O2: 5/5Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Utility BeltInventory: 4 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Adventuring Leathers (Standard Kinetic Armour), Hacking Chip Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi)Character Points: 0/14 O2: 5/5Vitality: 6/6Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 3/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 145Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Aetherbrew, Plasma Potion, Nanite Elixir Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 1/13 O2: 5/5Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 115Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 1/15 O2: 5/5Vitality: 6/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 2/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic Sweep, Enhanced VisionCredits: 125Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll
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Upon Merei's suggestion, Alexa begins typing at the controls, her fingers in a flight. Huh. So I have good news and bad news. The bad news is I can't ping any signals outside of the nebula. With all the gravitonic manipulation, it looks like no communications are going to leave this sector, they just keep bouncing back inward. But, I am receiving signals from within the nebula. She turns to face the party, a rare grin on her face. I'm getting a signal from Valencia. She's in here with us, though it looks like it's an emergency line. There is a snag, though - it's not a clear feed. Just a bunch of disparate fragments scattered throughout the sector. You can blame that on the gravitonic interference, too. We'll need to triangulate a position, and I don't think we can do that from the shuttle, not with the rate everything is moving in here. But, there is a plan B. At that, Alexa stands up and moves into the crew hold. She taps at a storage cabinet about Varen's head, and once it pops open she pulls out four jetsuits, clearly designed for interpersonal space travel. Have you lot ever worn something like these before?
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It's nothing- Nah, it's a good one! I was working a security detail at the Ace of Hearts, Derrick had our crew squatting hangars, keeping an eye out for something, can't quite remember what. Next thing you know the gaudy private freighter touches down and Jace here steps out with a grew of crewmates. They were shipping in some kind of menagerie, a whole-megablocks zoo of animals. One thing led to another and Jace broke 'em all out! It was an accident! It was a mess is what it was. Took all the manpower we had to wrangle them back up. But that wasn't even the worst part. Then we had to talk down Derrick. He's not known as the Butcher of Alvertast for his easy-going nature. I knew Derrick, but I'm not the people-person Jace is. Besides, it was me he was really pissed at. So I had to work my magic to feed info to Jace so that he could sweet-talk Derrick down from firing the lot of us. We've worked together ever since. Who could have saw that coming? It's at that moment that the shuttle Actaeon begins to quake beneath the heroes' feet. The shaking grows in intensity, rattling the hull, and when everyone looks up they notice a deep red hue filling the space. I think we're here. Kirwin, still want that manual? We may wind up needing some repairs after all this is over...
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Alexa shrugs from the cockpit. I like a good spooky story, personally. Helps keep my mind off of whatever spookiness is in the present. I need to hear about this dragon when you have the time. You trapped them? By yourself? Almost takes me back to when we met, Jace. Alexa chuckles a little in memory.
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Speaking of, let's head off. The group piles back into Actaeon and prepares to lift off. Alexa, as they have seen her do before. Closes her eyes and dips her head towards the console before starting the engine and peeling away from Port Charon. Once they are on their way, Alexa straightens up and turns back to the party. Well done back there folks. Feels like we have a clean shot to Valencia. Well, asides from the gravity storm and all, but it'll be a minute before we hit that. Anyone have any fun stories for the road?
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Sensing a consensus, Jace begins leading the group out from the diner and back to Actaeon. The half-dilapidated walls of Port Charon put the crew slightly out of ease, as they consider the dangers that lay before them. That's the spirit. Keep vigilant with those prayers, I can't imagine this trek is going to be kind to us. Alexa rubs at her neck with her cybernetic arm, working out knots of stress. Hate to say it, but I think you're right. I'm impressed you were able to talk your way out of that one, most Starblazers I've ran across don't much care about niceties. It is more fun that way, but admittedly a little less productive.
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Well, pilots are supposed to log their ship hours and such, but that stuff usually doesn't get submitted until the delivery is finalized. If we have a direction, I say we go for it. I'm sure the bookkeepers will forgive us if we don't wind up learning their exact motivations - and if all goes well, hopefully the crew can tell us themselves.
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Varen Persuasion Attempt DC 3 - 1, 3, 3, 4, 1 (One success) Varen's sweet-talking falls on its face, as the woman recoils. Simon was a friend, I'm not about to bribed over his memory. I've told you want I can, if you find him, I would appreciate it. Until then, someone needs to talk to his family. I suppose if they had reason enough to be hurried that might be a risk they would take... it's definitely a start, if nothing else. So Valencia was in a rush? Antagonized by the local gangs? Interesting...
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MM Note: Sorry for the delay, all, very busy day yesterday! Zaria Insight Check (DC 1) - 6, 3, 6 (Two successes) With the heightened emotions going on, Zaria can tell that the officers are more obstructive than anything, their eagerness to solve the case appearing something of a facade. Merei Insight Check (DC 1) - 1, 6, 5 (Two successes) Alexa and the Starblazers seem equally agitated, exhausted by the ISA's interference. MM Note: I feel like Try Something is generally supposed to be a little more specific than this, but in the interest of moving things along I'll let you run with it. Kirwin "Try Something" Check (DC 3) - 6, 4, 5 (Three successes) Kirwin digs through his memories and recalls a stint where he binged a series of court dramas, detective shows, and a lot of Columbo. Out from his mouth comes a bubbling of corporate jargon and buzzwords, completely stunning the two officers. Er, of course! But, you see, we can't have an investigation like this executed by amateurs, so if you'll please step aside and let us go about- Oh, give us a break. Kirwin's right, you need to check your jurisdiction or whatever. Are- are they right? It doesn't matter. Be on your way, travelers. Just leave it to us to keep this station at peace. The two officers march out of the diner, leaving everyone will an ill sense of unease. The Starblazers stir, clearly uncomfortable. They finish their drinks quickly and move to rise. Hey, Merei; find out what you can about Viper, no matter what these Hart blokes say. I'll consider it a favor. You can get in touch with us through any of the usual ways, Ætherspace 'n all that. The mercenaries, too, leave the diner, and the crowd begins to settle back into a regular hubbub. Jace comes and finds a seat beside Alexa, looking at the heroes gathered around. Well, that was tenser than I like. Sorry about that, as I said, Mortizar has all sorts of enemies. Nevermind that, what have you lot found out?