Hidden 1 yr ago Post by ctrlsaltdel
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Since I'm probably gonna be using him more than Ijin during the hand off to the Knives, I've made a character sheet for Jor'eth.



Whoa, let's back up a bit. I'm fine if y'all want to establish other characters as members of the crew that y'all can take over if your character is lost for whatever reason, but let's keep it to one active/statted character per person.
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Does that mean we will only be able to switch between different characters when the active one becomes lost?
Hidden 1 yr ago Post by ctrlsaltdel
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Does that mean we will only be able to switch between different characters when the active one becomes lost?


I'm going to say yes--at the very least, I'd strongly prefer it to be a major thing when people change characters, rather than switching them out per mission or to suit the situation.

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May I inquire as to the reasoning behind this strong preference?
Hidden 1 yr ago Post by ctrlsaltdel
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May I inquire as to the reasoning behind this strong preference?


A few reasons. First, it's just the convention in tabletop gaming, and what I'm used to--one person at the table, one character. Second, I'd prefer this to be a "small group" game; if everyone is allowed to have two or more active characters, that shoots us past the five-character limit I mentioned when we started. Third, for your character in particular, part of the reason I was comfortable okaying the Xeno ability was because of the balance of him not being able to do anything not directly related to sniping. The abilities are very powerful, but the conflict of him needing to rely on his teammates for everything else--or choose to break his own moral code and suffer the consequences--is interesting. But if you can just switch out to a different character then that's suddenly much less of a drawback--maybe not strictly from a character perspective, but definitely from a player perspective.
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Alright. I see the logic. I'll stick with Ijin.
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Hidden 1 yr ago Post by ctrlsaltdel
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That's mission 1 complete! Next up is downtime; rules for downtime activities are on p184, and each character gets two per downtime. Once you think of which activities you want to do, let me know and we can figure out what parts of that will get played out.
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Hidden 1 yr ago Post by Penny
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I think im going to train (I'd like to get leaf on the wind) id also like to talk to the ur-bot we took from Cho with a view towards maybe doing something crafting related.
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I think im going to train (I'd like to get leaf on the wind) id also like to talk to the ur-bot we took from Cho with a view towards maybe doing something crafting related.


So the training XP will go into your class track, correct? What kind of thing do you have in mind for the crafting?

Also, thank you for bringing up training, because I totally forgot about XP.



I'm happy to hear arguments about any of the above--and anyway, the rules say the final judgment call is with the players on this one.

You'll also need to figure out how you're dividing up the CRED from that last mission; I'll note that you have enough to split it evenly between yourselves and the crew stash.
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Id like to try and create a parallel AI core in my ur bot so I can save the mind of of Cho's ur bot. That is why I wanted to talk to it first.
Hidden 12 mos ago Post by ctrlsaltdel
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Id like to try and create a parallel AI core in my ur bot so I can save the mind of of Cho's ur bot. That is why I wanted to talk to it first.


Well, it looks like the sourcebook actually has rules for more or less this--page 288. Removing the AI core from an Ur-bot requires an Attune roll if you want it to keep its memories and personality, and then a Rig clock to install the core in a new body.

But the other thing I'll say--and we can play this out if you like--is that the Ur-bot you found with Cho is not going to agree to let you transplant its brain into another body for, well, various reasons, unless you hit it with something compelling.
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@ctrlsaltdel Well my pitch is I want to save it from the brain wipe Joreth and the Guild of Engineers have planed
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Ijin shall take 2 of the 5 CRED earned from this job. For downtime, he'll be laying low and working on his long-term project of hunting down Fimurdag. He'll also be getting in touch with Shod to buy a silencer for Finbl.
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That's mission 1 complete! Next up is downtime; rules for downtime activities are on p184, and each character gets two per downtime. Once you think of which activities you want to do, let me know and we can figure out what parts of that will get played out.


Quintus wants to learn how to pilot in case Molly is too plastered, and he has the small inkling of becoming a ship captain. So I am training him in Helm, and he is learning via holovids.

He's also stressed so I am indulging in his Vice. Hopefully I am rolling for it correctly, rolling 1d6 for insight since it's his lowest attribute. I got 6
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Hidden 12 mos ago Post by Penny
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@POOHEAD189 'too plastered' is not a term Molly recognises.
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@POOHEAD189 'too plastered' is not a term Molly recognises.


Hence Quintus learning!
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Quintus: Molly are you drunk?
Molly: Don't worry I did a line of cocaine to sober up
Quintus: Got to put in some more time in the sim...
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Hidden 12 mos ago Post by ctrlsaltdel
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@ctrlsaltdel Well my pitch is I want to save it from the brain wipe Joreth and the Guild of Engineers have planed


Well, that's a good pitch. Hm--on the one hand RAW this doesn't really work, but on the other hand I think it sounds fun and interesting. How's this sound:

Using the rules for crafting ur-bots, it's going to be an Attune roll (Desperate, Standard) to successfully extract the Ur-bot's personality and memories intact. Assuming that goes well, I'll start an 4-segment clock. It'll tick after each mission; when it fills, your bot's core will reset, wiping both personalities. But--you'll be able to do a long-term project during downtime to roll to reduce the clock, and somewhere down the line you might find a way to resolve the situation permanently.

Assuming you do want to go ahead with that, I do have an important question. Presumably Molly is hiding this from Joreth--is she hiding it from the rest of the crew as well?

Ijin shall take 2 of the 5 CRED earned from this job. For downtime, he'll be laying low and working on his long-term project of hunting down Fimurdag. He'll also be getting in touch with Shod to buy a silencer for Finbl.


Assuming no one else objects, I have no issue with the CRED.

I suppose I should start a clock for Fimurdag; I'm inclined to make it 10 steps to keep things appropriately tense, since you could theoretically get 5 steps on a single roll. How exactly are you pursing the project? That determines what you need to roll.

Do you want to do the silencer as an "Acquire Assets" or a long-term project? Main difference is that the former is quick but temporary, while the latter takes longer but is potentially permanent.

<Snipped quote by ctrlsaltdel>

Quintus wants to learn how to pilot in case Molly is too plastered, and he has the small inkling of becoming a ship captain. So I am training him in Helm, and he is learning via holovids.

He's also stressed so I am indulging in his Vice. Hopefully I am rolling for it correctly, rolling 1d6 for insight since it's his lowest attribute. I got 6


Nice, mark 2 additional XP in Prowess track.

You did roll correctly, which is unfortunately because you marked only 3 stress, which means that on a 6 you Overindulge and have to choose one of the consequences below.

- Rash Action. Reduce your STASH by 4 or if you can’t (or won’t), the crew takes 2 debt.
- Big Talk. Brag about your exploits. The crew gains +2 HEAT in the current system.
- Lost. Your character vanishes for a few weeks. Play a different character until this one returns from their bender. When your character returns, they’ve also healed any harm they had.
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For the Fimurdag project, Ijin will be rejoining the Gweldite hunting party for a time. With them, he'll do various sniping-related tasks as favors for various contacts in exchange for information on Fimurdag's last known location.

All in all, that would be three dice from Scrap and up to seven dice from involving the following contacts:

Stacey Weathers (Has the hottest leads.)
Hegsgud (Part of the hunting party.)
Jezri (He really does have the hookup.)
Finbl (Seeing plenty of use during sniping favors for information.)
Fimurdag (He's the one being hunted.)
Miimiin (Part of the hunting party.)
Ijin (Part of the hunting party.)

As for the silencer, I'll go ahead and make that a project as well. In between sniping favors, Ijin will find time to flick through various firearm catalogues and go shopping with his parents for a silencer among his contacts.

All in all, that would be two dice from Study and up to seven dice from involving the following contacts:

Arlox (They'd probably have some good recommendations.)
Ishi (Can't go wrong with asking a weapons dealer about weapon accessories.)
Jezri (He really does have the hookup.)
Finbl (This is what the silencer is for.)
Miimiin (An assassin would know a thing or two about finding good silencers.)
Ijin (An older, more experienced sniper would know a thing or two about finding good silencers.)
Shod (Can't go wrong with asking a weapons dealer about weapon accessories.)
Hidden 12 mos ago Post by Penny
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@ctrlsaltdel Is there anything I can do to increase my attune roll (take stress ect). I dont like my chances with zero points in attune.
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