The Crew Has a Choice to make

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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What should the crew do?

Poll ended at Tue Mar 31, 2020 11:59 pm

Try and make as many repairs as possible here in space without a full suit of much needed replacement parts
0
No votes
Fly for a place to land and make those same repairs.
2
29%
Limp along and find a job to steel or buy the parts needed, then make repairs
1
14%
Some other creative idea you the crew comes up with?
4
57%
 
Total votes: 7

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Ndreare
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The Crew Has a Choice to make

Post by Ndreare »

So the ship is in a bad way, the crew is forced to make some decisions.
As the remorseless searches the ship’s systems for the various damage and risk points and assesses the crew for potential sabotage. They find some very unwanted information as the full damage assessment is made:
  • AI, the AI is missing! That is correct the ships AI normally designed to work with the crew and aid in piloting is missing. The previous host location in engineering is empty! Luckily once you get back Remorseless from Granny, Death Otter can install her.
  • Engines & Propulsion, speed reduced by 25% from grenades and other damage to engine room. All rolls from the engine room suffer additional -2.
  • Hull damage, report shows little to no structural damage.
  • Bridge, will need completely rebuilt all operations from bridge are at -4, without the bridges interface between mundane and TW systems all operations from any other location is at an additional -2
  • Life Support, seems to be working fine.
  • Piloting, can only be done from the bridge and likewise suffers a -4 as well as a full EVA.
  • PPE Battery, completely destroyed and currently running about the ship like they own it.
  • Rift Drive, damaged, but operable. Can be activated if you find enough PPE, but suffers an additional -2 above to the -4 from piloting from bridge.
  • Sensors and Navigation, sensors seem to be working well. However the feed and navigation are fed primarily through the bridge. They can be accessed from engineering with a -2, but the state of engineering means this will aggregate to a -4.
  • Shields, seem to be working well, though interfacing them without access to the bridge must be done from the engine room or suffer a -2.
  • Weapons Systems, fully functional.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Venatus Vinco
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Re: The Crew Has a Choice to make

Post by Venatus Vinco »

I think we need to get back to the Old Lady.

She has our ship and our AI. She also has a TW factory with the means to repair this ship.

If we have to take jobs to get there and do makeshift repairs until we can that works for me.

Sa'Maku
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Re: The Crew Has a Choice to make

Post by Snake Eyes »

I'll defer to Sa'Maku. I don't know where we are. It's definitely Kal's idea though, whatever we do.
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Ndreare
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Re: The Crew Has a Choice to make

Post by Ndreare »

But neither of you voted
:(
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Freemage
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Re: The Crew Has a Choice to make

Post by Freemage »

Note what we've learned about dealing with Granny (my last in-character post as Thissok)--it's dangerous business. We're probably better off showing up on her doorstep already in full form, if possible. Given that, I'm going to propose another option:

1: Find a Ley Line, either one in space if such things exist, or one on a planet if that's what we've got to do.
2: Use the PPE to charge the Rift Drive, and get to a reasonably secure, reliable (not Granny) place to obtain repairs
2A: This will likely involve making deals, or robbing someone to get the funds.
3: With the ship repaired, go back and collect the Remorseless AI and Brokner's bot-buddy.
4: Attempt to claim some reasonable compensation from Granny re: Imprisoning dragons. If we can re-acquire the old ship, and turn that back into our employer, that should pay off our debt to him even without the AI on board; at that point, we're true free agents.
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Re: The Crew Has a Choice to make

Post by Venatus Vinco »

Changed my vote to the Freemage plan!
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Re: The Crew Has a Choice to make

Post by Snake Eyes »

I'm on board with the Freemage plan.
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Re: The Crew Has a Choice to make

Post by Death Otter »

Freemage, with the caveat that we can get parts for repair while we recharge the drive. With our dragon friends!
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