0007a The Jump from Phlume to Extolay

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joertexas
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Re: 0007a The Jump from Phlume to Extolay

#21 Post by joertexas »

Tiglath wrote: Wed Dec 11, 2024 7:09 pmSigrún's mismatched eyes flare with promised mischief as she asks "Is there a staff discount for fellow medics?"
"Oh, we provide the uniform," Zaki deadpans.
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursiia, 486B97
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

Billion Credit Bounty
Her Excellency Jaelah Shugilamar, Countess Vincenzo, EFHGHE-RR2
Investigate-5, Ancients Tech-2, Psi Devices-2, Gun Cbt-2, Streetwise-2, Interpret-2, Omni-Science-2, Persuade 1, ZeroG-1, Athletics-1, JOT-1, Computers-1, Medic-1, Telepathy-1, Persuade-1, Drive-0, , Recon-0, Vacc Suit-0

The Western Lands
Tinu, Ranger 1
Longbow, longsword

Eris
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Re: 0007a The Jump from Phlume to Extolay

#22 Post by Eris »

joertexas wrote: Sat Dec 07, 2024 2:06 am
Eris wrote: Fri Dec 06, 2024 8:29 pm The crew settles into their routine for Jump Space quickly...

Everyone, give me any actions and your training intentions and rolls, if you please!

...the hot tub is completed and one of the empty passenger suites is converted to a workout room where Sigrun continues to kick everyone's hinny while saying it's "all just training."

Zaki keeps an eye on her low passengers, all of them seem to be doing fine as is the patient still in low. You really need to get him to a hospital soon and off your hands. Doug comments one evening at the dinner table that you might want to think about how you're going to explain his condition when you do drop him off between bites of his Chicken Kiev. He's correct about that, a proper hospital would probably ask questions and even make a report to the local authorities who might also have questions for you.
Zaki will keep working on her physical fitness (STR, END) and her sensors studies.

Roll[2d6]= 11
Roll[2d6]= 7
Roll[2d6]= 6


All Zaki can think of is to set the low berth off the ship and make an anonymous call to emergency services.

What TL do they need to treat him properly?
Zaki is STR-6 5/6 & END-8 4/6 from making those permanent and Sensors is now permanently at Sensors-0. She can continue with Sensors for four weeks to get it to Sensors-1, or switch to something else. She still has a while before the Characteristics are permanently raised to 6 and 8.

You need a TL-12 hospital to treat him properly.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
Eris
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Re: 0007a The Jump from Phlume to Extolay

#23 Post by Eris »

terrymixon wrote: Fri Dec 06, 2024 9:47 pm
Flighty will let Sigrun continue chasing him with an axe. He'll keep working DEX and add STR to that.
Flighty's Training goes well: Melee(Axe)-1 2/4 Dex-9 2/6 Str-10 1/6
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
Eris
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Re: 0007a The Jump from Phlume to Extolay

#24 Post by Eris »

Ref says:
1. Everyone did well in their training this week. All improved (check your Character Sheets...TEMP improvements are not bold and are in italics. Zaki is the only one to complete a training course this week as she now has Sensors-0 at a permanent level.

2. Doug doesn't need much help in Engineering and several of you volunteered to help in your spare time, so that is covered. Someone might want to train for Engineering-0 or 1, at some point.

3. Anything more you want to discuss among yourselves before you come out at Extolay?
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Tiglath
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Re: 0007a The Jump from Phlume to Extolay

#25 Post by Tiglath »

Good to go to Extolay thanks! :)
Last edited by Tiglath on Fri Dec 13, 2024 4:13 am, edited 1 time in total.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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helvorn
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Re: 0007a The Jump from Phlume to Extolay

#26 Post by helvorn »

Nothing here
The Spinward Main
Donovan Argushiig, 899CB6, Merchant (3rd Officer), 3 terms, 30 (aka Roger Jones)
Gun Cbt-1, Melee Cbt-1 (Axe), Zero G-0, Steward-1, Pilot-1, Streetwise-1, Gunnery-2, Jack o’Trades-2, Trader-3, Carousing-1, Liaison-1, Engineering-1, Comms-1

District 268
Dzofin 6D9D8A, Corsair (Force Leader), 3 terms
Ships boat-1, Infighting-1, Leader-1, Vehicle-1, rifle-1, SMG-1, Gunnery-1, bribery-1, streetwise-1, forward observer-1, Vacc Suit-1

The Western Lands
Robin Sherwin - Halfling Thief Level 1
Str 11 Dex 14 Con 14 Int 13 Wis 8 Cha 13 Hp 6 AC 13
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terrymixon
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Re: 0007a The Jump from Phlume to Extolay

#27 Post by terrymixon »

I say roll.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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ateno
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Re: 0007a The Jump from Phlume to Extolay

#28 Post by ateno »

Go
Eris
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Re: 0007a The Jump from Phlume to Extolay

#29 Post by Eris »

A Simple Pickup was meant to be...a simple salvage and deliver operation: go to make the pickup from the wreaked ship, fight off the psionic worms, have a few minor and unexplained psionic experiences, and deliver the item to the rendezvous, where you would discover an ambush and have to fight it out. This would have resulted in you escaping or dying (game ending) at that point and ended the adventure.

I never expected you to actually open the shipping container and handle it! I had to start rolling for effects on that and the dice had a life of their own. There was a series of unfortunate (or fortunate depending on how you look at it) rolls and what should have been a minor complication to the plot became a major plot point driving the adventure. Things started moving in a different direction. :)

This is a reveal the PC's don't actually know, but may suspect and they are a long, long way from being able to control their powers, but Donovan got the ability to manipulate energy, Zaki can anticipate events, Sigrun can alter time, Karcsi can alter reality, and both Flighty and Karcsi got psionic "danger sense." As he has left, I won't mention what Bob got. ;) IAC, this meant I was going have to roll for things like "visions", the dice said several of your PC's had them and the current danger was the bomb and the ambush from the double cross. Hints were in order...and so here we are!

IAC, I think I can say you have completed what I expected from Adventure 1 and so... Congratulations are in order! You have completed the adventure, A Simple Pickup, and are ready to move on to the next if you so choose!


OOC: I've asked for a sub-forum to be added for us named Adventure 2: A Merchant's Life for Me. That's where I plan to pick up your next adventure, so be on the look out for that sub-forum and make sure you subscribe to it.

After what seems a very long jump, the ship's sensors begin to show flickers meaning that emergence from jump is imminent. Everyone moves to their stations and prepares for your entry into the Extolay system...

The crew of a non-descript Far Trader is embarking on A Merchant's Life as they trade and adventure their way across the Spinward Main, running from unknown corporal powers and toward a destination where unknown psionic powers may await!
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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terrymixon
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Re: 0007a The Jump from Phlume to Extolay

#30 Post by terrymixon »

Eris wrote: Fri Jan 10, 2025 7:56 pm A Simple Pickup was meant to be...a simple salvage and deliver operation: go to make the pickup from the wreaked ship, fight off the psionic worms, have a few minor and unexplained psionic experiences, and deliver the item to the rendezvous, where you would discover an ambush and have to fight it out. This would have resulted in you escaping or dying (game ending) at that point and ended the adventure.

I never expected you to actually open the shipping container and handle it! I had to start rolling for effects on that and the dice had a life of their own. There was a series of unfortunate (or fortunate depending on how you look at it) rolls and what should have been a minor complication to the plot became a major plot point driving the adventure. Things started moving in a different direction. :)

This is a reveal the PC's don't actually know, but may suspect and they are a long, long way from being able to control their powers, but Donovan got the ability to manipulate energy, Zaki can anticipate events, Sigrun can alter time, Karcsi can alter reality, and both Flighty and Karcsi got psionic "danger sense." As he has left, I won't mention what Bob got. ;) IAC, this meant I was going have to roll for things like "visions", the dice said several of your PC's had them and the current danger was the bomb and the ambush from the double cross. Hints were in order...and so here we are!

IAC, I think I can say you have completed what I expected from Adventure 1 and so... Congratulations are in order! You have completed the adventure, A Simple Pickup, and are ready to move on to the next if you so choose!
And Flighty can see and hear things in other places! Clairsentience!
Last edited by terrymixon on Fri Jan 10, 2025 10:55 pm, edited 1 time in total.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: 0007a The Jump from Phlume to Extolay

#31 Post by terrymixon »

For those not pinged, here is the new thread.

viewforum.php?f=1647
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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