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Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
Caddanra 'Caddy' Manitu
Human Diplomat, 393 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 29 Mar 2017
at 06:27
  • msg #134

Re: Rebel Base 2 (OoC 2)

Ah... I assumed since we were in the same 'room' that I'd here your side of any comm chatter - which is what I assumed you were doing by saying 'To X' :-)
Forim Luk
GM, 548 posts
Flight Officer
12/12w 13/13s stims:0
Wed 29 Mar 2017
at 11:33
  • msg #135

Re: Rebel Base 2 (OoC 2)

Shrug.  As I said, if you overhear, you overhear.  That is why I was whispering into the com though :)

Give yourself a 2D Perception to see if you overhear if you want :)
Jospi Renning
Human Engineer, 22 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Wed 29 Mar 2017
at 14:27
  • msg #136

Re: Rebel Base 2 (OoC 2)

@Kraken - I don't actually make a roll in assisting your roll.  If you meant for me to use as a boost to some other check, I'm sure I can use it.

@The Force - Do I need to make a Mechanics check to inspect the improvised access port?  Jospi would want to determine what was used to make it and if it was scavenged from anything active, e.g. the wiring that it tapped into.
The Force
GM, 752 posts
Binds all life together
May the Force be with you
Wed 29 Mar 2017
at 15:04
  • msg #137

Re: Rebel Base 2 (OoC 2)

No need for a check. The access port is connected by secondary wires to the ship's computer systems. As to where the saboteur got ahold of an extra port, you can't tell. A check of the ship reveals none missing. Maybe there was one in the spare parts at some point.
'Kraken'
Nautolan Slicer, 30 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 29 Mar 2017
at 15:33
  • msg #138

Re: Rebel Base 2 (OoC 2)

In reply to Jospi Renning (msg # 136):

Forget  what you posted?

 
quote:
If not, he can still add a Blue boost die to your check.  He is heading to the hold to check out the access point, so he's available if you want him.


I'm saying I'll take 1B dice from your assistance.
This message was last edited by the player at 15:46, Wed 29 Mar 2017.
Jospi Renning
Human Engineer, 23 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Thu 30 Mar 2017
at 06:16
  • msg #139

Re: Rebel Base 2 (OoC 2)

In reply to 'Kraken' (msg # 138):

Nope, I was responding to you stating that you were using the rolled advantage to pass a boost die to me for my roll.  I was pointing out that I didn't think I was making any rolls, but I would check.
Caddanra 'Caddy' Manitu
Human Diplomat, 394 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 31 Mar 2017
at 21:56
  • msg #140

Re: Rebel Base 2 (OoC 2)

Before I post, can you please confirm what/where etc our destination is?
The Force
GM, 755 posts
Binds all life together
May the Force be with you
Fri 31 Mar 2017
at 22:25
  • msg #141

Re: Rebel Base 2 (OoC 2)

Currently, you are at a refueling station near the hydian way hyperspace route. You need to refuel your ship. Then you will be able to jump to Karhexadine and begin your infiltration.
'Kraken'
Nautolan Slicer, 31 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 31 Mar 2017
at 23:37
  • msg #142

Re: Rebel Base 2 (OoC 2)

In reply to Jospi Renning (msg # 139):

Ahh, I see now, says the blind man.

I figured I might as well pass a boost die to someone to take advantage.  If you can't use it, so be it.
The Force
GM, 756 posts
Binds all life together
May the Force be with you
Sat 1 Apr 2017
at 03:05
  • msg #143

Re: Rebel Base 2 (OoC 2)

At the present moment, this scene doesn't involve every member of the team. I'd like to take this opportunity to request that everyone not involved in it get started on a little exercise that we're all going to do eventually. Not me. I'm the GM. Just shut up and listen.

Imagine if you had a piece of equipment that was specifically tailored to you. Some piece of gear that stood out from the others. Something that made your equipment sheet a little bit more than just a collection of items. What would it be?

We're not just looking for a blaster that does extra damage. If it is a blaster something about it is different from the standard model. Something that can't readily be replicated by a big budget.

I guess what I'm trying to say is that we are looking for a piece of equipment that, in a small way, allows you to break the rules. I've been struggling to think of a good example from the movies themselves, and I'm having a hard time. I keep coming back to weapons and that bothers me.

Princess Leia's target shooting gun, which can be effectively concealed. Han Solo's Quick Draw Blaster, which can be drawn in a fraction of a second. Luke Skywalker's lightsaber.

None of that is exactly what I'm looking for, but it is approaching the idea. A piece of gear that is unique, special, and characteristic of your characters abilities.

A pistol that fires a grappling hook, allowing you rappel. Slicer gear that can be worn on your forearm. Jet boots. A Zero Point Energy glove.

You can talk about it amongst yourselves here, but once you get an idea that you want to pursue, send me a private message. Give it a really good long think: we're not going to be doing this anytime soon. We're going to let the anticipation build because I am simultaneously generous and sadistic. That's the Force for you, it has two sides.
The Force
GM, 758 posts
Binds all life together
May the Force be with you
Sun 2 Apr 2017
at 02:38
  • msg #144

Re: Rebel Base 2 (OoC 2)

I've updated the rules on Languages in "Rules & Party Resources." Have a look.
'Kraken'
Nautolan Slicer, 35 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 5 Apr 2017
at 21:23
  • msg #145

Re: Rebel Base 2 (OoC 2)

Kraken has a Comlink, I assume everyone bought one?
I would assume we all shared our Comlink #, if others have not, did not want to, Kraken did.

If there isn't a list of everyone's comlink written down somewhere, Kraken would have created a list and posted on the ships electronic files so everyone who needs access can be sure to reach out to everyone if needed.
The Force
GM, 765 posts
Binds all life together
May the Force be with you
Thu 6 Apr 2017
at 02:40
  • msg #146

Re: Rebel Base 2 (OoC 2)

Yes, if you have a commlink don't worry about finding the right signals. Demanding you all be fixed on the right frequency and having traded them ahead of time... not very Star Wars. I may make an issue about range, signal interference, and possibly battery life in the future as these things become thematically relevant.
Jospi Renning
Human Engineer, 24 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Thu 6 Apr 2017
at 07:59
  • msg #147

Re: Rebel Base 2 (OoC 2)

Quick question.  How exactly has the R2 been wheeling around since it was manually shut down by Kraken?  Was that an oversight?  Are we supposed to take that to mean that it's turned itself back on and been doing it's own thing even though the entire crew is suspicious of it and, presumably, call out if they saw it moving about the ship?
The Force
GM, 766 posts
Binds all life together
May the Force be with you
Thu 6 Apr 2017
at 12:15
  • msg #148

Re: Rebel Base 2 (OoC 2)

I just figured that in the days since you got started, you brought it online. From there, it did what I described it as doing: nothing, unless it is given a task. I also assumed you were watching it like a Vhork watching its prey.
'Kraken'
Nautolan Slicer, 38 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 7 Apr 2017
at 01:14
  • msg #149

Re: Rebel Base 2 (OoC 2)

My vote: Hypno was turned off during the voyage.  Realistically, we'd need to sleep and not be able to watch him all the time.  Since we suspect he/it made unsanctioned changes to the ship, we don't trust him so I don't think we'd have left him on auto-mode.
Caddanra 'Caddy' Manitu
Human Diplomat, 402 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 7 Apr 2017
at 07:13
  • msg #150

Re: Rebel Base 2 (OoC 2)

Let's not rewind this.   Let's assume you turned him on while you were watching him (and off when not).  He's acting in accordance with the info provided - while you're watching him.  That is to say, he appears 'normal' right now.

Now go chop him up and find out who programmed him to be a psycho!
This message was last edited by the player at 21:14, Sat 08 Apr 2017.
The Force
GM, 769 posts
Binds all life together
May the Force be with you
Sat 8 Apr 2017
at 18:09
  • msg #151

Re: Rebel Base 2 (OoC 2)

It's going to take awhile to dismantle Hypno. I'll assume you're paying attention to ship goings-on while you're doing it.
'Kraken'
Nautolan Slicer, 39 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 9 Apr 2017
at 01:23
  • msg #152

Re: Rebel Base 2 (OoC 2)

I'll be there with Jospi assisting him, however Jurell, Xyklo and Zeic are also on board, between the 5 of us, I'd think we have the ship well in hand?

[Private to Jospi Renning: Jospi, I'll give you a boost die.  I'm not as skill in Mechanics, but I'm pretty handy.
Mechanics = YGGG.
]
Xyklo Voozul
Verpine Soldier, 30 posts
Sun 9 Apr 2017
at 10:15
  • msg #153

Re: Rebel Base 2 (OoC 2)

Think Zeic may be off ship, but yeah we should have things covered on the Shimmer.
Zeic Plirr
Sullustian Commando, 10 posts
Sun 9 Apr 2017
at 10:56
  • msg #154

Re: Rebel Base 2 (OoC 2)

That is correct. I went with the officers, in case things get ugly.
Forim Luk
GM, 559 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 13:02
  • msg #155

Re: Rebel Base 2 (OoC 2)

where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?
'Kraken'
Nautolan Slicer, 40 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 9 Apr 2017
at 13:11
  • msg #156

Re: Rebel Base 2 (OoC 2)

Forim Luk:
where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?


Caddy worked a negotiation for a lower price of  476 credits and 6 decicredits

Astrogation I also rolled several advantages using one to shorten our travel time, saving fuel.

Kraken Message #64:
Astrogation - Lucent Fuelling Station to final Destination: 1 success, 3 advantagesWill use advantages:
  • x1 advantage to reduce travel time
  • x1 advantage to find additional stopover to conduct silhouette alteration. (if Lucent doesn't work)
  • x1 advantage = Boost die to Forim piloting/landing at the last port.

Underworld - Coalition backing the Refueling station: 5 successes, 1 advantage  Extra Success's (Knowledge doesn't offer ways to spend extra success or advantages, so just spit balling an offer):
  • x2 Name of a POC here or the second port that can help with our silhouette Alteration.
  • x2 POC is Rebel Alliance friendly. 

Boost die based off Roger's knowledge and Trader markings I might see at the port to help identify who's who.

Forim Luk
GM, 560 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 13:16
  • msg #157

Re: Rebel Base 2 (OoC 2)

'Kraken':
Forim Luk:
where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?


Caddy worked a negotiation for a lower price of  476 credits and 6 decicredits

Astrogation I also rolled several advantages using one to shorten our travel time, saving fuel.

True,  But she just gave out another 350 credits to this lady to get a cargo.


Edit: Also, she is going to talk to someone about spending another few thousand changing our sillouette.
This message was last edited by the GM at 13:18, Sun 09 Apr 2017.
Forim Luk
GM, 561 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 16:08
  • msg #158

Re: Rebel Base 2 (OoC 2)

I realize my last post might seem accusatory, it is not inteded that way.  Just didnt want to detour to talk to someone about a service we can't afford.  Forim is also going to make a comment IC about it, but didnt want to do so if he knew about a fund pool other then the 750 :)
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