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If the mechanics behind this RtD were simpler, would you join? (Only vote if you have not signed up)

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Author Topic: Exiles of the Void -- Roll 27  (Read 41789 times)

_DivideByZero_

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Re: Exiles of the Void -- Roll 22
« Reply #330 on: August 09, 2014, 04:09:27 pm »

-"Damn it! They were leaving! Keep 'em distracted... Guys, we have a situation in the cargo bay."

While Philbert distracts the pirates get behind one, take his pistol, and point at the other pirate.

((You misread. What they did was grab Philbert and use him as reaction mass to push themselves toward the airlock. They left, Philbert is fine if not in a stable position.))
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Samarkand

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Re: Exiles of the Void -- Roll 22
« Reply #331 on: August 09, 2014, 04:16:26 pm »

-"Damn it! They were leaving! Keep 'em distracted... Guys, we have a situation in the cargo bay."

While Philbert distracts the pirates get behind one, take his pistol, and point at the other pirate.

((You misread. What they did was grab Philbert and use him as reaction mass to push themselves toward the airlock. They left, Philbert is fine if not in a stable position.))
((Ah. I thought they were gonna beat him up or something. Makes sense now!))

After they leave look for a space I can turn into a smuggling crawlspace.
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Alev

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Re: Exiles of the Void -- Roll 22
« Reply #332 on: August 09, 2014, 04:25:15 pm »

Radio: "Hey, Sophie, could you push me towards a wall? Thanks."
Go back out of the cargo bay and head to the bridge.
« Last Edit: August 09, 2014, 04:43:46 pm by Alev »
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DarkArtemisFowl

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Re: Exiles of the Void -- Roll 22
« Reply #333 on: August 09, 2014, 04:26:30 pm »

Style for my character is Self Defense Only.

Try to take only one grate at a time, along with a set of special clips. See if my toolkit has anything to power the tools. If not, look harder for any batteries. A place like this can't have a shortage of batteries.
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Samarkand

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Re: Exiles of the Void -- Roll 22
« Reply #334 on: August 09, 2014, 04:38:30 pm »

After they leave look for a space I can turn into a smuggling crawlspace.
Radio: "Hey, Sophie, could you push me towards a wall? Thanks."
Go back out of the cargo bay and head to the bridge.

Also, give Philbert a push to get him righted.

-"Sure thing."
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Varee

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Re: Exiles of the Void -- Roll 22
« Reply #335 on: August 09, 2014, 08:54:38 pm »

"YOU let those guy board us? why whould you let pirate on to the god gamn ship!?!"
Vex get to the panel that let you shut airlocks and seal of the cargo bay
« Last Edit: August 10, 2014, 01:38:10 am by Varee »
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IcyTea31

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Re: Exiles of the Void -- Roll 22
« Reply #336 on: August 10, 2014, 01:19:12 am »

"Diplomacy. A few of them wouldn't believe this wasn't a trading ship, so they wanted to check our cargo. We have nothing particularly valuable in there anyway, they're apparently ready to leave. So how about you help them launch so we don't get blown apart by their buddies?"

Stop Vex from sealing the airlock, with a sweep if necessary.

((The mop is missing from my inventory spoiler.))
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Varee

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Re: Exiles of the Void -- Roll 22
« Reply #337 on: August 10, 2014, 01:37:52 am »

Stop trying to mess with the console and look over camera feed
"GREAT why dont you tell me that earlier.... I dont like these weak minded pirate anyway. To hell with all of them(more curses)"
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_DivideByZero_

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Re: Exiles of the Void -- Roll 21
« Reply #338 on: August 10, 2014, 03:17:07 pm »

Roll 23 - Misplaced Cargo



R- "Copy, heading to cargo bay."

Jim tries to figure out which way leads to the cargo bay. When he figures it out, he heads in that direction as fast as possible.


((Style?))

Well, there's a big sign that says 'CARGO BAY' on the wall, and points an arrow toward one of the hatches. There is another sign that says 'LAUNCH BAY' and one below it saying 'ELEVATORS.' Both are accompanied by an arrow that points to the other hatch.


You head 'down' to the cargo bay and come across an airlock. Next to the switch to open the entrance (and lock the inner door) there is a counter that reads: 'Suits left: 3/5'. Inside, through the silica glass, you see two lockers opened and empty. The others appear to have space suits inside.

Someone enters the airlock in a space suit.

Radio: "Hey, Sophie, could you push me towards a wall? Thanks."
Go back out of the cargo bay and head to the bridge.


[1] Flapping your arms about helplessly in the air, you give up and wait for Sophie to give you a push.

Afterward, you grab onto the airlock and start taking off your suit. Meanwhile, you notice that there is another person outside the airlock. At first you think it's Harry, but then you realize it's a completely different person. Probably that Jim guy who had a problem with the cryo bay. Well, you do have a spare room for him if he is to become a member of the permanent crew. Better not tell him what happened to the previous occupant, though.

After they leave look for a space I can turn into a smuggling crawlspace.

[2+3+2/11 = ~4] Hacking your way through the walls is probably a bad idea. That said, you find that the lights are each affixed to a panel you can remove. Beneath the panel is a tiny, warm space that contains empty space and lights-related power stuff. There is just enough space to hide a couple of bottles behind every light, and if you unplug the light you can not only keep the space from heating up, but you can easily find the space later. The only issue is that the cargo bay is a vacuum, and so everything needs to be sealed.

Try to take only one grate at a time, along with a set of special clips. See if my toolkit has anything to power the tools. If not, look harder for any batteries. A place like this can't have a shortage of batteries.

[6] You look around and find some caster wheels, which you affix to the bottom of the grate in order to facilitate its movement.

Your toolkit lacks any spare batteries, but you do find a room with some empty shelves and a brief note: 'Batteries in Cargo Container F11.' You reach for your radio before you realize it's shorted and won't work.

Rolling the grate around will be quick, and it can just fit through the doors. Moving it to the hall and repairing the floor will be a minor action.

Stop trying to mess with the console and look over camera feed
"GREAT why dont you tell me that earlier.... I dont like these weak minded pirate anyway. To hell with all of them(more curses)"

((Style?))

The launch bay is still. The pirate shuttle is still docked.

"Diplomacy. A few of them wouldn't believe this wasn't a trading ship, so they wanted to check our cargo. We have nothing particularly valuable in there anyway, they're apparently ready to leave. So how about you help them launch so we don't get blown apart by their buddies?"

Stop Vex from sealing the airlock, with a sweep if necessary.

((The mop is missing from my inventory spoiler.))

It's interesting how the ship will readily accept foreign vessels docking and automatically open the launch clamps. But releasing the clamps requires action from the launch control room. Go figure.

You put one hand on your mop as Vex rages and heads for the Systems panel, releasing it as he calms down. Meanwhile, the pirate captain is requesting launch permission again. [4+1D/7 = ~4] You ask Vex where the launch controls are, and he states it is just outside the hall. You make your way there and there is a panel inside displaying a large green exclamation point along with flashing letters: 'LAUNCH REQUESTED: CLAMP 1B.'



Characters

Spoiler: Varee, AKA Vex (click to show/hide)








Bridge Modules Installed:
-Dashboard
-Systems Panel
-Navigation Board
-Sensor Control
-Damage Report

Spoiler: Ship Dashboard (click to show/hide)

Spoiler: Systems Panel (click to show/hide)

Spoiler: Navigation Table (click to show/hide)

Spoiler: Sensor Control (click to show/hide)

Spoiler: Damage Report (click to show/hide)
[/quote]
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IcyTea31

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Re: Exiles of the Void -- Roll 23
« Reply #339 on: August 10, 2014, 03:24:02 pm »

Use my common sense and any on-screen instructions to launch the shuttle. Return to the bridge.

Comms with pirate ship, if action succeds: "Sorry about that, had to fumble about a bit with the controls."

Comms with pirate ship, if action fails: "We're having some technical difficulties with launching the shuttle. Stand by, will you?"
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_DivideByZero_

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Re: Exiles of the Void -- Roll 23
« Reply #340 on: August 10, 2014, 03:31:16 pm »

Use my common sense and any on-screen instructions to launch the shuttle. Return to the bridge.

Comms with pirate ship, if action succeds: "Sorry about that, had to fumble about a bit with the controls."

Comms with pirate ship, if action fails: "We're having some technical difficulties with launching the shuttle. Stand by, will you?"

You tap the screen just to see if it does something. It brings up a confirmation box. Well, that was simple.

Captain: Thank you. Were the two any trouble? We'll be off after I berate them.
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IcyTea31

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Re: Exiles of the Void -- Roll 23
« Reply #341 on: August 10, 2014, 03:43:42 pm »

((Did I just seriously spend two turns on what could have been a minor action?))

To pirate captain: "No trouble, though a few crew members got slightly jumpy. Speaking of jumps, we'll be off after a while, too. Too bad jump drives don't exist, heh?"

Try to milk knowledge on technological advances in other parts of the universe with questions similar to above, but be subtle and not too intrusive.

((Of course, I could just ask the Narrator, but he can have his coffee break or whatever it is that metaphysical entities do in their free time.))
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Playergamer

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Re: Exiles of the Void -- Roll 23
« Reply #342 on: August 10, 2014, 03:47:38 pm »

Jim stands by the door, and waves at the guy in the airlock briefly.

R-"How's the pirate situation going?"


((Style...I dunno, I can't think of a good idea for a pistol combat style.)
« Last Edit: August 11, 2014, 09:18:53 am by Playergamer »
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IcyTea31

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Re: Exiles of the Void -- Roll 23
« Reply #343 on: August 10, 2014, 04:27:35 pm »

Internal: "They just left. We're almost off the hook with them."
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Varee

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Re: Exiles of the Void -- Roll 23
« Reply #344 on: August 10, 2014, 07:38:29 pm »

((how about loud and annoying and cowardice for style?))
Vex check the weapon panel to get the state of the rail gun and thencheck for any damage.
R-"SO did our uninvited "guest" took anything from the cargo hold?"
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