Day 5 Vode An Coordination

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Rook Yorrick
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Day 5 Vode An Coordination

Post by Rook Yorrick » Mon May 08, 2023 6:41 pm

[Read Carefully]

PC's may Pair Up for this event, and eliminate all risk involved in the event. However, they will only be able to assist/share the rolls associated with the event and will thus limit how many "effective rollers" there are. [Both of them counting 1 pass through the event as a single PC, essentially.]

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When PC's Pair Up you Downgrade the Roll fully, removing all Challenge Dice and thus replacing them with Difficulty Dice.

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Only natural soak applies to the damage applied by this event. For example: Kristal who has Brawn 4, has a natural soak of 4, and thus negates 4 from all damage sources in this event regardless of what armor she is wearing or talents she may possess.

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Every team or effective roller has 3 time units to make use of, 1 time unit is spent on each roll made in this event.

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PC's may dedicate more time to a singular location, spending an extra time unit on the roll. In doing so they will be Upgrading their own dicepool twice, and Upgrading the difficulty pool once.

Dice Results:
  • Every uncancelled Success grants 5 Dive Duty.
  • Advantages grant your next roll a Boost dice at 2/1, if it is your last roll it can grant any other PC those Boost dice but you may only collect these floating Boosts from One other PC.
  • Threat converts to Strain if roll Succeeds, and (extra damage at 2/1 if failed.)
  • Despairs cause the PC to suffer a Critical Hit with a Vicious Rating equivalent with the number of Challenges Rolled.
  • Triumphs will mean the PC has found one of the rare finds on the Ship, GM will note and deposit these at a later time.
Teams will select from the below locations and roll the appropriate skillchecks for each location, in so doing they will accumulate Dive Duty which will be spent on certain rewards from these locations.

You may only "select" a single location once. Thus only making one roll for any one location.

All rolls are at the following difficulty: [1eC + 2eD + 2eS] Setback is for the ancient structure and systems that must be worked with to achieve results.

Armory:
A Mandalorian vessel has many armories stretched throughout the length of the ship. Gaining access to any of these is bound to boost the firepower of the enclave significantly. However, time has eroded much of the security systems and it would take a crafty scoundrel to get through these ancient locks. Of course.. there are some rather large pieces of weaponry lying around from some ancient battle, could always take the risk and just blow the door away.

Skulduggery - Get past the ancient locks with skilled hands and sharp mind!

Gunnery - Blast your way through those ancient durasteel doors with the might of ancient Mandalorians.

Med-bay:
Unlikely as it is for ancient medical supplies to still be useful, there is always a chance. Even if nothing of perishable use can be recovered many of the ancient machines and other instruments could aid the Rebuilders greatly. Sifting through the chaotic mess these ancient medical centers were left in will be no easy task. Bodies of armored Mandalorians lying dormant for all time in corners and on tables, creating quite the disturbing image to stomach. However, a knowledgeable mind is sure to find something of worth in these ancient halls.

Medicine - You know medicine, and you know what the enclave doesn't have but needs. This is your time to shore up your medical supplies.

Knowledge: Xenobiology - Perhaps there might be something growing in these ancient places you know would have favorable affects on different biologies, at least that's your hope. Surely it'll come up with something useful in this unique environment.

Hanger:
Stealth - Ancient auto-defense turrets of craft that bear little resemblance to current day craft remain active. With stealthy approach one might be able to search the hanger without interference.

Resilience - Not all of the ship was sealed when it was entombed, and much less was drained out. By steeling ones body they can pass through some of the more taxing passageways and corridors.

Barracks:
Perception - When it comes to finding things that might yet still be preserved- a keen set of eyes to spot out the hidey holes of soldiers long forgotten.

Streetwise - Sometimes, it isn't exactly keen eyes but a sharp mind that finds you the loot. After all, ancient soldiers are still just soldiers and they all follow the same tricks in the end.

Galley:
Knowledge: Outer rim - When it comes to ancient galleys you never know what you're gonna find but knowing the vast different cultures at least exposes you to enough different types of food that you might be able to tell what is what.

Survival - You might not know what it is, but you sure do know whether if it's edible, useful, or not.

Storage:
Athletics - Sometimes it's all just about how trained your body is for the physical turmoils of life.

Coordination - Other times, it's about how you can move and control rather than endurance or strength. Slipping between large crates sealed over time so you might access deeper sections to search for the tools of your ancestors.

Training Room:
Melee - Ancient battledroids once served as efficient tools for combat training, and now it is your turn to overcome them and see what they might have inadvertantly guarded all this time.

Ranged (Light or Heavy) - There are, of course, always other ways to get past droids meant for training.

Sensor Room:
Computers - Scanning through the ships systems might bring up valuable information, it's worth a shot even if the systems are truly ancient.

Mechanics - When faced with a durasteel door barely not open enough to squeeze through you learn that sometimes quickly fixing a problem just enough so it's not a problem right now is a better answer than trying to smash through.
Last edited by Rook Yorrick on Mon May 08, 2023 6:48 pm, edited 2 times in total.
TholothianπŸ”ͺMandalorianπŸ‘©β€πŸ³Chef🍳FriendlyπŸ₯žStrategist🍲Rabble-RouserπŸ₯–Troublemaker🍝Good MotivatorπŸ”Knowledgeable πŸ₯§Wanted

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Rook Yorrick
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Re: Vode An Coordination

Post by Rook Yorrick » Mon May 08, 2023 6:42 pm

Pairings

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TholothianπŸ”ͺMandalorianπŸ‘©β€πŸ³Chef🍳FriendlyπŸ₯žStrategist🍲Rabble-RouserπŸ₯–Troublemaker🍝Good MotivatorπŸ”Knowledgeable πŸ₯§Wanted

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Claymore Wren
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Re: Day 5 Vode An Coordination

Post by Claymore Wren » Mon May 08, 2023 7:20 pm

Me best rolls available are

4eP+Downgrade Dif at 1 for Stealth
3eP+1eA+2eB for Computers and -25% time to finish task
2eP+2eA+1eB+(-2eS) for Mechanics
Mandalorian Arkanian Offshoot | Artisanal Armorer | Computers and Mechanics | Revanite

X-30 Lancer, Snowflake Shield, Mandalorian Armor, Reload Clip, Vibrorapier, Tracker's Goggles, Data Breaker, Structural Scanner, Tool Belt, 5 Stimpacks

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Suis'louche
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Re: Day 5 Vode An Coordination

Post by Suis'louche » Mon May 08, 2023 7:40 pm

I can do 2 G and 2Y for Skullduggery, Streetwise and Perception

1 G, 2 Y and 1 B for ranged (light)
Gungan | Mandalorian | Scoundrel | Knows a guy | Totally not suspicious and very trustworthy|
Wears: Smugglers's coat, wide brimmed fisherman hat...

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Rook Yorrick
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Re: Day 5 Vode An Coordination

Post by Rook Yorrick » Mon May 08, 2023 7:56 pm

Armory:
Skullduggery - 3eA

Med-bay:
Knowledge: Xenobiology - 2eA+1eP-1eS

Hanger:
2eA either way

Barracks:
Perception - 2eA+1eP

Galley:
Knowledge - 3eA-1eS
Survival - 2eA+1eP

Storage:
2eA either way

Training Room:
Ranged (Light) - 1eA+1eP

Sensor Room:
Computers - 2eA+1eP
TholothianπŸ”ͺMandalorianπŸ‘©β€πŸ³Chef🍳FriendlyπŸ₯žStrategist🍲Rabble-RouserπŸ₯–Troublemaker🍝Good MotivatorπŸ”Knowledgeable πŸ₯§Wanted

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Forte Kryze
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Re: Day 5 Vode An Coordination

Post by Forte Kryze » Mon May 08, 2023 8:07 pm

Are those who are part of the combat thread part of this as well?
Drabatan- Mandalorian- Mentor - Musician- buff

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Fitz
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Re: Day 5 Vode An Coordination

Post by Fitz » Mon May 08, 2023 8:44 pm

I'm going solo, but I'll list my best skills in case we're trying to hit all the categories.

Medicine 3Y2G1B
Stealth 3Y2G (Maybe decrease difficulty by one if we can use strain for a talent?)
Ranged (Light) 3Y2G1B
Mechanics 3Y2G
Gank | Bounty Hunter | Tinkerer | Cyberneticist | Medic
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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Mon May 08, 2023 10:30 pm

Forte Kryze wrote: ↑
Mon May 08, 2023 8:07 pm
Are those who are part of the combat thread part of this as well?
I'm assuming not since it's the same timeslot?
Human | Disquieting stare | Rough | Clan Eldar
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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Mon May 08, 2023 10:37 pm

My rolls btw! Not great, but may be helpful here and there I suppose.

Armory:
Skulduggery - 1eP+2eA, removes 1 Setback

Gunnery - 2eA...

Med-bay:

Medicine and Knowledge: Xenobiology - 2eA...

Hanger:
Stealth - 1eP+1eA...
Resilience - 3eA

Barracks:
Perception - 3eA
Streetwise - 1eP+2eA, removes 1 Setback

Galley:
Knowledge: Outer rim - 2eA...
Survival - 3eA

Storage:
Athletics - 1eP+2eA
Coordination - 2eA..

Training Room:
Melee - 1eP+2eA, assuming Accurate doesn't come into play.
Ranged (Light or Heavy) - 1eP+1eA

Sensor Room:
Computers - 2eA...
Mechanics - 2eA...
Human | Disquieting stare | Rough | Clan Eldar
Defiant | Foul-mouthed | Strong-willed | Devoted to the cause
Gear: Pitch-black/slate-grey armour, blaster pistol, kal dagger, beskad, backpack, pouch, grenades, stims.
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Cha Vizsla
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Re: Day 5 Vode An Coordination

Post by Cha Vizsla » Mon May 08, 2023 11:13 pm

Where do we record the rolls for the event?
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Soleene Stryss
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Re: Day 5 Vode An Coordination

Post by Soleene Stryss » Tue May 09, 2023 12:12 am

Tossing in my hat for records and stuff.

In the conversation...

Hanger:
Resilience - 1eP+4eA

Storage:
Athletics - 1eP+4eA

Training Room:
Melee - 2eP+3eA

Everything is just 2 dice or so. So...I suppose I might be on assist duty too?
Mandalorian β€’ Wanderer β€’ Peacekeeper β€’ Rabble-Rouser β€’ Always Ready For A Fight
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Rook Yorrick
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Re: Day 5 Vode An Coordination

Post by Rook Yorrick » Tue May 09, 2023 7:36 pm

Alright, so is anyone interested in pairing up?
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Suis'louche
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Re: Day 5 Vode An Coordination

Post by Suis'louche » Wed May 10, 2023 1:08 pm

I can do the first two Rolls solo but the last one might be hard. Dunno if a team up is needed but i'd be down to share rolls
Gungan | Mandalorian | Scoundrel | Knows a guy | Totally not suspicious and very trustworthy|
Wears: Smugglers's coat, wide brimmed fisherman hat...

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Suis'louche
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Re: Day 5 Vode An Coordination

Post by Suis'louche » Thu May 11, 2023 12:58 am

I'll roll tomorrow. If someone want to team up, tell me before then!
Gungan | Mandalorian | Scoundrel | Knows a guy | Totally not suspicious and very trustworthy|
Wears: Smugglers's coat, wide brimmed fisherman hat...

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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Thu May 11, 2023 1:05 am

Rook Yorrick wrote: ↑
Mon May 08, 2023 7:56 pm
snip
I'm in a bit of a rush to figure out how much we'd be rolling, but maybe we could get 3 decent rolls together?

Although I'm guessing both of us joining with someone with 4 in at least one of the traits that come up more would be better!
Human | Disquieting stare | Rough | Clan Eldar
Defiant | Foul-mouthed | Strong-willed | Devoted to the cause
Gear: Pitch-black/slate-grey armour, blaster pistol, kal dagger, beskad, backpack, pouch, grenades, stims.
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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Thu May 11, 2023 1:06 am

Claymore Wren wrote: ↑
Mon May 08, 2023 7:20 pm
Me best rolls available are

4eP+Downgrade Dif at 1 for Stealth
3eP+1eA+2eB for Computers and -25% time to finish task
2eP+2eA+1eB+(-2eS) for Mechanics
I'd be awful at pairing up with Claymore, sadly. But I think rolling 4 dice at all tasks you might as well try and roll by yourself? Whatcha think?
Human | Disquieting stare | Rough | Clan Eldar
Defiant | Foul-mouthed | Strong-willed | Devoted to the cause
Gear: Pitch-black/slate-grey armour, blaster pistol, kal dagger, beskad, backpack, pouch, grenades, stims.
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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Thu May 11, 2023 1:07 am

Soleene Stryss wrote: ↑
Tue May 09, 2023 12:12 am
Tossing in my hat for records and stuff.

In the conversation...

Hanger:
Resilience - 1eP+4eA

Storage:
Athletics - 1eP+4eA

Training Room:
Melee - 2eP+3eA

Everything is just 2 dice or so. So...I suppose I might be on assist duty too?
Same suggestion for Soleene btw! At 5 dice for all tasks I think you have a good chance at securing points by yourself! :)
Human | Disquieting stare | Rough | Clan Eldar
Defiant | Foul-mouthed | Strong-willed | Devoted to the cause
Gear: Pitch-black/slate-grey armour, blaster pistol, kal dagger, beskad, backpack, pouch, grenades, stims.
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Claymore Wren
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Re: Day 5 Vode An Coordination

Post by Claymore Wren » Thu May 11, 2023 1:10 am

Haat Eldar wrote: ↑
Thu May 11, 2023 1:06 am
Claymore Wren wrote: ↑
Mon May 08, 2023 7:20 pm
Me best rolls available are

4eP+Downgrade Dif at 1 for Stealth
3eP+1eA+2eB for Computers and -25% time to finish task
2eP+2eA+1eB+(-2eS) for Mechanics
I'd be awful at pairing up with Claymore, sadly. But I think rolling 4 dice at all tasks you might as well try and roll by yourself? Whatcha think?
I already rolled solo. I did alright.
Mandalorian Arkanian Offshoot | Artisanal Armorer | Computers and Mechanics | Revanite

X-30 Lancer, Snowflake Shield, Mandalorian Armor, Reload Clip, Vibrorapier, Tracker's Goggles, Data Breaker, Structural Scanner, Tool Belt, 5 Stimpacks

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Haat Eldar
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Re: Day 5 Vode An Coordination

Post by Haat Eldar » Thu May 11, 2023 1:21 am

Ack, so much for me not looking at the event post again before chipping in here :lol: Sorry!
Human | Disquieting stare | Rough | Clan Eldar
Defiant | Foul-mouthed | Strong-willed | Devoted to the cause
Gear: Pitch-black/slate-grey armour, blaster pistol, kal dagger, beskad, backpack, pouch, grenades, stims.
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Rook Yorrick
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Re: Day 5 Vode An Coordination

Post by Rook Yorrick » Thu May 11, 2023 3:32 am

Haat Eldar wrote: ↑
Thu May 11, 2023 1:05 am
We can give it a shot. I'd probably be best in the med bay or the galley.
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