Subject: Re: Chapter 1: Into the wild black yonder OOC Wed Apr 13, 2022 9:50 am
Identifying local warp currents, didnt find this in the navigation chapters in either the crb or the navis primer. Dunno what skill this is. https://orokos.com/roll/939667 56 vs 53 if psyniscience 61 if navigate warp
Subject: Re: Chapter 1: Into the wild black yonder OOC Thu Apr 14, 2022 4:48 pm
Sylphilis wrote:
Identifying local warp currents, didnt find this in the navigation chapters in either the crb or the navis primer. Dunno what skill this is. https://orokos.com/roll/939667 56 vs 53 if psyniscience 61 if navigate warp
You notice that the "gold path" you identified splits in to-one path going rimward, the other roughly in the direction of your target.
Scrutiny to examine the metal shards holding the door closed: https://orokos.com/roll/939968 66 over 47 (+10 for sight) 2 DoF
Tech use to analyze the metal shards holding the door closed: https://orokos.com/roll/939969 5 Under 86 (+10 Combi Tool, +10 sight) +1 DoS for Cortex = 11 DoS
thepooreconomist
Posts : 296 Join date : 2019-10-04
Subject: Re: Chapter 1: Into the wild black yonder OOC Mon Apr 18, 2022 12:25 am
Subject: Re: Chapter 1: Into the wild black yonder OOC Mon Apr 18, 2022 1:05 pm
Pyritefoolsgold wrote:
Scrutiny to examine the metal shards holding the door closed: https://orokos.com/roll/939968 66 over 47 (+10 for sight) 2 DoF
Tech use to analyze the metal shards holding the door closed: https://orokos.com/roll/939969 5 Under 86 (+10 Combi Tool, +10 sight) +1 DoS for Cortex = 11 DoS
So, the shards are of the same material as the ship corridor, adamantine. Looking at the mechanism and their placement, it seems...intentional. Like someone put a handfull of the shards to block the movement at exactly the right place, while others where carefully placed to hide that fact and give the impression that this was random chance.
Subject: Re: Chapter 1: Into the wild black yonder OOC Tue Apr 19, 2022 9:26 am
For Alexium Psynisecence check:
3 DoS. Slightly before they appeared, you detected something psychic was hiding there.
Otherwise, I can say they are not a major psyker (IE, likely not a seer or warlock). And they're in full void-armor, so physical features arent obvious.
You'd need at least mind scan to get more info on their state of mind. Otherwise, I'll let cal describe himself.
Posts : 5171 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: Chapter 1: Into the wild black yonder OOC Wed Apr 20, 2022 1:29 pm
Caervern is pissing me off. Good work, Cal.
Time to make them friendlier.
I have yet to use this power in the game, so this will be a good playtest for "Delude."
Per the description - Opposed Willpower. On a failure, Caervern is going to be much, much friendlier toward Alexium. Hell maybe I will even trick you into thinking we are friends and never understanding why. Let's go! Technically it grants +30 to all interaction tests for as long as the power is sustained. Since you aren't an NPC, I figure a gentleman's agreement on Roleplay just for the sake of funny roleplay?
Subject: Re: Chapter 1: Into the wild black yonder OOC Sat Apr 23, 2022 10:03 am
Ok, so here's are the choices to make to establish your station colony.
Colony Type:
Industrial, Research (Will provide +2 productivity due to local archeotech), Agricultural, Pious
Governor:
3 choices:
Mechania, Satrap Governor:
(+2 productivity, +3 PF)
An experienced administrator, Mechania's ties with the mechanicus give her the knowledge the knowledge to maximise productivity. Her experience, however, leaves her with few other skills beyond administration and technology.
Major Sylgard, Military Governor:
(+2 order, +1 productivity, +3 PF)
An experienced navy officer, who has previously managed monitor-stations and commanded system-defence ships, Major Sylgard has been involved in dozens of defense actions. He has developed something of a paranoid streak, afraid of spies and infiltrators. While this has always ensured a very orderly organization, productivity has slightly suffered. Nonetheless, the discipline imposed limits the capacity of emergencies harming productivity.
Salazar is a former city mayor with long administrative experience. He has ties with many in your colony groups, and they know he holds their needs dearly. He does tend to be manipulative however; he has sufficient spies that most crimes are stopped before they occur. This has put some people on edge, as they are unclear if someone is listening...
Special Support Upgrade (already present on ship):
Ultimo Scanner Array
Gives +100 to any exploration or military endeavor done within range of the station.
In front of you is a dead ship. No more living than a rock. The only souls in any proximity are those of your team and on the ship. (I will note this is typical for a long-abandonned wreck)
You detect a number of chemical traces on the floor of the nearest entrance; nothing is apparent visually, but there's a strip just before the door that seems to be slightly chemically different. As if someone removed a section, replaced it with something and disguised it.
51 vs 59. 1 DoS (not accounting for Unnatural Agility).
Just because it seems this has become my role in life - this should be 3 DoS total.
51 vs 59 = 2 DoS. The initial success, regardless of what it is always counts as 1. Then you gain another DoS for being within 10 of the next target number. Ex: 51 (1 DoS on initial success) --> 59 (2 DoS b/c it is within 10) +1 DoS for unnatural ability.
51 vs 59. 1 DoS (not accounting for Unnatural Agility).
So obviously you've succeeded.
From the ceiling across the threshold a number of pieces of metal swing down at an incredible speed, each with an adamantite spike at the end.. The appear to have been bent in place, using the metal's elasticity to accumulate massive potential energy. Decent chance that it might have struck you head clean off.
All of this is assuming +0 on the tests. I am perfectly comfortable with dying, if the traps are lethal. Not even really worth using a FP here since I still fail twice either way.
Pyritefoolsgold
Posts : 486 Join date : 2019-05-09
Subject: Re: Chapter 1: Into the wild black yonder OOC Mon Sep 05, 2022 1:08 pm
Subject: Re: Chapter 1: Into the wild black yonder OOC Mon Sep 05, 2022 4:16 pm
Ok, so OOC results:
-Alexium: -The psyniescence tests give nothing unfortunately; this place has likely been abandonned for thousands of years, so the lack of psychic spoor is normal. -Your one failed awareness check was successfully dodge by caervan. -Caervan: -You take 5 wounds, though they'll be simple enough to heal once back on the ship. -Crit-fail has a bigger consequence: your mono-sword is snapped in two, and cannot be repaired until you find a bonesinger. You may be forced to use inferior "monkeigh" weapons.
-Pyrite: -Your various demo/security/strength rolls where mostly to accelerate the process; your few failures mean it took you guys two days to explore. -Scrutiny roll was to find a secret! Bravo! See IC.
Subject: Re: Chapter 1: Into the wild black yonder OOC Wed Sep 14, 2022 3:01 pm
Not sure if this will help, or could be grasping at straws, but throwing in a trade voidfarer roll to see if there's any info Roderick might dredge up about what kind of ships would cripple this one and destroy the two frigates.
I also have Linguistics Battlefleet War Cant and Common Lore Navy if either of those would be useful.
So, for the crypto: You detect the same thing Ignatio's scrutiny did: there is some kind of secret writing combined with the text, though even with your skills you cant decode it.
As for the FL (warp), a likely cause would be the death of a powerful psyker or some kind of warp-disaster. The best example you know of is the HOWLING, where the death of a powerful xenos psyker sent out a bow-wave that killed billions of astropaths, and destroyed thousands of ships. Its likely whatever happened was something similar.
Subject: Re: Chapter 1: Into the wild black yonder OOC Wed Sep 14, 2022 4:53 pm
Hydrako wrote:
Not sure if this will help, or could be grasping at straws, but throwing in a trade voidfarer roll to see if there's any info Roderick might dredge up about what kind of ships would cripple this one and destroy the two frigates.
From the description in the texts, you think its likely the explorator fleet came across a larger, but still human, fleet. Its known there are civilised human societies beyond the imperium, and its likely you have discovered signs of one. The interaction is odd to you-if two distinct fleets worked together to fight an intruder, its possible the explorators either interrupted something, or proffered some insult to the other fleets (as there is no information on communication).
Mind you, this all happened over 4000 years ago. Everybody who was involved is likely long dead.
Subject: Re: Chapter 1: Into the wild black yonder OOC Mon Sep 26, 2022 4:58 pm
Demolitions to check if the torso has a booby trap: https://orokos.com/roll/955918 Pretty bad failure. 97 over 56. 5 DoS.
I hope it's not actually trapped! We're moving forward with a tech use check to figure out what is up with it.
Tech use on torso: https://orokos.com/roll/955921 Much better, 25 under 76. 7+1 = 8 Dos, 9 if I can plug into it with my MiU. Which I absolutely will if I can.
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Subject: Re: Chapter 1: Into the wild black yonder OOC