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Enjoy your holiday.

 

Aria picks up heightened senses(hearing), swim, and climb - combined with the earlier catfall purchase and i'm reasonably happy that she could now climb over a knee-high wall with minimal retries and falling damage :p

  • 2 weeks later...

Ravia will take Intelligence Advance (Intermediate) for 250 XP, bringing her to 43 Int and 950 XP spent, with 50 left over. 

 

So currently 7/11 wounds, 53 thrones, 50 available XP (with there being no 50 XP in the entire game to spend it on!), and a big bump in her support abilities. Next upgrade should be Medicae, which will make her very good at helping out with wounds.

I am back, but the coming week looks a tad busy, so I am going to aim for an update on or about 1st of October.

 

The lack of 50XP skills at all always felt like a bit of an oversight considering how easy it is to have 50xp spare on account of a stat increase here or there.   

Ok, It is time to get this back on the roll.

 

Quick review time.

 

@Petragor, did you want to spend any of your unspent XP, your currently have 300.

 

@TechCaptain, @BadgersinHills are still on the auto pilot list, I don’t know at this point if either play is likely to return, waiting to hear back from them.

 

For day 14 the health of everybody will start as follows, I doubled the natural healing rate for the transition so that nobody is to disandvantged should a combat erupt. Another in game day or two and we should be all hale again. Well aside from David.

 

 

David 5/20 SI – 12 spare parts

Food: 6 Days provision remain

Aria  12/12 – Full Health

Helene 10/13 – Lightly Wounded

Ravia at 10/11 – Lightly Wounded

Ariel   11/12 – Lightly Wounded

Varn 10/12 – Lightly Wounded

Kasimir 10/12 – Lightly Wounded

 

 

@Lord_Ikka, I am going to do a slight railroad of Ravia in the next story post, so as to open up the plot/world a little. This is optional stuff and not part of the main Archeotech hunt plot, but will sever to expand the world, give context and you can use it for character development if you so chose, or you can leave it.

This was cued to go the next time Ravia contacts the Archmagos, but as the team has maintained radio silence (for understandable reasons) there has not been the opportunity, and while I could have hung onto it till later, as it is optional, I did not want it to drop in the middle of main plot development and confuse things. I hope this is acceptable.   

On 10/1/2023 at 3:02 PM, Trokair said:

 

@Petragor, did you want to spend any of your unspent XP, your currently have 300.

 

Sorry for the delay, I'll purchase Scrutiny and Awareness from the Redemptionist Advances. All these attacks have left her less trusting, and she'll be sure to keep her eyes open :blink:

  

19 hours ago, A.T. said:

Aria

 

Fire in the sky. A ship perhaps but she had never seen a bombardment from the surface. Once she had seen it from above, the ship drew in so low that it seemed it might fall upon the planet itself.

 

Looking up she searched for some shape in the sky above, remembering the strain of the ship against gravity and the roar of its engines as it drew away. She had heard of other things that walked and crawled and ploughed across worlds that carried such weapons but it hardly seemed credible in a backwater such as this.

 

 

I may have not been precise/detailed enough with my description. My intention was to have the team see flashes, explosion and suggestion fire that are near the ground and just over the horizon. Certainly all well within atmosphere.

2 hours ago, Trokair said:

I may have not been precise/detailed enough with my description. My intention was to have the team see flashes, explosion and suggestion fire that are near the ground and just over the horizon. Certainly all well within atmosphere.

 

Aria is a voider that has never seen true ground combat, her experiences of war are small skirmishes, space combat, and orbital bombardment - the latter two as an unlearned spectator rather than a crew member.

Right now the communication between Ravia and the Arch-Magos is secure (and technically non verbal, all taking part in Mech Binary code). How much of what Ravia has learned she chooses to  share with everybody is up to her.  

So No, Helene has not heard anything yet.

 

That aid, for context, as you were away at the time, Helene would have recognised Sergeant Rahul at the lakeside and would remember from the shakedown/acustion of theft incident that he reported to and called on Overseer Eadwin Von Herz. So it would not be unreasonable for her to assume that her relative* had been involved somehow, especially as Sergeant Rahul acted as if under orders. There was even a side comment about Helene being a priority target.

 

*I had him down as a cousin, from a less branch of the family, but if you want him to be a brother then sure, it would only make his disdain for Helene more intense.   

1 minute ago, Trokair said:

*I had him down as a cousin, from a less branch of the family, but if you want him to be a brother then sure, it would only make his disdain for Helene more intense.   

Whoops, meant to write cousin, my bad

As nobody has expressed any opinion on what their charachter  wants to do next I'll assume everybody is good to travell onwards and will get an update up this weekend. 

 

 

Edit: correction, ass soon as I can, it isen't goint to be today.

Edited by Trokair
1 hour ago, Trokair said:

everybody ready for another round of combat?  

 

Need to find a lascannon somewhere to shoot down the valkyrie or unrelated explosive interloper that appears at the end of the combat to blow up all the gear before we can loot it :p

Refresher for everybody, I anotated slightly in green.

 

On 3/22/2023 at 12:58 AM, Trokair said:

Ok quick rundown of the modified vehicular combat rules.

 

  • The Tactical Speed (i.e. during structured time like combat) for David is 12m. 15m for the Wolfquad, Trucks unknown to you for now.
  • Tactical Maneuvering is either a half action or a full action. As a half action you can move up to the tactical speed (so 12m) as a full action you can move up to 2x tactical speed (so 24m). However you must move directly forward or backwards for at least 6m before you can make one turn up to 90°. You can turn multiple times (distance permitted) up 90° but must move at least 6m in a straight line each time. Provided you have moved at least 6m since the last turn you can turn at the end of the move. Going backwards is half speed (so 6m and 12m for half and full respectively).
  • Evasive Maneuvering is a full action. You can move one Tactical Speed as described in Tactical Maneuvering (so 12m forward/6m backward) It requires a Challenging (+0) Drive Test, if passed each DoS imposes a -10 penalty to hit against the vehicle until next turn (ie you are driving erratically, swerving etc). If Test is failed by 3 or more DoF you may crash (GM discretion), if failed by 5 or more DoF you will crash!
  • Floor It is a full action. May move up to 2 tactical speed, but may only make one turn up to 90° everything else is in a straight line. Requires a Difficult (-10) Drive Test. A Pass and for each DoS ad 4m to the total distance (example a Pass with 1 DoS going straight ahead moves 24 +4+4 =32m). If Test is failed by 3 or more DoF you may crash (GM discretion), if failed by 5 or more DoF you will crash.
  • Ram! Full Action. Move minimum 1 Tactical speed, maximum 2 tactical speed in a straight line, no turning at any point.  It requires a Challenging (+0) Drive Test. If passed you hit target (provided geometry allows) and do 1D10 + AV of the facing that hit (David is 22 Front and side, 20 Rear) damage, no pen. If you moved max distance forwards at time of impact it does an additional 2d10. Ramming things may cause damage back at GM discretion (ie a tree will do more than a person). If the Drive test is failed, you guessd it, 3 or more DoF you may crash (GM discretion), 5 or more DoF = crash.
  • Dodge is a Reaction, vehicle needs to have at least 1 Tactical Speed in previous turn to use.  Requires Drive Test with a penalty based on size (inverse of to hit pones based on size). David is Enormous so a -20 to the drive test when Dodging. Pass and DoS act like normal Dodge, Fail ad 3/5 DoF may/will crash (in addition to the hit).  

Additionally, if the vehicle moved during the previous turn:

  • Shooting it is -10 to hit if vehicle moved 1 Tactical Speed, -20 if 2 Tactical speed. It is dificult to aim steady while in motion.
  • Embarking/disembarking from a moving vehicle is a Difficult (-10) Agility Test if it moved no more than 1 Tactical Speed, if it was faster you cannot embark, you may still disembark but GM discretion as to how difficult the test and what damage might occur (i.e. I will decide on a case by case basis should you want to get of a fast moving vehicle). 
  • Leaping onto another vehicle, as per p124 of main rule book. You will count as Standing leap unless the vehicle you are jumping from has moved at least 1 tactical speed faster than the target vehicle, then you count as running leap with 4m run up. So For example if David makes a Full Tactical Maneuvering action (ie it has moved 2 Tactical speed this turn) while the target vehicle has only moved 1 tactical speed then it counts as running leap.  Obviously if you don’t make the distance then bad things are likely to result.

Edited by Trokair

You do not know.

 

While you can see flack armour, at the distance you are at and the time that has elapsed since you spotted them you cannot discern much detail or know for sure.

 

It is more the shape and silhouette of figures that tell you they have flack armour.

OOC I know that they're probably hostile because Tro said we'd get into a combat soon, but IC Helene wants to at least give them the benefit of the doubt. She could go and try to initiate contact while the others prepare to support her in case a firefight breaks out, if that plan suits everyone else?

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