OOC 1
- Quaid Slauson
- Scout
- Posts: 65
- Joined: Tue Jun 14, 2016 7:07 am
- Location: Oregon, USA
Re: OOC 1
Do things actually "happen" in "flashback scenes?"
Re: OOC 1
Jack
I made a few assumptions. First, that the map we’re using (here: The 'Verse - Large Color Map) is static, for all intents and purposes of the game. Trying to calculate orbital periods and positions of all the planets and systems would be a logistical nightmare, and no one has created an animated tool (not that I found). The orbital period of Persephone would be 1,182 days (3.24 years). So for all intents and purposes, for in game time, it ain’t gonna move much. If I use the Firefly RPG Tools Travel Distance Calculator and a travel speed of 9 Hours/AU and a speed factor of 5, it would take 3 days, 2 hours, 35 minutes, and 35 seconds to travel form Jubilee to Persephone. I’m happy to track that kind of stuff if the group wants me too. I track minutes, days, sun & moon cycles, and weather patterns in my D&D game.
I lost track of where I was going with that … Oh yeah,
I realize now I need to make the travel bits a little clearer. Re-read my post, and see it can be interpreted several ways. I’ll work on that.
My intention was to have the Proudhon traveling from outside the system, passing the Motherlode, on their way to Bellerophon to pick up the OAC’s. That made it easy for them to drop of Conrad (if we go by the static position on the map) on Persephone, relatively speaking. Then the crew is to head to Six Sigma to drop off the OAC’s.
So:
1) Heading to Bellerophon to pick up OAC’s
2) Passed by Motherlode, picked up Conrad
3) Passing by Covenant, heard SOS (presently spiraling toward the ground)
4) Still need to drop Conrad off at Persephone
5) Still need to go to Six Sigma to drop off OAC’s
Travel Distance Calculator: Bellerophon to Six Sigma (roughly) – 135.9093 AU, 10 days, 4 hours, 38 minutes, 12 seconds
The trip from Motherlode to Six Sigma would be a sort of dogleg on the map.
Trip from Motherlode to Six Sigma would be roughly 14 days.
Jack & Quaid
Beat 1
Would be Percy trying to stabilize the ship (take it out of the tailspin) using the ship stats and his own, so yes d# Engines + d10 Fly + d10 Focus (to keep the ship steady).
Beat 2
Would be something like gaining altitude control and stabilizing speed. This step would also include any assistance (dice) from a mechanic to get additional power to maneuvering thrusters, etc. to help the pilot.
Beat 3
Would be something like landing the ship without crashing/landing too hard.
And so on. The extra Beats are in case you fail a roll somewhere along the way, they also indicate the time you have to complete those three crucial actions before crashing.
Titan Bulk Transport (link)
Big-Ass Shuttle: The Last Resort (link)
So, yes, in this case, it’s big enough to have a co-pilot (I would allow Edmond to assist (add his dice to the pool) if that’s how you want to do. OR if you have another shuttle design we can go with that too. I have no intention of rushing, but I will try to move things along as fast as the players want/can manage.
Whew, what a mouthful (fingerful)!
I will be adding the next few steps we need to take here in a bit.
I made a few assumptions. First, that the map we’re using (here: The 'Verse - Large Color Map) is static, for all intents and purposes of the game. Trying to calculate orbital periods and positions of all the planets and systems would be a logistical nightmare, and no one has created an animated tool (not that I found). The orbital period of Persephone would be 1,182 days (3.24 years). So for all intents and purposes, for in game time, it ain’t gonna move much. If I use the Firefly RPG Tools Travel Distance Calculator and a travel speed of 9 Hours/AU and a speed factor of 5, it would take 3 days, 2 hours, 35 minutes, and 35 seconds to travel form Jubilee to Persephone. I’m happy to track that kind of stuff if the group wants me too. I track minutes, days, sun & moon cycles, and weather patterns in my D&D game.
I lost track of where I was going with that … Oh yeah,
I realize now I need to make the travel bits a little clearer. Re-read my post, and see it can be interpreted several ways. I’ll work on that.
My intention was to have the Proudhon traveling from outside the system, passing the Motherlode, on their way to Bellerophon to pick up the OAC’s. That made it easy for them to drop of Conrad (if we go by the static position on the map) on Persephone, relatively speaking. Then the crew is to head to Six Sigma to drop off the OAC’s.
So:
1) Heading to Bellerophon to pick up OAC’s
2) Passed by Motherlode, picked up Conrad
3) Passing by Covenant, heard SOS (presently spiraling toward the ground)
4) Still need to drop Conrad off at Persephone
5) Still need to go to Six Sigma to drop off OAC’s
Travel Distance Calculator: Bellerophon to Six Sigma (roughly) – 135.9093 AU, 10 days, 4 hours, 38 minutes, 12 seconds
The trip from Motherlode to Six Sigma would be a sort of dogleg on the map.
Trip from Motherlode to Six Sigma would be roughly 14 days.
Jack & Quaid
As I understand it, the Flashback is simply a tale or in-character account, a retelling if you will, of an event that happened in the past. In this case, Bosco might simply freak out, and shout something about dying, possible retell bits and pieces of what happened, or spout nonsense, no one else knows about an event that happened, like it’s in the present, but in past tense, etc. Basically roleplay out what Bosco would do, how he would react, both physically and verbally, when the shuttle is hit and begins its tailspin. If you play out the flashback/scene really well you get a PP. For the cases where you are spending a plot point to create an asset that triggers a flashback, the GM might give you the PP back if you role-play the flashback really well. That’s the idea anyway, and my interpretation.Quaid wrote: Do things actually "happen" in "flashback scenes?"
In this case, because we are in a Timed Action scenario, The flashback should happen when the trigger happens, the shuttle being hit and doing a tailspin, which will be during Beat 1.Jack wrote: Does the flashback mini-scene happen before Raise the Stakes: Beat 1?
So the Beats are used to represent tense situations where critical actions matter. I gave you six beats as it was our first encounter, and you were still some ways up from the surfaceJack wrote: Would a single action/beat be raising the stakes with something like describing Percy trying to get out of the spin by throwing ship attribute (d? engines), PC skill (d10 fly), and additional skill (d10 focus) dice (which means he's not concentrating anywhere else like what the crew's doing or thinking about where the flash came from)? If that action succeeds, would it take another action to try to land with no (or 1-less) thruster or will landing be the same action/beat?
Beat 1
Would be Percy trying to stabilize the ship (take it out of the tailspin) using the ship stats and his own, so yes d# Engines + d10 Fly + d10 Focus (to keep the ship steady).
Beat 2
Would be something like gaining altitude control and stabilizing speed. This step would also include any assistance (dice) from a mechanic to get additional power to maneuvering thrusters, etc. to help the pilot.
Beat 3
Would be something like landing the ship without crashing/landing too hard.
And so on. The extra Beats are in case you fail a roll somewhere along the way, they also indicate the time you have to complete those three crucial actions before crashing.
Since we didn’t have the ship or shuttles completed yet I punted here and used the design from the main ship and shuttle example pics I posted in the Let’s Build a Ship thread, just so I had something concrete to visualize. I’m not expecting you guys to use those ships in any way, I just wanted some reference. So the Shuttle pic below is what I based the scene off of.Jack wrote: Is the utility transport big enough to allow a co-pilot (Milly or Edmund)?
Titan Bulk Transport (link)
Big-Ass Shuttle: The Last Resort (link)
So, yes, in this case, it’s big enough to have a co-pilot (I would allow Edmond to assist (add his dice to the pool) if that’s how you want to do. OR if you have another shuttle design we can go with that too. I have no intention of rushing, but I will try to move things along as fast as the players want/can manage.
I’m leaving this bit up to you guys. I used Proudhon because you had it as tentative, and I needed something to fil that spotJack wrote: Also, the ship's name: do we wait to decide on the final ship stats first, keep the current name Proudhon, or pick something else (Starberry, Tatiana, Daphne, other)?
Whew, what a mouthful (fingerful)!
I will be adding the next few steps we need to take here in a bit.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
Re: OOC 1
Thanks for explaining the beats - laying out the tasks at-hand is a big help.
So, since the Tailspin is a named complication, beat one is "remove that complication."
Is "gaining altitude" the same as resolving the "broken thrusters" complication? Or just a successful Fly check in spite of the complication?
The flash worries Jesse, as he fears offensive actions. Would a beat be using sensors to trace-back the source of the emination so we know what we face once we survive, or what rescuers might face? Can this be contemporaneous within a beat (counting time) or is it it's own beat (counting actions)?
So, the flashback says they are called when someone tries to create an asset, and it results in a stepped-up asset and maybe a PP (which is really just the return of the one spent to create the asset. We are playing fast and loose with this, which is cool. But shouldn't it result in Brasco still getting a d8 asset for the scene? What about his invoking the I don't want to burn! Trigger?
Reading your book snippet, it seems like this:
* Boscoe invokes "I don't want to burn!" As a d6 complication and gets a PP
* GM calls for a flashback related to first death.
* Boscoe picks another PC who appears in his flashback. They take turns narrating until the flashback concludes. Boscoe gets a d8 asset for an action (the GM awards a PP, which makes this free).
* We go into Beat 1. The primary actor is Percy resolving the Tailspin complication. Since we are definitively "all in this together" under the rules (plummeting to our death), we each narrate what we are doing to help and offer him a Helping Die for his pool.
* Percy rolls all dice - his, the assets, and the helping dice - to overcome the Tailspin.
Proceed to beat 2.
Does that sound right?
So, since the Tailspin is a named complication, beat one is "remove that complication."
Is "gaining altitude" the same as resolving the "broken thrusters" complication? Or just a successful Fly check in spite of the complication?
The flash worries Jesse, as he fears offensive actions. Would a beat be using sensors to trace-back the source of the emination so we know what we face once we survive, or what rescuers might face? Can this be contemporaneous within a beat (counting time) or is it it's own beat (counting actions)?
So, the flashback says they are called when someone tries to create an asset, and it results in a stepped-up asset and maybe a PP (which is really just the return of the one spent to create the asset. We are playing fast and loose with this, which is cool. But shouldn't it result in Brasco still getting a d8 asset for the scene? What about his invoking the I don't want to burn! Trigger?
Reading your book snippet, it seems like this:
* Boscoe invokes "I don't want to burn!" As a d6 complication and gets a PP
* GM calls for a flashback related to first death.
* Boscoe picks another PC who appears in his flashback. They take turns narrating until the flashback concludes. Boscoe gets a d8 asset for an action (the GM awards a PP, which makes this free).
* We go into Beat 1. The primary actor is Percy resolving the Tailspin complication. Since we are definitively "all in this together" under the rules (plummeting to our death), we each narrate what we are doing to help and offer him a Helping Die for his pool.
* Percy rolls all dice - his, the assets, and the helping dice - to overcome the Tailspin.
Proceed to beat 2.
Does that sound right?
Re: OOC 1
Ah! I misread thinking we'd already picked them up at Bellerophon, which is why didn't understand why we'd go past Motherlode instead of towards Kalidasa.Antman9 wrote:Heading to Bellerophon to pick up OAC’s
I was also out by more than an order of magnitude with how fast the ships can travel. I'm fine traveling at the speed of plot instead, and with no delays in radio communication.Antman9 wrote:Motherlode to Six Sigma would be roughly 14 days. [...]I’m happy to track that kind of stuff if the group wants me too.
Are we keeping it PG-13 like the show?, because I thought of a funny Deadwood reference but which is probably closer to an R rating.
Re: OOC 1
Ok, here we go...
Jack, I have to run my truck to the service station, so I will respond to your recent post while I'm there.
Also, next post I will talk about what happens in a Beat, who can or should do what, etc, along with basic game play, different types of rolls, and game mechanics. Probably make a post later tonight.
Beat 1
Would be Percy trying to stabilize the ship (take it out of the tailspin) using the ship stats and his own, so yes d# Engines + d10 Fly + d10 Focus (to keep the ship steady).
As Marullus stated, this would be a “Remove That Complication” scenario, to get the ship stable (Beat 2), and then land (Beat 3) without crashing.
The GM set the stakes at: 11
Stakes: 5 + 6 = 11
The Starboard Ion Drive Malfunction complication can’t be addressed until the Shuttle Tailspin complication has been fixed. To do this the pilot, using the shuttle stats (I created an example Service Shuttle below based on the pic (LINK) I provided previously). Considering the assets (both assumed and obvious) a co=pilot should be able to lend a die for the stabilizing process (removing the Shuttle Tailspin complication).
Raising the Stakes
i.e. Making a Recovery Roll (see below) for the Shuttle Tailspin complication.
Using the Landing Your Boat scenario from pg 45 (see below), as this was the closest scenario I could find, we get the following Dice Pool:
Beat 2
Would be something like gaining altitude control and stabilizing speed. This step would also include any assistance (dice) from a mechanic to get additional power to maneuvering thrusters, etc. to help the pilot.
The GM sets the stakes at: 11
i.e. Making a Recovery Roll (see below) for the Starboard Ion Drive Malfunction complication.
Beat 3
Would be something like landing the ship without crashing/landing too hard. Once the ship is under some control, may not be perfectly maneuverable, but should be sufficient to land (where that happens might depend on certain factors).
The GM sets the stakes at: 11
i.e. Making any additional Recovery Rolls (see below) for complications that arise previous to this beat.
Also in this Beat
Under this situation (and Beats in general), the Beat won’t necessarily consist of one actual post by each player, but might consist of multiple posts by GM and specific players depending on the situation. For this particular beat Marullus would make his post stating Jesse’s intent to perform a check, the GM would Set the Stakes, and then Marullus would try to Raise the Stakes.
OTHER
I also felt, as a GM, that I could call for a flashback (especially since we are all new this rule set and learning together) and allow Bosco to choose if he wants to take the complication.
So the question is, what asset would Bosco get? I was having difficulty coming up with one. I need to poke around in the book some and see if I can find a similar example.
Additionally: I like the Flashback idea, and feel it would work well in other situations that don’t involve an asset. I am willing to not do this if some folks don’t want to. I’m happy to stick to the rules as they are.
Yep, definitely. If those crewmembers can describe how it helps the pilot or co-pilot, I think they should be able to lend a die to the Pilot’s roll. Certainly.
LENT DIE (343)
MAKING A RECOVERY ROLL (247)
COMPLICATIONS (226)
PATCHING UP YOUR BOAT (226)
LANDIN’ YOUR BOAT (45)
SERVICE VESSELS
SHUTTLE 1
Name: Dà Gāisǐ Bānchē (Big Damn Shuttle)
Class: Yang Class Rescue Ship 8
Stats:Engines 10, Hull 6, Systems 8
Typically, rescue ships are privately owned and travel along the borders of the five systems. In exchange for credits or goods, crews’ll provide assistance and medical care to travelers in need. These ships—named after Yang Liwei, the first Chinese citizen from Earth-That-Was to travel into space—are manufactured by the Tàikōng Corporation and have excellent medical facilities and strong engines to get them to stranded vessels quickly.
HISTORY
Found her floating amongst some space rocks. Pulled a few strings, got her all registered and whatnot. Then we let Bosco have at her for a couple months. Just look how she flies now!
DISTINCTIONS
Your ship was built from salvage parts and space junk. She looks kinda ugly, but she sure can surprise folk when she needs to.
Deep Space Ready 8
Your pantry is stuffed with protein bars and canned goods. You’ve got extra fuel cells, ammo, spare parts, and a meager library. You’re ready to be alone. Mighty, mighty alone.
Maneuvering Thrusters 8
Sometimes raw speed isn’t what you want, but quick or subtle maneuvering, especially in close quarters with another vessel. These thrusters are mounted at various parts of the ship, allowing the pilot to make very fine adjustments on the alignment and position of the ship.
Consisting of laser cutting torches, electronic code breakers, magnetic grapplers, gravitic haulers and boxes, this set of equipment contains all the best stuff for getting into, cutting up, and towing stranded boats.
Jack, I have to run my truck to the service station, so I will respond to your recent post while I'm there.
Also, next post I will talk about what happens in a Beat, who can or should do what, etc, along with basic game play, different types of rolls, and game mechanics. Probably make a post later tonight.
Beat 1
Would be Percy trying to stabilize the ship (take it out of the tailspin) using the ship stats and his own, so yes d# Engines + d10 Fly + d10 Focus (to keep the ship steady).
Yep, if you can. Otherwise it runs into Beat 2 and the ground gets closer.marullus wrote:So, since the Tailspin is a named complication, beat one is "remove that complication."
As Marullus stated, this would be a “Remove That Complication” scenario, to get the ship stable (Beat 2), and then land (Beat 3) without crashing.
The GM set the stakes at: 11
- Difficulty Die: Challenging d8
- Trait Die: Ambush d8
- Complication 1: Starboard Ion Drive Malfunction d6
- Complication 2: Shuttle Tailspin d6
Stakes: 5 + 6 = 11
The Starboard Ion Drive Malfunction complication can’t be addressed until the Shuttle Tailspin complication has been fixed. To do this the pilot, using the shuttle stats (I created an example Service Shuttle below based on the pic (LINK) I provided previously). Considering the assets (both assumed and obvious) a co=pilot should be able to lend a die for the stabilizing process (removing the Shuttle Tailspin complication).
Raising the Stakes
i.e. Making a Recovery Roll (see below) for the Shuttle Tailspin complication.
Using the Landing Your Boat scenario from pg 45 (see below), as this was the closest scenario I could find, we get the following Dice Pool:
- Engines d10
- Fly skill (Percy) d10
- Protect Friends (Percy) specialty d6 (Focus specialty)
- Ship’s Captain (Percy) d8
- Proudhon signature asset (Percy) d8
- Fly d8 (Bosco or Milly) co-pilot assist d8
Beat 2
Would be something like gaining altitude control and stabilizing speed. This step would also include any assistance (dice) from a mechanic to get additional power to maneuvering thrusters, etc. to help the pilot.
I think you would have to resolve the altitude issue and land (possibly) before you could fix the thrusters. Does that make sense? So Beat 2 would be to gain control of altitude (i.e. get control of descent so as not to crash). Basically to use maneuvering thrusters, and compensating power on the Port engine, to gain control. For this Beat a co-pilot would come in very handy as well. [/quote]Marullus wrote: Is "gaining altitude" the same as resolving the "broken thrusters" complication? Or just a successful Fly check in spite of the complication?
The GM sets the stakes at: 11
- Difficulty Die: Challenging d8
- Trait Die: No Atmo! d6
- Complication 1: Starboard Ion Drive Malfunction d6
- Any Complications that arise from Jinx rolls
i.e. Making a Recovery Roll (see below) for the Starboard Ion Drive Malfunction complication.
- Engines d10
- Maneuvering Thrusters Distinction d8
- Fly skill (Percy) d10
- Proudhon signature asset (Percy) d8
- Fly d8 (Bosco or Milly) co-pilot assist d8
Beat 3
Would be something like landing the ship without crashing/landing too hard. Once the ship is under some control, may not be perfectly maneuverable, but should be sufficient to land (where that happens might depend on certain factors).
The GM sets the stakes at: 11
- Difficulty Die: Challenging d6 (just need to set her down and fix that engine)
- Trait Die: ??? (depends on what happens in Beat 1 & 2)
- Complication 1: Starboard Ion Drive Malfunction d6
- Any Complications that arise from Jinx rolls
i.e. Making any additional Recovery Rolls (see below) for complications that arise previous to this beat.
- Engines d10
- Fly skill (Percy) d10
- Proudhon signature asset (Percy) d8
- Fly d8 (Bosco or Milly) co-pilot assist d8
Also in this Beat
This is where Jesse could track where the flash of light comes from, as long as sensors are on line (haven’t been taken out by a complication). The ship is stable enough to allow Jesse to move or function normally. He might be able to attempt the make a check in an earlier beat (you just have to say so) and the GM will make a Setting the Stakes roll with additional complications for Jesse based on circumstances. These complications would most likely go away once the shuttle is more stable.Marullus wrote: The flash worries Jesse, as he fears offensive actions. Would a beat be using sensors to trace-back the source of the emination so we know what we face once we survive, or what rescuers might face? Can this be contemporaneous within a beat (counting time) or is it it's own beat (counting actions)?
Under this situation (and Beats in general), the Beat won’t necessarily consist of one actual post by each player, but might consist of multiple posts by GM and specific players depending on the situation. For this particular beat Marullus would make his post stating Jesse’s intent to perform a check, the GM would Set the Stakes, and then Marullus would try to Raise the Stakes.
OTHER
Yes, you are correct on both. Bosco could create a “I don't want to burn!” complication using his trigger and receive a PP. I read this as his choice. And the GM could call for a Flashback (as the book states).Marullus wrote:So, the flashback says they are called when someone tries to create an asset, and it results in a stepped-up asset and maybe a PP (which is really just the return of the one spent to create the asset. We are playing fast and loose with this, which is cool. But shouldn't it result in Brasco still getting a d8 asset for the scene? What about his invoking the I don't want to burn! Trigger?
Reading your book snippet, it seems like this:
- Boscoe invokes "I don't want to burn!" As a d6 complication and gets a PP
- GM calls for a flashback related to first death.
- Boscoe picks another PC who appears in his flashback. They take turns narrating until the flashback concludes. Boscoe gets a d8 asset for an action (the GM awards a PP, which makes this free).
I also felt, as a GM, that I could call for a flashback (especially since we are all new this rule set and learning together) and allow Bosco to choose if he wants to take the complication.
So the question is, what asset would Bosco get? I was having difficulty coming up with one. I need to poke around in the book some and see if I can find a similar example.
Additionally: I like the Flashback idea, and feel it would work well in other situations that don’t involve an asset. I am willing to not do this if some folks don’t want to. I’m happy to stick to the rules as they are.
[/quote][/quote]Marullus wrote:
- We go into Beat 1. The primary actor is Percy resolving the Tailspin complication. Since we are definitively "all in this together" under the rules (plummeting to our death), we each narrate what we are doing to help and offer him a Helping Die for his pool.
- Percy rolls all dice - his, the assets, and the helping dice - to overcome the Tailspin.
Yep, definitely. If those crewmembers can describe how it helps the pilot or co-pilot, I think they should be able to lend a die to the Pilot’s roll. Certainly.
LENT DIE (343)
LANDIN’ YOUR BOAT (45)
SERVICE VESSELS
Name: Dà Gāisǐ Bānchē (Big Damn Shuttle)
Class: Yang Class Rescue Ship 8
Stats:Engines 10, Hull 6, Systems 8
Typically, rescue ships are privately owned and travel along the borders of the five systems. In exchange for credits or goods, crews’ll provide assistance and medical care to travelers in need. These ships—named after Yang Liwei, the first Chinese citizen from Earth-That-Was to travel into space—are manufactured by the Tàikōng Corporation and have excellent medical facilities and strong engines to get them to stranded vessels quickly.
HISTORY
Found her floating amongst some space rocks. Pulled a few strings, got her all registered and whatnot. Then we let Bosco have at her for a couple months. Just look how she flies now!
DISTINCTIONS
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- (Locked) Get There Stat!: While racing to a stranded or afflicted ship, the pilot may reroll any dice that come up 1s instead of accepting Plot Points. On the rerolls, 1s and 2s count as jinxes.
- Whatcha Got There, Eh?: Create a d8 Asset representing something you just found while exploring a site. Take or step up a Complication associated with that Asset.
Your ship was built from salvage parts and space junk. She looks kinda ugly, but she sure can surprise folk when she needs to.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- (Locked) Frankenstein’s Boat: Spend 1 PP to switch the die ratings of Engines and Systems for the rest of the scene.
- (Locked) She’s Got Class, Lots of Class: Spend 1 PP to create an Unknown Ship Class d8 Asset when someone tries to identify your ship.
Deep Space Ready 8
Your pantry is stuffed with protein bars and canned goods. You’ve got extra fuel cells, ammo, spare parts, and a meager library. You’re ready to be alone. Mighty, mighty alone.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- I Knew That Was Gonna Happen: When you create an Asset—like Extra Oxygen Tanks d6 or Long-Range Homing Beacon d6—that reflects how you anticipated a particular deep space problem, step it up.
- (Locked)Radio Silence: When you’re floatin’ in the black and there ain’t a ship, moon, or planet on your radar, take a We’re All Alone d8 Complication to gain 1 PP.
Maneuvering Thrusters 8
Sometimes raw speed isn’t what you want, but quick or subtle maneuvering, especially in close quarters with another vessel. These thrusters are mounted at various parts of the ship, allowing the pilot to make very fine adjustments on the alignment and position of the ship.
- (Locked) Crazy Ivan: When the pilot tries to outmaneuver a ship, he can spend 1 PP to step up or double Engines for a roll
Consisting of laser cutting torches, electronic code breakers, magnetic grapplers, gravitic haulers and boxes, this set of equipment contains all the best stuff for getting into, cutting up, and towing stranded boats.
- (Locked) Chop Chop: When you create an Asset related to salvaged parts while dismantling a ship, it lasts for the rest of the Episode.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
Re: OOC 1
I think we'll need to set some speed ratings for the different craft you guys end up with, that is if we want to get that detailed, which I am perfectly happy to do, I actually enjoy a little bit of that, while not dragging too much of it into play. I think it would get too tedious to role play three weeks worth of space travel. A little is fine. The space liner I suggested might be a bit slower than the numbers I gave.Jack wrote:I was also out by more than an order of magnitude with how fast the ships can travel. I'm fine traveling at the speed of plot instead, and with no delays in radio communication.
Are we keeping it PG-13 like the show?, because I thought of a funny Deadwood reference but which is probably closer to an R rating.
Firefly RPG Tool Link
As for the PG-13, I think that will definitely have to be a group vote, however, I would like to keep things tasteful, staying away form vulgar, and troublesome crewmembers that might make other crewmembers, passengers, or players for that matter, uncomfortable. But that really kind of goes without saying, I just like to say it because I haven't played with you guys before and some folks don't have a filter or know where to draw the line. How does everyone else feel about this?
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
Re: OOC 1
Hi all! Thanks for letting me join the gang!
I bought the PDF (which IMO gets a bit heavy on usin' the old folksy writin' style; a dollop of that there sort of folderol goes a long way, you hear? ) and have been reading through it and thinking up a character story. Any thoughts on who might fit in with the crew? Another ex-alliance? A Browncoat something or other? I keep trying to work a lawyer into an RPG and noticed the "By the Book" distinction, so that could be fun: either a lawyer from a core planet who ended up out in the backwaters for some reason or maybe a frontier lawyer, if such a thing exists. OTOH, maybe what we need is muscle. Any thoughts?
I bought the PDF (which IMO gets a bit heavy on usin' the old folksy writin' style; a dollop of that there sort of folderol goes a long way, you hear? ) and have been reading through it and thinking up a character story. Any thoughts on who might fit in with the crew? Another ex-alliance? A Browncoat something or other? I keep trying to work a lawyer into an RPG and noticed the "By the Book" distinction, so that could be fun: either a lawyer from a core planet who ended up out in the backwaters for some reason or maybe a frontier lawyer, if such a thing exists. OTOH, maybe what we need is muscle. Any thoughts?
- Quaid Slauson
- Scout
- Posts: 65
- Joined: Tue Jun 14, 2016 7:07 am
- Location: Oregon, USA
Re: OOC 1
Looks like all good stuff to me. Vacation is going well. I have 3G access on my phone here (cabin near Lake Shasta) but nothing else. I'm trying to keep up on the reading. Long, happy day with swimming, river rafting, and good food.
Welcome, Zhym! Yes, some muscle might be good. A body-building lawyer!
Welcome, Zhym! Yes, some muscle might be good. A body-building lawyer!
- FantasyChic
- Pathfinder
- Posts: 398
- Joined: Sun Jul 19, 2015 7:03 pm
- Location: Chicago, Illinois
Re: OOC 1
If you take it one step at a time, I should be able to get things. I just couldn't handle that wall of text. If it goes like this I should be able to get it. i got how dice rolls work now so that's a step in the right direction.
Today you are you! That is truer than true! There is no one alive who is you-er than you!
-Dr. Seuss
-Dr. Seuss
Re: OOC 1
Sounds good. Yep I'm planning on keeping things short, sweet, and simple. Heehee "Wall of Text" that's pretty good, and yes it was. I didn't realize how daunting that would be. We'll tak'er slow from here out.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
- Quaid Slauson
- Scout
- Posts: 65
- Joined: Tue Jun 14, 2016 7:07 am
- Location: Oregon, USA
Re: OOC 1
Hi, all! Finally back home! The past few days have been so packed with activities with friends that I've just been crashing into bed at night. I did have a bit of "free" time when we had tire troubles on the journey home, but we were in the middle of nowhere in the mountains at the time and I had no phone service.
I still need to figure out the die roller, and I just remembered I need to create a final asset. I'll have to do that tomorrow. For now, I'll plop a quick post in to get off the starting line.
I still need to figure out the die roller, and I just remembered I need to create a final asset. I'll have to do that tomorrow. For now, I'll plop a quick post in to get off the starting line.
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- Rider of Rohan
- Posts: 6178
- Joined: Mon Jan 05, 2015 5:07 am
- Location: Ithaca, NY
Re: OOC 1
Click on the 20-sided die in the top right corner of this forum and a new window/tab will open.Quaid Slauson wrote:I still need to figure out the die roller...
Create an account (if you haven't already).
Click on the "Characters" tab at the top of the page.
Click "Create New Character"
Type in your character name and under Campaign ID type in the number "445" - which is the id for this game.
Hope that helps!
- Quaid Slauson
- Scout
- Posts: 65
- Joined: Tue Jun 14, 2016 7:07 am
- Location: Oregon, USA
Re: OOC 1
Thanks, Rusty. I was looking for the ID number.Rusty Tincanne wrote:Click on the 20-sided die in the top right corner of this forum and a new window/tab will open.Quaid Slauson wrote:I still need to figure out the die roller...
Create an account (if you haven't already).
Click on the "Characters" tab at the top of the page.
Click "Create New Character"
Type in your character name and under Campaign ID type in the number "445" - which is the id for this game.
Hope that helps!
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- Rider of Rohan
- Posts: 6178
- Joined: Mon Jan 05, 2015 5:07 am
- Location: Ithaca, NY
Re: OOC 1
I stole it from one of Jack`s rolls.
Antman seemed to be using an on the fly roll, however, so while we have more accountability, it doesnt seem entirely necessary to have the campaign ID.
Antman seemed to be using an on the fly roll, however, so while we have more accountability, it doesnt seem entirely necessary to have the campaign ID.
Re: OOC 1
Hey All,
Wanted to check in real quick. I hope everyone had an enjoyable and safe holiday weekend (at least those of us in the U.S.). My mother kept me super busy all weekend, and I had an 8 hour drive (one way) for a total of 16 hours drive time. Needless to say I drove all day Monday and was thoroughly exhausted today.
I will be making a couple of posts tomorrow, for sure, so keep your eyes peeled, your backside perched at the edge of your seat, and your breath bated.
Thanks
Antman9 (Marc)
Wanted to check in real quick. I hope everyone had an enjoyable and safe holiday weekend (at least those of us in the U.S.). My mother kept me super busy all weekend, and I had an 8 hour drive (one way) for a total of 16 hours drive time. Needless to say I drove all day Monday and was thoroughly exhausted today.
I will be making a couple of posts tomorrow, for sure, so keep your eyes peeled, your backside perched at the edge of your seat, and your breath bated.
Thanks
Antman9 (Marc)
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
- FantasyChic
- Pathfinder
- Posts: 398
- Joined: Sun Jul 19, 2015 7:03 pm
- Location: Chicago, Illinois
Re: OOC 1
I was a bit worried seeing no update, then I remembered it was a holiday for us Muricans (which I should have remembered because I worked on Monday and we were SO SLOW at work) so yes, I am still here, and waiting for updates.
Today you are you! That is truer than true! There is no one alive who is you-er than you!
-Dr. Seuss
-Dr. Seuss
- Quaid Slauson
- Scout
- Posts: 65
- Joined: Tue Jun 14, 2016 7:07 am
- Location: Oregon, USA
Re: OOC 1
Eager. Busy. Patient. Excited.