OOC: City of Corin and Beyond

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Re: OOC: City of Corin and Beyond

#301

Post by DeepSpacer » Sat Nov 10, 2018 4:45 pm

swrider wrote:
Sat Nov 10, 2018 12:49 am
What are the distances. Also anything special we need to know. Such as setbacks for targeting certain individuals (Armor) or upgrades (Adversary Talent).
  • All distances are short, should it come to combat.
  • The entrance into the room is perhaps big enough for two people to stand side-by-side. So if two people shoot without moving through, then the ones behind them will have a penalty to shoot through the door (+1 Setback Die). If they move forward into the room, they'll be 'engaged' with the guarding Stormtroopers (+1 Difficulty)
  • Commander is Adversary 2 (Two Upgrades to difficulty) and has cover from the center station separating us (+1 Setback)
  • Asst. Comm is Adversary 1, also with cover (+1 SB)
  • Station Personnel (2) are standing with backs turned at the center station, while others (6) are seated around the center.
  • NO ONE has setbacks due to Fear thanks to Oona's Leadership check.
  • Oona has two Adv's on her Leadership check to use. Perhaps a boost on the Deception check?

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Re: OOC: City of Corin and Beyond

#302

Post by DeepSpacer » Sat Nov 10, 2018 5:02 pm

SavageBob wrote:
Sat Nov 10, 2018 1:54 am
DeepSpacer wrote:
Sat Nov 10, 2018 12:47 am
I just posted. You be the judge. It is always possible. Some quick-talking can always work. Deceit is opposed by Discipline (CCC for the 2nd officer. +2 Setback Dice.). It is a difficult situation, but a difficult roll can turn things around.
OK. Looks like Oona is our only hope to convince them with Deception. She'd at least ignore one of the setbacks. Any boosts for the uniforms? Can any of the rest of us offer unskilled assistance?
Oona removes BOTH Setback dice due to talents! The uniforms are enough to not be shot on-sight. There'd probably be no chance without them. Skilled assist is possible if the presence of the Rodian is explained in the course of the deception (+1 Boost). Maybe had to bring in outside sources for Technical support? A specialist? Slave? Servant?

I think that "A Successful Roll" is part of the Deception while verbally explaining it may lead to another roll depending on the roll itself and the dialogue. For example, if a goal is to plant a jamming device, then the Asst Comm may be overly suspicious (and observant) due to either Threats or saying there is a make-believe technical issue and no name to put to that order. Depending on what we wish to do, it could be Skulduggery, Computers, or both. A successful Deception check only gets us in the door. Dice Statistics says about

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Re: OOC: City of Corin and Beyond

#303

Post by Boutrose Saba-Norr » Sun Nov 11, 2018 5:35 pm

DeepSpacer wrote:
Sat Nov 10, 2018 5:02 pm
SavageBob wrote:
Sat Nov 10, 2018 1:54 am
DeepSpacer wrote:
Sat Nov 10, 2018 12:47 am
I just posted. You be the judge. It is always possible. Some quick-talking can always work. Deceit is opposed by Discipline (CCC for the 2nd officer. +2 Setback Dice.). It is a difficult situation, but a difficult roll can turn things around.
OK. Looks like Oona is our only hope to convince them with Deception. She'd at least ignore one of the setbacks. Any boosts for the uniforms? Can any of the rest of us offer unskilled assistance?
Oona removes BOTH Setback dice due to talents! The uniforms are enough to not be shot on-sight. There'd probably be no chance without them. Skilled assist is possible if the presence of the Rodian is explained in the course of the deception (+1 Boost). Maybe had to bring in outside sources for Technical support? A specialist? Slave? Servant?

I think that "A Successful Roll" is part of the Deception while verbally explaining it may lead to another roll depending on the roll itself and the dialogue. For example, if a goal is to plant a jamming device, then the Asst Comm may be overly suspicious (and observant) due to either Threats or saying there is a make-believe technical issue and no name to put to that order. Depending on what we wish to do, it could be Skulduggery, Computers, or both. A successful Deception check only gets us in the door. Dice Statistics says about
based on the original picture you showed us for the uniforms, they have a full face covering, please correct me if I am wrong. I said beforehand that thino would be keeping his helmet on at all times in order to pass for human.
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Re: OOC: City of Corin and Beyond

#304

Post by swrider » Sun Nov 11, 2018 6:20 pm

Ahh he is right. Their is no skin exposure in the photo. If the photo was meant as an exact match of the uniform they would be unable to tell, if it was just a visual of a similar uniform then maybe they could.

Here is the post with the photo.

Post

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Re: OOC: City of Corin and Beyond

#305

Post by SavageBob » Sun Nov 11, 2018 8:11 pm

Hmm. I kind of like how Oona was able to spin it as if Thino were an Imperial spy. Maybe he couldn't get the gloves over his suction-cup hands, so they're exposed? I'm all for letting Thino blend in, but I also like how Oona was able to think quickly on her feet.

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Re: OOC: City of Corin and Beyond

#306

Post by Boutrose Saba-Norr » Sun Nov 11, 2018 8:34 pm

SavageBob wrote:
Sun Nov 11, 2018 8:11 pm
Hmm. I kind of like how Oona was able to spin it as if Thino were an Imperial spy. Maybe he couldn't get the gloves over his suction-cup hands, so they're exposed? I'm all for letting Thino blend in, but I also like how Oona was able to think quickly on her feet.
yea I made my observation before I saw the two ic posts, I would probably say that it is because of his shock glove slicing gear is set up for his usual hand configuration and it is noticeably different from human, that way he could still pass as human in later encounters but it wouldn't require retconning whats happened.
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Re: OOC: City of Corin and Beyond

#307

Post by DeepSpacer » Sun Nov 11, 2018 9:16 pm

Sounds good. I hadn't noticed. There can be one Boost for assistance. Whether you edit out 'Rodian' or not makes little difference to me. It is superficial at this point, unless it comes up later.
The pics aren't always "exact", but in this case it works.
@sanguine{OOC: I hope this is okay. Ideally I'd have like to scope out the base and locate some names but you've said the personnel here have little idea who they're getting orders from so I'm hoping we'd either know the names of some of the higher ranking officers arrayed against us in the sector or I will be able to sneak a made up name past them.

I've also seperated out the bonus dice - I think I've given adequate explanation for Thino's presence to warrant it but just in case.}
Either way, Thino not withstanding, a Boost is justified by both assisted skill check and (unknown to you) things are very boring here on Ione. There is no Rebel resistance here. It is considered a desolate position and the Commander is somewhat of a lesser Commander. It plays into his desire for action, in other words. I had already rationalized how a somewhat lesser officer would be here, as well as not having a full-blown Imperial presence at the depot. It is a remote, un-threatened, secret base. The base is a hodgepodge of navy cadets working as Ione Officials and whatever contract workers there are.

I'll prepare the proper response IC.

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Re: OOC: City of Corin and Beyond

#308

Post by DeepSpacer » Sun Nov 11, 2018 9:20 pm

"Getting into position"? To send a signal to the fleet, plant a jamming device, or take out the opponents?

That's one way to throw off 3 Failures.....with four Successes.

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Re: OOC: City of Corin and Beyond

#309

Post by swrider » Sun Nov 11, 2018 10:14 pm

If we let him send troops to those corrdinates they will be heading directly towards our wounded soldiers and recently freed captive.

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Re: OOC: City of Corin and Beyond

#310

Post by SanguineAngel » Sun Nov 11, 2018 10:31 pm

ah, to be frank I picked a direction out of thin air - I hadn't realised we came from a specified direction. The intention was to send them out into the middle of nowhere on a wild goose chase. I imagine this wrong end of the stick is that Threat though!

Perhaps we could play the perimeter trigger as a scouting party or a diversion?

By 'in postion', I also simply meant to get into the control room so that should we [probably] need to take control by force, we'll be in a better position to take them by surprise. It's great if they send out the orders to move troops but if we want to close down comms and signal the fleet they're not going to let us just do that.

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Re: OOC: City of Corin and Beyond

#311

Post by SavageBob » Tue Nov 13, 2018 3:09 am

Right. We'll probably need to start blasting at some point. Looks like 8 (probably) minions, an Adversary, and a Nemesis. The question is if there's some way to wait to start shooting until after the commander's ordered some troops out.

Any way we could get him to send the troops away from Kettel and friends? I'd hate to have this all resolve and we go back to find them all massacred.

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Re: OOC: City of Corin and Beyond

#312

Post by Boutrose Saba-Norr » Tue Nov 13, 2018 7:10 am

we have two dp I think the best solution is to flip one and say that they head n a direction close to the explosion but far enough away from kettle the governor and the prisoners that they will not be detected. this also gives us the chance to have the troop detachment just happen.

or we can try to trick them into heading into a different direction.

Since thino was introduced as the spy can I make a joint deception roll to play off the fact that they already think that the explosion and the missing ship are in the direction we need?

Oona has one trained in deception with 2 cunning and thino has three cunning. deception is a career ability for him so I would argue that if he made a statement with Oona concurring with his assessment then we should be able to roll ygg plus any boosts that we might get for them already telling themselves that the explosion is a sign of the rebels.

Thino would speak up and say:

"Actually sir that is what I came to warn you of here at the base. We assumed that you would be sending troops out to the explosion and we needed to inform you that that is only a distraction to try and pull you in towards the abandoned city of corin, I think the rebels thought that you would mistake the city as their base. The actual attack is coming from an area far to the north and a huge detachment is waiting there for signs of significant movement towards the perimeter breach before they plan to make their own attack." Thino moves over to the display monitor to indicate where the imperial troops are expected to go, where the rebels are hiding and where they plan to attack from once the imps are out of the way.

at this point, Oona can say something about getting the drop on them if they don't fall for the trap.
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Re: OOC: City of Corin and Beyond

#313

Post by SanguineAngel » Tue Nov 13, 2018 9:58 am

Actually I have 2 Deception and 3 Cunning so that skilled assist should be YYG for you :) I like your approach by way of an explanation for the distraction and why you're here now. It seems like this commander has both a hankering for action and a pretty big ego - so likely won't want to be fooled by those upstart rebels.

Might require a DP even still?

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Re: OOC: City of Corin and Beyond

#314

Post by SavageBob » Wed Nov 14, 2018 8:50 am

Just a heads up, I'm flying cross country and will be at a conference until Sunday. I'll likely have less than normal availability, but won't be entirely cut off. Don't let Vesper hold things up if folks want to move along!

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Re: OOC: City of Corin and Beyond

#315

Post by DeepSpacer » Thu Nov 15, 2018 11:41 pm

SavageBob wrote:
Wed Nov 14, 2018 8:50 am
Just a heads up, I'm flying cross country and will be at a conference until Sunday. I'll likely have less than normal availability, but won't be entirely cut off. Don't let Vesper hold things up if folks want to move along!
Thanks for the heads-up, SavageBob. It's been a busy week here, too.
Boutrose Saba-Norr wrote:
Tue Nov 13, 2018 7:10 am
we have two dp I think the best solution is to flip one and say that they head n a direction close to the explosion but far enough away from kettle the governor and the prisoners that they will not be detected. this also gives us the chance to have the troop detachment just happen.

or we can try to trick them into heading into a different direction.

Since thino was introduced as the spy can I make a joint deception roll to play off the fact that they already think that the explosion and the missing ship are in the direction we need?

Thino would speak up and say:
Spoiler:
"Actually sir that is what I came to warn you of here at the base. We assumed that you would be sending troops out to the explosion and we needed to inform you that that is only a distraction to try and pull you in towards the abandoned city of corin, I think the rebels thought that you would mistake the city as their base. The actual attack is coming from an area far to the north and a huge detachment is waiting there for signs of significant movement towards the perimeter breach before they plan to make their own attack." Thino moves over to the display monitor to indicate where the imperial troops are expected to go, where the rebels are hiding and where they plan to attack from once the imps are out of the way.
SanguineAngel wrote:
Tue Nov 13, 2018 9:58 am
Might require a DP even still?
You've already stated that the attack is form the southeast, so I would think that spending a DP would allow you to retroactively change that to north west, much like retrieving an item you forgot to get. However, the sensor operator would STILL (2 threats) bring up the alert from the SE, which you could explain away as a diversion. Just alter some dialogue.

Sounds like a plan if that is what you'd like to do. I would have a subsequent reaction to post from that, IC, from the NPC's.

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Re: OOC: City of Corin and Beyond

#316

Post by SanguineAngel » Sat Nov 17, 2018 4:06 pm

awesome, Okay if thino does his thing, Oona will back him out *up and we can play this out :)

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Re: OOC: City of Corin and Beyond

#317

Post by Boutrose Saba-Norr » Sat Nov 17, 2018 7:22 pm

cool, I will make the post in character, mostly will just copy what I posted here. and make the roll
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Re: OOC: City of Corin and Beyond

#318

Post by Boutrose Saba-Norr » Sat Nov 17, 2018 7:37 pm

so i just made the ic post, it is a bit of a wall of text and i want to oona a chance to back up thino before i make the roll. going to sleep now but will check in the morning. @SanguineAngel if you want you can also make the roll.
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Re: OOC: City of Corin and Beyond

#319

Post by DeepSpacer » Sat Nov 17, 2018 8:11 pm

SanguineAngel wrote:
Sat Nov 17, 2018 4:06 pm
awesome, Okay if thino does his thing, Oona will back him out *up and we can play this out :)
Boutrose Saba-Norr wrote:
Sat Nov 17, 2018 7:37 pm
so i just made the ic post, it is a bit of a wall of text and i want to oona a chance to back up thino before i make the roll. going to sleep now but will check in the morning. @SanguineAngel if you want you can also make the roll.
Fair enough! Leaving the initial deception intact, the Commander believes there is an imminent attack. An additional successful roll will deceive him into believing the SE is a ruse. I wouldn't say that the Commander is stupid. It IS Oona's area of specialty and she IS rolling against a stout Discipline! The victories are well-earned!

Oona's talents remove two Setback Dice, so same roll as before + B for building upon a success.
YYG+BB vs CCC.

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Re: OOC: City of Corin and Beyond

#320

Post by SanguineAngel » Sun Nov 18, 2018 3:22 pm

Well! That went both way better than I thought it might but worse than I feared :\

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Re: OOC: City of Corin and Beyond

#321

Post by Boutrose Saba-Norr » Sun Nov 18, 2018 3:38 pm

wow @SanguineAngel I am terrified at that possibility, so the successes mean he definitely believes that the rebels are going to attack from the north like we said, and the advantages might even let us use that, but that despair, omg that despair. I'm already thinking of all the ways I would handle that if I were running the game and none of them are good lol.

Originally I thought still sending troops to both locations in order to hedge their bets, but honestly, that would not really be despair level, its more of a threat, or even two or three threats but not a despair.

Then I was thinking about what you said about thino being an alien spy, and how much I had him speak up, and honestly based on this guys personality I could definitely see him having thino placed in the brig due to a mix of institutionalized xenophobia and wanting to claim all the credit for himself.

But honestly, the worst thing would be for them to believe us that the rebels are trying to flank them and be cocky enough to try and meet them here instead of sneaking up on them, especially since Oona said the rebels were cowards who were always trying to avoid a fair fight. we might be able to use the advantages to goad him into meeting them in the field, but honestly, if this is what the despair is used for then we could have just put the whole base on alert lol, unless we take the moment now to attack.
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Re: OOC: City of Corin and Beyond

#322

Post by SanguineAngel » Sun Nov 18, 2018 3:58 pm

Hah, yeah I had several (dire) thoughts myself. Throwing Thino in the brig sounds incredible though.

I was actually hoping that 4 advantage might be enough to get the commander to spearhead the pre-emptive attack in person.

As to my own despair thoughts:
  • He puts the base on alert to be safe.
  • Puts the base on alert or Activates a defensive shield
  • Insists Thino comes with him on the raid.
  • Deploys the gas on a populated area, believing the rebels couldn't operate without assistance from the locals.
  • Reveals some sort of elite guard responsible for holding the base.


Some of these seem more interesting than others and honestly, Thino in the brig is probably my favourite. But I am sure DS has his own ideas. He also seems to not want to particularly delay this conflict any longer so it might not be anything we can react to.

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Re: OOC: City of Corin and Beyond

#323

Post by Boutrose Saba-Norr » Sun Nov 18, 2018 4:47 pm

thino in the brig is the most costly on a personal scale since he would lose his light repeating blaster that he got on hoth, but i started out on this planet knowing that might happen.

the putting the base on alert would be the most costly to our mission. honestly we should look to the mass combat chart to see what some potential despair uses are.
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Re: The Numbers....

#324

Post by Boutrose Saba-Norr » Sun Nov 18, 2018 4:54 pm

DeepSpacer wrote:
Thu Nov 01, 2018 12:43 am
MASS COMBAT

Round 1: The battles starts off relatively equal (YY vs CD). 48.7% chance of at least one Success. It starts off GG vs D, since the pirate force will be larger. Both sides Upgrade twice for each leader having 2 Ranks of Leadership. That chance for success goes up to 57% if Surprise is maintained (+1 Boost).

Round One will be the beginning of the battle "in space". Although, our efforts can greatly affect that battle (surprise, false orders, jamming, etc...). Barring a catastrophic setback on the initial attack (double-Despairs???), Round Two will likely involve something that involves forces on the ground. Each Turret will then add a Setback Die to the Mass Combat check, at that point.

Adv-Thr, Tri-Desp can be spent (but not limited to) as follows:
Mass Combat Adv-Thr.JPG
so yea, based on this I could definitely see those advantages being able to be used to give us control of the com tower, maybe the commander leaves to front the mission and leaves one of us in charge,

however, I also see both thino being detained and taken out of the rest of the encounter, or some new very powerful equipment or force showing up, like a shield, or an elite tie fighter squadron, or even a cruiser dropping out of hyperdrive the same time as the pirates.
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Re: The Numbers....

#325

Post by SavageBob » Sun Nov 18, 2018 8:02 pm

Boutrose Saba-Norr wrote:
Sun Nov 18, 2018 4:54 pm

so yea, based on this I could definitely see those advantages being able to be used to give us control of the com tower, maybe the commander leaves to front the mission and leaves one of us in charge,

however, I also see both thino being detained and taken out of the rest of the encounter, or some new very powerful equipment or force showing up, like a shield, or an elite tie fighter squadron, or even a cruiser dropping out of hyperdrive the same time as the pirates.
We're not in mass combat yet! A lot of those seem way overpowered for what was rolled. This is a personal-scale encounter, so the despair should ideally be related to what's going on in the command tower and not to the combat as a whole. The Thino-brig option matches that, but the cruise ship and TIEs and so on seem more like things that would happen if the mass combat roll itself brought up the despair.

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