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[IC] Gemeris Station [Everyone]
Does Zero stop astrogation to reinforce the shields?
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(01-01-2021, 03:43 AM)DM Vitkyng Wrote: Does Zero stop astrogation to reinforce the shields?

[OoC: That is the question I asked the group.  No one has replied yet.  

Do you guys want to fight it out; or, lets try to escape because those missiles smarted?
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Dez pipes up. "If you can speed up the astrogation do so.If you cannot then we need those shields back up, we can't take another volley of those with our shields reduced. If you can get us out of here in a matter of seconds rather than a minute, that'd be good. I doubt we have anything to gain by fighting these, they are a relic of the Separatists, they probably don't even know the war ended 20 years ago."
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[OOC: I was doing some reading and Imperial Shuttles have Navicomputers.  Navicomputer's give a +5 bonus to all astrogation rolls, shown here...


Quote:Though extremely expensive, Advanced Navicomputers exist. These grant a +10 bonus on Use Computer checks made for Astrogation, rather than a typical Navicomputer's +5 bonus

[I don't know what bonuses or penalties you calculated into the DC.  Perhaps we should list the adjustment so we know what's going on. ]

Use Computer: [1d20+12] = 5+12 = 17; with the NaviComputer +5 = 22

Use the force: [1d6] = 3; +22 = 25!  I think that's a success!!!

If I need a 2nd roll because the first roll somehow failed:
Astrogation: [1d20+12] = 6+12 = 18; Which would be a fail.  Everyone is rolling very bad!
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(01-03-2021, 05:18 AM)IT-O (Zero) Wrote: [OOC: I was doing some reading and Imperial Shuttles have Navicomputers.  Navicomputer's give a +5 bonus to all astrogation rolls, shown here...
Quote:Though extremely expensive, Advanced Navicomputers exist. These grant a +10 bonus on Use Computer checks made for Astrogation, rather than a typical Navicomputer's +5 bonus

[I don't know what bonuses or penalties you calculated into the DC.  Perhaps we should list the adjustment so we know what's going on. ]

Use Computer: [1d20+12] = 5+12 = 17; with the NaviComputer +5 = 22

Use the force: [1d6] = 3; +22 = 25!  I think that's a success!!!

The navicomputer is already included in the DC I gave. https://swse.fandom.com/wiki/Galactic_Ga...strogation    You don't get to add it twice.

(01-03-2021, 05:18 AM)IT-O (Zero) Wrote: If I need a 2nd roll because the first roll somehow failed:
Astrogation: [1d20+12] = 6+12 = 18; Which would be a fail.  Everyone is rolling very bad!



My initial post included the Nav computer in the DC, otherwise it would have ben DC 20 for one minute, 30 for full round. The reason astrogation to Bisay is harder is due to some rather complex gravitation anomalies (the reason the rebel cell is using it and why it is not on any hyperlane).  This made the base DC 15 rather than 10.   Then you had -5 for no Holonet access, and +5 for the Nav Computer.

(12-27-2020, 04:19 AM)DM Vitkyng Wrote: You travel toward Dantooine for maybe a half hour or so when Tak says that should be far enough to get you clear of the Relgim Run hyperlane, and far enough not to be picked up on scanners.

Dropping out of hyperspace, Zero begins to plot the next set ofd coordinates, for the jump to the Bisay system. 

He will be able to take 10, but you dare not access the Holonet to leave any footprint or trace of your destination. With no Holonet information on Bisay, he is having to rely entirely on skill and the Nav-computer, essentially making the DC15 rather than 10. So he cannot rush it unless he rolls and tries for DC 25. 
Just so rthat is clear DC 15 takes one minute, DC25 is on full-round.

So your first roll would have been 17 not 22    +3 force = 20.  Not high enough for the DC 25,and probably you would not have spent the force point. Nor would you spend the force point on the second roll, except perhaps to make the damage to the ship less.
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[Image: RGFsvHD.jpg]


Round 3 Continued
Initiatives

Imperial Pilot - 26.08
Zero - 23.05
Shunna - 17.06
Woryn- 14.009
Korstyn - 13.07
Tak - 10.04
Ubi - 7.06
Vulture 2 - 7.05
Vulture 3 - 7.05
Vulture 4 - 7.05
Njon - 6.05
Dez - 6.05


Zero restarts the jump calculations this time rushing the process as much as possible.
There is nothing for Shunna to repair yet as the ship is not disabled (fort jury rig), and has not lost any steps on teh condition track (for reroute power).

Woryn delays, ready to assist Shunna as engineer with aid another.

Korstyn, Tak, and Ubi's turtns.
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[[If Korstyn attacks, will that prevent anyone else from attacking?]]
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(01-03-2021, 06:43 AM)Korstyn Steele Wrote: [[If Korstyn attacks, will that prevent anyone else from attacking?]]

You cannot attack from your current position, you would have to delay, waiting for someone to leave their spot as Pilot, Co-pilot, or gunner.

Since Dez, Njon, and Tak are all proficient with starship weaponry or heavy weapons, they are all better at it than you would be, because you would take a -5 penalty.
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[[Since Tak's turn comes before the Vultures'...]]

Korstyn points out what she sees as a flaw in the droid programming and directs fire at the most immediate one to their fore.

Assisting...: [1d20+8] = 9+8 = 17
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Tak - blaster cannon + aid [1d20+8] = 3+8 = 11

Tak misses

@Captian Ubi Sunt's turn
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[Ooc: Should we play chicken with the oncomming droid and try to make it pass over us, or do a last minute dive to achieve similar results, ten bring the guns to bear on the foremost droid?]
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