As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[BSG] - Turn 29 - CYLONS WIN - Centurions Take Glactica!

HippieHippie Registered User regular
edited March 2009 in Critical Failures
bsg-bg-logo.png
After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.

Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.

Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?

Rules and Utilities - Please refer to these often, as not all information about the game is collected in this post.

Rules, from the Fantasy Flight Games website
FAQ and Errata, from the Fantasy Flight Games website
Variant Rules, including the No Sympathizer variant we are NOT using
Player Aid 1, on BoardGameGeek
Player Aid 2, on BoardGameGeek

Notes and Guidelines for this play-by-post game:
Secrecy is an important part of this game! As such, the following rules must be followed at all times:
  • You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play. (i.e. "I have a number of cards that can help in this situation.")
  • If an ability or action allows you to look at the top card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
  • All communication between players must be made through this thread. No private conversations allowed!
  • Human players and Revealed Cylons must both adhere to these rules: Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.

Any time you are playing or discarding an action card, it should be reported in the thread. The only secret plays are those made to skill checks. On skill checks, the rules state that submissions to the check are made beginning with the player after the active player then continuing in turn order, ending with the active player. Thus, if it is important you may request to know how many cards people coming before you in that order contributed before deciding on your own submission. Such requests should be in bold cyan to be official and may be answered either by the GM or by the players involved; any other discussions of cards submitted to a check will be considered provisional and non-binding. Final submission numbers will be given by the GM at the time of resolution.

There are a number of Skill Cards that can be played under certain conditions. For the purposes of keeping things moving at a good pace, I recommend sending me a PM guidelines or instructions in advance detailing the circumstances in which you want to use them.

Skill Cards that come before events:
Tactics 3-5: Strategic Planning is played before a die roll; adds 2 to the result.
Engineering 3-5: Scientific Research is played before cards are added on a skill check; lets engineering cards be added for any check
Politics 3-5: Investigative Committee is played before cards are added on a skill check; all cards are played face up
Playing Scientific Research or Investigative Committee be declared BEFORE the person playing them submits their own cards on a skill check. Once you make a submission it will be too late for those. On Strategic Planning, I advise you to consider circumstances when you might want to use it and PM me general guidelines. If an applicable situation comes up, I'll wait on the die roll for you to check in.

Skill Cards that come after events:
Piloting 1-2: Evasive Maneuvers is played after a viper is attacked and damaged or destroyed; the die is re-rolled, subtracting 2 from the result if piloted by a player character.
Leadership 3-5: Declare Emergency is played after a failed Skill Check; subtracts two from the total needed for a complete pass, not affecting the amount needed for a partial pass.

The Board
game-setup.jpg
Above, the game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper in each of the port-bow and port-quarter areas.

General Game Flow and Victory Conditions
Human Victory: Reach Kobol. This is done by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score of 1, 2, or 3).
Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's stats (Fuel, Food, Morale, Population) to 0, or getting a raiding party far enough into Galactica's innards.

At the start of the game, each player is given one Loyalty Card (Exception: Gaius Baltar, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (Exception: Sharon Valerii, who receives two) that may change that player's alignment. The total number of Cylons present in the game is fixed and dependent on the number of players in the game.

Human (and Unrevealed Cylon) Game Turn
1. Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.
2. Movement Step: The current player may move to a different location. If he moves to a different ship (from Galactica to Colonial One or vice versa), he must discard one Skill Card from his hand.
3. Action Step: The current player chooses one action to perform. Options include the actions listed on his location, character sheet, and Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step.
4. Crisis Step: The top card of the Crisis deck is drawn and then resolved.
5. Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.
6. Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.

Revealing as a Cylon
Cylon players may reveal a Loyalty Card indicating their alignment in their Action Step. The rest of their turn is resolved as follows:

1. Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
2. Discard: The player's hand is discarded down to 3 Skill Cards.
3. Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.
4. Receive Super Crisis: The player receives one random Super Crisis card from the five available.
5. Join Cylons: The player moves to the Resurrection Ship and their turn ends.

Revealed Cylon Game Turn
Revealed Cylons ignore all abilities and effects that were part of their original character.

1. Draw Skills Step: The current player may draw two Skill Cards of any type.
2. Movement Step: The current player may move to any of the Cylon Locations.
3. Action Step: The current player activates his current location and performs the listed action.

Admiral / President Roles
At the start of the game, the Admiral and President roles are given to the players who are highest in the appropriate line of succession. Players with these roles have extra powers and responsibilities throughout the game. These roles may pass from player to player depending on actions taken.

Admiral Abilities
When the fleet jumps, you draw 2 Destination Cards and choose 1.

You control the nuke tokens. (There are 2 nuke tokens available at the start of the game.)

Action: Launch 1 nuke at a Basestar (the nuke is removed from the game).

Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, and automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8.

Admiral Succession
1. William Adama
2. Saul Tigh
3. Helo Agathon
4. Lee “Apollo” Adama
5. Kara “Starbuck” Thrace
6. Sharon “Boomer” Valerii
7. Galen Tyrol
8. Tom Zarek
9. Gaius Baltar
10. Laura Roslin

The title of Admiral is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession.
President Abilities
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards.

Action: Draw a Quorum Card into your hand.

Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.

President Succession
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Lee “Apollo” Adama
5. William Adama
6. Karl “Helo” Agathon
7. Galen Tyrol
8. Sharon “Boomer” Valerii
9. Saul Tigh
10. Kara “Starbuck” Thrace

Note that if the President is in the “Brig,” he keeps the President title and all associated abilities.

Locations
Galactica
FTL Control - Action: Jump the fleet if the Jump Preparation track is not in the red zone. Might lose population. (Population is lost on a 6 or lower.)
Weapons Control - Action: Attack 1 Cylon ship with Galactica.
Command - Action: Activate unmanned Vipers 2 times. These can be used on the same viper twice, or on two different vipers. Activated vipers can be ordered to launch, move, or fire on a cylon vessel.
Communications - Action: Look at the back of up to 2 civilian ships. You may then move them to adjacent area(s).
Admiral's Quarters - Action: Choose a character; then pass this skill check to send him to the "Brig". [Skill 7, Leadership, Tactics]
Research Lab - Action: Draw 1 engineering or 1 tactics Skill Card.
Hangar Deck - Action: Launch yourself in a viper. You may then take 1 more action. (Must have the Piloting skill.)
Armory - Action: Attack a centurion on the Boarding Party track (destroyed on a roll of 7+).
Sickbay - You may only draw 1 Skill Card during your Receive Skills step.
Brig - You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass this skill check to move to any location. [Skill 7, Politics, Tactics]
Colonial One
Press Room - Action: Draw 2 politics Skill Cards.
President's Office - Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Administration - Action: Choose a character, then pass this skill check to give him the President title. [Skill 5, Politics, Leadership]
Cylon Locations
Caprica - Action: Play your Super Crisis Card or draw 2 Crisis Cards, choose 1 to resolve, and discard the other. If playing a Crisis Card, the Activate Cylon Ships and Prepare for Jump Steps are ignored.
Cylon Fleet - Action: Activate all Cylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar.
Human Fleet - Action: Look at any player's hand, and steal 1 Skill Card (place it in your hand). Then roll a die, and if 5 or higher, damage Galactica.
Resurrection Ship - Action: You may discard your Super Crisis Card to draw a new one. Then, if you distance is 7 or less, give your unrevealed Loyalty Card(s) to any player.

Skill Checks
Most Crisis Cards and some Locations resolve with a Skill Check. Skill Checks are the main avenue for subterfuge for Cylon players.

A Skill Check will involve two to four types of Skill Cards, and a number. A Skill Check always includes 2 cards from the Destiny Deck (see below), and then each player may add as many cards as they like in turn (Exception: Players in Brig and Revealed Cylons may only contribute one card to each check). After the skill cards are revealed, you ADD all of the numbers from the correctly colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If you meet or beat the Skill Check number, the check is a pass. This usually does nothing but avoid negative results, but can sometimes yield positive results. Some Skill Checks have a number value that allows for a partial pass; in these cases the negative results are lessened to some extent.

The Destiny Deck is composed of two cards from each of the five Skill Card types. Two are drawn in each Skill Check, and the deck is only replenished when it is exhausted (after five Skill Checks).

Skill Cards
Each player's hand is comprised of Skill Cards drawn from five different types: Politics, Leadership, Tactics, Piloting, and Engineering. There are 21 cards of each type, with Skill Check values from 1 to 5 in the following distribution: 8 x 1 Strength, 6 x 2 Strength, 4 x 3 Strength, 2 x 4 Strength, 1 x 5 Strength. These cards may also be used outside of Skill Checks either as an Action or in reaction to specific circumstances. I encourage you to PM me with circumstances in which you will automatically use your cards, so as to help keep the game moving as quickly as possible. If more than one character would be using the same card at the same time, only the next in action order will make the play. See the Notes and Guidelines sections for some rules on cards of these type.

Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.

Politics
Strength 1-2: Consolidate Power - Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
Strength 3-5: Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (including from the Destiny deck).

Leadership
Strength 1-2: Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. Limit of 1 "Executive Order" card may be used per turn.
Strength 3-5: Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check.

Tactics
Strength 1-2: Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
Strength 3-5: Strategic Planning - Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.

Piloting
Strength 1-2: Evasive Maneuvers - Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll.
Strength 3-5: Maximum Firepower - Action: Play while piloting a Viper to attack up to 4 times.

Engineering
Strength 1-2: Repair - Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged Vipers.
Strength 3-5: Scientific Research - Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.

Combat Table
Unit Attacked: Die Roll = Result

Raider: 3-8 = Destroyed
Heavy Raider: 7-8 = Destroyed
Centurion: 7-8 = Destroyed
Basestar attacked by Viper: 8 = Damaged
Basestar attacked by Galactica: 5-8 = Damaged
Basestar attacked by Nuke: 1-2 = Damaged Twice; 3-6 = Destroyed; 7-8 = Destroyed and destroy 3 Raiders in the same area

Viper: 5-7 = Damaged; 8 = Destroyed; If a piloted viper is damaged or destroyed, move the pilot to Sickbay.
Civilian Ship: Automatically Destroyed (no die roll)
Galactica attacked by Raider: 8 = Damaged
Galactica attacked by Basestar: 4-8 = Damaged

Jumping
jump-track.png
The ultimate objective of the humans is to jump the fleet enough distance to make it to Kobol. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.

Jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect.

Cast of Characters
william-adama.png[Military Leader] William Adama
Skill Card Draw: 3 Leadership, 2 Tactics

General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.

One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.

Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters” location.

Setup Location: Admiral’s Quarters
saul-tigh.png[Military Leader] Saul Tigh
Skill Card Draw: 2 Leadership, 3 Tactics

General Ability: Cylon Hatred – When a player activates the “Admiral Quarters” location, you may choose to reduce the difficulty by 3.

One-Time Ability: Declare Martial Law – Action: Once per game, give the President title to the Admiral.

Disadvantage: Alcoholic – At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.

Setup Location: Command
karl-agathon.png[Military Leader] Karl "Helo" Agathon
Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting

General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.

One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.

Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.
laura-roslin.png[Political Leader] Laura Roslin
Skill Card Draw: 3 Politics, 2 Leadership

General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.

One-Time Ability: Skilled Politician - Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.

Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.

Setup Location: President's Office
gaius-baltar.png[Political Leader] Gaius Baltar
Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering

General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).

One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.

Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).

Setup Location: Research Lab
tom-zarek.png[Political Leader] Tom Zarek
Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics

General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.

One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.

Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").

Setup Location: Administration
lee-adama.png[Pilot] Lee "Apollo" Adama
Skill Card Draw: 1 Tactics, 2 Piloting, 2 Leadership/Politics

General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".

One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.

Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.

Setup Location: Launch and pilot a Viper
kara-thrace.png[Pilot] Kara "Starbuck" Thrace
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering

General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).

One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.

Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

Setup Location: Hangar Deck
sharon-valerii.png[Pilot] Sharon "Boomer" Valerii
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Engineering

General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.

One-Time Ability: Mysterious Intuition - Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.

Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.

Setup Location: Armory
galen-tyrol.png[Support] "Chief" Galen Tyrol
Skill Card Draw: 1 Politics, 2 Leadership, 2 Engineering

General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).

One-Time Ability: Blind Devotion - Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.

Disadvantage: Reckless - Your hand limit is 8 (instead of 10).

Setup Location: Hangar Deck

Players: (Character choices to come)
1. crimsoncoyote - Karl "Helo" Agathon
2. Gandalf_the_Crazed - Ellen Tigh
3. fadingathedges - Gaius Baltar
4. Nosaji - Diana "Hardball" Seelix
5. pablo_price - Cally Henderson
6. scrivenerjones - Saul Tigh

Reserves: Crimsoncoyote (playing), MacGuffin, Maximus

Current and Previous Games
Game 01 - Host: Akinos
Game 02 - Host: Darian
Game 03 - Host: Valkun
Game 04 - Host: MrBlarney
Game 05 - Host: Darian
Game 06 - Host: Valkun

Original OP taken from Akinos/Darian, modified by MrBlarney, stolen back by Darian, stolen again by Valkun, and now 'borrowed' by Hippie

Hippie on
«13456721

Posts

  • Options
    HippieHippie Registered User regular
    edited February 2009
    Will be using Valkun's extended character list:
    The last eight are new, the rest are taken from the BSG Alternate Characters on BGG with a few minor tweaks.

    Samuel T. "Longshot" Anders (Pilot)
    2 Leadership, 1 Tactics, 2 Tactics/Piloting.
    Resistance Leader - Add 1 to all your attack rolls versus Centurions or Heavy Raiders.
    Professional Athlete - Once per game, you may take an additional action on your turn.
    Hears Mysterious Music - During the sleeper agent phase, discard 2 Skill Cards and move to Sickbay.
    Setup: Armory

    Billy Keikeiya (Politician)
    2 Politics, 2 Leadership, 1 Politics/Leadership
    Attache - At the end of your turn, you may choose a player in the same location as you. The chosen player may draw either 1 politics or leadership card. If the chosen player is the President, they may draw a Quorum card instead.
    Sacrifice - Once per game, if another player would be sent to Sickbay or the Brig, you may be moved there instead.
    Easily Lost - You may only move to a location if another character is already there.
    Setup: Administration

    Helena Cain (Military Leader)
    2 Leadership, 2 Tactics, 1 Leadership/Tactics
    Inspires Loyalty - When a player chooses you with the Admiral's Quarters location, increase the difficulty by 3.
    Ruthless - Action: Once per game you may destroy a Civilian Ship on the board to gain 1 additional resource of your choice or to repair up to 2 damaged locations.
    Arrogant - If a player chooses you while playing Executive Order, you must both discard 1 skill card.
    Setup: Admira's Quarters

    Cally Henderson (Support)
    1 Tactics, 3 Engineering, 1 Politics/Leadership
    Team Player - If you play a Scientific Research skill card before a Skill Check, add 2 to the positive result of that Skill Check.
    Vengeful - Action: Once per game, you may move a character from any location (including the Brig) to Sickbay.
    Speaks Her Mind - During Skill Checks for the Administration, Admiral's Quarters, and Brig location, you must play your cards face up.
    Setup - Hangar Deck

    Major "Doc" Cottle (Support)
    1 Politics, 1 Leadership, 3 Engineering
    Medical Officer - Action: Discard a Repair skill card to move any character from Sickbay to a location of your choosing on Galactica.
    Moral Dilemma - Action: Once per game, you may spend 1 Food or Morale to increase Population by 1.
    I'm a Doctor, Damn It - You must discard 1 Skill Card to activate any location besides the Research Lab.
    Setup - Research Lab

    Anastasia "Dee" Dualla (Support)
    1 Leadership, 3 Tactics, 1 Engineering
    Trusted - You do not receive an additional Loyalty Card during the Sleeper Agent phase. (Reduce the number of You Are Not a Cylon cards by 1 during setup.
    Communications Expert - Action: Once per game, you may look at the back of up to six civilian ships on the gameboard. You may then move them to adjacent areas.
    Bridge Officer - You must discard 1 Skill Card to activate any location other than Command, Weapons Control, FTL Control, or Communications.
    Setup - Communications

    Felix Gaeta (Support)
    1 Leadership, 2 Tactics, 2 Politics/Engineering
    Scientific Training - On your turn, if you activate the Research Lab location, you may draw an additional Engineering or Tactics card.
    FTL Expert - Action: Once per game, you may move the fleet 1 space in either direction on the Jump Preparation track. If you are in the FTL Control location, you may then activate that location.
    Self Preservation - If a crisis offers you a choice, you may not choose an option that places you in the Sickbay or Brig locations.
    Setup - FTL Control

    Louanne "Kat" Katraine (Pilot)
    1 Leadership, 2 Tactics, 2 Piloting
    Brash - When you launch yourself in a Viper, you may take two additional actions instead of one.
    Determined - Once per game, you may change the result of any roll on your turn to an 8. You may do this after you have rolled.
    Stim Junkie - When a Viper being piloted by Kat is returned to the Reserves, roll a die. On a roll of 3 or less, the Viper is damaged.
    Setup - Hangar Deck

    Kendra Shaw (Military Leader)
    2 Leadership, 2 Tactics, 1 Engineering
    Efficient Officer - If another player chooses you for an Executive Order, you may move and take 2 actions.
    Desperate Measures - Action: Once per game, you may make an attack roll against a Basestar using the nuke attack chart. Then immediately move to Sickbay.
    Razor - If you have a choice to make on a Crisis, the Admiral makes the choice for you. If you are the Admiral, the President makes the choice.
    Setup - Command

    Tory Foster (Political Leader)
    3 Politics, 1 Leadership, 1 Tactics
    Political Experience - During your Receive Skills setp, you may choose to draw 1 Quorum Card instead of 2 politics cards. Quorum Cards in your hand may be given to the President at any time, but you may only play them if you have the President title.
    Backup Plan for Victory - Once per game, after the Administration location has been activated and the Skill Check resolved, you may change the result to either a Pass or Fail.
    Conflicted - Discard 2 skill cards every time someone is sent to the Brig or reveals themselves as a Cylon.
    Setup - Press Room

    Brendan "Hot Dog" Costanza (Pilot)
    2 Piloting, 2 Tactics, 1 Leadership
    Fearless - +1 on your Attack Rolls versus Raiders and Heavy Raiders.
    Stick Together - Once per game, before it attacks, you may change the target of a Raider to any Viper on the board and it gets +2 on the Attack Roll.
    Reckless - +1 on Attack Rolls whenever Raiders attack you.
    Setup - Viper at 11 O'Clock.

    Diana "Hardball" Seelix (Pilot)
    2 Piloting, 1 Tactics/Leadership, 2 Engineering
    Avionics Expert - Whenever a Viper is damaged or destroyed, you may roll a die. If six or greater, it is instead put into the reserves.
    Natural Pilot - Action: Once per game, draw Piloting Skill Cards until you have ten Skill Cards.
    Cylon Hatred - Whenever a Cylon reveals, pick another character to move to Sickbay.
    Setup - Hangar Deck

    Brother Cavil (Politician)
    1 Politics, 3 Leadership, 1 Tactics
    Confidant - Whenever a card is placed on the bottom of the Crisis or Destination deck, you may look at it.
    Blackmail - Action: Once per game, move the bottom card of the Crisis or Destination deck to the top.
    Sadistic - If a Crisis choice might place a character in the Brig or Sickbay, you must choose that option.
    Setup - Admiral's Quarters

    D'anna Biers (Politician)
    2 Politics, 2 Tactics, 1 Leadership
    Interview - Action: Look at any other player's hand of Skill or Quorum Cards.
    Investigative Reporter - Action: Once per game, look at the top four cards of the Crisis deck and put them back in the order of your choice.
    Yellow Journalism - Whenever a skill check is failed, you must discard 1 card.
    Setup - Press Room

    Ellen Tigh (Support)
    1 Politics, 1 Leadership
    Resourceful - During your Receive Skills step, draw any 3 Skill cards. They may come from outside your skill set.
    Ambitious Support - Action: Once per game, pick another character. They may use their once per game ability an additional time.
    Addiction - Whenever you must discard cards, discard an additional one at random.
    Setup - Research Lab

    Romo Lampkin (Support)
    3 Politics, 1 Leadership, 1 Tactics
    Legal Scholar - You may choose to reduce the difficulty of any skill check with Politics by 1.
    Defense Lawyer - Action: Once per game, move a character from the Brig to a location of your choice.
    Unethical - Whenever a player is placed in the Brig, you are moved to Sickbay if you are not in the Brig.
    Setup - Press Room

    Margaret "Racetrack" Edmondson (Military Leader)
    1 Leadership, 2 Tactics, 1 Piloting, 1 Engineering
    Raptor Pilot - When you use a Launch Scout, you may look at the top card of both the Destination and Crisis decks and you may place one or both on the bottom.
    Suicide Mission - Action: Once per game, destroy a Raptor to remove a Basestar from play.
    Vindictive - Whenever the Brig location is activated, roll a die. Randomly select that many cards from your hand to contribute instead of your normal contribution.
    Setup - Hangar Deck

    Alex "Crashdown" Quartararo (Military Leader)
    2 Leadership, 2 Tactics, 1 Piloting/Tactics
    Raptor ECO - When you use Launch Scout, you may look at the top two cards of the Destination or Crisis deck to put on the bottom instead of one.
    Controlling - Action: Once per game, you may control another character as if an Executive Order had just been played on them. You may use Skill Cards from your hand on these actions. You may not use their Once Per Game ability.
    By the Books - Whenever you have a Crisis choice that has a skill check for an option, it must be chosen.
    Setup - Weapons Control

    With the new characters comes new lines of succession:

    Admiral
    1. Helena Cain
    2. William Adama
    3. Saul Tigh
    4. Kendra Shaw
    5. Karl “Helo” Agathon
    6. Lee “Apollo” Adama
    7. Kara “Starbuck” Thrace
    8. Alex "Crashdown" Quartararo
    9. Louanne “Kat” Katraine
    10. Felix Gaeta
    11. Anastasia “Dee” Dualla
    12. Sharon “Boomer” Valeri
    13. Margaret "Racetrack" Edmondson
    14. Brendan "Hot Dog" Costanza
    15. Diana "Hardball" Seelix
    16. Samuel T. Anders
    17. “Doc” Cottle
    18. Galen Tyrol
    19. Cally Henderson
    20. Tom Zarek
    21. Brother Cavil
    22. Ellen Tigh
    23. Tory Foster
    24. Gaius Baltar
    25. Laura Roslin
    26. Billy Keikeiya
    27. Romo Lampkin
    28. D'anna Biers

    President
    1. Laura Roslin
    2. Gaius Baltar
    3. Tom Zarek
    4. Tory Foster
    5. Billy Keikeiya
    6. Lee “Apollo” Adama
    7. Ellen Tigh
    8. Felix Gaeta
    9. Romo Lampkin
    10. Samuel T. Anders
    11. Brother Cavil
    12. D'anna Biers
    13. William Adama
    14. Galen Tyrol
    15. Cally Henderson
    16. Karl “Helo” Agathon
    17. Helena Cain
    18. Saul Tigh
    19. Kendra Shaw
    20. Anastasia “Dee” Dualla
    21. Sharon “Boomer” Valeri
    22. Kara “Starbuck” Thrace
    23. Louanne “Kat” Katraine
    24. “Doc” Cottle
    25. Margaret "Racetrack" Edmondson
    26. Alex "Crashdown" Quartararo
    27. Brendan "Hot Dog" Costanza
    28. Diana "Hardball" Seelix

    Hippie on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Ladies and Gentlemen, our cast:

    crimsoncoyote - Karl "Helo" Agathon

    Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting
    General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
    One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
    Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.


    Gandalf_the_Crazed - Ellen Tigh

    Skill Card Draw: 1 Politics, 1 Leadership
    Genereal Ability: Resourceful - During your Receive Skills step, draw any 3 Skill cards. They may come from outside your skill set.
    One-Time Ability: Ambitious Support - Action: Once per game, pick another character. They may use their once per game ability an additional time.
    Disadvantage: Addiction - Whenever you must discard cards, discard an additional one at random.
    Setup - Research Lab


    fadingathedges - Gaius Baltar

    Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering
    General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
    One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
    Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
    Setup Location: Research Lab


    Nosaji - Diana "Hardball" Seelix

    Skill Card Draw: 2 Piloting, 1 Tactics/Leadership, 2 Engineering
    General Ability: Avionics Expert - Whenever a Viper is damaged or destroyed, you may roll a die. If six or greater, it is instead put into the reserves.
    One-Time Ability: Natural Pilot - Action: Once per game, draw Piloting Skill Cards until you have ten Skill Cards.
    Disadvantage: Cylon Hatred - Whenever a Cylon reveals, pick another character to move to Sickbay.
    Setup - Hangar Deck


    pablo_price - Cally Henderson

    Skill Card Draw: 1 Tactics, 3 Engineering, 1 Politics/Leadership
    General Ability: Team Player - If you play a Scientific Research skill card before a Skill Check, add 2 to the positive result of that Skill Check.
    One-Time Ability: Vengeful - Action: Once per game, you may move a character from any location (including the Brig) to Sickbay.
    Disadvantage: Speaks Her Mind - During Skill Checks for the Administration, Admiral's Quarters, and Brig location, you must play your cards face up.
    Setup - Hangar Deck


    scrivenerjones - Saul Tigh

    Skill Card Draw: 2 Leadership, 3 Tactics
    General Ability: Cylon Hatred – When a player activates the “Admiral Quarters” location, you may choose to reduce the difficulty by 3.
    One-Time Ability: Declare Martial Law – Action: Once per game, give the President title to the Admiral.
    Disadvantage: Alcoholic – At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
    Setup Location: Command

    Hippie on
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    Karl "Helo" Agathon for sure

    Orange Soda on
  • Options
    Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited February 2009
    Ellen Tigh, hoping no one chooses Saul, so I can cat around with all the nice young men.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Options
    scrivenerjonesscrivenerjones Registered User regular
    edited February 2009
    how did I miss this? !signing up if possible

    scrivenerjones on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Your in, your also 6th.

    Hippie on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    When you have chosen please also state what cards you will be drawing, up to 3.

    Once everyone has chosen their characters and initial skill draw i'll send out your hands, loyalty and title cards. Then we can get this thing on.

    Hippie on
  • Options
    Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited February 2009
    3 Politics, please mister.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    I'm pretty sure my first turn is just my full draw and then a crisis right? So whenever everyone picks their character and starting cards, just go ahead and resolve my crisis. :-)

    Orange Soda on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Next up will be fadingathedges, who has to pick from ether a pilot or a politician.

    Hippie on
  • Options
    ValkunValkun Registered User regular
    edited February 2009
    V

    This gets the Valkun stamp of approval. I'll be keeping an eye on this in case anyone has questions regarding the characters. They were rushed into play without much review. There was a quick look over by El Skid before we started that plugged up some things. Just noticed that Ellen and the starting rules have a little conflict. I'd say being able to draw any 3 skill cards to start with would be fine.

    Valkun on
  • Options
    MacGuffinMacGuffin Registered User regular
    edited February 2009
    Sign up as reserve if it's still possible.

    MacGuffin on
  • Options
    MaximusMaximus Engineer of the Harbinger Engine RoomRegistered User regular
    edited February 2009
    Damn it I keep missing these, Sign up as a reserve if possible.

    Maximus on
  • Options
    NosajiNosaji Registered User regular
    edited February 2009
    Valkun wrote: »
    V

    This gets the Valkun stamp of approval.

    The Valkun stamp of approval is a V for Vendetta?!

    Anyway, I know it's not my turn, but I'll take Diana Seelix or Tory Foster (<3), depending on which class is left over.

    Nosaji on
  • Options
    ValkunValkun Registered User regular
    edited February 2009
    Nosaji wrote: »
    Valkun wrote: »
    V

    This gets the Valkun stamp of approval.

    The Valkun stamp of approval is a V for Vendetta?!

    V for Victory, son. I put that there after a stunning win of Nomic, the game of rules.

    Valkun on
  • Options
    DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2009
    Maximus wrote: »
    Damn it I keep missing these, Sign up as a reserve if possible.

    I'll take you in the next game I host if you can convince Thetheroo to play as well. I think that should make for an interesting game.
    I'll put you down for my next game, regardless.

    Darian on
  • Options
    SticksSticks I'd rather be in bed.Registered User regular
    edited February 2009
    Yea, who do I have to do naughty things to in order to get signed up for one of these?

    Sticks on
  • Options
    DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2009
    Let's take future game discussions back over to the main BSG thread; sorry for the posts here, Hippie.

    Darian on
  • Options
    fadingathedgesfadingathedges Registered User regular
    edited February 2009
    Hm.
    Baltar

    fadingathedges on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Ok, i'll also need your initial card draws.

    Next up is pablo_price, you can choose any character from any class. Then scrivenerjones feel free to pick as well.

    Once you two have picked and everyone has chosen their initial card draws we'll kick it off.

    Hippie on
  • Options
    SaraLunaSaraLuna Registered User regular
    edited February 2009
    I'll be Cally, and take 2 Engineering and 1 Tactics

    SaraLuna on
  • Options
    fadingathedgesfadingathedges Registered User regular
    edited February 2009
    Hm.
    Baltar

    I'll start with 2 Politics and 1 Leadership.

    fadingathedges on
  • Options
    NosajiNosaji Registered User regular
    edited February 2009
    I'll take 2 Piloting, 1 Tactics.

    Nosaji on
  • Options
    scrivenerjonesscrivenerjones Registered User regular
    edited February 2009
    I'll take saul frakkin tigh, and start with 2 leadership 1 tactics

    scrivenerjones on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Ok, sending out starting hands, titles and loyalty cards now.

    Turn 1 incoming.

    Hippie on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    Round 1 - Helo's Turn

    Players:
    1. Orange Soda - Karl "Helo" Agathon - MIA - 5 Cards in hand
    2. Gandalf_the_Crazed - Ellen Tigh - Research Lab - 3 Cards in hand
    3. fadingathedges - President Gaius Baltar - Research Lab - 3 Cards in hand
    4. Nosaji - Diana "Hardball" Seelix - Hanger Deck - 3 Cards in hand
    5. pablo_price - Cally Henderson - Hanger Deck - 3 Cards in hand
    6. scrivenerjones - Admiral Saul Tigh - Command - 3 Cards in hand

    Resources:
    Fuel 8. Food 8. Morale 10. Population 12.
    Jump Track: Start
    Boarding Party: Clear
    Raptors: 4 In Reserve
    Vipers: 6 in Reserve, 2 in Use
    Nukes: 2
    Galactica Damage: None

    Space:
    1 O'Clock: clear
    3 O'Clock: 2 Civilian Ships
    5 O'Clock: 1 Unmanned Viper
    7 O'Clock: 1 Unmanned Viper
    9 O'Clock: 1 Basestar, 3 Raiders
    11 O'Clock: clear

    Turn Progress:
    1. Receive Skills Step
    2. Movement Step - No movement
    3. Action Step - No action
    4. Crisis Step - Network Computers
    5. Activate Cylon Ships Step (if necessary)
    6. Prepare for Jump Step (if necessary)
    7. Discard and Check for Human Defeat.


    Helo, still making his way back to Galactica, is unable to make any moves or actions.

    CRISIS
    Network computers

    11 Politics, Tactics, Engineering
    Current Player Chooses
    Pass: Increase the Jump Preparation track by 1.
    Fail: -1 population and place 1 centurion marker at the start of the Boarding Party track.
    OR
    -1 population and decrease the Jump Preparation track by 1.
    (activate raiders)
    (jump prep)

    Helo, the choice is yours.

    Destiny Deck - 2 cards
    1. Orange Soda - Karl "Helo" Agathon - MIA - [Orders Received]
    2. Gandalf_the_Crazed - Ellen Tigh - Research Lab - Contributing 3 cards
    3. fadingathedges - President Gaius Baltar - Research Lab - Contributing 2 cards
    4. Nosaji - Diana "Hardball" Seelix - Hanger Deck -
    5. pablo_price - Cally Henderson - Hanger Deck - [Orders Recieved]
    6. scrivenerjones - Admiral Saul Tigh - [Orders Recieved]

    Hippie on
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    We can discuss this if you guys need to, but I think the +1 jump track is more than worth it. We should be able to pass this check np.

    Orange Soda on
  • Options
    SaraLunaSaraLuna Registered User regular
    edited February 2009
    I agree

    SaraLuna on
  • Options
    fadingathedgesfadingathedges Registered User regular
    edited February 2009
    Same page. I can pitch in when it rolls around to me.


    edit~ Actually, Question - when does the +1 Jump Prep from the bottom of the card resolve? Since we are at START right now, if we take option2 will we remain at START then get the +1, or get the +1 then add the -1 option2 penalty? Keeping the pop is still probably worth the effort, but we might not end up losing the prep depending on resolution order.


    edit2 ~ I have a going away party to attend this evening, then a poker game. I might be able to jump on once more between said events and then again at like 2 or 3 AM.

    fadingathedges on
  • Options
    scrivenerjonesscrivenerjones Registered User regular
    edited February 2009
    Same page. I can pitch in when it rolls around to me.


    edit~ Actually, Question - when does the +1 Jump Prep from the bottom of the card resolve? Since we are at START right now, if we fail will we remain at START then get the +1, or get the +1 then add the -1 Fail condition? Keeping the pop is still probably worth the effort, but we might not end up losing the prep depending on resolution order.

    they are resolved in order. so we would lose one jump prep (which we can't) and then gain one, for a net gain of +1.

    nonetheless, I am all for throwing down on the check

    scrivenerjones on
  • Options
    NosajiNosaji Registered User regular
    edited February 2009
    I agree. We really don't want to fail though, we've got enough to worry about already.

    Nosaji on
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    I won't be able to contribute very much to the check, but I am almost positive between the other 5 of you that there should be enough to pass the check (baring a complete destiny screw).

    Maybe worth an investigative committee Ellen or Baltar... what do you think?

    Orange Soda on
  • Options
    fadingathedgesfadingathedges Registered User regular
    edited February 2009
    Nothing of that nature forthcoming here, unfortunately.

    A 3+ might be better served in the pot with an 11 target.... I dunno. Odds are with us for Destiny and Cally has a grip of 3 blue... up to you if you've got it, Ellen.

    fadingathedges on
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    Either way I choose to try to pass this check so Ellen if you are playing an investigative let me know ... otherwise I will start throwing in.

    edit: what is the order we should do this stuff for a check. Do we have to wait for people to say they are doing pre-check stuff (i.e. investigative) or can we just start throwing in? Do we post in the thread and then PM the card we are throwing in?

    Orange Soda on
  • Options
    HippieHippie Registered User regular
    edited February 2009
    The Destiny Deck contributes 2 cards

    Hippie on
  • Options
    HippieHippie Registered User regular
    edited February 2009

    edit: what is the order we should do this stuff for a check. Do we have to wait for people to say they are doing pre-check stuff (i.e. investigative) or can we just start throwing in? Do we post in the thread and then PM the card we are throwing in?

    The next player in line is first to contribute (Ellen), ending with the current player (Helo)

    No contributions are set in stone until it is your turn to contribute. Then any orders will be carried out.

    And cards like Investigative, etc can only be played up until the first person in line to contribute has done so. After that its too late.

    Hippie on
  • Options
    Orange SodaOrange Soda Registered User regular
    edited February 2009
    Oh yeah I forgot it doesn't start with me :-)

    Ill just catch some rays on Caprica while I wait 8-)

    Orange Soda on
  • Options
    fadingathedgesfadingathedges Registered User regular
    edited February 2009
    Checked in but no progression really ;o

    I have queue'd up my activities with Hippie.

    fadingathedges on
  • Options
    Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited February 2009
    Sorry for the delay guys.

    I'm not using an Investigative Committee, because I'm not worried about sabotage. Why am I not worried?

    Dropping 3 cards on this one. Check my initial draw. (I'm going to skip the PM on this one, Hippie, since I'm applying my whole hand to it.)

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Options
    HippieHippie Registered User regular
    edited February 2009
    No problem Gandalf

    Hippie on
Sign In or Register to comment.