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The ongoing adventures of the [Elite Dangerous CYOA]

13

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    I’m waiting to see what sorta role aura takes. Also Aura feel free to grab like a 3/400k starter ship instead considering how boosted the cash amount in this game is right now.

    Edit, also kinda tempted to throw in a fourth pc which is:

    Fuel rat, frontier trader, petty criminal partner (wise guy, boxer)

    Flying an Adder or type 6.

    Honestly, if I go the route I've been trying to pin down (Laser Pistol Space Knight) I'd probably rather buy the guy fancier guns. Will see if I can finish navigating creation successfully tonight or on lunch; got sidetracked by the Magic Arena Core 2019 rollover last night.

    kshu0oba7xnr.png

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Most of the expensive stuff are rare items for ground equipment. So they're not freely available regretfully.

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    AustinP0027AustinP0027 Registered User regular
    Yeah, for now, I think you just need a decent ship, and then if you want a couple weapon options, pick a couple of the basic ones instead of limiting yourself to a single weapon like I have with Branden.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    It's worth noting you're actually pretty restricted in what you can carry both by the rules and by the practical factor that there's very few actual civilised bits of space that'll let you legally carry a pistol. Let alone a full rifle.

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    AustinP0027AustinP0027 Registered User regular
    Yeah, except for death ships with crazy robots that attack us. Given how we started, I fear we’ll see more of those in our future....

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Okay, made a trader/trouble maker and her partner a blood thirsty mercenary.

    I'll probably leave them out of the next mission so there's being enough cash around that they can drift in a type-6 hauler no problem.

    I have work and my actual RPG session tommorow so I'll leave the next 24 hours as a window to do whatever you guys want.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Quick mission board before work:

    The Imperial Cartographer's Guild: has a follow up request. They're planning to send experts into the Anaconda to scour it for any more alien tech before reporting it to the authorities.

    As you're already in the know they're willing to play 120,000 (make it 180,000 if Aura's character's making it 3 people) to sit on the nav beacon and make sure no one interrupts of discovers them. It's an anarchy system so this thankfully won't be a criminal act. Technically at least.

    The Demeter's are looking to hire an escort group for a troop transport. Unsurprisingly for a military operation the destination isn't explicitly stated.

    The Alex Brentnall Institute has being suffering from what they believe to be a mole. With several of the medical non-profit's experimental research lines showing up as commercial goods. They're looking to hire independent specialists to attempt to fish out the mole at their campus.

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    RingoRingo He/Him a distinct lack of substanceRegistered User regular
    Mole Hunt!

    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
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    AustinP0027AustinP0027 Registered User regular
    Yeah, I'm not too hot on "technically legal".

    I'd rather try one of the other two, and I'm not super picky.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Elite's law system is a libertarian hell hole of bounties and petty system governments.

    It's 100% legal to shoot whoever you want in anarchy systems because, while shooting people without a bounty or opposing war faction IFF is criminal, the lack of any government in the system means the report does nothing at all for your legal standing.

    But yes, it is very much a gray morality zone to take a security job of basically securing a random system for a period of time and possibly have to fire on what are functionally just civilian ships.

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    AustinP0027AustinP0027 Registered User regular
    I honestly hadn't even thought of the civilian part. I was more worried about who else might want to come collect with guns blazing. Branden would have a pretty hard time firing on a random civilian who wandered into the system and was too dumb to know when to get lost.

    Also, @Auralynx do you need any help with your guy? If you want, I can get you the ship if you just want to finish off any final touches on the character itself.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    The real advantage of doing exploration in real Elite Dangerous is it leaves me with plenty of time to think about the RPG version where it doesn't take seven minutes to super cruise to a planet.

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    AustinP0027AustinP0027 Registered User regular
    Doesn’t seem like anyone else feels strongly so I’ll go with Mole Hunt as well

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Okay, then I'll get that sorted tonight (espionage missions are mostly a series of checks under the RGS solo play stuff) unless Aura needs to put his character in.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Your ships touchdown at the landing pads at Cook Oasis, the largest settlement in the DSZ and a hub of corporate activity. A short ten minute journey taking you to the Alex Brentnall Institute's main research campus. A well to do establishment hosting research departments covering near any application of biotech. It's lavishly painted wall murals speaking to the comfort of the great minds living there, the central court even featuring a towering oak tree which your tour guide ensures you is from a seed bank that traces it's heritage all the way back to earth itself.

    Branden and Danielle were soon introduced to Alex Brentnall himself. An exceedingly wealthy and long retired trader who was pushing 135 and still looking surprisingly spritely and healthy. It was no secret that a lot of the very cutting edge of the institute's research were aimed at helping him sustain his life. Though he still gave the patents out freely once they had being successfully verified.

    Also in the room was a short, pink haired woman, clearly another free lancer from how she presented herself. Alex impressing on the group the need to keep secrecy even as a more qualified security guard took over the briefing: Several prototype designs that were unreleased by the institute had shown up being sold by a variety of corporations. Which implies a mole profiting off of the non profit somewhere in the medical department. The group was to investigate with near full access to the facilities acting as independent and wealthy students of science for their covers where needed. Security would help where possible and in a week they were to present their findings.
    So these are cute, basically the group as a whole tackles 6 random espionage challenges (I'll give each PC 2 to do) and also gets to each make an intimidation roll to get compromising information out of people. At the end of all that you roll 1d10 and if it's lower than the number of missions completed you find the mole

    Jackie started off her investigation simply: Breaking into the biotech research leads apartment. Seeking out information on the computer terminal that could compromise him or his employees. Getting the lock on the door jimmied open was easy enough for a woman of her particular talents. As was slicing into the computer and taking a copy of all the data on it from the last month or so. Sure to be some great late night reading. Plus the head of research has fantastic taste in perfumes. No waste in taking a little for ourselves.
    Jackie made the hard perception check for a rare item, which in this case was randomly a months supply of Dahan Gold No. 5. An exclusive perfume brand

    Danielle had a list of names in her pocket. People with weird schedules, communications that were weirdly insistent or cold towards their boss. Now she just needed to 'bump' into one of them. A tap on the shoulder, held eye contact and a quick hand later and she'd secured a comm log.

    Jackie already had some ideas in her head of people to go to. Sitting one Emanual Lister down for a coffee at the campus cafe. Chatting about his life on the campus. About his projects in the biotech lab, gently prodding for slipped details and feelings of guilt. He was evasive but later that night he contacted her with a location off campus to meet.

    Branden was the one who showed up to the meeting. Only to find a bloody mess of a scene. Emanual laying in a pool of his own vomit, an injector mark on his neck. Branden had the smarts about him to pocket the needle thrown hastily to the side of the alley way. Leaving before the police could find him there.

    Danielle decided to escalate things. Sitting a small group of the employees down for an interrogation of sorts. Getting through to them on some level even if her eventual rise to shouting landed on ears that wished they were deaf. (This is two actions actually, one succeeded the other failed)

    Branden stuck to what he was good at. Trying his best to sweet talk his way onto a company terminal to analyse the needle and it's origin only to get brushed off. Having to retreat to his own ship's computer and ahem politely ask the institute's firewalls to step aside for the greater good. (Again, two actions, one failure).

    Jackie meanwhile was busy among the other staff. Never asking directly, never probing too deep. Just pretending to educate herself, watching for cues. Seeing who flinched at whose voice and who stayed late at the lab.
    Final results aaaare:

    7/9

    Jackie: 3/3

    Branden: 2/3

    Danielee: 2/3

    At the end of the week Alex Brentnall gathers all the biotech staff in one of the lecture halls. One with a fantastic view of the great oak outside. Making a speech about loyalty, duty to the community and how very saddened he is to be here having to do this. Giving the floor to the group to present their findings. Explaining the irregular behaviour and compromises that had lead them to their accusation: Daniel Morrison, a security guard who had being threatening Emanual's child.

    A security guard who, unfortunately, was right behind Alex Brentnall and who quickly reacted. Grabbing hold of him around the neck and waving an auto pistol around. Starting to shout the usual about wanting a ship loaded up with fuel to get free and clear of this, how no one was supposed to get hurt, backing away to the door.

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    AustinP0027AustinP0027 Registered User regular
    So I take it we have an action at this point. Does one of the shooty folks have a good shot here. Combat isn't really Branden's forte.

    Specifically, people really aren't Branden's forte, so can't bluff/intimidate/whatever here either. One of the others will have to do so (or take a really good shot).

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    No one has a gun. Civilised planet means cops restrict firearms.

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    AustinP0027AustinP0027 Registered User regular
    Ffffffff....

    Alright. Someone needs to lie to the guard, or does the group have a plan B?

    We're in a lecture hall, so not a whole lot to work with. Is there some computerized means of locking doors that Branden could try? That might give us enough of a delay to convince the guard possibly, could also freak him out at the same time....

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Fwiw the book suggests guns, if you have them, or a dramatic tackle.

    Social and other methods can work and I’m open to suggestions. Though social stuff would probably be bargain and probably involve surrendering a ship.

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    AustinP0027AustinP0027 Registered User regular
    I guess someone tries a tackle then.

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    jurnerjurner Registered User regular
    No non-lethal weapon options? You'd think that would be figured out by the far future!

    I'm guessing you guys won't get paid if Brentnall gets offed, so you may want to play things safe.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    jurner wrote: »
    No non-lethal weapon options? You'd think that would be figured out by the far future!

    I'm guessing you guys won't get paid if Brentnall gets offed, so you may want to play things safe.

    You would not get paid.

    And there are some concussive and otherwise disorienting weapons (the crew sold one last mission!) but they're mostly under rare items and stuff. Plus again, in high security systems you won't get away with carrying anything more deadly than a knife tops.

    I'm gonna get around to doing the finale here after dinner for me. Then it'll be rank up (and sort ships for Jackie) time.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Jackie lunges forwards first. Blind siding Daniel and shoving him off Brentnall before he could get a shot off. The gun, Daniel and Jackie all tumbling into and then through the window. Gravity taking them the rest of the way down to slam into the top of one of the city's mag rail transports.

    While the mag rail's safety protocols made it slow to a crawl and eventually stop with the two on the roof it did leave them stranded, with only eachother to engage with. In the ensuing fight Jackie regretfully got her ass handed to her, ending in a dramatic tumble off the carriage and onto a fortunately 'soft' landing in a plush toy sales cart. (Jackie genuinely didn't stand a huge chance against him, so had to burn karma to avoid dying).

    Unfortunately for Daniel he was still stuck atop the carriage and was swiftly apprehended.

    Brentnall being saved means you do get the bonus, even if the heroism couldn't quite be followed through on. I'd say 100K each. Also everyone ranked up. Which means that, plus spending (need to sort Jackie a ship >.>) will be done over the weekend with a fresh board and adventure on monday.

    I'll leave it open to you guys if you want to fill in stuff and then when it comes to the mission board I'll do any PC that hasn't being advanced yet.

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    AustinP0027AustinP0027 Registered User regular
    100K the pay for the whole job? or some other pay plus 100K bonus?

    I can go through and rank up everyone (will do the rolls here in spoilers) unless someone else wants to grab a PC to do it on.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    100K the pay for the whole job? or some other pay plus 100K bonus?

    I can go through and rank up everyone (will do the rolls here in spoilers) unless someone else wants to grab a PC to do it on.

    I've done Jackie's rank up and I trust you to not fudge the rolls.

    Also yeah, 100K is kinda low. Should probably be closer to 240K each (which puts Jackie's ship at being a type 6) but you got a huge payday from your first one.

    Hrm, nah, lets go 100% rules as written. Half the fun is seeing where the pure RGS/solo campaign stuff de-rails. Will also generate some rare items to be on offer in system later so you can plough cash into those if you want.

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    AustinP0027AustinP0027 Registered User regular
    Going to do rolls here anyways, even if just for ease of using Geth.

    For Branden:
    Geth, roll 1d10 for Energy Weapons
    Geth, roll 1d10 for Computer
    Geth, roll 1d10 for Cyber
    Geth, roll 1d10 for Tactics
    Geth, roll 1d10 for Trading
    Geth, roll 1d10 for Insight
    Geth, roll 1d10 for Spaceship Piloting
    Geth, roll 1d10 for Spaceship Weapons
    Geth, roll 1d10 for Systems
    Geth, roll 1d10 for Security

    Energy Weapons:
    1d10 3 [1d10=3]
    Computer:
    1d10 9 [1d10=9]
    Cyber:
    1d10 8 [1d10=8]
    Tactics:
    1d10 2 [1d10=2]
    Trading:
    1d10 8 [1d10=8]
    Insight:
    1d10 1 [1d10=1]
    Spaceship Piloting:
    1d10 5 [1d10=5]
    Spaceship Weapons:
    1d10 4 [1d10=4]
    Systems:
    1d10 7 [1d10=7]
    Security:
    1d10 10 [1d10=10]

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Turns out a type 6 is optimistic so I’m in a modified cobra III for Jackie.

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    AustinP0027AustinP0027 Registered User regular
    edited July 2018
    @Doobh Since you built Danielle, want to see if you have thoughts/objections to this rank up.

    Skills:
    Dodge, Energy Weapons, Streetwise, Navigation, Repair, Spaceship Piloting, Spaceship weapons, Systems, Vehicle Weapons, Stealth

    Jackie has the most spread in Social skills (and fighting really), and Branden has spaceships and computers down, so figured Danielle would spread more into vehicles and these others.

    Haven't figured out the right enhancement/new karma skill for anyone yet.

    Edit: Edited out some other skills to add increases to spaceship stuff.

    AustinP0027 on
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    I'd suggest spaceship skills for everyone if there's ever any doubt.

    Also need to decide what to buy Danielle with all her money.

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    AustinP0027AustinP0027 Registered User regular
    Ah, yeah, I keep forgetting we all have our own ships.

    Danielle's ship hasn't been upgraded at all, so I'll spend some time looking for that as the primary spend, but also equipment for Danielle and Branden too (since we keep getting jobs that have us in personal combat)

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    I keep offering chill space truckin' jobs and you guys keep voting for the ones that put your boats on the ground in this space rpg :P

    And yeah, if you wanna do the cash money spends there go for it. My brain gets a headache doing all the outfitting math (it'd probably be less of a pain if our groups money curve hadn't immediately dumped a huge dollop of cash on us).

    Anyways, for random rare items:

    Nanofibre Sword for 53K (might pick that up for Jackie)

    MLR40 Infantry Rifle (Laser Rifle) for 49K

    Ergon Tommygun (Sub Machinegun) for 74K

    Discreet Stab Vest for 70K

    Annoyingly semi-random because the core loot tables (for obvious reasons) don't include things from the supplements. Though still, enjoy your toys that are all financially iresonsible to pick up.

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    AustinP0027AustinP0027 Registered User regular
    Danielle has a ship now, just grabbed a Cobra like Branden's with same upgrades, plus the planetary vehicle hanger (also found another bug in that spreadsheet to fix).

    Branden want's the infantry rifle (as I accidentally tried to pick that up last time)

    Give Jackie the Sword I say.

    Is that Stab Vest right? That's already a normal item that costs 2cr. Or does the random roles just mean it's a crappy offer we're expected to ignore?

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    edited July 2018
    It's the spy stab vest. It's twice as strong as the normal stab vest so it beats out riot armour (admittedly with no fighting proofing) while still being discreet.

    It's expensive but all rare items are. I'd argue with the exception of the Nanosword (because it's triple damage you can't get in a melee weapon without using the terrible chainsaw) all of them are bad deals compared to what you'd get for buyng a ship component.

    Albino Bunny on
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    AustinP0027AustinP0027 Registered User regular
    Yeah, I'm actually changing my mind. Branden won't grab the laser rifle, it's the same with a +5 to energy, which he doesn't need terribly. Going to save for better ship guns instead.

    I'm thinking Danielle won't pick up anything. The 500k credits they hold is a nice step on the way to either a new ship frame or better weapons.

    Going to wait a little longer to see if Doobh has opinions about skills, otherwise will roll for those. And will figure out what the heck to do with the karma/enhancement choice too on both.

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    AustinP0027AustinP0027 Registered User regular
    edited July 2018
    Ended up grabbing Karma abilities for both. Not sold on them, but none of the enhancements seem that needed yet.

    Also, rolling for stats so I don't forget this tonight for Danielle:
    Geth, roll 1d10 for Dodge
    Geth, roll 1d10 for Energy Weapons
    Geth, roll 1d10 for Streetwise
    Geth, roll 1d10 for Navigation
    Geth, roll 1d10 for Repair
    Geth, roll 1d10 for Spaceship Piloting
    Geth, roll 1d10 for Spaceship Weapons
    Geth, roll 1d10 for Systems
    Geth, roll 1d10 for Vehicle Weapons
    Geth, roll 1d10 for Stealth


    Edit: And now Danielle is all done as well

    Dodge:
    1d10 3 [1d10=3]
    Energy Weapons:
    1d10 2 [1d10=2]
    Streetwise:
    1d10 6 [1d10=6]
    Navigation:
    1d10 1 [1d10=1]
    Repair:
    1d10 10 [1d10=10]
    Spaceship Piloting:
    1d10 6 [1d10=6]
    Spaceship Weapons:
    1d10 6 [1d10=6]
    Systems:
    1d10 3 [1d10=3]
    Vehicle Weapons:
    1d10 6 [1d10=6]
    Stealth:
    1d10 10 [1d10=10]

    AustinP0027 on
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    It seems like, for the most part, you probably want to level a defence, personal weapon skill and your ship skills. At least generically, which leaves you with six or so wiggle slots.

    Also it’s kinda interesting that level ups in theory could give you wildly different results. Not sure how I feel about that. Probably levels out once ranks start taking longer to get but it’s definitely a thing.

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    AustinP0027AustinP0027 Registered User regular
    Alright. I flipped one of my level ups to Dodge, since I covered weapon and ship skills already.

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    DoobhDoobh She/Her, Ace Pan/Bisexual 8-) What's up, bootlickers?Registered User regular
    edited July 2018
    Danielle's passion is driving hard

    beyond that, go nuts

    Doobh on
    Miss me? Find me on:

    Twitch (I stream most days of the week)
    Twitter (mean leftist discourse)
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    AustinP0027AustinP0027 Registered User regular
    Awesome. I made sure to keep vehicles skills all leveled, except piloting which they had already maxed out for this rank.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    New Mission Board:

    Federation Command is looking for military pilots to create an ambush at an (obviously) unannounced system.

    The Imperial Cartographer's Guild is putting out an general hiring call for a wide range of postings containing an archaeological incident in Hydrae-21.

    Hammond Dynamics Are looking to have colony supplies transported to HIP 5276.

    Universal Cartographics has put out a bonus for any earth like planets to encourage exploration in the region.

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