Corsairs of the Endless Void, Ep 01: A Price for Freedom

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A gang of galactic mutineers raid and work their way across the depths of space, one step ahead of the Confederation Navy.

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Race Day

"Engines, Engine status check... two lit, green to go. Thrust control... vectors report okay. Pitch control..." The Flightomancer is talking to herself, or rather to her HUD display macros. Her eyes never leave a forward view as she touches each control switch and button in turn, flipping up the anachronistic safety plates to enable each new control system.

For her, the ship is not a mere machine. In this moment, rumbling with soft power through its spine and hull plates, the Dark Horse is alive. Not only alive, but an extension of her being, an embodiment of her will housed in a durable shell. 

She finishes her pre-flight controls check, and files it away with a flick of her eyes to join the pre-flight physical inspection, then keys the intercom circuit for an all-compartments broadcast. "Good afternoon ladies and gentlerats. This is your fabulous flightomancer speaking, reminding you all that I am most certainly not going to be gentle with any maneuver today. Please strap yourselves in to your duty stations, secure all helmets and loose items as soon as possible, and if you must vomit for pity's sake use your damn chuck bags."

She smirks at the camera pickup, her face showing from any internal screen keyed to display broadcasts. "Now get ready to kick some ass and make some money."

Contrary to popular idea, however, she does not simply hammer the throttles to the stops at Go, instead choosing to ramp them up to three quarters. This prevents their high energy exhaust from completely sterilizing the launch ramp behind them, and it's plenty fast enough as it is. She can make up for the lost thrust through her oh so carefully laid out route, and it's always great to have some capabilities in reserve, no? Not like the ride is going to be gentle at 3/4 MAX... First things first, she's got to make a solid lead in front of Skeezik.

 

Grace + Engines: +8 to overcome

The Asteroid Race - First Leg
Asteroids!


I'm going to go ahead and resolve these first two actions, and we'll see how it goes.  I suspect that together they will clear the first challenge.

Anders

Rolling Charm to Overcome a difficulty of 3

++-+ = +2 (dice)

+ 3 (Charm skill)

= +5

Anders rolls above the difficulty, and thus succeeds.  He rolled a +5 against a difficulty of +3, so he gains 2 shifts to apply towards the progress bar.  Not enough to clear it entirely, but enough to make a dent.

Nip chuckles at young Anders' suggestion.  "Now you wouldn't be trying to convince me to throw the race to you, eh?  Haha!  Truth be told, I've been thinking along the same lines.  No point in scratching the paint when there's young rogues like you to do it instead, eh?"

He sits back, giving a wink.  "But don't think I've forgotten it's a race.  Take it too slow and the Venture just might overtake you anyway."

 

Nip Skeezik - Daring Venture
BB b b b

 

Hopefully this is showing up correctly for everyone.  As you can see, the Nip Skeezik progress bar now has two boxes ticked.  Only three more to go.

 

Daria

Rolling Grace + Engines to Overcome.  I have decided that Skeezik is a fair pilot with a fair ship, making the difficulty +4.

0++- = +1

+ 4 Grace

+ 4 Engines

= +9!

Against a difficulty of 4, this earns 5 shifts to be applied to Skeezik and the Daring Venture.

The Dark Horse easily slips ahead of Venture, Daria slipping the old corvette effortlessly through the first scattering of asteroids.  Where the flightomancer wants the ship to go, it goes.  The good-natured Skeezik is soon left well behind, radioing a last wish of good luck to the Dark Horse before you clear communications range.

 

Nip Skeezik - Daring Venture
B B B B B

 

With his progress bar entirely filled, the challenge of Nip Skeezik has been completely overcome.  The jolly Seruvian is not likely to cause you any more trouble in the race.

A new GM post will follow to set up the next challenge.  We are still in the same turn.  This means that PF and Shush cannot officially act again until everyone else has taken an action.


TCS Dark Horse - Confederation Corvette
Stolen!, Experimental Systems, Make Some Noise, Rocketship on Rails, High Energy Plasma Exhaust, Incredibly Checkered History
100MJ Particle Beam Array
, K-7 Arc Beam Turbolaser Turret

Weapons -2, Shields +2, Sensors +0, Engines +4
       b b b b
Conditions: Low on Supplies, Registration of Mutiny

The Asteroid Race - Second Leg
Asteroids! Dwarf Planet, Sensor Shadow


The second leg of the race takes you on a tight orbit around a dwarf planet, essentially an asteroid large and massive enough to undergo the gravity-rounding effect that helps define planets.  The dwarf planet offers a nice little burst of slingshotted speed (if you dare to use it in the dangerous belt) but it does cast a sensor shadow, hiding you from the race officials and audience for a few minutes.

The Harpy is waiting for you as you round the dwarf planet. Vestine Bowman has apparently decided to take full advantage of the sensor shadow, and as you slip out of sight of race officials, the Harpy abruptly opens fire, a half-dozen weapons on the stout juggernaut of a ship flinging hot plasma death your way!  The fact that she isn't playing fair will be small consolation when you're vaporized.

 

Vestine Bowman - Harpy
b b b b b b b b
Heavy Armour, Reckless Cruelty

 

You now have the temporary condition (essentially a short-term aspect) Under Fire!  Note that there are aspects on both the scene (Asteroids!, Dwarf Planet, Sensor Shadow) and on the Harpy itself (Heavy Armour, Reckless Cruelty).
 


TCS Dark Horse - Confederation Corvette

Stolen!, Experimental Systems, Make Some Noise, Rocketship on Rails, High Energy Plasma Exhaust, Incredibly Checkered History
100MJ Particle Beam Array
, K-7 Arc Beam Turbolaser Turret

Weapons -2, Shields +2, Sensors +0, Engines +4
       b b b b
Conditions: Low on Supplies, Registration of Mutiny, Under Fire!

On board the Dark Horse, Itzli's physical prowess was more or less useless against an attacking ship.  Fortunately that's not his only prowess, and he rubbed the ball of his thumb against the edge of one of his obsidian knives.  Of course it doesn't draw blood; Itzli doesn't have blood.  On the other hand, there is a bit of a spark as he sacrifices some essence to the stars, scrambling the Harpy's sensors with a sudden, impossible burst of radiation from the primary, a laser focus of ionizing beta particles washing over it.

Using Wits (+3) to Overcome Under Fire!

Itztli has just effectively pointed out a problem with the rules.  The "Overcome" action in this game, unlike in regular Fate, is meant to be used to fill the progress bar, not to undo aspects.  The closest appropriate action (as written) to what you're doing is "Create Advantage", although in this case working in reverse to REMOVE an advantage.

I like it!  But it means I have to go back and rework some rules before you do it again.  Leave it as written now though, no worries.

Also for future reference, especially when using magic or psionics or other fun stuff like that, it will be helpful to include that in the "Using X..." line.  Like "Using Wits (+3) and Magic to Overcome..."

I'll wait one more post before doing the roll, but I reckon you are facing a difficulty of 1.  The consequences of failure will not be too terrible, perhaps a bit of a bad luck hex or something strange along those lines.  As you are not using the ship, any consequences will be applied to you personally, not to the Dark Horse.  If you succeed, the Harpy will keep shooting at Dark Horse, and may even hit sometimes, but no one will have to worry about being directly affected by the Under Fire condition.

EDIT TO ADD:  I've changed the names of the actions in the rules.  Overcome is now "Overcome Challenge" and Create Advantage is now "Create/Remove Aspect".  I've also made sure to note that while there are never consequences to failing to DISCOVER an aspect, there can be consequences for failing to CREATE or REMOVE an aspect.

   One does not put a war machine under fire and expect no responce, it simply does not happen! but she has too temper that responce with not violating the rules of the race. Being a War Relic she knows there is more then one way too handle this and she sets about adjusting the shields. Using the Reckless Cruelty of the attackers aginst them she starts angling the ship shields, and reinforcing them, but instead of trying too reinforce the whole shield front she targets the impact points of those reckless shots allowing reckless nature of the fire too work for her as well as her own speed too re adjust the shields on the fly for each incomming shot.

Grace 3 + shields 2 and war relic  too over Overcome

The Asteroid Race - Second Leg
Asteroids! Dwarf Planet, Sensor Shadow


Itztli

Rolling Wits against a difficulty of 2

+-+- = 0

+3 Wits

= +3 Success!

The Harpy's guns go quiet a moment as her crew puzzles over the fried targetting sensors.  The ship resumes firing after a moment, but most of her shots are now wide and wild as her crew tries to aim manually.  The crew of the Dark Horse can relax a little, and concentrate on tasks beyond the Harpy's plasma barrage.

The condition Under Fire has been eliminated.  The Harpy may still hit you, but the chances are much lower.

 

Saidria

Rolling Grace + Shields to Overcome.  The Harpy has heavy weapons and good gunners, but with their sensors scrambled the difficulty to roll is 4.

-+-- = -1

+3 Grace

+2 Shields

= 4 Tie!

Saidria, you have a choice to make.  You can accept a failure without consequences, or you can push yourself beyond your normal limits to make progress.  You can add as many shifts to the progress bar as you want, so long as you take the equivalent in stress or consequence yourself.  In this case you may also use the ship to absorb stress and consequence.

 

Vestine Bowman - Harpy
b b b b b b b b
Heavy Armour, Reckless Cruelty


TCS Dark Horse - Confederation Corvette

Stolen!, Experimental Systems, Make Some Noise, Rocketship on Rails, High Energy Plasma Exhaust, Incredibly Checkered History
100MJ Particle Beam Array
, K-7 Arc Beam Turbolaser Turret

Weapons -2, Shields +2, Sensors +0, Engines +4
       b b b b
Conditions: Low on Supplies, Registration of Mutiny

Lark has told me that he wants to just take the net zero on his tie.

Saidria works the shields hard and fast, keeping pace with the Harpy's fire.  While the steam machine is holding the line quite well, she isn't really putting the Dark Horse ahead either.

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