Star Trek Adventures "One Shot" Mission Thread

So only the Main Tasker (not the words they use) can add dice to their roll. Technically, you are one of the dice being added.

If you were the main character attempting the task, though, yes. You could actually buy two dice (first for one, second for 2). The RaW say that you don’t need permission, so if anyone wants to spend Momentum, you can just do it.

I hope that makes sense?

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@WolfeRJ asked for a die roll:
Rad is focusing on visual observation listening occasionally but accepting that the hums
and bangs of maintenance are part of staying within support distance of the team. The main thing he is doing is periodically looking at the group and then directing his focus wherever they aren’t looking. Particularly up since gravity isn’t a given and he likes to remember he won’t have to deal with this gravity for long.

2d20: 13 + 10 = 23

So one success only but constantly watching reduces the difficulty by 1 to “detect danger or hidden enemies” so not letting the side down.

@RossM asked for a die roll:
So Insight 9 + Science 4 =13

Let’s see what Tray can roll up.

[roll 1d20]

@RossM asked for a die roll:
Hmm

d20: 15

Okay, so Tray’s roll unfortunately doesn’t add any successes to @DJCT’s roll if they decide they want to scan the area.

@WolfeRJ
Yeah, you are now certain that you are hearing something approaching. The grunts are too periodic to be random noise, and moreso, they vary in tone and length. It’s not a language, or at least its not one the Universal Translator recognizes, but there is something language-like to it, nonetheless.

You are now quite convinced that something, or somethings more likely, are approaching the shuttle from the east. As luck would have it, that also happens to be the direction you need to go.

If you had to guess… well, they can’t be very far at all due to the broken terrain, so sound doesn’t travel very far unless it is very loud (like, say, a shuttlecraft crash landing). A few dozen meters, maybe? Less than 100m, more than 10m. Unless whatever is making that sound is very loud, in which case all bets are off.

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Zin has been aiding the team here and there - connecting wires for Keli’i, grabbing bandages, swapping power cells, and then he sees Rad. Zin has been on enough away missions and worked with Rad enough to know that his instincts are a resource. Rad is intensely focused. So, Zin takes up a position with some coverage facing the same direction as Rad.

Zin whispers, “Psst. I don’t know if we should worry yet, everyone, but something’s coming this way. Rad, do we have something to worry about?”

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So Dr Simpson is interested in unusual compounds in the atmosphere. With a xenobiology focus. He will spend one momentum to add a dice (hopefully correct).

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@DJCT asked for a die roll:
3d20: 10 + 15 + 4 = 29

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“I think somethings are heading our way. Most likely I expect it’s local animal life stirred up by the crash. Either we’ll have something checking us out soon, something charging us a bit sooner, or we’ll have to pass through territory with some locals to hand.

If we’re lucky we’ve got something in the ration packs to keep our reputation as the interstellar leader in treats. If we’re unlucky, well: red, tooth, claw, all that kind of stuff.”

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Phasers set to stun? Wide beam?

I’m more than happy to take point, I’ve done my fair share of first contacts.

Tray ties her hair up in preparation.

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Rad circles to keep eyes to the east and guard the team as best he can.

“Certainly, Lt Cee. Always rather leave the locals smiling. You go open hands for the greeting I’ll keep a phaser down to the side? Open to personal preference for phasers or tricorders otherwise I think. Just don’t want to have to file the forms for ‘provoking local life forms’. Again.”

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“It was just that one barkeep on Argo and I still think he didn’t like the competition.”

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Tray opts for a tricorder, but is mindful of line of sight, making sure not to block fields of fire from the team with her body.

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So you rolled a total of 4 success (the 4 counts as two because of your Xenobiology focus), which is more than enough, and adds one Momentum back into the pool, keeping your total at 4 Momentum.

Dr. Simpson detects an array of unusual compounds in the atmosphere, all of which are… huh. As you are watching the tricorder’s display, the results of the scan are changing. Slowly, but unquestionably. The compounds you scanned earlier were completely harmless, and the new compounds are completely harmless, but some of them are definitely different. And it’s impossible at this time, with only a tricorder, to project exactly how long this has been going on, or how far down the chain of chemical reactions you picked up, nor if it is a cyclical system (Compound A → Compound B → … → Compound X → Compound A) or not.

Of course, it’s hard to get much of a reading with all the smoke and the remnants of the plasma leaks from the crash, but whatever you’re detecting is very, very minute. Maybe you can get a better reading closer to whatever plants, rocks, or tech is producing these organic compounds that are changing?

In your medical opinion, there is no immediate risk to the group. Probably. At least from what you’re scanning right now, and where you are scanning it.

Tray steps out of the shuttlecraft, the smell of burning wood suddenly much more proximal. The rest of the team takes up positions near the door of the shuttle, ready to dart out towards nearby rocks for cover, or to lay down covering fire from where they are.

Lt. Cee has only gone a few steps when you all hear what can only be described as a shriek. Imagine something between a Tarzan yowl and a t-rex roar. Within moments, a group of…

(Aside: Okay. These aren’t my words I’m using, I’m just describing them the way the adventure describes them, and I can only apologize for any of you who actually understand how science works… like… even a little… anyway…)

Within moments, a group of strange Neanderthal humanoids rush out of the forest. A few raise clubs above their heads, one is brandishing stones in each hand, and one is waving a Type-1 phaser threateningly in front of itself… it’s upside-down and pointing the wrong way, but she’s waving it nonetheless. All four of them are wearing the tattered remnants Federation-issue uniforms that a science team might wear.

They’re screaming at you, lips curled back in feral anger, but they still have about twenty meters to go before they’re on top of you.

(Second aside: are we all comfortable with metric? I can swap to Imperial units if you’re all more familiar and comfortable with feet, yards, and miles)

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Tray drops to her knees, avoids eye contact, acting subservient to the new arrivals. She begins calling out the names of the science party members from the roster…

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I’d like you to tell me what you’re trying to do in gameplay terms: are you trying to Intimidate them (I mean, pretty obviously no, but)? Are you trying to Persuade them that you’re not a threat? Are you trying to confuse or distract them? Are you trying to Deceive them into thinking you’re not a threat, or alternatively that you’re a much bigger threat so that they think twice?

I’m quoting from the rules here:
“Once a Social Conflict has been attempted, another cannot be attempted without changing the context. Intimidation makes a situation hostile if it wasn’t already, but it can be effective in the right situations. Deception is tricky, but can be effective if a character is sufficiently convincing or is careful about the lies they tell. Negotiation involves offering something in return for compliance. Evidence involves finding something to prove why someone should comply or agree… Individually or in conjunction with one another, they’re powerful tools. Importantly, each of those tools requires roleplay to function – a Player can’t simply say “I deceive them” and gain an effect.”

Deception is an opposed task: you roll your dice using the combination of Attribute + Discipline you think is most applicable. Your Difficulty is determined by how reasonable we think your lie is to believe to the target, and the Target’s Difficulty is determined by their suspicions. Whoever rolls more successes (including buying dice or receiving supporting dice from other characters) wins the roll.

The counterpoint to Deception is Evidence: most times providing Evidence is a straightforward affair and is automatically successful, but convincing somebody that the evidence is legitimate may be difficult, particularly if the character expects a deception, which would set a Difficulty for the task.

Intimidation is an Opposed Task, with the Difficulties of each based on hte perceived strengths of each side. The main drawback of Intimidation is that it is inherently hostile, which can cause problems of its own. Intimidation is not a path to a protracted and stable peice.

Lastly, Negotiation is a fine art. It involves offering of compensation in exchange for granting a request, and this compensation can take many forms, with different people and circumstances susceptible to different offers. The difficulty is set by what the receiving side perceives as the value of the offer, and adjusting the deal can modify the Difficulty either up or down.

In all cases, you would pick what you’re trying to do, and then the combination of Attribute + Discipline you’d use to present your case. You can buy dice and gain support dice as usual, and then either you roll as per a normal Task (needing more successes than the Difficulty), or as an Opposed Task (where I’d roll at the same time, using the combination of Attribute + Discipline I think is most appropriate to resist your Persuasion).

I hope that makes sense?

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Ok.

I am trying to make Tray Cee….

  1. The centre of attention
  2. Non threatening

Ok. I’m thinking Daring (because it’s quite scary to make yourself the focus of a prehistoric tribe) and maybe Command as I’m looking to control their focus.

I’ve also got diplomacy and composure as Focusses.

I’ll throw in a momentum as well

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That sounds good to me!

I’ll say Difficulty 4 to make them stop their headlong charge… it’s hard to hear you being diplomatic over the sound of shrieking rage and incoherent stick-waving.

You can buy a second die with 2 more Momentum, if you’d like.

And if anyone else wants to help, you’re welcome to assist in any creative way you can think of (Perhaps flashing calming lights from the door? Or playing soothing flute-music? Or issuing a Klingon Ritual Greeting of Honour and Impending Violence?), by choosing a combination of Att + Disc and rolling 1 die.

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