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11-25-13 Post Session

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Snarg of Wildpaw
Zeiss
Essoje
Archengeia
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Post by Archengeia Tue Nov 26, 2013 1:42 am

This is the info dump session involving lots of Olthoi, the Anetheron Facility, and completing with the prelude to a battle on board a Frigate.
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Post by Essoje Tue Nov 26, 2013 12:15 pm

I got this flying thingy under control guys! I can do it... I know this is the contrary of left, don't worry. It's all on purpose!

Were doing it guys. Were making it happen!
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Post by Zeiss Tue Nov 26, 2013 6:07 pm

Zeiss seems more fit for piloting that thing...

*Brushes Javan aside*

I HAVE POWER.
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Post by Snarg of Wildpaw Tue Nov 26, 2013 6:46 pm

You are piloting one, there are more than one.
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Post by Zeiss Tue Nov 26, 2013 7:02 pm

That's what I'm talking about! Let me do some backflip!!!
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Post by K Fri Nov 29, 2013 2:22 pm

This is all so merry, i can't bring myself to talk game.
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Post by Snarg of Wildpaw Fri Nov 29, 2013 3:28 pm

Everyone should link arms and form the ultimate throwing disc. We'll rip through the airship like a buzzsaw.
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Post by Essoje Fri Nov 29, 2013 4:12 pm

... And that's when Javan rolls a 1 and causes the GM to check the massive critical failure table, causing a party wipe soon afterwards.

The funny part is that it did happen before to me in a GURPS game many years ago. The GM had the list available for us to check and I rolled the result myself. I remember, against all chances, rolling 18 on a 3d6 3 times in a row before the rest of the stuff. 18 was a 'roll again thrice' kinda deal...
My character's alien rifle basically created a small nuclear explosion that wiped out our characters, the bad guys and an entire facility of something I don't remember now, but the family of one of the party's characters was inside.

... We never touched that table again.
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Post by K Fri Nov 29, 2013 4:23 pm

You know, i'm gonna be dealing non-lethal, so we should probably pick each our targets. Or i'll just single out my own, i dunno.
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Post by Snarg of Wildpaw Fri Nov 29, 2013 5:27 pm

I'm pretty sure we won't have overlapping targets for a long while.
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Post by Rory Fri Nov 29, 2013 6:28 pm

Well if nonlethal damage dealt to a character exceeds their current health, they're knocked out. If you want to, you could start punching other people's targets.

I can just picture the event in which someone who's already been dealt almost enough nonlethal damage and gets axed in the chest down to 1hp and falls unconscious.
"It's OK, Jim, he's not dead."
"You just axed him!"
"Exactly!"
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Post by K Fri Nov 29, 2013 6:56 pm

Well, i'm sure if this were a video game, we could all come up with awesome formulas for calculating which damage should do what, but considering a person has to do all the calculations every time, as long as the math of it doesn't break game, i think we can live with it being simpler.
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Post by Kolson Sat Nov 30, 2013 4:38 am

No, no. Don't give up when all we need is a mage. I'll Weave one of those monocles that lets you see people's health. It will be both practical and pretentious!
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Post by Archengeia Sat Nov 30, 2013 12:05 pm

Ah but the monocle actually only reads people's power levels.  Which... yes I'm enough of a geek to know this... is actually useless or pointless information which will lead to underestimating opponents.
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Post by Essoje Sat Nov 30, 2013 12:10 pm

As long as it shortcuts all by itself when your pointless power level goes over 9000, I'm cool with that.
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Post by Zeiss Sat Nov 30, 2013 12:44 pm

I suggest Dragon Ball's power reading glasses. You meet a level 85 dog and your glasses explode!
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Post by K Sat Nov 30, 2013 1:21 pm

You just made sure he'll never do it.
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Post by Rory Sat Nov 30, 2013 7:15 pm

Shards of glass. In and around your eyes.
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Post by Archengeia Sat Nov 30, 2013 10:55 pm

Y'know I hope you guys have some plan of attack for manually assaulting a military grade Frigate-class Airship other than 'attack the guys on the deck'.  Oh, that reminds me.

http://shipyards.relicnews.com/kushan/destroyer.htm

This is the closest image I could find to what I envision this particular ship to be like.  As I mentioned earlier, the ship is roughly 250 meters long, so only a tiny bit of it will fit on the grid, but as it happens there was a platoon right at the front edge of it on the deck.
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Post by Zeiss Sat Nov 30, 2013 11:06 pm

Well... where is this airship floating? Above Marblebush?

And Knowledge engineering +11 : what would be the weaknesses of this frigate? Blow the core? Kill its pilots? And where would the important people aboard this airship be?

*Flies away in a butterfly airship*
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Post by Archengeia Sat Nov 30, 2013 11:46 pm

The unnamed Frigate is currently maintaining altitude at roughly one klick. 

With your roll you know that military-grade airships don't have a single point of failure, nor can they be controlled solely from the bridge.  In order to disable one you would have to take out several if not all of the following; crew on the bridge, crew in the engine room, crew in the tactical room, crew manning the cannons, crew on the launch deck, the entire engine plus Leads, the repulsorlift engines (for a ship of this size there have to be at least 20), and probably a few other things I'm forgetting right now.

The... 'important people' depends on your definition but they would probably be either on the bridge, in the tactical room, or near the main engineering compartments.
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Post by Kolson Sun Dec 01, 2013 1:17 am

Let's get to the magazine and blow it up. That will destroy any ship. Of course, it was nice knowing all of you. :p

Kidding aside, we don't need to destroy or capture the ship, we just need to keep them from being able to use the cannons. I bet our engineering folks would know how to sabotage them. The trick will be getting there.
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Post by Rory Sun Dec 01, 2013 1:35 am

Well...Rory's plan is to "attack the guys on the deck". Suits him, doesn't it?

First he's gonna look for the guns and attack the people firing them.

Now we can't bang up the engine and controls too much or the people flying it, or else we'll have one of the following: a crew that can't control the ship's movements; a crew that can't control the ship at all; or a ship without a crew to control it. The reason for this is we don't want the ship to fall into the city. Ship falls, lots of Olthoi die.

First we'll have to take out the cannons. They possess the most immediate threat.

Next, assuming that "launch deck" refers to a deck for launching smaller vessels manned or not, we will need to make sure to attack the people there or render the launch systems and mechanisms inoperable. The reason for this is obvious. The more they launch stuff, the more we'll have to deal with.

Then, we need the engine crew and the engine and either the bridge or the tactical room secure, not sabotaged/snuffed, and basically talk them into landing it. They'll have lost all offensive capabilities aside from suicide bombing, and will be far easier to talk down. The reason for this is we need a safe place for the ship to land/crash, and I don't think Gwydo or Zeiss will be able to pilot it on their own. Even when giving other people instructions, it'll be a miracle that we can do them correctly or before the ship crashes somewhere we don't want it to crash.
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Post by Zeiss Sun Dec 01, 2013 1:42 am

The launch deck, can we enter there with our little airships thingy?
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Post by Archengeia Sun Dec 01, 2013 2:02 am

You can certainly try to reach the launch deck with your little hovercrafts.  You Intuit this would be a bad idea.  Also the launch deck is where they launch infantry, not ships.

Oh and a clarification.  I'm sure you're picturing cannons manned by, y'know, people.  Picture instead turrets being controlled by people a ways away from those turrets in control hubs.
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