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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Eschar on May 12, 2023, 09:46:07 pm

Title: Incandescence - turn 4 - 4/4 players
Post by: Eschar on May 12, 2023, 09:46:07 pm
One day, the stars changed.

Not the closest one, of course; Sol still keeps us warm. Our moon Luna is here too. But the planets are all gone. The Sol-Terra-Luna system sits alone.
And the constellations are all different. It's as if Earth is somewhere else entirely. Somewhere new.

These new stars in the sky - their spectra are unfamiliar. As if some medium between us is straining the light.

And that's exactly it. Scientists soon announce that Earth's new home is suffused with a luminiferous ether - some delicate 'fluid' mediating light and the rest of the EM spectrum.

It takes Earth some time to realize that this fluid has some sort of inertia, and that as it mediates light we too can manipulate it. Despite the great setbacks to modern technologies that depended on the former properties of electromagnetic waves, humanity builds great engines to traverse where our fellow planets once danced. The structure of our celestial neighborhood is defined no longer by orbits and Lagrange points, but by invisible currents and maelstroms - and a great eddy bounding the edge of our System.

No one has passed that violent current and seen where the new stars hold sway - but you and your companions are going to try to be the first.

What is this?
This is an RTD game. Players post actions and I determine their results according to the RTD scale (roll a d6 and assign 1 = critical fail, 2 = fail, 3 = partial success, 4 = success, 5 = perfect, 6 = overshoot.)
It is an exploration game. You are all crewmembers aboard the same vessel. Your collective goal is to reach the edge of the eddy around the Solar System and what lies beyond it.
It is not minimalist; this just means no rolling to instantly win or stuff like that.

Please keep in mind that this is pretty much the first game I've run (that has hope of getting anywhere.) That's why there are only 4 players. I am open to advice.

Character creation
For your character I need:
Name: your character's name.
Crew role: one of Navigator, Engineer, Gunner, or Scientist. You get advantage (use higher of two rolls) on actions relevant to your role!
 - Navigators maneuver the craft, directing its course.
 - Engineers manage the etheric engine and conduct repairs.
 - Gunners man the craft's weaponry.
 - Scientists archive observations on the journey, and draw from humanity's current research into the ether.
Multiple players can have the same role. Any unfilled role will have 1 NPC crewmember.

Also, feel free to provide and vote on suggestions for the craft's name!

Players:
Spoiler: Dr. Mia (Egan_BW) (click to show/hide)
Spoiler: Dr. Vellan (syvarris) (click to show/hide)
Title: Re: Incandescence (0/4 players)
Post by: S1lentWanderer on May 12, 2023, 10:01:28 pm
Morgan "Miles" Bervick
Engineer


Before the stars changed and everything went mad, Miles was a mechanic at a used car lot not far from Kennedy Space Center. As it turns out, being skilled at getting old clunkers up and running no matter what it takes is a useful skill in this day and age. Not afraid to get his hands dirty fixing what's broken. Percussive maintenance specialist. Friendly to a fault, and with a can-do attitude, this mechanic's never seen a problem he couldn't solve with a crescent wrench, two cans of WD-40, and whatever  sciency doohickeys he's got in his toolbox.
Title: Re: Incandescence (0/4 players)
Post by: Eschar on May 12, 2023, 10:05:53 pm
Welcome, s1lent.
Title: Re: Incandescence - the stars are gone - (1/4 players)
Post by: BlackPaladin99 on May 13, 2023, 07:18:52 pm
Belekaran

Gunner
Title: Re: Incandescence - the stars are gone - (1/4 players)
Post by: Eschar on May 13, 2023, 08:30:39 pm
accepted! now just two more players...
Title: Re: Incandescence - the stars are gone - (2/4 players, 2 more needed)
Post by: Egan_BW on May 13, 2023, 11:53:22 pm
Name: Dr. Mia
Role: Scientist
Description: Mia isn't her last name, and she is only a 'doctor' in the loosest sense. She also happens to be the upper half of a human head grafted onto a six legged spider robot. Dr. Mia seeks to test the reaches of human discovery and possibility, and evidently is willing to go to some lengths in the pursuit.
Title: Re: Incandescence - the stars are gone - (2/4 players, 2 more needed)
Post by: Eschar on May 13, 2023, 11:57:08 pm
welcome dr. mia!
Title: Re: Incandescence - the stars are gone - (3/4 players, 2 more needed)
Post by: syvarris on May 14, 2023, 12:02:24 am
Name: Dr. Vellan
Role: Scientist (Screw navigating, there's alien can openers to poke!)
Description: A tall and lanky man in his late forties, unremarkable in appearance but notable for his excessively energetic nature, friendliness, and boundless optimism.  He's often described as being akin to a genius puppy.  When reasobable, he's usually seen wearing a labcoat with an impractical number of pockets, most stuffed with various tools and items of interest.
Title: Re: Incandescence - the stars are gone - (4/4 players, starting soon!)
Post by: Eschar on May 14, 2023, 12:09:32 am
accepted! and that's our crew.

The lineup:
Engineer Morgan "Miles" Berwick
Gunner Belekaran
Scientist Dr. Mia
Scientist Dr. Vellan

The role of navigator will be filled by an NPC, who I will create momentarily.
We won't be starting tonight, as I have to sleep occasionally.

also feel free to name the vessel! by vote or consensus, if multiple names are proposed.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: Eschar on May 15, 2023, 01:08:49 am
Departure.

The Quintessence hangs silent in empty space, suspended a few meters from a mile-long spindle by magnetic clamps. This elegant spindle, orbiting Earth 24/7, is one of many spokes of the Terra Propulsion Complex, one of the earliest etheric spaceports. A lean snowflake of steel, its delicate spokes hold hundreds of etheric craft, all carefully balanced 'below' a corresponding spoke by an intricate magnetic equilibrium. Until it's time to launch. Cryptic confirmations arrive from Traffic Control, the signals caught by an arc of nigh-invisible wire that reaches all the way from the nose to stern of the Quintessence. Efficient antenna are hard to design these days.

The massive coils of the engine start to hum. The ether's effect on different wavelengths of the EM spectrum vary, and Morgan adjusts the coils to emit just the right smattering of frequencies to coax the ambient ether backwards through the coils and coast forward. The humming is simply a side effect as the coils heat and cool, stressing the metal. The magnetic clamps keep the ship in line with the spindle - an error of ten meters, and the vessel could careen into it, wrecking that spoke and its own hull. But this little launch procedure is rote by now, and the vessel eases beside the spindle safely.

You all feel the force pushing you aft as the engine pulls more confidently at the ether and settles into a nice forward motion, but you stay 'standing' by dint of your magnetic boots. As for seeing, you're each manning a periscope at your respective stations, but all there is to see right now is the spindle rushing past, blocking out the strange stars glimmering who knows how far away.

The minutes rush past as the spindle does too and then, finally - you're away! The engine murmurs again as it cools down, radiating fins working overtime to dispense with waste heat. The Quintessence is coasting away from Terra, cast adrift on the invisible sea, bathed in ether and stilted starlight. Star observations mark that your position is in one of the large (very large, your vessel is not even a pinprick compared to it) charted currents near Terra. Gently spiraling outward for a while, this current engenders many invisible eddies, home to a few colonies eking out a living in, well, literally the middle of nowhere.

If carried by the current, those colonies are a few days out. Coasting on this current will eventually bring you to them, as well as a little further out from Earth. They may have rumors about newly-found currents, or the latest tales of pirate encounters. Speeding up the process with the engine will get the craft there sooner, though it risks running into 'whirlpools' along the way. Of course, the engine can also simply accelerate perpendicular to this stream, taking the shorter path towards the Rim and leaving this current.

Sonia Potmend, the navigator, lays out these options to Morgan, Belekaran, Dr. Mia and Dr. Vellan, all gathered at the bridge. The crude flight computer whirrs and clicks as you confer. If some alternate option is picked, it'll be what Sonia uses to chart a new solution.


Players:
Spoiler: Dr. Mia (Egan_BW) (click to show/hide)
Spoiler: Dr. Vellan (syvarris) (click to show/hide)
Sonia Potmend (NPC): Navigator
Vessel Status: the Quintessence is idling, producing no thrust but maintaining an EM field so it drifts along the ether.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: S1lentWanderer on May 15, 2023, 09:11:07 am
What, exactly, is our mission? Our goals currently seem a little unclear.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: Eschar on May 15, 2023, 09:31:43 am
Primary objective: safely get past the edge of the 'solar' system. Before anyone else.
Secondary objective: record and study any phenomena encountered on the way.
Tertiary objective: return to confirm your claim.

Visiting the colonies in this current will cost you some time, but could give you information about the navigational situation for later. Heading directly out of this current, meanwhile, is the most direct path pointing towards the edge of the system.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: S1lentWanderer on May 15, 2023, 09:44:29 am
If we need to get there before everybody else, my money's on the "Leaving the known currents and just shooting off in our own direction" option. we're going to need to gun our engines. We already have the supplies we need, and if we take the time to stop, we're just handing somebody else the gold medal. We're not getting paid to play it safe, survival is literally our third priority. If we go out in a blaze of engine-failure induced glory, the company will find somebody to replace us. If we don't, then we return victorious. The Colonies may have valuable intel that will get us on the right track. Let us make haste!

accelerate perpendicular to this stream, taking the shorter path towards the Rim and leaving this current.

Gun the engine into the current. We've many miles to tread yet, best to make as good of time as we can.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: syvarris on May 15, 2023, 10:54:39 am
I'm not totally sure about that.  The turn states the colonies might have more updated information about currents.  If there's others starting now, or recently, contacting the colonies might be a method to get a leg up.  Buuut, from the narrative, it sounds like we're one of the first.  So yeah.

Beeline to the rim!
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: Egan_BW on May 15, 2023, 11:11:21 am
Space is big. Really big. We have better odds of being the first to actually investigate stuff other people have found than to actually stumble on something in the middle of nowhere.

Accelerate into the current.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: S1lentWanderer on May 15, 2023, 01:21:28 pm
Space is big. Really big. We have better odds of being the first to actually investigate stuff other people have found than to actually stumble on something in the middle of nowhere.

Accelerate into the current.

You raise a very good point.
+1

Updated my original response to reflect this change.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: Eschar on May 15, 2023, 04:45:36 pm
"Sonia" (my narrative control) will set whichever course gets majority vote. Unless BlackPaladin99 weighs in, that's accelerate along the current, right?

I'd rather not run the second turn without any input from him, of course.
Title: Re: Incandescence - turn 1 - 4/4 players
Post by: Eschar on May 15, 2023, 10:17:55 pm
Well, nothing from him... update will be sometime tomorrow at the latest, then. He did say in some other thread that he wouldn't be super active for a bit.
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: Eschar on May 16, 2023, 09:30:47 pm
Accelerate into the current.
Gun the engine into the current. We've many miles to tread yet, best to make as good of time as we can.

[3] Having made it back to engineering station, Morgan throws the switches to fire up the engine. The rooms near the aft of the Quintessence warm over several minutes as the coils heat, cloaked in static that sucks ether greedily through them. The Quintessence rotates gently in space to stay aligned with the current and shoots forward. All is well for about an hour, then there's a loud crackling and the coils slow down.

The sensory appendages mounted on the outside of the ship relay a report to the scientists' station, but the printout is garbled and can't be understood directly. Dr. Vellan unfurls the still-warm printout and tries to interpret it, [6] discovering that the instruments indicate some unexpected curl in ether somewhere within the engine. If something physical got in there somehow, it's not something anyone picked up on the periscopes. The report doesn't match up with running into a whirlpool either.

The engines are still on, but the crackling noises become louder as they fail to compensate. If they're interacting with the ether in an unexpected way, the vessel certainly won't be traveling on its expected course.


Players:
Spoiler: Dr. Mia (Egan_BW) (click to show/hide)
Spoiler: Dr. Vellan (syvarris) (click to show/hide)
Sonia Potmend (NPC): Navigator
Vessel Status: the Quintessence's engines are nominally at full power, but are behaving erratically in practice.
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: S1lentWanderer on May 16, 2023, 10:24:47 pm
Miles feels the shuddering of the engines, and gives the part of the mechanism that is making the loudest noise a swift kick.

"Shaddup, you hunk of scrap. Don't have time to argue with you, we're in a bit of a time crunch. Just get back to doing what you're told."
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: Eschar on May 17, 2023, 01:10:12 am
The loudest sound emanates from deeper within the engine area. Finding something to kick there will require entry into an area much closer to the actual coils, but it is a viable choice. Continue (Y/N)?
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: Egan_BW on May 17, 2023, 11:02:28 am
Cobble together a magnetic chamber to contain the hypothesized 'curl'! This phenomena must be studied!
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: S1lentWanderer on May 17, 2023, 11:38:31 am
The loudest sound emanates from deeper within the engine area. Finding something to kick there will require entry into an area much closer to the actual coils, but it is a viable choice. Continue (Y/N)?

Continue. Modern problems require modern solutions, and something in there needs some percussive maintenance.
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: syvarris on May 17, 2023, 02:26:21 pm
Review sensor logs prior to the engine failure.  Try to find hints of what might have caused this; was the ether outside abnormal in any way?  Or perhaps something more subtle went wrong first, and it only caused a large enough effect to draw our attention after it grew?
Title: Re: Incandescence - turn 2 - 4/4 players
Post by: Eschar on May 17, 2023, 02:38:13 pm
Slight mechanical change!

Previously: roles that don't fit a specialized task got a flat -1 penalty to their roll when attempting that task, with the fitting role using regular d6.

From now on: roles that fit a task get advantage on the roll (use highest of 2 rolls). Taking an action that needs a role other than your own uses regular d6, instead of penalty.
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: Eschar on May 18, 2023, 01:22:43 am
Miles feels the shuddering of the engines, and gives the part of the mechanism that is making the loudest noise a swift kick.

"Shaddup, you hunk of scrap. Don't have time to argue with you, we're in a bit of a time crunch. Just get back to doing what you're told."

Morgan decides to confront the problem at its root: the engine coil! Hurrying towards the engine core, he worms through a darkened emergency access port to the "monitoring bay": a long crawlspace barely lit by amber incandescents, ringing the length of the ship between the engine coils and livable space. There isn't much observation to be had - the only view of the actual coils is through long narrow 'ports' of very reinforced glass piercing the thick wall between the bay and the vacuum that the coils live in.

Still, through the glare put off by the struggling coils, he discerns the closest point in the bay to where the coils mount to the ship. Muttering, "shaddup, you hunk of scrap, just get back to doing what you're told," he squeezes around to that area. Winding up in the cramped crawlspace, he delivers a mighty kick to that panel and - by some mechanical miracle, the crackling stops! There's still some worrying noise from the coil area, but the glare from the coils resolves to a healthier tint.

Something floats past him in the crawlspace - "up", out radially from the engine core towards the inhabited area of the craft. There's nothing to touch, but he's sure he saw a... flutter? a flicker? It's gone now. So is the noise.

Cobble together a magnetic chamber to contain the hypothesized 'curl'! This phenomena must be studied!

Dr. Mia nimbly disassembles a probably-nonessential equipment panel and looks over the components. A few coils, some wiry mesh, vacuum tube, reactive etherometer - yeah, she can work with this. She fashions an etheric tokamak, suitable for confining electromagnetic or etheric phenomena! Unfortunately, it doesn't look like she can manufacture another one without cannibalizing something actually important.

Dr. Mia can hear a faint crackling from nearby. Sounds familiar. Hoisting the tokamak in her mechanical chelicerae, she clatters off towards the mystery, nay, the opportunity!

Review sensor logs prior to the engine failure.  Try to find hints of what might have caused this; was the ether outside abnormal in any way?  Or perhaps something more subtle went wrong first, and it only caused a large enough effect to draw our attention after it grew?

Dr. Vellan worries at the cooling printouts as his colleague glides out of the room. Sadly, he can't puzzle out much more from them. It seems like the information from the sensors on the front of the ship started noticing the curl first. Odd.


Players:
Spoiler: Dr. Mia (Egan_BW) (click to show/hide)
Spoiler: Dr. Vellan (syvarris) (click to show/hide)
Sonia Potmend (NPC): Navigator
Vessel Status: Engine's back to normal!

Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: Egan_BW on May 18, 2023, 07:53:17 am
I ain't afraid of no ghost!
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: S1lentWanderer on May 18, 2023, 10:16:00 am
Attempt to shout up to the rest of the crew over the engine noise, warning them about the oncoming ethero-spiritual entity.

"Fixed the rattlin', but y'all have somethin' headed your way! Looks like a ghost or somesuch."
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: Eschar on May 18, 2023, 10:29:40 am
I'm afraid no one will be able to hear you past the observation crawlspace. Change action (Y/N)?

It's information Morgan would be able to assume, so you get a chance to reconsider.
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: S1lentWanderer on May 18, 2023, 03:45:45 pm
Hmmm. It's already outpaced me, and I can't warn the others. Troubling.

Change Action: Inspect the coils more closely, whatever that ghost was isn't my problem now. The smart people can figure out the ghost, I'm here to keep the ship moving, and if I've learned one thing about engines it's that there's always some tuning up that can be done to make them faster, more efficient, or whatever. If there's a hood to poke around under, poke around under it. If not, then whatever maintenance/optimization is available.

"Already crammed myself in here, may as well see if I can't get a bit more oomph out of these coils.  Where'd I put that wrench?"
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: syvarris on May 19, 2023, 10:59:23 pm
"...A ghost?  Do you mean some kind of undead soul, or just a strange nonphysical phenomena?  Did it talk to you?"

Hm.  Stay with the sensors, and try to keep an eye out for signs of the thing.  Are the internal sensors good enough to track it as it moves through the ship?  Maybe Vellan can tell Mia where to go to nab it.
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: Egan_BW on May 19, 2023, 11:03:30 pm
"Did someone say something just now? We probably should have invested in an intercom."
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: BlackPaladin99 on May 20, 2023, 07:37:20 am
I check the weapons, making sure they are all in working order. 
Title: Re: Incandescence - turn 3: lorentz' law practical applications - 4/4 players
Post by: Eschar on May 22, 2023, 08:10:38 pm
update being written, will be here today or tomorrow
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: Eschar on June 03, 2023, 10:52:10 pm
Hmmm. It's already outpaced me, and I can't warn the others. Troubling.

Change Action: Inspect the coils more closely, whatever that ghost was isn't my problem now. The smart people can figure out the ghost, I'm here to keep the ship moving, and if I've learned one thing about engines it's that there's always some tuning up that can be done to make them faster, more efficient, or whatever. If there's a hood to poke around under, poke around under it. If not, then whatever maintenance/optimization is available.

"Already crammed myself in here, may as well see if I can't get a bit more oomph out of these coils.  Where'd I put that wrench?"

The crawlspace is a tricky place to be for tuning-up. It's locked down very tightly, usually only intended for regular maintenance while the ship is stably docked. However, Miles prods around and discovers a modification to the control couplings that could make the ship more maneuverable. Miles could make this change using some maintenance supplies to jury-rig it, or leave it alone and keep those supplies.

"...A ghost?  Do you mean some kind of undead soul, or just a strange nonphysical phenomena?  Did it talk to you?"

Hm.  Stay with the sensors, and try to keep an eye out for signs of the thing.  Are the internal sensors good enough to track it as it moves through the ship?  Maybe Vellan can tell Mia where to go to nab it.

Hovering by the nearest, Vellan can see the dials that monitor the internal electromagnetic and etheric noise of the ship wavering. The curl clearly interferes with such phenomena a lot, but she can only tell that the instruments are getting more agitated, suggesting that the curl is getting vaguely closer. How close, Vellan can't say.

Continuing to untangle its movements from the dials, Vellan muses that it doesn't seem hurried, disturbed, or really like it is traveling in a purposeful manner.

I ain't afraid of no ghost!
"Did someone say something just now? We probably should have invested in an intercom."

Unable to pinpoint the curl exactly, Dr. Mia chases down the general buzzing it makes. She dashing through the doors leaving each one askance, and readies the trap as the noise gets more jarring.

The long rows of lights above her shiver as something emerges from the floor. It's not really a thing, more an epicenter of buzzing glow with incidental static shedding away from it, a glob that distorts the image of the floor beyond it like a chaotic fishbowl whirl. The electrical systems in Mia's arachnid frame protest mightily as it lazes higher into the air, and her grip on the tokamak becomes precarious -
and then the trap springs and seizes the globule in writhing unseen pincers. The lights above blaze healthily again, as do Mia's joints.
The globule dances inside the trap, unable to reach the edge of the container.

(There are intercoms between Sonia's perch at the bridge to the other crewmembers' stations, but none between them.)

I check the weapons, making sure they are all in working order. 

Spick and span. The Incandescance isn't heavily armed, but does wield a small array of defensive railguns, as well as an "etheric disruptor" that can send erratic tidal waves out through the ether to hopefully interrupt a nearby vessel's proper operation. They were chosen to make up for each others' blind spots: the railguns don't have fantastic range, and the disruptor can't really be trained on a target.



The vessel's nose arcs gently as Sonia sets the Incandescence back on course. Gently coaxed back to operating temperature, the coils propel the vessel along the current, smaller alterations easing the ship to the 'side' every so often as Sonia takes advantage of faster and slower flows in the current.
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: Egan_BW on June 04, 2023, 12:09:43 am
"Hey, that worked. Now, what exactly is this thing? It doesn't seem like a ghost..."

Let's get the thingie under some sensors! Or rather, get some sensors over it, I'm not sure if we should try moving it too much.

"Hey buddy, are ya a ghost? Blink to the rhythm of stayin' alive if you are!"
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: Eschar on June 11, 2023, 12:00:48 pm
I have made a grave mistake! Writing the last turn in the evening while tired, I simply rolled a single d6 for every action instead of choosing higher of 2 on the actions that get advantage. I will need to rewrite the turn, and will do that today or tomorrow at the latest.
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: S1lentWanderer on June 12, 2023, 09:28:30 am
No worries! Take your time! A good story is worth the wait.
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: Eschar on June 17, 2023, 05:44:59 pm
rewritten.
Title: Re: Incandescence - turn 4 - 4/4 players
Post by: S1lentWanderer on June 19, 2023, 01:18:01 pm
I'll keep that in mind, but I won't go through with it right now. Got that hullabaloo about the ghost to figure out. I figure they've probably got it taken care of, but I may as well see if there's anything my mechanical expertise can help with on the ghost-capture and/or study front, perhaps building a more stable cage for it. Either way, I'm befriending the ghost, and I'm going to call him Humphrey.