Jade Imperium OOC 4
Yes, although for most situations where that would apply you could also use your Ghost aspect. It may be better to up Ghost to a d10. However, yes, you do have the math right. 4XP gets you a d4 Aspect, 6XP will raise that to a d6.
I'll raise Ghost to d10.
I like the notion of out-sneaking the sneaky bastards.
e of pi wrote:
Well. Damn. That's a freaky startup. I'm going to try to avoid nightmares tonight, and fail, all because of you, ADS. In all seriousness, though, I'm looking forward to seeing how the heck this works out into something that isn't a total loss for our guys.
The cool thing is, you guys can actually have a total loss and it doesn't stop the campaign. My intro post describes one possible total loss scenario, and it's just Red Dawn with spacemen.
Let's say you wipe out the entire Imperium. The game still needn't end - it just turns into Star Trek - go places, explore, find new species, etc.
I had a lot of info to dump on everyone, and I didn't get to all of it unfortunately. You'd learn from Varos that the gold automaton thing that negotiated for Greene was their Emperor. An avatar of the Emperor, one of seven such beings. Their Emperor is a single man, however. Varos doesn't really understand how it works, especially since to control or inhabit these things in real time you'd be breaking the speed of light.
Varos' implants interface with his nervous system. They allow him to use those bodyguard orbs you fought, which are frisbee/Gateway level technology. They also let him pilot, but they're not necessary TO pilot the Imperium's craft.
The Imperium have no psychic powers. No alien species they've encountered has psychic powers. The jellyfish (Cyllans) come close, but their mind-reading ability stems from their senses. They communicate through electromagnetics, and so a properly trained jellyfish can discern what a human is thinking from reading their brain currents. They can communicate back by stimulating small bioelectric feedback. That's why talking TO them is painless, but having them talk to you hurts like hell. They communicate in concepts and thoughts, not words, so they make the ultimate translator. Their "speech" modules simply translate their native bioelectric currents into audible speech.
When we're done with the discussion, I'd like a few minutes with Max. Seems like we need to have a little chat about the mission.
So far all advancements made have been from actual skill rolls, mostly Max's, with help from Luis. The frisbee was the only real failure, and that was because I rolled a 12 on the difficulty. The armor proved to be the most successful roll, which is why you have prototype anti-beam weapon strike plates right now.
I don't think we should go through today. We still need to agree on a mission, assemble the gear and a matching team, etc...this'll take some time.
You've got to reach your prime.
That’s when you need to put yourself to the test
And show us a passage of time
Were going to need a montage (montage)
Ooh it takes a montage (montage)
Sure a lot of things happing at once,
Remind everyone what’s going on (what’s going on)
And when every shot you show a little improvement
Just show it all or it will take to long
That’s called a montage (montage)
Ooh we want montage (montage)
And anything that we want to know
From just a beginner to a pro,
You want a montage (montage)
Even rocky had a montage (montage)
Anything that we want to know
From just a beginner to a pro,
You need a montage (montage)
Ooh it takes a montage (montage)
Always fade out in a montage,
If you fade out
It seem like more time has passed in a montage
Varos is more uncooperative partially from the fact that he knows he's the ONLY person on Earth who knows what he knows. You can't go get some other Imperial official (although kidnapping someone in the know might not be a bad objective for the mission). He has a lot of hate as well, but it's directed at Earth. His job was a sort of half-inquisitor, half-archaeologist. He spent his entire career searching after places like Earth, ancient ruins of long-forgotten species, and breaking other alien species to the Imperium's will. He finds that Earth isn't living up to his lofty expectations, and he's more than a little resentful.
Whether they know each other are alive is up to you.
On another note, the mention of Stanhill's grasp of the subleties of Turai in the intro post. Does this mean he's fluent, as in I can say anything I want IC and the Turai will get it?
And yes, Luis aced his Languages rolls. He can speak Imperial without any befuddlement. He will have an accent, as will all of you. A successful roll from Max, Hugh, or Luis will allow you to disguise your accent for a few sentences. Semo, Angel, and Davis can also speak and understand Imperial - they just don't have the option of disguising their accent. That can change with practice. If you hold off on the missions while the Gates get built, hell yes you'll all be fluent.
Oh, one more pie-in-the sky idea: launch a pair (or more) of Turai lozenge-powered (assuming we can get ahold of the right keg) probes, and launch them out into Saturn or Jupiter's orbits, use them in concert as a gigantic radio telescope to look for, say, incoming enemy deathfleets and whatnot.
For the interrogation (or car chases, or swashbuckling), I have a system I like that's at its core ripped off of Spycraft. Basically you and Varos are trying to reduce each other's Will to zero. The thing is, interrogations become a little more two-sided if the victim has hope of rescue, or you need the information on a deadline, or whatever. Varos' only options are to 1) convince you of false information or that he doesn't know, 2) hold out so long you give up (which is where a new interrogator steps in, not so good for Varos), or 3) forces you to kill him (a worse option).
The interrogator's main two weapons are Talk->Persuade and Will->Intimidate. Other traits can be used with common sense. The victim mostly resists with Will->Willpower, but can attempt to counterattack with Talk->Persuade.
The important part is what your stakes are. You set what you want to learn at the beginning of the interrogation. Punkey might say something like "I want to know everything Varos knows about the Imperium's enemies", and I might set my stakes as "Varos convinces you he doesn't know anything". I could even set stakes like "Varos will be set free"... it wouldn't necessarily prevent you from learning what you want to know, but is it worth the stakes? Then we roll back and forth, and one of us will end up with zero Will points left. There are compromises based on how badly one of us loses. If you win with, say, half your Will remaining, then I get nothing and you get about half of what you want, or you get everything you wanted and I get half of what I wanted.
There's also the possibility that we needn't resort to a duel like this. Only if Varos doesn't want to answer your questions. Basically Punkey, you'd have to state your intentions first so I know whether I even want to resist.
What we'll do then is get an IC response from Punkey to Ivan's question. We'll set up the interrogation scene, and then get a gameplan once you've gotten your answers. You guys are pretty much planning the campaign at this point.