Astro Force Quest - Be the Redshirt (New Frontiers)

Shooting him by surprise now that we've made him drop his guard slightly by talking to him is certainly the kind of devious tactic I'd expect of a good security officer... :lol

However, personally I find the idea of an ensign Haori who's a bit too idealistic to do something so sneaky at this stage in her career to be more interesting. In this case it may also allow us to find out what's going on here quicker, if things go right.



This is really clever.

[X] Continue to talk, try to de-escalate
-[X] Try repeating some of his language back to him, "So abeabkob kebwa?"
-[X] If things seem to be going well, try slowly walking up the stairs with a hand raised and our sidearm lowered.
Won't that sound like we're saying 'we're late? We're late?'
 
[X] Continue to talk, try to de-escalate
-[X] Try repeating some of his language back to him, "So abeabkob kebwa?"
-[X] If things seem to be going well, try slowly walking up the stairs with a hand raised and our sidearm lowered.
-[X] If he looks like he is going to shoot and/or try and run, take the shot.

Edit: best to cover all of our bases.
 
[X] Continue to talk, try to de-escalate
-[X] Try repeating some of his language back to him, "So abeabkob kebwa?"
-[X] If he looks like he is going to shoot and/or try and run, take the shot.

Alright, lemme get another 2d6 Diplomacy roll here.
 
2.4
Average Rolls to the rescue!
More data for the talky machines!

You poke your head overtop the stairs again, and sure enough the figure is backing down the hall, plasma gun held at the hip.

"So abeabkob kebwa?" You repeat. "We're not here to hurt you!"

"We a-wa-watabteb pa-kasowa! So abeabkob ebbo sese kebwa!"

Your wristcomm beeped. "Something about the ship being late? We've got most of his syntax but we're missing some key words, we're just getting fragments." The signals officer reported.

"Hold one, I thin-"

"GET DOWN!" Qiuk yelled, panicked. You glanced up just in time to see the mystery figure raise his shotgun to his shoulder to fire!

Time for an Impulse roll! Impulse rolls are used for reflex actions; dodging, running, and shooting first. If you roll well, you'll get a chance to attack before their attack goes off. If you don't... well, I get to offer you some hard choices.
This is a Check 3. You have proficiency in shooting pistols, so roll 4d6.
 
Basically, the way Checks work is that you roll as many dice as are called for (either a fixed number, "Check 3", or an Attribute, "Check Violence"). Everything over your target is a success, and the number of successes tells us where things are going from there.
'Check 3' I understand (i.e. everything that is higher than 3 isa success), but what is 'Check Violence'?

Also, do we see what our opponent's rolls are?
 
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Holy crap!

The way the rules for this go is, on 3+ successes, the mechanics don't matter; you tell me what happens. You want this guy knocked out entirely, or just disoriented long enough to be safely taken down? Write in!


'Check 3' I understabd (i.e. everything that is higher than 3 isa success), but what is 'Check Violence'?

Also, do we see what our opponent's rolls are?
Roll as many d6s as your Violence stat.

As a GM, I never roll dice in this game. The threats and missions have fixed targets depending on their nature. I won't tell you what they are exactly, but you can work it out through trial and error, which is one of the reasons why cautious action against potentially scary things is a very good idea.
 
Holy crap!

The way the rules for this go is, on 3+ successes, the mechanics don't matter; you tell me what happens. You want this guy knocked out entirely, or just disoriented long enough to be safely taken down? Write in!
Uh.

Well, I'd say that having him under control but not knocked up would be a good thing to have some idea of what's happening. Other players, your opinion ?
 
Yeah, pretty much. Keeping him conscious and talking long enough to get some real information serves our purposes. Like, hopefully he doesn't have alien super strength or anything and the 6 of us are enough to restrain him...
 
We have Mo'rex, so we have alien super strength, too. We should be well capable of keeping him subdued.
 
Uh, @open_sketchbook I feel I need to point out that it seems you accidentally put the 2.4 threadmark in front of the 2.3 one. You might want to fix that.
Well, I'd say that having him under control but not knocked up would be a good thing to have some idea of what's happening. Other players, your opinion ?
If they're knocked out we can't talk to them, so this makes sense to me.
 
Uh, @open_sketchbook I feel I need to point out that it seems you accidentally put the 2.4 threadmark in front of the 2.3 one. You might want to fix that.

If they're knocked out we can't talk to them, so this makes sense to me.
I'm trying to, but it's not being very nice to me.

EDIT: There we go.
 
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2.5
Your pistol was leveled at the alien before your conscious brain had properly registered the warning or the threat, and automatic reflex ingrained by hundreds of hours in the simulators. There was a flash against your laser goggles as a momentary blue line etched itself between the aperture and your target, sending him sprawling to the floor.

Instantly, the team was up, weapons at the ready. You closed the distance quickly, stepping around the crates with pistols leveled. Doyle swept the shotgun aside with a foot, and you finally got a good look at your target. They were a reptilian-looking humanoid, with scaly, green-green skin and a shallow crest running from the top of his skull to the tip of his nose. He was emaciated and haggard-looking. Open sores and mottled patches of missing scales lined his forearms and neck, and his clothing were filthy and worn through. Embedded in each temple was a metal implant about the size of a quarter, with a small, blinking yellow light. His breathing was ragged and his eyes were screwed shut from the pain, but he was alive and conscious, for the moment.

"Recognize the species?" You asked, to a chorus of negatives. The alien just groaned.

You suddenly weren't worried about him getting back up after the ACER blast; to be honest, you were surprised he had been on his feet at all.

You took a quick glance down the hallway behind him. About 25 meters down was a large hatch in the floor, presumably access to the engineering room. You supposed you were currently on the spine of the ship, over the cargo bay. You team was around you, pistols leveled.

What do you do?
 
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[X] Finish the linguistic analysis and interrogate him. If he wants to make haste for whatever reason, he'd better spill the beans. All of them.

Really, just ask him about what may be relevant to the situation. What he is babbling about, what they are transporting, the state of the ship and their own state.

We might want to send a couple of ours to check on the cargo bay, but I am not sure we should do that without some minimum input from our captive. Who knows what they've been doing with the ship - the situation on board is not exactly normal.
 
[X] Finish the linguistic analysis and interrogate him. If he wants to make haste for whatever reason, he'd better spill the beans. All of them.

Getting the feeling this is related to that nasty mold/fungus we saw when entering. The dude that opened their helmet to check the air needs to get looked at after this is done, just in case that limited exposure could lead to something bad.
 
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