The Froggy Ninja
The Blade Will Never Die
DAMN YOU CRIT FAIL!
You were actually really lucky on that, a Nat 2 causes a support action to give a penalty to the roll of the primary action but a Nat 1 would have caused an automatic failure, potentially a critical one, of the supported action (Unless it was itself a Nat 100). Since the main action had a relatively low DC this wasn't a huge issue.
You can't get nat 0s, a 0 is the result of 1-5 on a 1d100. A nat 1 is actually counted as a result of -1 but I can't get the roller to represent that properly. A nat 2-5 is a complete failure, a nat 1 is a spectacular failure. You had 2 nat 2-5s but they were in some of the least important rolls, the worst they caused was preventing your chance of reaching level 2 (You still got Lvl 1 and some progress towards 2.) of MilOrg and damaging some monitoring posts.
Not to mention that you'll have to account for light lag.You did really well on your Mantle Extractor rolls.
Also, I support the idea of your building long-range telescopes. It gives me a way to introduce stuff before it show up on your doorstep. Although I'll have to roll a d100 to see whether you're pointing them in the right directions.
Exactly If you roll badly you might mess up on accounting for light lag.
Rest of the turn? Great. All the important stuff went through, and I am very happy about that.someone miscalculated the amount of propellant needed to get the interferometry array into orbit by 3 orders of magnitude and completely destroyed the Medium Spaceport
Your Espionage rolls were really, really bad, especially that one. You were very lucky the interferometry array was a small project, if it had been the size of say, a large orbital shipyard, you probably would've lost a few cities (I'm thinking you accidentally crash it into your lunar colony and lose 5 cities+50k Carmote). I generally try to avoid screwing you over on crit fails (You'll only risk the Elevator on a Nat 1.) but you're going to lose something, potentially even something important (It depends on how bad your roll was and how large the project was, a Nat 1 building a teddy bear wouldn't have any real consequences).Rest of the turn? Great. All the important stuff went through, and I am very happy about that.
This particular mess though? Somebody has some serious explaining to do. If they're very convincing, and even more contrite, they might get away lightly and only be blacklisted from any and all pursuits even tangentially related to rocketry until either the heat death of the universe or the end of the Carmote, whichever comes later. They can count themselves exceptionally lucky that we have the Elevator, and thus do not need the spaceport any more.
You could try building/researching some sort of failsafe mechanism/procedure. For example, you could use a second slot as an action to "double check" the work of the first action, giving a reroll on a crit fail. You could also come up with an idea for a new tech. Also, the damage is usually limited to things related to the action, so the Elevator is only at risk from things launched with it, and even a Nat 1 would probably only destroy a portion of the cables.Wow. That would have been really nasty. Is there anything we can do anything to protect ourselves from the worst effects of critical failures? Not completely eliminate them of course, just to get some sort of saving throw against total disaster?
Yes, you would have to spend a turn using every single action one of the Colony's actions to change the assignment of a single action.Just to be absolutely clear, once we've decided on which action slots the Colonies will get, they're set in stone for the foreseeable future, yes?