Recent content by Putraack

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    Naval Adventure 4: what clues? (Spoilers!)

    That's the part that's driving me nuts-- which hints in which rumors? I don't see it!
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    Naval Adventure 4: what clues? (Spoilers!)

    So, it's only if they sail into Inchin that anything might happen?
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    Naval Adventure 4: what clues? (Spoilers!)

    I've finally gotten my hands on Naval Adventure 4: Enemy of my enemy, and I've read it through. I can't figure out how the Travellers are supposed to make the connections that lead to the final element of the adventure? What am I missing? All of the Intelligence Events I've read do not mention...
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    POLL: Naval Campaigns

    ooops, too late to vote, but I plan to run a naval game some day, possibly Star Trek influenced
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    Pirates of Drinax - GMs thread

    This was the conclusion my crew came to pretty quickly.
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    Pirates of Drinax - GMs thread

    I wrapped up a "season" of my Drinax game, the second so far--Real Life means our group needs to take a break for some months. A short summary: I was running the pirate half of Sun & Shadow. In our last game, they'd gotten some good intel, and were able to ambush and capture the Prophet Zomon...
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    Pirates of Drinax - GMs thread

    CERTAINLY NOT! I, TOO, USE THAT VOICE WHEN THE KING SPEAKS! :lol:
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    Pirate Booty Quick Mechanics

    I'm getting ready to address a similar question myself. They've taken on the Tanith "side quest": 4 ships just left with potentially dangerous parasites on board-- go catch them! My first thought would be to plot the NPC ship's route, then roll 2d6 (or3) for each system entered. 2= something...
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    Pirates of Drinax - GMs thread

    Re: the player with the scout ship-- it can either be turned into shares, or let them keep it. What they do with it is up to the players. I could see it being used for scouting, visiting planetary offices without being a visible warship, or a courier (have to keep the King and/or Princess informed!)
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    Ship Combat: The Particle Barbette

    I read it as the whole crew takes the radiation damage. I didn't want to roll stats for the whole crew,so I assumed the average 7+7+7=21 damage capacity for all of them, and 8d6 damage (average 28) and 4 permanent END reduction looked like near-total crew death to me.
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    Ship Combat: The Particle Barbette

    Disregard that last; they just cheerfully fried an Aslan crew they came across. The P-beam hit for 1000 rads twice (reduced for a standard hull), which still inflicted 8D damage + 4 END damage to all of the crew aboard. I didn't feel like rolling all of that, and just ruled the target crew dead...
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    What do you use for ship combat...

    ... to track a ship's damage and capabilities? Is there a printable sheet or card that I have overlooked? I'm working up to a potential 2v4 battle in my Drinax game, and I'd like something standardized to keep track of damage and to-hit bonuses and the like.
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    Pirates of Drinax - GMs thread

    Here's a short summary of my Drinax game today. The crew started at Torpol; the homeworld for 3 of Manticore's crew. There was shore leave, more refitting of the ship (completely fixed the Jump drive and Maneuver drive, more Hull repairs and some of the cosmetic work on the bridge), and...
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    Hazards of frontier refuelling

    IMO, if it's a Difficult check, then I think it qualifies as hazardous. But what happens if the Pilot fails the check? Wreck the ship, or just damage it? Do they have to try again, or does it just take longer?
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    Pirates of Drinax - GMs thread

    When we ended the last game, we sort of narrated those PCs' retirements and/or happily ever afters. I recall we had a feeling that Drinax was so big and open, that there should be multiple crews pursuing multiple adventures. So that's what we've done. The last game ended with them recruiting...
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