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Re: the Silent Void (Play Test)

PostPosted: Mon Aug 06, 2012 7:26 am
by Onix
Alex picked up on Vance checking the AR bottles. He planned out how to recoup the leftovers.

Spend my last MAP on how to get the AR transferred.

Re: the Silent Void (Play Test)

PostPosted: Mon Aug 06, 2012 11:14 am
by J.K.Mosher
Every plan Alex could picture in his mind ended witha problem. Sitting down he slows his
thought process and starts at Vance . . . then it hits him. Tether the spare bottles to their sides and
connect them via the Suit's Rescue port. With no trouble Vance catches on to what Alex suggests
and the pair quickly augment thier current Air reserve with the extra tanks.

It's a little aquward moving with the extra tank hanging from their sides but the both know once
they are out of the shuttle it will be no issue.


TURN 8 Status:
Alex: -0 PEP / -1 MAP / -1 AR (Cur: 2 PEP / 0 MAP / 22 AR)
Vance: -0 PEP / -0 MAP / -1 AR (Cur: 3 PEP / 1 MAP / 22 AR)
- With the tanks connected AR for each character will be 39

Alex: Bid 1 MAP on planning how to transfer the extra air from the reserve Tanks to the EVA suits.
Result: RT + 1 MAP = Failure
-- Did a second Check Flip on how to connect the tanks to the EVA Suits
Result: 3H = Perefect Success.

Every plan Alex could picture in his mind ended witha problem. Sitting down he slows his
thought process and starts at Vance . . . then it hits him. Tether the spare bottles to their sides and
connect them via the Suit's Rescue port.

Re: the Silent Void (Play Test)

PostPosted: Tue Aug 07, 2012 1:37 pm
by koipond
"Okay, are we all ready to go? Remember, keep your hands and arms inside the plane at all times and remain seated until the plane is completely level." He picks up a couple of EVA tethers and hands one to Alex, "Don't forget to keep your belts on until the seat belt light is turned off."

Re: the Silent Void (Play Test)

PostPosted: Thu Aug 09, 2012 4:04 pm
by Onix
Alex makes sure he has his duffel. "Well the tour so far has been lovely. I'll recommend it to all my friends." He gets ready to exit the vehicle, looks out and tries to find some bearing to jump to.

Re: the Silent Void (Play Test)

PostPosted: Sat Aug 11, 2012 2:03 pm
by koipond
Vance snickers as he attaches his EVA restraint, and clips it to the support end of the edge of the door. "Well, I'm ready when you are." The plan is to get out, making sure that he's tied to something, and then start making his way towards the station. Hopefully Alex had the same plan.

Do you get benefits for doing something other than spending points? Like, making sure you're tied up before heading out?

Re: the Silent Void (Play Test)

PostPosted: Sat Aug 11, 2012 11:27 pm
by J.K.Mosher

Truthfully . . . not really; which is something I should cover in the rules.
I'll come up with a "house rule" type something to cover this.

As we're playing I'm keeping notes on obvious rules/mechanics I should consider adding.
At the minimum it should lessen the degree of complications that can occur if a check is failed.

On a side note: I'm sorry for not replying in a timely fashion.
My wife's family is dealing with the passing of a member.
We just had the memorial service today. So thank you being pateint with me
and I'll get back on track in the next couple of days.


Re: the Silent Void (Play Test)

PostPosted: Sun Aug 12, 2012 5:39 am
by Onix
No problem. Games can wait, family is more important.

Re: the Silent Void (Play Test)

PostPosted: Sun Aug 12, 2012 8:18 am
by koipond
Totally, it's also a PbP game which ... has their own timing. I know I'm gonna be away in a couple of days, Gen Con is happening. Also, I like the lessening of complications idea. Still gives a benefit without having to really futz with the rules.

Re: the Silent Void (Play Test)

PostPosted: Sat Aug 18, 2012 12:52 pm
by J.K.Mosher

Okay time to get back on track here. . . or at least attempt to :)

Three Rules Addtitions for your use guys . . .

(1) PERFECT RESULT FLIPS:
Regain any MAP/PEP spenton that action when a perfect result has been achieved.

Alex & Vance both regain 1 point of MAP due to previous PERFECT RESULTS with points bid for the actions.

(2) SAFETY NETS:
Automatic reduction in Complication Severity on the next Check Flip when described
actions include simple percautions like tying oneself off to prevent floating away.

(3) TAKING A BREATHER:
(Credit to CA for idea.)
Players can "burn" AR to regain some MAP/PEP at a rate of 2 AR to 1 point of MAP/PEP.
No other actions can be undertaken in the same turn when "Taking A Breather".

Re: the Silent Void (Play Test)

PostPosted: Sat Aug 18, 2012 1:09 pm
by J.K.Mosher
Alex studies the vastness just past the shuttles hatch while Vance takes some time to tether
himself to the shuttle, before also letting his gaze slide out into the void beyond the shuttle.

They both know attempting to accurately judge distance without any sense of scale is nearly
impossible in this environment, but both have been in space and on enough runs to know
the average unmanned relay station is about 25 meters in length.

In the distance they can see the relay station . . . about 20 lengths away, more or less.

"Daddy?" . . . the words crackle over thier coms system, followed by static.


TURN 9 Status:
Alex: -0 PEP / +1 MAP / -1 AR (Cur: 2 PEP / 1 MAP / 38 AR)
Vance: -0 PEP / +1 MAP / -1 AR (Cur: 3 PEP / 2 MAP / 38 AR)

NO Check Flips required.
Rule Amendment/Addition 1 gives both characters back 1 point of MAP.