Saturday, February 1, 2020

Strictly (Duke) Springer - Day 032


Today is Feb 1st. It makes me wonder what sort of calendar they had in mind for this game. Not important. It’s day 32, records day and shopping day because I plan of trouble in the next few weeks. 

Let’s look at the ship first. The non-cargo hold areas are: 

Crew Quarters: 16 CU, reduced to zero by the Stasis Units. These 8 Stasis Units hold a total of 8 people. That is my max crew. I have two more crew slots here. The pilotage holds one 2 CU Stasis Unit. It can hold two people at a time, but there is no reason to do that. There are two crew slots here. The turret holds a 2 CU Stasis Unit, which means only one person can sit here. There are no slots available. Engineering holds a 2 CU unit, which takes 3 CU of space. That area is down to 3 CU of storage. 

A ship with a lot more space.

As I mentioned, my current crew is 7. My max crew size is now 13 or 14, but one of those people won’t have stasis protection. So, 13 then. 

I need a boat and more RU, LSU and FU. I’ll get more chances for these things at the Spaceport, so off we go. 

I get an 11, 10, 8 and 5 by mid-day. That is a pilot/navigator, an engineer or gunner, U-suits or RU and a ship’s boat. I pass on the crew people and take 10 RU, 8 U-suits and the ship’s boat. The suits were 15 each, a premium, but I don’t want to waste anymore time, so I pay it. That’s 1030 secs. 

In the next series of rolls, I manage to get both LSU and Fuel Units, so I buy 10 of each. That is another 20 secs. spent. 1050 secs. total. 

I also want to distribute gear. Duke, Emily, Lefty, and Deadeye get a heavy sidearm each and a regular sidearm. Ratchet gets a regular sidearm. Everyone gets a u-suit and PS-bot. This is a record keeping nightmare as all of my characters are now storing items in the hold because of those blasted stasis units.

Damn. I forgot to buy hypercharges.  

1 Antelope starship, which I owe 118,300 secs. in principle.
1 Hopper with boat guns, TL-1. 
1 set of boats guns, TL-3. 
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery. 
10 Fuel Units (in Ship’s Boat). 
12 Repair units,
14 Life Support Units,
1 U-bot,
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use, 
205 Side Arms for sale,
13 U-suits, 7 for the crew, 5 for sale.  
and the ship is fueled with 3 hypercharges. 

I have 5,031 secs. left over. 

February Freeze - Star Smuggler - The One About The Crew

Ok, we've run through 31 days of game play with Star Smuggler and the crew as appeared very infrequently. So, let's talk about them.

In order of appearance, they are Duke Springer, Emily, Ratchet, Doc, Left and Deadeye. Each character has a "class" or set of abilities. Let's focus on the "pure" NPC characters, then I will touch on Duke.

Emily - Captain's Heir

Emily is a Pilot/Navigator. She can fly the ship, drive a skimmer and fire a side arm. She can defend herself in hand to hand combat, but will avoid it. She cannot make repairs or fire the ship's guns. She can operate the ship's radio, which is a distinction between "the ship's necessary crew" and "crew that happen to ride on a spaceship".  Should she die, a payment of 200 secs. will be made to her family.

Emily - Pilot/Navigator
Marksmanship: 4
Hand-to-hand: 4
Endurance: 4

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 80 secs.
Salary: 15 a week, due to working in a Status Field generator.
Deathpay: 200 secs.

A note on equipment is important. Whatever Duke gives to his crew becomes their personal property. Emily can and will take this if she leaves the crew. Her money cannot be counted towards the Duke's pool of cash. 

I added a rule for this online play through, Emily is the designated heir to Duke, she will receive the ship if he dies and continue on. I have also added a second house rule, if Duke is offered something at a price that an NPC can afford, they may purchase their own stuff. Say a heavy hand weapon, tech level 5, verses the standard side arm, tech level 1 that Duke gave her. It's more paperwork, but reasonable.  

Ratchet - Ship's Engineer

Ratchet is an engineer. He can perform repairs and preventive maintenance. He can drive a skimmer, fire a sidearm and can engage in hand-to-hand combat, but avoids any combat he can. He can operate the ship's radio, which is a distinction between "the ship's necessary crew" and "crew that happen to ride on a spaceship" Should he die, a payment of 80 secs. will be made to his family.

9 times out of 10, they shouldn't travel with Duke because they can get killed up.

Ratchet - Engineer
Marksmanship: 5
Hand-to-hand: 3
Endurance: 4

Equipment: Sidearm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 75 secs.
Salary: 15 a week.
Deathpay: 120 secs.

More notes on the characters. Almost all characters will have two values for salary listed, one if their workspace is covered by a Stasis Field, and one without that protection. I figure the NPCs are being paid so little that there is no point and role playing renegotiated salaries based on the addition or loss of that stasis field . Duke provides things to them and will want to restore broken items his ship and make improvements. If that benefits the crew, so be it. 

Engineer's repair and preventive maintenance require a day of rest or RRR to do. If you use anything over T-1, you are either adventuring every other day, or taking a risk. Maintenance adds a bonus to breakdown rolls, it doesn't eliminate them. This is hard to track and the game doesn't say what happens if you maintain something then place it in storage. I assume that the bonus is "sticky" and is only used up when the item is actually used. Stuff does not breakdown until the end of the day. 

Doc - Ship's Doctor

Doc can patch people up and not much else. He cannot drive, operate a weapon or use the ship's radio. Did I mention, all he does is heal people.

Doc - Medic
Marksmanship: 0
Hand-to-hand: 1
Endurance: 3

Equipment: U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 10 a week.
Deathpay: 80 secs.

Medics are cheap, they don't receive a sign on bonus nor much in death pay. I don't like that, because they are invaluable. They can't shoot and will avoid hand-to-hand combat. 

These guys can patch you up should you get hurt. 9 times out of 10, they shouldn't travel with Duke, because they can get shot up. In all cases, it is better to bring a PS bot with you. They can't be hurt and can instantly save a life. 

Bones - Ship's Medic

Doc can patch people up and not much else. Like Doc, she cannot drive, operate a weapon or use the ship's radio.

Bones - Medic
Marksmanship: 0
Hand-to-hand: 1
Endurance: 6

Equipment: U-Suit, TL-1; PS-bot, TL-1.
Money: 20 secs.
Salary: 10 a week.
Deathpay: 80 secs.

Medics are cheap, they don't receive a sign on bonus nor much in death pay. I don't like that, because they are invaluable. They can't shoot and will avoid hand-to-hand combat. 

These guys can patch you up should you get hurt. 9 times out of 10, they shouldn't travel with Duke, because they can get shot up. In all cases, it is better to bring a PS bot with you. They can't be hurt and can instantly save a life. 

Lefty - Gunner's Mate

Lefty is one of two gunners I have on the ship. Gunners are in my opinion better than bodyguards and should be hired in pairs. They have the exact same stats as a bodyguard, but can fire the ship's guns, boat guns and skimmer guns in addition to side arms. They cost more, but can do far more.

Lefty - Gunner's Mate
Marksmanship: 6
Hand-to-hand: 2
Endurance: 4

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 15 a week.
Deathpay: 100 secs.

Deadeye - Gunner's Mate

Except for stats, Deadeye is a clone of Lefty.

Deadeye - Gunner's Mate
Marksmanship: 5
Hand-to-hand: 1
Endurance: 5

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 15 a week.
Deathpay: 100 secs.


Friday, January 31, 2020

The TEK - January 2020 Stats

Despite having a massive update to Kobold's Folly and The Compass Rose Inn Minisetting, sales and downloads were bad. However, as a bright spot, up to 250 people potentially received brand new files this month. One thing that probably hurt me was the fact that I replaced ads for my own products with DriveThruRPG's charity bundles for the wildfires down under. They need it more than I do. 

January 2020 Downloads via DriveThruRPG:
AD&D Character Sheet For Use with Unearthed Arcana - 1
Compass Rose Inn Minisetting - 3
Kobold Folly Minisetting - 5
Zero to Hero: Uncommon Commoners - 3
Swashbucklers Character Class - 6

Webstats were much better.


Webstats (Updated):
Google Analytics Pageviews - 1,608
Google Analytics Sessions - 1,034
Pageviews per Session - 1.56

Pageviews were up by 19.55% over last month. That's amazing.

What did I do last month? I started a daily post format for Strictly (Duke) Springer, a play through of Dwarfstar's Star Smuggler solo game. I implemented different ads, which doesn't seem to be working as intended. I also joined minds.com which is another outlet for communication. Earlier this month, feedmegames.com folded. So, I lost one and gained one.

You would think that the code used for my ads would attract bots, and you may be right. However, I can't see them in my statistics. I was looking for a sudden and unexplained uptick in visitors from off signal countries like China or Russia, but that hasn't happened, for which I am grateful.

What is on the agenda for February? Not much. Fewer but better ads. I would like continue working with Matt Jackson on his Collaborative Dungeon Project. My D&D campaign has been on hiatus due to me returning to school this semester. I expect to be back on it soon enough, but maybe not before February ends.

Strictly (Duke) Springer - Day 031


We get our full five rolls today. On the very first roll, I get status units.

Status units are interesting devices. They take up one CU plus the size of the area protected. The one in the cockpit was a 2 CU unit, which actually took up 3 CU, which is why I didn’t need to dump stuff to remove it. The space got bigger, I held a heavy side arm and a was wearing a U-Suit.

They are cheap for what they do. They are 50 secs. per CU in size. I need one that is 3 CU to recover Emily. I also need to replace the one she was in.

Here’s what I am going to do. I have 7 crew. The crew quarters are 16 CU in size. I could purchase a giant Status unit for the whole thing, but instead, I will purchase 8 single CU Status units. That costs 50 times 8, or 400 secs. 

Next, I will purchase an additional 2 CU unit to replace the one that saved Emily in the cockpit. That is another 100. I will also get one 1 CU unit for the ships gun turrets. And of course, a 3 CU units, one to recover Emily. Plus a 2 CU unit will go in Engineering for additional coverage. Now every crew area of the ship is covered.

The cost is staggering. It’s 900 secs. Bur that isn’t the true cost. My crew quarters now only have 8 CU of space. Engineering is down to 2 CU inside the status unit itself plus one CU outside of the unit. The turret has 2 CU, one for the gunner and one for the Status Unit. I am running low on space.

Now there is a trick question in all of this. Can I renegotiate salaries based on providing Status Units? Most NPC will work for less if their area is covered by a Status Unit. The rules don’t say I can renegotiate, but they sort of imply that you can. 

I’m not doing that, it makes record keeping a nightmare. Plus I have two gunners, who gives a discount, the one in the turret or the one outside the turret? If I didn’t have a replacement unit in the cockpit, would that increase Emily’s pay? It seems fair to count only increases, not decreases.

On my very next roll, I get a 3 – No more rolls.

Our assets are:

1 Antelope starship, which I owe 118,300 secs. in principle.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and one 1 CU unit for Gunnery.
2 Repair units,
4 Life Support Units,
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
210 Side Arms,
and the ship is fueled with 3 hypercharges. 
1 Boat guns, TL-3,
5 U-suits.

I have 6,081 secs.

What I need is more storage space.

Thursday, January 30, 2020

Area 12, Demented Distraction


I am still playing along with Matt Jackson and his amazing Collaboration Dungeons. In Dungeon #2, I have populated a room with an great trick Statue. Check out the full post on MSJX.com.

12. Demented Distraction.

The long passageway is lit from above, in a soft orange light when viewed from the hallway. As the characters progress down the stairs, the light shifts to a strong blueish white. The light emanates from a long central beam in the ceiling.

The alcoves are not lit at all and have deep shadows. The characters will find searching for traps or secret doors to be very difficult without their own bright light source. Torches and lanterns are insufficient to remove the penalty, but a magical light spell or a magic weapon’s glow will help. Waiting a round for one’s eyes to adjust also is beneficial.

At the far end of the chamber is a titanic statue of a man with eight arms. Each arm holds bowl like mirror. The statue is made of steel, but show signs of distress.

When the characters step off the last stair and on to the floor of the hallway, a bolt of energy will lance out from one of the mirrors striking a finger’s breadth in front the lead character’s foot. Every time the characters step forward, the statue fires.

There is a pattern to the bolts, the top two left hands, the right bottom two hands, the upper right two hands, and then finally, the lower left hands. The statue responds instantly to any motion forwards, and can fire as often as necessary to lash out any and all members of the party. It can detect people that are astral, invisible, out of phase, etc. unerringly.

If a character contrives to place an item between their foot and the bolt, the item will be vaporized without a saving throw. The character will be blown backwards 5 feet and take 1d4 points of damage.

Likewise, firing missiles or spells at the statue causes a bolt to vaporize the missile or in the case of magic, negate the spell. There is no saving throw for this, it is automatic. Once the attack has been dealt with, the statue does not fire on the players unless they move forward again.

Characters can step into the alcoves to avoid fire, which will likely confuse the issue.

Retreating or moving left or right does not receive a response, so long as the person doesn’t advance towards the statue.

There is no way to prevent the statue from firing, no way to reflect, block or deflect the bolts or hide from them. There is no solution to this puzzle. The statue unerringly fires bolts one finger’s breadth IN FRONT an advancing person’s foot.

The statue will stop firing at a character as soon as they advance past the last alcove. Players who figure out the puzzle will find the statue to be quite inscrutable. It is resistant to all attacks of any kind, and ignores any brute force attack made on it. It will also ignore people searching or climbing on it.

However, if someone attempts to vandalize the statue, all eight mirrors will fire on them for 1d4 points each. This requires a normal attack roll and happens 8 times per round. Bolts that miss the vandal will NOT hit or injure other people. It will not stop firing on the vandal until they have been vaporized or they escape up the stairs leading to area 8 or around the corner to area 7. If the character returns, the statue will start firing again. In fact, it will fire on vandal as soon as they enter it’s line of sight.

The statue is unaware of speech and will only attack the people that attempt to harm it. If the party waits 3 rounds after the vandal leaves or dies, the statue will glow bright red for 10 rounds, after which, vandal’s handiwork will be burned away.

Behind the statue is a corpse wearing +2 chainmail, holding a wax crayon in one hand. There is also a Mace of Disruption under the corpse and in it’s Bag of Holding are three potions, to be randomly determined. If the characters are having a rough time of it, there is also map to this point showing the hidden doorways in the alcoves.