Aw geeze. I screwed up. I bought 660 side arms at 15 each only to realize I can only sell them for a maximum of 20 each. That is hardly worth the effort. We made 13200, but I have to pay the crew 1,188 or 132 each leaving 12,012. That was a great roll, but poor effect.
I'll probably get around to redrawing Deadeye. It looks like he's wearing a steel diaper. Since he or she never takes the mask off, I am not sure if he is a man or a woman. Perhaps we need a gender reveal because I know I've been flip flopping pronouns. As an added bonus, I wiped eraser dust off the drawing and it all ended up in the crotch area. "I don't need glasses to erase junk..."
We spend the last hour of the day moving to the Ruins. Deadeye is now fully healed.
I have 155,883 secs. We are wanted in the Palatek.
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Saturday, March 21, 2020
Friday, March 20, 2020
Strictly (Duke) Springer - Day 080 – March 20th.
We spend all day trying to buy side arms. We get them for 15 secs. each. They are tech level 1. We purchase 660 of them for 9,900. We have two hours left and move to the slums.
On entry we get trailed by bandits, but since we can outrun them in the ship, nothing happens.
Deadeye has one more day of rest before fully healed.
I have 155,883 secs. We are wanted in the Palatek.
On entry we get trailed by bandits, but since we can outrun them in the ship, nothing happens.
Deadeye has one more day of rest before fully healed.
I have 155,883 secs. We are wanted in the Palatek.
Thursday, March 19, 2020
New Artwork
Not much to say, these are inked artworks for my wife. The first image has a circle scribed around it. Not sure why I did that but Kitty says it needs to be inked. Not sure how to handle that one. We'll see.
Next up is Ariel. It's a pretty simple design. Kitty wants it as a tattoo, so I may redo it so that Ariel's back is arched more to be the cap on a shoulder sleeve. Again, we'll see.
Strictly (Duke) Springer - Day 079 – March 19th.
We move off to the Industrial Area, while Deadeye and Duke are healing. David is on the guns for the Antelope while Michael flies.
We get side arms right away, but the price is 25 secs. each. That is a bit high. We get nothing more of interest today.
At the end of the day, Duke is fully healed and Deadeye has 2 more days.
I have 165,783 secs. We are wanted in the Palatek.
We get side arms right away, but the price is 25 secs. each. That is a bit high. We get nothing more of interest today.
At the end of the day, Duke is fully healed and Deadeye has 2 more days.
I have 165,783 secs. We are wanted in the Palatek.
Wednesday, March 18, 2020
Star Smuggler: e036 Rewrite for New Ships
When I created 3 new ships, I did so without access to e036. I was working from memory. So, let's rewrite the whole scenario using my house rules. The table at the end also addresses e001, which now gives you a choice of what ship to start with.
You can read all of e036 as it stands, but add in the following paragraphs to the end:
"Other options exist if you already own a starship. You may purchase another Antelope ship on credit and can trade in your old Antelope. Assuming you have paid off the loan on the first ship, that is. This option is not available if you owe anything on the old ship. If this ship is paid off, you will receive 60,000 credit against the principal and the interest payment will be reduced.
"You may also purchase a different class of ship under the same terms.
"Ships obtained from e001 have all of the items listed for an Antelope class, meaning you could be missing guns, hoppers and the like.
"When purchasing a new ship, you obtain it under the same conditions as the Antelope in e036. It will not have guns or hoppers or any other equipment. However, you have access to the shipyard's inventory. You may purchase boats (e035), boats guns (e053), ship's guns (e056) and hypercharges (e025). Stasis Units are not available here. Purchases each of these items at the dealership adds a premium. Add 100 secs. to the base price of each item.
"If you wish, you may purchase anyone of these ships outright. Please see the table below for all options.
"When trading in an old ship, you may transfer any gear or cargo from one ship to another, however, you may not remove the ship's guns, boats, boat guns, hypercharges, or permanently installed stasis units in the pilot's area. Items in the cargo hold count as cargo not equipment. If you are missing equipment, the ship is not sale-able and you will have to purchase these items either before going to the dealer (a die roll) or purchase them at the dealer's price.
"You may not roll against Cunning to negotiate the price of these ships, nor may you use ANY another mechanic such as psionics, drugs or pheromones to alter the prices. All attempts to do so will make you wanted in this system."
- no title specified
Players may wish a refresh on the alernate Hoppers:
Orbiter, e034. 1800 secs. base price. e035 is 2400 secs.
Fast Boat, e034. 1000 secs. base price. e035 is 1500 secs.
Interceptor, e034. 2500 secs. base price. e035 is 5000 secs.
Remember, the Orbiter is larger than most hoppers. Their full description is here.
The Alicorn's full description is here. Click the links for the Buffalo and Blockade Buster.
Look out for more house rules updates.
You can read all of e036 as it stands, but add in the following paragraphs to the end:
"Other options exist if you already own a starship. You may purchase another Antelope ship on credit and can trade in your old Antelope. Assuming you have paid off the loan on the first ship, that is. This option is not available if you owe anything on the old ship. If this ship is paid off, you will receive 60,000 credit against the principal and the interest payment will be reduced.
"You may also purchase a different class of ship under the same terms.
"Ships obtained from e001 have all of the items listed for an Antelope class, meaning you could be missing guns, hoppers and the like.
"When purchasing a new ship, you obtain it under the same conditions as the Antelope in e036. It will not have guns or hoppers or any other equipment. However, you have access to the shipyard's inventory. You may purchase boats (e035), boats guns (e053), ship's guns (e056) and hypercharges (e025). Stasis Units are not available here. Purchases each of these items at the dealership adds a premium. Add 100 secs. to the base price of each item.
"If you wish, you may purchase anyone of these ships outright. Please see the table below for all options.
"When trading in an old ship, you may transfer any gear or cargo from one ship to another, however, you may not remove the ship's guns, boats, boat guns, hypercharges, or permanently installed stasis units in the pilot's area. Items in the cargo hold count as cargo not equipment. If you are missing equipment, the ship is not sale-able and you will have to purchase these items either before going to the dealer (a die roll) or purchase them at the dealer's price.
"You may not roll against Cunning to negotiate the price of these ships, nor may you use ANY another mechanic such as psionics, drugs or pheromones to alter the prices. All attempts to do so will make you wanted in this system."
Antelope | Alicorn | Blockade Buster | Buffalo | |||||
Price | Interest | Price | Interest | Price | Interest | Price | Interest | |
Starting Ship | 120000 | 300 | 160000 | 400 | 256000 | 640 | 300000 | 750 |
Full Purchase | 180000 | 0 | 240000 | 0 | 384000 | 0 | 450000 | 0 |
Financed | 120000 | 300 | 160000 | 400 | 256000 | 640 | 300000 | 750 |
Fin. w/Trade | 60000 | 150 | 100000 | 250 | 196000 | 490 | 240000 | 600 |
Players may wish a refresh on the alernate Hoppers:
Orbiter, e034. 1800 secs. base price. e035 is 2400 secs.
Fast Boat, e034. 1000 secs. base price. e035 is 1500 secs.
Interceptor, e034. 2500 secs. base price. e035 is 5000 secs.
Remember, the Orbiter is larger than most hoppers. Their full description is here.
The Alicorn's full description is here. Click the links for the Buffalo and Blockade Buster.
Look out for more house rules updates.
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