On Day 106, we take a day of RRR to heal up the entire crew. We also pay 300 in interest.
On Day 107, we get cracking on those Stasis Units we picked up from e103. In the first stasis unit, we find a wounded pilot. The medics lead him off to the crew quarters.
The next unit is more problematical. We open it and 4 guys jump out. Based on the last encounter, I’m going to decide that Duke tries to talk to them. Everyone except the medics and the newly found pilot are here.
The bodyguards open fire. They have the following stats:
Marksmanship: 4
Melee: 1
Endurance: 6
TL-5 side arms.
Duke makes his cunning roll and they do not surprise us. Lucy, Ratchet, Jon and Mike all have TL-6 side arms so they shoot first. All of them hit, but only Lucy scores a critical. 3 of these guys take a single point, while the last takes 5.
They return fire. They shoot at Duke, Mike, David and Lucy. Each needs a 9. Duke, Mike and Lucy are hit. Duke takes 3 points as a critical, while the other two take one point of damage.
To finish the round, Duke, Lefty, Deadeye, Emily, and Audrey shoot back with heavy weapons. Ace shoots with a TL-1 side arm. All four guys go down in a hail of gun fire.
We call for medical help and all of the wounded, including our newly found pilot, are transported to the city for treatment. This is expensive, but it avoids encounter checks. We pay 600 for the service.
On Day 108, Emily brings the ship to the city to pick up Duke and the gang. Nothing really interesting happens. On entry to the city we have a chance to sell TL-5 or six side arms, but the crew doesn’t want to sell. This is a rest day for Duke, Mike and Lucy.
Emily makes her rolls for the ship as we would like to sell these TL-1 level weapons. No deal on those, but we do get buy life support (1 secs. base), repair units (2 to buy, 1 to sell) and fuel (1 secs. to buy and sell). Twice, each actually.
This creates a dilemma for the solo player. If a player first makes all of their rolls for the day like I did, effectively, they can see the future. So, in order to blind myself, Emily decides to purchase 10 each at the first transaction, then possibly sell some on the second transaction if the price is right.
The first round results in Life Support for 3 each (30 for 10), Repair units for 2 each (20 for 10) and fuel at one each for a total of 10. This is due to the price multipler. We paid a more for the LSU, and base price for the other two. In the second round, the multiplier is 1, so we would lose money if we sold, so we don’t. A player can always refuse to buy or sell based on price, the problem comes in when you know that you have multiple chances.
We have 195,790 in cash, have 6 hypercharges. We now owe 194,863 on our ship. We are wanted on Palatek.
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Saturday, April 4, 2020
Strictly (Duke) Springer - Day 105 – April 3rd.
This has been a bad deal all around. We are hauling back to Mynkuria and our entry contact is r328. This gives us an advantage to sneak into the area of our choosing, until we are detected. We pick the military base on Mynkuria. This gives a bonus on detection rolls.
We grab our 13,500 credits, 1,485 goes to the 11 crew members.
Duke decides to make a large payment on the principal of the ship, dipping into our savings. We map our 4 rolls and thankfully get Stasis Units. This time we can buy units in any size we want for a base price of 50 per CU. Since the wealth code is 30, we get them for 50 per CU.
I need two stasis units to open the 2 stasis units we found. For that, we need 2 five CU units. That’s 500 secs. Next, I want to put a Stasis unit in the pilotage and improve the ones in the crew quarters. Another 5 CU unit. The crew quarters are going to be broken in to 4 parts, so that is 4 seven CU Stasis Units. That is another 1400. While I’m at it, I might as well cover engineering for another 350 secs. All told, that is 3,250 secs.
We can discard all of the old stasis units, as they can’t be sold. What waste. This approach hardens the ship against attack. In the crew quarters area, up to 7 people can be protected in each of 4 areas. Each 7 unit device takes up 8 spaces.
This hardens the ship against attack.
We have 196,750 in cash, have 6 hypercharges. We now owe 194,863 on our ship. We are wanted on Palatek.
We grab our 13,500 credits, 1,485 goes to the 11 crew members.
Duke decides to make a large payment on the principal of the ship, dipping into our savings. We map our 4 rolls and thankfully get Stasis Units. This time we can buy units in any size we want for a base price of 50 per CU. Since the wealth code is 30, we get them for 50 per CU.
I need two stasis units to open the 2 stasis units we found. For that, we need 2 five CU units. That’s 500 secs. Next, I want to put a Stasis unit in the pilotage and improve the ones in the crew quarters. Another 5 CU unit. The crew quarters are going to be broken in to 4 parts, so that is 4 seven CU Stasis Units. That is another 1400. While I’m at it, I might as well cover engineering for another 350 secs. All told, that is 3,250 secs.
We can discard all of the old stasis units, as they can’t be sold. What waste. This approach hardens the ship against attack. In the crew quarters area, up to 7 people can be protected in each of 4 areas. Each 7 unit device takes up 8 spaces.
This hardens the ship against attack.
We have 196,750 in cash, have 6 hypercharges. We now owe 194,863 on our ship. We are wanted on Palatek.
Thursday, April 2, 2020
Strictly (Duke) Springer - Day 103 – April 2nd.
Duke isn’t pleased with all of the guys packed in the hold of the ship. Emily had the engineers install the TL-6 guns. If we get in a fight, we are going to be in trouble. All we can muster is a pair of Hoppers as the turrets are down.
If we get caught, explaining 45 freedom fighters will be hard. They’ll execute us. It’s really not worth the 13,500 secs. we will get for dropping them off and returning to Mynkuria. Sigh.
Our outboard trip is peaceful and arrival in system is boring. We find a second 3 CU stasis unit floating in space. We haul it on board. There is just enough room to store it in the crew quarters.
They weren’t really specific about where we drop them off so we head to the craters. There is a -2 on entry detection there. We don’t get detected, but we zip right through a radiation zone which causes a hit of damage to everyone on board.
We keep going and land to let these guys off.
The Engineers get those guns installed at the end of the day.
I have updated our deck plans as I notice a few mistakes on the last upload. Boat Guns take up five CU, the two groups of 5 CU of space next to the ship's boats are not inside the boats but in the bay they sit in. I didn't bother to draw in the fighters we were transporting as they got off.
If we get caught, explaining 45 freedom fighters will be hard. They’ll execute us. It’s really not worth the 13,500 secs. we will get for dropping them off and returning to Mynkuria. Sigh.
Our outboard trip is peaceful and arrival in system is boring. We find a second 3 CU stasis unit floating in space. We haul it on board. There is just enough room to store it in the crew quarters.
They weren’t really specific about where we drop them off so we head to the craters. There is a -2 on entry detection there. We don’t get detected, but we zip right through a radiation zone which causes a hit of damage to everyone on board.
We keep going and land to let these guys off.
The Engineers get those guns installed at the end of the day.
I have updated our deck plans as I notice a few mistakes on the last upload. Boat Guns take up five CU, the two groups of 5 CU of space next to the ship's boats are not inside the boats but in the bay they sit in. I didn't bother to draw in the fighters we were transporting as they got off.
We have 218,686 in cash, have 7 hypercharges. We now owe 225,564 on our ship. We are wanted on Palatek.
Pilot Episode - That's Not New or Maybe It Is.
Well, I've finally jumped off the deep end and launched a new project.
I discovered a few things about podcasting at least.
Show notes are as follows:
In this episode, I'll be looking at the 1981 solo game, Barbarian Prince by Dwarfstar Games/Heritage USA/Reaper.
You'll also be listening to Sovereign by Kevin MacLeod, available form the website, INCOMPETCH, linked below.
Link: https://incompetech.filmmusic.io/song/4397-sovereign
License: http://creativecommons.org/licenses/by/4.0/
I'll also be plugging “Playing It Wrong” by Charles Thorin, available at TheyMightBeGazebos.Blog or subscribe to his podcast through Anchor.fm.
The most important plug is the website where you can get Barbarian Prince, Dwarfstar.brainiac.com.
I discovered a few things about podcasting at least.
- First, never wear a windbreaker.
- Two, paper scripts are good for editing, but if you use them while recording, people hear it.
- Your talking speed is not what you think it is.
- And item D... It ain't as easy as you'd think.
But, here it is. It's rather raw but let me know what you think.
Show notes are as follows:
In this episode, I'll be looking at the 1981 solo game, Barbarian Prince by Dwarfstar Games/Heritage USA/Reaper.
You'll also be listening to Sovereign by Kevin MacLeod, available form the website, INCOMPETCH, linked below.
Link: https://incompetech.filmmusic.io/song/4397-sovereign
License: http://creativecommons.org/licenses/by/4.0/
I'll also be plugging “Playing It Wrong” by Charles Thorin, available at TheyMightBeGazebos.Blog or subscribe to his podcast through Anchor.fm.
The most important plug is the website where you can get Barbarian Prince, Dwarfstar.brainiac.com.
Wednesday, April 1, 2020
Strictly (Duke) Springer - Day 102 – April 1st.
David and Duke need healing and rest, so we are off to the Spaceport. This is a player choice, David was downed by concussion and really doesn’t need healing, just some time off.
We are of course detected on entry. We get an offer transport men to Nipna. They take up 2 CU in the ship and we will be paid 300 for each guy we transport. Emily agrees.
Emily makes the weekly payment of 600 on the ship. We still have a few hours of daylight, so Duke get healed up at a price of 450 secs. Emily purchases more hypercharges (1000) and two sets of ships guns, TL-6 for 1200 each.
3750 secs. well spent, so Emily makes a calculated desision to pay off 14,436 on the principal of our ship. We now owe 225,564 on it.
We have 218,686 in cash, have 8 hypercharges. We now owe 225,564 on our ship. We are wanted on Palatek.
You probably noticed a lack of ads in these posts. That's because affiliate clicks have jumped off a cliff. However, if you have $5 or $18 or $20 lying around, I would like to suggest The Gardens of Ynn. It is a procedurally generated adventure, which has a curious setting which allows for plug n play into any adventure setting. Personally, I'd use it for D&D, but the book is pretty close to rule set agnostic.
We are of course detected on entry. We get an offer transport men to Nipna. They take up 2 CU in the ship and we will be paid 300 for each guy we transport. Emily agrees.
Emily makes the weekly payment of 600 on the ship. We still have a few hours of daylight, so Duke get healed up at a price of 450 secs. Emily purchases more hypercharges (1000) and two sets of ships guns, TL-6 for 1200 each.
3750 secs. well spent, so Emily makes a calculated desision to pay off 14,436 on the principal of our ship. We now owe 225,564 on it.
We have 218,686 in cash, have 8 hypercharges. We now owe 225,564 on our ship. We are wanted on Palatek.
You probably noticed a lack of ads in these posts. That's because affiliate clicks have jumped off a cliff. However, if you have $5 or $18 or $20 lying around, I would like to suggest The Gardens of Ynn. It is a procedurally generated adventure, which has a curious setting which allows for plug n play into any adventure setting. Personally, I'd use it for D&D, but the book is pretty close to rule set agnostic.
A Great Book from DriveThruRPG Gardens of Ynn |
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