The Zephyr |
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Saturday, October 31, 2020
Revisiting Star Smuggler - Session 005a
Thursday, October 29, 2020
Revisiting Star Smuggler - Session 004
The Zephyr |
At this point the crew moves the ship away to do some much needed maintenance in orbit, with no random checks. They now have the following in the cargo holds:
Tuesday, October 27, 2020
Tinkering with Worldographer
This one is called Miledown, a village, an abandoned tower and a fortification.
I haven't picked a scale, but I think each hex in the image above should be about 0.2 miles or 1056 feet. That's ok, because I am going with a more artistic rendering of the map. I'll probably add more blue and green pops, but I really like this style.
In Worldographer, I have started throwing down the outlines. Right now, I have only laid out the items the guys in the image above can see. I should have marked their location, but I didn't think of that. If you look at the far lower left tower, they are about 6 boxes up and 6 to the right of that tower.
Kobold’s Folly Mini Setting Kobold’s Folly |
Compass Rose Inn Mini Setting Compass Rose Inn |
The Hex Pack The Hex Pack |
Sunday, October 25, 2020
Revisiting Star Smuggler - Play Session 003
What I think a Smuggler looks like... |
Over the week they spend a lot of time purchasing low and selling high. It isn't all that interesting. they take on some u-suits, fuel units, repair units and weapons. Emily decides to stock the ships weapons locker with two cases of side arms TL-6 and arm the crew appropriately. Every crew man has atleast a TL-6 side arm plus the Emily and the Gunners all have heavy side arms. They also take on 6 addition TL-6 heavy side arms for future use. Surprisingly, they make the most money off the fuel and repair units.
By the evening of day seven, they have made 2540 secs. Emily calls it and moves the ship back to the spaceport where they set down and redeploys the hoppers in order to take on more goods.
Emily is feeling kind of broke, so she personally invests in some repair units and then hopper guns. She manages to make herself 430 secs. Additionally, the crew arms up the hoppers with new TL-6 guns at a cost of 240 secs., which was slightly offset by selling the guns they had for 30 secs each. The rest of the crew takes a day of RRR and are impressed with her trade skills.
On day 9, things go wrong. Very wrong. It was decided the ship would depart on Day 10. The crew would pick the destination once they made orbit. Since day 9 was a day of RRR except for Emily, they accidentally rolled a contact. They got the dreaded e133 Death Squad again.
The Zephyr and one of the hoppers are damaged by two titanic explosions as the miner's connected and exploded.
And here is where the rules go batty. There are some references to explosive hits on a ship and boat, but these guys merely have to touch the ship to cause damage. But how much? I don't know. Since damage is determined by a to hit roll and they don't have to roll to touch something, what happens?
I can't imagine that someone could miss touching a starship or a boat. They are walking bombs so I decided that they do 1 point of damage to the Zephyr and 1d6 plus a critical to the hopper, just like a blast from ship's guns. The hopper takes 2 points and rolls for breakdown. It's a TL-1 hopper, it doesn't breakdown.The next round is brutal. The hoppers open fire with their guns as the Zephyr leaps into the air. They down the spitters while the other two members of the squad mill about. The hoppers lift off and continue the carnage.
Three rounds of combat and the squad is dead. The crew seriously considers upgrading the Zephyr's guns.
Day 10 is spent as RRR with no results. They obviously get a visit from the local police, which doesn't really effect anything. The police are just happy to have the Death Squad dead and the Zephyr leaving the planet. The engineers patch up what they can before heading to bed. One hopper has a good sized hole in it (1 point of damage).
The ship's account starts day 10 at 7404 secs. The crew is paid off 74 secs. each. Emily phones in the ship's weekly payment of 475, leaving 6263.
The crew will pick a new destination on day 1 of week 4.
The ship holds the following resources: 2 Hoppers TL-1, 2 Hopper guns TL-6, 1 Ship's Guns TL-1, 18 fuel units, 1 GM-bot TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suits, Regen Tank TL-6 (e153), Defense Screens, 20 life support units, and 8 repair units, 27 TL-6 side arms, 6 TL-6 heavy side arms.
Tuesday, October 20, 2020
Revisiting Star Smuggler - Play Session 002
Last post, we ended with the crew of the Zephyr winning big at the gambling tables, only to have Emily get jumped for her money and gear. Mel not only wins big at the high roller table, he also purchase a TL-6 side arm that fires like a heavy hand weapon. Feeling bad for Emily, he gives her the weapon. She wants to hear more about the seller because she wants enough firepower to get even with those hoods that jumped her.
As Mel explained how he met this arms dealer, (e153) Emily hatches a plot.
Ok, as mentioned in the prior post, each member of the Zephyr crew is an independent character like Duke was in Star Smuggler. While they lack his skills and stats, they have his equipment and money, plus that independence. In this scenario, Duke holds the title on the ship and is the person that the crew pays interest and principal to.
When Emily calls him about the most recent payment, she flubs her cunning check and lets slip that she is about to go from legit trader to vigilante. Duke squashes the idea and implicitly tells her to get back to trading. The casino vacation is over.
The crew makes their weekly payment and have 1375 in the ship's account to work with. Additionally, the individual crewmen have several thousand secs to spend on personal equipment.
Emily rallies the troops and they spend the next 4 days trading in the Spaceport. They buy low and sell high on Ninpa. One of the quirks of this system is items have a base price which is modified by the wealth of the system. Prices are modified from x1 to x20. This increases rather steeply on high cost planets, but even under the worst conditions the player can make 10 times what they spent because the difference of the highest and lowest prices are based on a 1d6. You're equally likely to get x1 or x2 prices as it is to get x10 or x20.
While the majority of the crew are looking for resources or salable goods, Emily is looking for more gunmen. At the end of the week, the players obtain a GM bot, 20 life support units and sell off 10 of 30 fuel units. Mel made an opportune purchase of 10 additional GM bots and sold them for a whopping 6000 secs. All said and done, the ship's account jumped to 6769.
Emily, on the other hand started looking for more stake holders, crew for the ship. She successfully recruited 2 pilots named Jason and Alex, 2 gunners named Pete and Burnie plus Sarah, an engineer. Each of them put up 100 secs. to join the crew topping up the ship's account to 7269.
Here are the new character's stats:
Jason - Pilot
Marksmanship - 3 Hand-to-Hand - 1 Endurance - 4 Cunning - 3 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 550 secs.
Alex - Pilot
Marksmanship - 4 Hand-to-Hand - 1 Endurance - 5 Cunning - 1 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 150 secs.
Burnie - Gunner
Marksmanship - 4 Hand-to-Hand - 2 Endurance - 7 Cunning - 5 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 550 secs.
Pete - Gunner
Marksmanship - 3 Hand-to-Hand - 3 Endurance - 4 Cunning - 2 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 50 secs.
Sarah - Engineer
Marksmanship - 2 Hand-to-Hand - 2 Endurance - 5 Cunning - 6 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 250 secs.
After successfully getting the require crew for a good hit on the hoods, Emily tried to make contact with the weapons dealer. They ran into a repo team the first day, but this is a non-event because the ship's weekly payment was already made.
On the second day, the crew met with disaster. On their second day out, they ran into a Mynkurian Death Squad (e133). On a high tech world like Nipna, this could have been deadly.
For role play purposes, I placed the crew in a bar looking for contacts. Half the party was in one booth while the rest of the party was in a second booth. When the Death Squad entered, they couldn't pick out leaders, so I rolled 50-50 for which table interested them. They picked Emily's table and fired two shots on them. Two of the squad are miners that go after bots and vehicles and explode on contact. Since the party didn't have these items, they hesitated. The "gold slayers" have poison knives and target officers. Since no one was displaying a weapon or insignia, they also paused. The spitters fired two shots at a random character, who happened to be Emily. She was stuck for 6 hits and returned fire burning one spitter to ash with her new pistol. The remaining characters opened fire, too. With TL-1 sidearms they didn't down anyone but the two miners took 1 and 2 points respectively.
The remaining spitter targeted Emily again. He missed but Emily blew him away. The rest of the crew took down both miners since they were closer.
In the third round, Emily was forced to flee and no one could shoot the lead "gold slayer". The second "slayer" was hammered by 7 side arm shots.
In the forth round Emily stood her ground and fired. The "slayer" beat the odds and stabbed her. While Drew administered first aid, the rest of the crew punched and kicked the last slayer to death.
For the rest of the week, Emily is laid up with injuries. Drew puts her in the Regen tank and she is restored to 9 Endurance. She decides not to risk the tank a second time. The GM-bot does it's thing on the ship and maintains the tank to keep it safe and available.
Over the next two days, the rest of the crew is very luck and makes 2 contacts with the "weapons dealer". This is e153 High Technology Items. In the reading of the event, the crew makes a roll to see what item they are offered. To role play this one out, I decided that this dealer is a lot like The Collector in Guardians of the Galaxy and what item the characters get is based on the party's internal arguing with each other.
The crew is dominated by spacemen and they select first the vacuum skimmer with life support and starship defensive screens for 1,500 secs. This comes out of the ship's account as they are items for the ship. The account now holds 5,469.
Had Emily been with them, I would have had her make a cunning roll to try to get those powerful side arms. But she wasn't and most of the crew are new and pilots or engineers. They think better equipment is the best.
At the end of the week, each member of the crew receives 55 secs. which reduces the ship's account to 4864. The ship has the following resources on board:
2 Hoppers TL-1, 2 Hopper guns TL-1, 1 Ship's Guns TL-1, 20 fuel units, 1 GM-bot TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suits, Regen Tank TL-6 (e153), Defense Screens, 20 life support units, and 10 repair units.
The characters have the following equipment:
Emily - Pilot
Equipment - utility suit (T-6), sidearm (T-6, explosive rounds).
Money: 74 secs.
Mel - Engineer
Equipment - utility suit (T-6), sidearm (T-1).
Money: 3769 secs.
Drey - Medic
Equipment - utility suit (T-6), PS-bot (T-1).
Money: 74 secs.
Patrick - Gunner
Equipment - utility suit (T-6), sidearm (T-1).
Money: 1074 secs.
Jason - Pilot
Equipment - utility suit (T-1), sidearm (T-1).
Money: 615 secs.
Alex - Pilot
Equipment - utility suit (T-1), sidearm (T-1).
Money: 205 secs.
Burnie - Gunner
Equipment - utility suit (T-1), sidearm (T-1).
Money: 605 secs.
Pete - Gunner
Equipment - utility suit (T-1), sidearm (T-1).
Money: 105 secs.
Sarah - Engineer
Equipment - utility suit (T-1), sidearm (T-1).
Money: 305 secs.