Saturday, November 7, 2020

Revisiting Star Smuggler - Session 006 Smugglers!

Since this will be a hell week, let's recap what resources the ship has and where. 

The ship's account has 8358 secs. In cargo they have: 

2 Hoppers TL-1 (TL-6 guns), 19 fuel units, 2 GM-bots at TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suit, Regen Tank TL-6 (e153), Defense Screens, 4 TL-5 heavy side arms, 4 TL-4 side arms and 20 life support units. 

The ship also has 4 point of damage from the space battle they fought. The engineers are screaming for resources, so they drop in to the space station. That takes a couple hours and the crew searches for repair units. The engineers insist on 20 repair units, which costs the ship's account 200 secs. They now have 8158 left. 

The next two days are spent doing repairs. I decided Mel and Sarah can each repair a point of damage per day. The rules don't say you can do this, but they don't preclude it either. 

It's now day 4 and the crew decides to leave for Palatek. It takes 3 hours to get to a safe jump point. 

The entry roll indicates they find a status unit floating in space (e103). They take it on board and make their way to the planet. Since they will be hauling cargo, they want to open the status unit and get it out of the way. This means they want to go to the space station for a 5 CU status unit. 

About the odds. You can buy status units at the spaceport on a roll of 2. There is exactly one way to roll that, or 2.78%. At the space station, stasis units are available on 9. There are many ways to roll a nine, 4 to be exact and that is 11.11% chance or four times as often. On the station, you only get 5 rolls per day but that's half the rolls at four times the chance. 

It takes them 2 days worth of rolls to succeed. 500 secs spent (7658 left).

It was more than worth the effort. They find 4 CU of Dyla-Weed. It has a base price of 16,000 secs in any slum. The downside is, they can only sell one per slum per planet. They'll be rich, if they are willing to deal with the illegal stuff. 

To make this choice, I make each character roll against their cunning. Emily, the medic Drey and Jason want to put it out the airlock, but the rest of the crew pleads with them to keep it. There is a lot of grumbling, but they come around. 

For once, these guys are actual smugglers. 

Day 7, they come up with a plan. They will go to Byzantium then Imperia to make the sales and refuel the hypercharges. 

You know, this won't go smoothly. They make the sale at Byzantium, pocketing 48,000 secs. On the very next jump to Imperia, the ship runs into an meteor which blows a hole in the boat bay and one of the boats. The engineers weep. 

As the crew sets down on the planet, the engineers start repairs while the rest of the crew makes the sale. They make another 160,000 secs. They have also used 2 more repair units, leaving only 14. They also have to refuel the ship which takes another day. 

Since the crew is doing something illegal, they quietly make a payment and tell Duke they are doing cargo runs. Because smugglers never do anything illegal. The ship's account is now at 213,683. None of the crew accept payment at this time because they are trying to hide the fact that they are drug runners. 

Technically, the crew is in a win condition. But I want to see how usable this system is a general RPG, so we'll continue again next week. 

Friday, November 6, 2020

Rough Cut - Beacon Harbour

 I inserted my new longboat like houses and roughed out the walls. The tower evolved a bit but I like it. 

Not bad for a quick map in Worldographer. What I do not like is the sharp lines around the cobbles and dirt areas. I'll have to fix that. I also have an issue where the edges of the boat houses are too light. It gives them a "glow" that I don't like. 


The area has morphed into something living from such a simple pencil drawing. Oddly, I noticed that I accidentally changed the name from Banner Harbour to Beacon Harbour. I kind of like the new name. 

Thursday, November 5, 2020

Bit Off More Than I Can Chew - Beacon Harbor

As mentioned before, I wanted to do a map of The Fortress at Titan's Gate. 


I selected this tiny part to get started in Worldographer. I figured each square was 10 feet across. These structures are massive.

And then found I didn't have the right icons. Plus, the icons available don't seem to match the style. Well, Worldographer has standards to make your own icons. So off we go to painting with GNU Image Manipulation Program. 


This is one of those viking type longboat houses. I only need one because the software will let me rotate and scale as needed. It's rough, but coming along. 


#TBT Post - Top Posts

It's a best of post for Throwback Thursday. 

My top book review post is for the Moldy Unicorn by Nate Treme. I love that little book. 

For my own products, The Hex Pack was number one. It's such a simple product, but it is adaptable to everything from B/X to Traveller. 

My top D&D post is a semi-tie. The best D&D post is a link to Benjamin Connell’s 3.5 D&D sheet. It's not my content yet it's a top contender for search results every month. I have no idea why it is that popular, even if it's my favorite character sheet. 

As far as my own D&D content goes, the top posts goes to a surprise contender: First Born, Unicorn. This post makes the AD&D Unicorn a playable character. It worked very nicely when my wife ran the character through a dungeon. It might not be for anyone, but it just goes to show you how adaptable D&D rules are in general and specifically AD&D. 

I think I need five. So let's have a bit of science fiction. For some reason my review of WotC's Star Wars game outpaces all other sci-fi posts. 

But I already did a book review. So, let's look at the next most popular post. That is Starship Deck Plans for Antelope Alternates for Star Smuggler. That also surprises me because I think it was one of my weaker designs. 





Monday, November 2, 2020

Antelope Variants - Casual Deckplans

 Before coming up with the Zephyr variant for Star Smuggler, I tried a couple designs. These rules are somewhat related to Traveller, Snapshot or Striker as they darn near follow the design principals. Where as these games have tons of fuel to jump, Star Smuggler has a magic McGuffin called a Hypercharge. Ships are limited in range by the six charges they carry. 

This version is shorter than the Zephyr type and has half as much crew space. The bays are arranged differently, giving 4 40 CU bays. I would think it would make a nice causal carrier or carrier escort ship. That block of cargo space could also be a barracks or brig. 
Since I was already going small, this one is even smaller, eliminating the medical area, the weapons vault and both guns. It seems to be a pure hauler. It's bays are also divided into 3 40 CU sections. 
This version is a single gunned hauler. It's huge, those areas near the rear could be more storage space. 
I am not sure where I was going with this design. The center cargo bay has been given over to some sort of controls. Perhaps it is a lab, an advanced scanner station or controls to direct other ships. It has a single turret and a medical bay. The back of the ship has some odd equipment fittings for unknown purposes. 




This is the largest Zephyr type ship, with 4 bays, the massive crew space, vaults and medical. 



And of course for comparison is the actual Antelope II named the Zephyr. I probably should have made the rectangular cargo hold 60 CU as it is slightly bigger than the boat bay but smaller than the main cargo hold.