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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 66862 times)

somebody

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Interview the refuges and find out what skill's they possess, if any.

Also let them in as we could always use more workers.
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andy_t_roo

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ask the refugees how they knew to come here ...

and we need to find out what that mysterious powder is -- there's 60 of it now ...

use the computer to create more creator nanites.

hmm, thats a real list of materials -- it's going to be atleast 4 trade runs (6 months) to get that reactor going, but wow - 10k/week.

so, if the low-power item was the nano-factory (16 nanite batches / 50 power each + a high power computer -- thats 1k power a week, only 1/10 the power of that generator), anyone have any idea what is down in the lab that needs that much power?

Interview the refuges and find out what skill's they possess, if any.

Also let them in as we could always use more workers.
^^

on the fruit trees inside/outside the walls : Ebbor; how much space are we likely to have - would we have enough space to plant 5 orchids (enough to feed ourselves, the extra arivles, and brew some cider on the side ...)?

Inside : if we get cut of from water, we can live.
Outside : getting water has been safe enough so far, but it only needs a few roving leukrottas to mean that water is risky business (i'm assuming that any local ones are dead though, we haven't even had a dog attack in a few months).
however, food outside would be a target for scavengers.

My vote is, if we have room, inside. We can always plant more outside if we need to expand, but the ability to feed ourselves if isolated our out of water for some reason should come first.

RE: the trade envoy; The scientist (James Mendel i think his name was) would seem to be best, as we will be dealing with complex materials soon (being able to identify an especially useful ore at the mine, spotting cheap 2nd hand batteries which need a service). Also, an envoy which is known to be truthful will work both ways; a good reputation might allow us to be trusted in other situations.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Argonnek

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Perhaps the fusion reactor powered the medical facilities that should be expected to be found in a base as large as ours. What sort of techno-magical medicine should we expect the future to have? Medical scanners that accurately diagnose what is wrong with a patient? Automatic surgery machines? Hell, we should search the lab for a medical bay and find out!

According to some light internet searching, the average hospital (in the 'states at least) uses 27.5 kWh (kilo Watt hours). How does that translate to our in-game power units?

Mr. Palau

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Perhaps the fusion reactor powered the medical facilities that should be expected to be found in a base as large as ours. What sort of techno-magical medicine should we expect the future to have? Medical scanners that accurately diagnose what is wrong with a patient? Automatic surgery machines? Hell, we should search the lab for a medical bay and find out!

According to some light internet searching, the average hospital (in the 'states at least) uses 27.5 kWh (kilo Watt hours). How does that translate to our in-game power units?
I think our hospital would have been more power intensive per patient, due to the increased technology and it's energy requirements, but it wouldn't need to serve as many patients so it wouldn't need as much power in total.
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you can't just go up to people and get laid.

andy_t_roo

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1 energy unit would be approx 10kwh, based on our smelter ...
(from wiki) To produce a ton of steel in an electric arc furnace requires approximately 400 kilowatt-hours per short ton
6 units of iron cover a car - 1 iron plate would be 1.5mx1.5mx 1.5cm (numbers chosen to make the maths easy)
at 7g/cm3 this is 240kg, or .26 short tonnes.
This would take 100kwh to smelt.
we smelt around 10/week (1000kWh), for 100 energy, therefore 1 energy unit seems to be almost exactly 10kwh.

(ps, thats why the torches holding 100kwh of energy don't need recharging, like ever :p)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

andy_t_roo

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According to some light internet searching, the average hospital (in the 'states at least) uses 27.5 kWh (kilo Watt hours). How does that translate to our in-game power units?

Do you mean 27.5 Kw continuously, or over what time period is that energy used?

(kwh is a measure of energy  27.4kWh = 99 MJ), or about 3 power units...

ps.

At this conversion rate, our 10,000 power units/week is about 1/2 MW generator (equal to the smallest windfarm in queensland; individual steam turbines in coal fire power plants can be over 500MW ; see http://en.wikipedia.org/wiki/List_of_active_power_stations_in_Queensland)

edit: i'll post a set of activites when i get back from lunch/meeting with someone in about 3 hrs.
« Last Edit: May 21, 2012, 07:56:26 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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The ITER fusion power plant is designed to produce 500 MW (Note: This power is not recoverable, since generators have not been incorporated in the design, and as such, conversion inefficiencies haven't been noted). As such, and knowing the fact that fusion gets more efficient as it gets larger (Ie, your reactor can't be much smaller than the Iter one, and is probably a bit larger) the fact that fusion technology had probably evolved quite a bit, you can safely say that the plant produces somewhere between 500-3000 Megawatts, maybe more. That does mean that your blast forces and stuff are probably consuming way to much energy, but let's take into account that even with the repairs done the reactor still won't be anywhere near optimal state and would therefore probably only work just a bit above break even.

Still leaves the question what's down there to consume so much power. I'll let you figure that one out on yout own.

((The reason that the number don't always match is that Sci-Fi writers have no sense of scale.))


About the size of the compound. It's quite large. I don't know how much I said it was, but I think I said the perimeter was a crude square with sides between 500-1000 meters each.

As for medical facilites: Those things exist. Wherether they are still present in the labs or have ever been there is unknown. As for the nanomachines, you might have had more, you can't exactly remember.

As for the wildlife, It seems to have been unusually quite as off lately. Maybe you were just lucky, or maybe the GM just had a devious idea and is now implying that the scarciness of attacks was his plan all along.
« Last Edit: May 22, 2012, 01:16:06 pm by 10ebbor10 »
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andy_t_roo

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Ok, so lets see...
10 soldiers do a water run, 5 guns, 5 swords.
5 scientists run the nanofactory, process extra materials as possible. They see if other materials can be processed (1/2 unit of cloth, 1/2 unit of rubber). They also see if the nanofactory has a diagnostic function, or if any self-repair needs to be done.
5 scientists use the computer to interrogate the nanites producing the powder to see what their instructions are, and otherwise  try to work out what it is. If all 3 unknown-powder-prodcuing nanites are the same, then shut down 2 of them. I would guess that the powder is part of a multi-stage reaction.
5 scientists design nanites to produce (ceramic/kevlar/some carbon based composite) plates (for body armor ; they don't actually set the nanites producing)

20 farmers farm
5 builders try again to design some shelters, and 5 engineers design a fire fighting system (or attempt to repair the one the lab had before)
(the high grade alchol stays in storage for now)

Tobias uses some basic electronics to make a radio transmitter (so that we can speak to the merchants/other people as needed in the future)

I know what we were doing in the middle of the amazon - researching advanced entanglement - matter transportation. Thats why our "supply bunker" was so far away and hidden underground. We wouldn't be an advanced hospital in the middle of the amazon; only a small medical research lab, and there would have been a helicopter on site for a ride out if needed.


Gravity manipulation - thats why we were in the middle of the amazon; in the event that something catastrophic happened we wouldn't take civilization with us (thats also why we seem to have survived relativly undisturbed, there wasn't many people near us to begin with). Its also a path to free energy, expansion to space, and a new dawn of civilization.
Having heard rumors of this, the 5 blacksmiths go and explore the lab further.


5 scientists (2 running the breathing cart, 2 running of air circulated from the hose we had set up before, and 1 just to keep an eye on things) disassemble the remaining 3 hydrolic locks on the bunker blast door, and also evaluate how best to safely work with the new equipment. They attempt to preserve any fluid, so that we can use the nanites to make more of it, if needed.


5 engineers use some electronics to rectify the damaged electronics identified in the generator last week.

the 2 builders who spent last week driving get some further practice this week, taking advice from 3 of the drivers.
The other 3 drivers sit down with 4 scientists to use some electronics to extend the range on the buggy, and to chat about what defense would be appropriate over night (ie, do the merchants travel 24/7, and what attacks to they expect?). We'll spend next week improving the buggy for the trip, then at the end of next week send off the merchants with our buggy and a trade envoy (whoever we appoint).


3 civillians, 3 engineers cook the grain we have (yes, i know thats too many people, but i thought we'd do the job well).


10 soldiers guard (5 guns, 5 axes). over this next week someone should always be in the main guard tower, as we don't know what trouble might be following the refugees.

5 armed soldiers,5 engineers, Varinius and Sophia meet the refugees. We let them through the gate and interview them to find out a) what skills they have, b) what made them decide to come here and c) why they left where they were.

the remaining 10(armed) soldiers, 4 engineers,7 builders take the remaining axe and go with the water crew for more wood.

 ...


(other ideas are a particle accelerator, but like the LHC, those work better when near civilization for the stupidly large data transfer needs, and we havn't seen any sign of those. My wife suggests that either nuclear weapons could be hidden in the jungle, or perhaps an aluminium smelter to eat all that power ... ). Perhaps Lasers , high energy, secrecy needed, lots of applications.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #383 on: May 26, 2012, 07:34:31 am »

Spoiler (click to show/hide)

The water run is completed without any problems. The soldiers remark a worrying absence of the local wildlife. Quite a lot of wood is gathered too.

The scientist at the nanofactory find out that they can process quite a lot of resources. Both the rubber and the wool are dissolved and used without problems. Finding out what functions the unknown nanites have is a bit harder. After all, these things are more akin to proteins than microrobots. Still, the computer is capable of analysing the design and finding what the nanites are making. They seem to be making a high energetic substance. According to the computer simulation it is more or less fireresistant, but will detonate if subjected to a highvoltage current.

The scientist designing armor are quite succesfull too. They find out there are multiple things they could make. Either traditional Kevlar armor, or carbon nanotube armor. The first will probably go faster while the second one is quite a bit stronger. Another option would be to make the armor out of iron. This would be heavier but still wearable thanks to the specific pattern it uses.

The farming goes well, though 4 of the farmers aren't doing anything, as the trees don't need maintenance. Designing tents is unsuccesfull again, but at last this time nothing goes up in flames. The engineers manage to come up with a workable water based fire fighting system. Repairing the old one in the lab isn't exactly possible, as they relied on dumping CoČ into the flaming room to suffocate the fire. Due to the damaged walls the CoČ would just escape if used now.

Tobias is quite succesfull in getting his radio transmitter to work. It's quite accurate and should have a decent range. It hasn't been tested yet though. Meanwhile 5 blacksmiths explore the lab, they find nothing except more destroyed rooms. The scientist trying to deactivate the hydraulic doors haven't got any succes either. The locks refuse to move. Meanwhile the last damage to the generator is fixed, and now it is once again running at optimal capacity.

The result of the travel with the merchants is interesting . Wherether they travel at night or not depends on their regio. For example in this regio they don't since, Leukrokottas and other tend to hunt from dusk to dawn. Seeing as these beasties are extremely good at detecting movement, staying still is your best course of actions. Because if they get a prey they rarely let go, even if the sun rises.
Getting your craft to move further is just a matter of descicions. You can either increase it efficience, add a powersource or increase the amount of batteries.

Most of the grain is cooked and processed (50*6= 300 ). The guards report nothing strange. The interview with the refugees goes well.:
1. There are 16 of them: 4 children, 2 soldiers/hunters, 4 farmers, 2 builders/craftsmen and 4 civilians
2. They didn't knew there was anything here. However, the base is visible from afar ont top ofthe hill, and the walls and windmills made it look habitable. They didn't know it was inhabited.
3. Their home colony was destroyed. As far as you understand, it was overrun by some sort of animal.



Traders: Back
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians
Sophia: Merchant leader


Date: First week of June ( every month has four weeks) 27 A.A
Bunker/Fort:Spes: South America
Spoiler:  Heroes (click to show/hide)

Spoiler: Raw materials (click to show/hide)
Spoiler: Intermetaire products (click to show/hide)
Spoiler: Tools and weapons (click to show/hide)
Spoiler: Food (click to show/hide)
Spoiler: Vehicles (click to show/hide)

Spoiler: People and livestock (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)
Spoiler: Recipes (click to show/hide)
Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: 2 attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: No Attack: 8 defense
- A-T Cannon: 8 Attack No  defense( Damage spread)
-Armored Vehicle: 0 attack 6 Defense
-Mutant ape: 1 Attack, 1 defense 1 hp
-Wild Dogs: 4 Attack, -4 defense 3hp
-Giant crocodile: 2 attack, 4 defense 10hp
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler: GM note (click to show/hide)

Spoiler: Reactor damage report (click to show/hide)
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Argonnek

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Children? Approximately how far are they from working age (18 seems pretty late, maybe 15 or so)?  They could probably help out with small tasks in the meantime if it's a few years away. I don't think our new society condones the use of children for dangerous labor (like in the coal mines of the industrial age), so maybe they can carry messages? Wander and learn? I dunno.

Actually, we should dedicate one person to teaching them important lessons like mathematics, engineering, and other useful things per week.

Now that I'm thinking about it, math and science aren't everything. We should have some sort of culture too. Check to see if anyone would be interested in doing some art to decorate our little home here in addition to their normal duties. Or a book or something.

andy_t_roo

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can nanites be stored offline? -- ie, can we make more, but have at most 8 running at once? (not that we have the power to do so for long at the moment ...).

also, a scientist should take 1/100g of the powder and a) run a low voltage current through it, then a high voltage current to detonate it a 2m deep pit 200m outside the perimeter.
(most energetic scenario is anti-matter equivalent explosive; in that case, 1/100g is roughly 1kt TNT equivalent, and we're going to take minor damage to the buildings, thats why the pit is there, to deflect most of the blast upwards; things get less exciting from there. Use a torch to provide the energy to "interact" with the material.)

If this is simply standard chemical explosive, then 5g would be enough for a bullet, and the 1/100 of a gram will leave a minor scorch mark; if this is the case, repeat with 1g, to test material properties. Also, this may be a good material for electricity to thermal conversion; or perhaps the reverse, or even something more exotic; either way it could be usefull in making materials for either the fusion reactor or something else.

we could discover that it's 10x a basic modern gunpowder formulation, which means 1g is enough for 5 bullets or so (10g to an ammo case?). Given that

we should aim to produce 5 armor sets (nanofiber), and 1 high power sniper grade coil rifle, because there's some nasty stuff out there, and our guns were not that useful against the leucrottas (10 people massed fire, and we still had trouble; we got lucky, and it could have been much worse).

"3. Their home colony was destroyed. As far as you understand, it was overrun by some sort of animal."
Describe the leukrottas to them, and the other animals we've seen to them, ask if it was any of them and what type of defenses they had, that were overrun. Offer them sanctuary

We are happy for these guys to stay with us, as we can feed ourselves; also, with the extra farmers they have, they can more than provide for themselves.

Offer the kids apprenticeship as builders, farmers, or engineers; maby tobias could take one on also, and teach him about radio... See what they, and/or their parents would like; we're short on most areas. Also, ask around to see if anyone would like to found the First Spes School as a teacher. (not sure on the age of the kids .. may adjust this once we have more info; or even what Ebbor thinks is appropriate child care post-Apocalypse)

Also, ask if any of them has some real cooking skills ...

Nanofactory:
5 scientists a)ensure all resources are supplied (for the future, could you assume that we want to consume wood every week for superconducting wire construction, and we want to do an elemental sort on the iron; we'll need the wire and magnets), then see if it is possible to create more creator nanites.

5 scientists design nanites to create basic and advanced electronics, (i'd assume that one requires an extra nanite batch compared to the other; also, we only have 1 creator batch, so i'd assume that only the base electronics nanites would get done).

Nanites: powder(on), powder(off x2), s.c.wire(on), sort (on), TODO: electronics,advanced electronics_1, a.e 2?

5 scientists use a couple of m of superconding wire, and some electronics to improve the efficiency of the motors, which should give us better distance we can travel, combined with a better speed-burst when needed. They also use a second basic electronics, and one of our torches to add spare charge capacity, so that it can make the trip. (by our energy units, those capacitors are very high tech - able to store so much power in a portable device). This includes the extra weight of the 2 armor plates needed.

the 5 blacksmiths fire up the forge, and along with 4 scientists and 3 drivers, design and make some armor plates for the buggy (6 plates is enough for a 10 person car, 2 plates should be good for a 2 person buggy?). Maintaining speed is a priority; ie, only make them strong enough to screen attacks from the pack animals that we've seen, we still need to be able to out-run the leuks. The other 5 drivers help fit the armor to the buggy, and with the electronics systems upgrades, as needed.

6 engineers help and they create the frames for a coil rifle, then they make bullets (ie, just the shaped metal; if the powder is appropriate we will assemble ammo out of the bullets and powder, also these bullets would be suitable for use in the coil gun (design them so they take the same caliber bullets; lead would be better, but iron bullets will be quite armor-piercing, but have a bit less punch than the heavier,softer, lead based bullets. Iron, being conductive, is also perfect for coil gun ammo).

5 engineers look at the mess the builders have made over the last 2 weeks trying to build wind covers without a design and spend the week fixing the problems with their failed designs. Perhaps we need to use some metal poles to support it?

the same 5 scientists who worked on the bunker last week, again try to gain entry through the blast door.


10 soldiers (5 guns, 5 swords) do another water run 5 soldiers (axes) go along to collect some wood (also 15 people is better than 10 if anything unusual happens)

16 farmers farm
4 farmers, 3 builders build an apple orchid (they ask if the refugee farmers want to help, having something constructive in their life might help them).

the 3 civilians process the rest of the grain.


Tobias talks with Sophia about the radio, tests the communications (low power), and organises some communication agreements (call signs, frequencies, code-words, etc ...). An engineer spends the week scanning the radio spectrum, wondering if the wandering animal attacks have caused any radio reports. He also checks to see if he can do a passive listen to whatever the recon sat is transmitting. If so, he feeds the signal to the computer for conversion to an image.

James spends the week organizing the refugees (as outlined above).

10 soldiers guard

Varinius, 10 soldiers and 6 engineers help out where needed, or rest otherwise.
(Varinius is interested in both the buggy, to ensure it is able to make it, and the gun prototype, to see how it compares to his solar powered rifle)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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1. The nanites can be stored offline. Just need to take care not to subject them to heat, cold or electromagnetical radiation. Getting them wet isn't good either.
2. The Leukrocottas (which have been spelled in about ten different ways over the course of the thread) are supposed to be quite strong. Genecreated creatures and such
3.  The child are old enough to more or less care for themselves, and can help out with simple things.
4.  And yeah, the capacitor is probably quite high tech. Better don't blow those capacitors up.
 
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andy_t_roo

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Re: blowing the capacitors up ; I had assumed that there would be a wire running from the explosives area to the nearby, but safe location, where they were to be detonated from, and that the capacitors would be back there (sort of like a dynamite plunger, but nothing so large  - just some wires and a switch.

If anyone has some spare time it could be spent building a winch (for lowering 2 people and a wheelbarrow+gasCyclinder+breathing contraption down the lift shaft)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #388 on: May 31, 2012, 03:59:57 pm »

Spoiler (click to show/hide)

The scientist finds out that the explosives don't seem to react to a low voltage current. Detonating them with more powerful electrical charges gives more promising results. While the 0.01 grammes gives only a minor explosion, the 1 gram test gives a decent explosion. Your scientist do the math for you and find out that creating a single crate of ammunition would probably take 10 grammes of explosives and 0.1 units of iron or whichever other material you want your bullets to be out of.

You spread the refugees throughout the colony, ensuring that the kids gets apprenticeships from the various workers in your village, but also lessons in math and other topics, and what little culture and history your people can remember. For now, teaching is down by whoever has some time left, and it doesn't seem like this'll pose a problem. Descriptions of the larger animals gives no recognition, so you tell people to stay away from them. In return they give you a more descriptive description of what attacked their colony. The beasts were very numberous, had thick wooly hides and horns. They were also quite large (Up to 3 meter high and 4 long, according to them).

The five scientist ensure that supplies are provided for the nanites, and then set forth to create more creator nanites. After several hours of hard work they have finally discovered the complex chain of nanites that makes up the bulk of the creators. They are pretty sure they could now replicate them, but unfortunately have to tell you that the creator nanite production could take up to 3 weeks.
Making electronics with nanites is considerably easier, though still very complicated, as it is a multistage process. The simple electronic nanites can be done in a week, but the complex electronics will take at least two. Both will be hampered by a low productivity.

Getting the motor to work using the new graphene wires is hard, but eventually succeeds. 1 meter of graphene is used per engine and only those currently on the buggy have been upgraded. The investement is worth it, as efficiency increases by 50%. They also manage to add another set of batteries, resulting in a longer lifetime. Extra armor plating is made  without trouble. However, in order to preserve speed it had to be kept light. While it will protect against smaller pack animals, it can't resist anything strong firearms. Not for long at least. A Leukrokotta wouldn't probably even notice.

The six engineers manage to create the frame of the coil rifle. It's still missing copper and graphene though. Bullets would probably require 0.1 metal each, but no explosives. Explsoives would increase firepower though.

The engineers can't find any solution to the windcover problem. They themselves find it strange though, and believe is starting to spread that the thing is haunted. (Stop failing rolls)
The scientist working on the blast doors have an equal amount of succes, ie none at all.
Meanwhile the wood and water run is succesfull and happens without trouble.

An apple orchid is being cosntructed. While they haven't quite got to planting yet, they have managed to clear 4 plots of stones and debris. Sadly the ground is full of stones and such, so only trees might be planted there.

Radio codes are discussed and agreed upon. However the engineer searching the spectrum finds nothing, except for the constant background noise of radiation. The recon sat doesn't seem to be transmitting much, just it's callsigns and such. Of course, it might use an angled antennae, but then you wouldn't be able to pick up the data anyway.

It's rather windy

Traders: Back
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians
Sophia: Merchant leader


Date: First week of June ( every month has four weeks) 27 A.A
Bunker/Fort:Spes: South America
Spoiler:  Heroes (click to show/hide)

Spoiler: Raw materials (click to show/hide)
Spoiler: Intermetaire products (click to show/hide)
Spoiler: Tools and weapons (click to show/hide)
Spoiler: Food (click to show/hide)
Spoiler: Vehicles (click to show/hide)

Spoiler: People and livestock (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)
Spoiler: Recipes (click to show/hide)
Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: 2 attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: No Attack: 8 defense
- A-T Cannon: 8 Attack No  defense( Damage spread)
-Armored Vehicle: 0 attack 6 Defense
-Mutant ape: 1 Attack, 1 defense 1 hp
-Wild Dogs: 4 Attack, -4 defense 3hp
-Giant crocodile: 2 attack, 4 defense 10hp
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler: GM note (click to show/hide)

Spoiler: Reactor damage report (click to show/hide)
[/quote]
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andy_t_roo

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a while back we talked about adding a rain-water catcher to the guttering of our lab, lab -- did that actually happen?
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.
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