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Author Topic: Spaceventure! Turn 4: Slave Soldiers  (Read 4554 times)

Tsuchigumo550

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #45 on: November 28, 2012, 04:27:00 pm »

GM Hint: Cans will get you hardly any extra money, but it's there (assuming people need cans...) and you've got enough to play around with buying things. A jump drive and more fuel would work wonders for a mercantile or even an illegal mindset, as long as we aren't going the murderous route.

Also. Fuxi is at a really low price at the moment for what it normally is (I had it around 1200Y as "middle ground").
Third, a jump drive and drugs, or commodities which Hali is selling little of right now (but will have more next turn, hint) is in your grasp, opening yourself to more resources, markets, and buyers. (and risks.)
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #46 on: November 28, 2012, 05:02:12 pm »

So we will have 21360Y afterwards after selling everything

Yay some Armor,must BUY!!!
And a jump drive, would be nice
« Last Edit: November 28, 2012, 05:26:12 pm by javierpwn »
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javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #47 on: November 28, 2012, 09:19:31 pm »

Update,don't want a deadvthread


Also you guys doubted the goldfinch, we just made quite a bit of money from refining silicon, and improved major systems


And thirdly,  how many major systems don't have SUPAH wires?
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Tsuchigumo550

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #48 on: November 28, 2012, 10:21:11 pm »

None of them really. You're not EMP proof but you're the next best thing.

All right, I'll do an update tonight.
+21360Y (I'm too lazy to double check that)
-18500Y

2860Y left, armor upgraded (+2), jump drive enabled.

---
GM SUGGESTION INSERT
--Buy more fuel capacity, as not only does it refill your tank but you're going to need it if you want to jump more than a couple times.
--Buy a commodity, even if it's illegal. Chances are while you'll likely see a ship soon, the chances are it will be a hostile bandit rather than a hardworking cop.
END GM INSERT
---

Checking all shops:

Added Fuel Capacity: 1000Y
Mining Unit: 7500Y
Deep Bore Mining Kit: 12000Y
UCA-S Sparrowhawk: 100000Y
(A military-grade decomissioned ship. A weapons pack is sold in a bundle with it.)
---
GRAHAM SUPPLIES CO

Preserved Food Crate 20Y per
Basic Food Crate 22Y per
Grade A Food Crate 28Y per
Luxury Food Crate 40Y per

Small Arms Ammo Crate 25Y per
Basic Rifle Ammo Crate 30Y per
Large Caliber Ammo Crate 40Y per

Peaches 10Y per 50
Tomato 10Y per 60
Banana 10Y per 65
Grapes 10Y per 50 (clusters)
Raw Chicken 10Y per 30
Oranges 10Y per 70

Lumber 20Y per 50 (units)
Aluminum 20Y per 5 (units)
Yttrium 200Y per 1 (unit)

---

Illicit trade:
Fuxi (1050Y per unit): An illegal, psychotropic drug made mostly from plant extracts. Known to run very high prices even in the drug trade for it's relatively low damage to one's system.
Eroho (670Y per unit): A drug you've never seen before. The locals seem to like it, and it fetches a good price. You doubt it's well known outside of Hali.
Kirin (5000Y per unit): An incredibly rare drug manufactured in secret by a single syndicate. It's incredibly powerful and used in a spray form, spraying the eye directly. It has effects such as making time feel as though it's slowed down. It's very pure and very hard to obtain, but few ever become truly addicted.

Deep Pulse Wave Cannon Gamma Class : 80000Y
Very destructive, much like a ship-sized shotgun. Requires an energy source.

Yttrium Alloy Nuclear Battery 12000Y
Nuclear-tooled battery with great storage ability. Useful for high-energy consuming weapons, but otherwise not worth it.
 
---
EVENT

You see a merchant in the black market leading a veritable "chain gang" of scantily clad girls; you notice none of them dare make eye contact with anyone. You know that they're meant to be slaves, such is the nature of the black market, but you can't help but feel bad for them, shackled wrists connected and being pulled along by a cruel overseer. One of them glances up at you quickly through long, blond hair- and quickly looks back down as the overseer glances back.

You should do something, but you're unarmed and you don't really want to start anything in the market. You doubt you'd have been able to do anything anyway. Feeling a little depressed about the whole affair, you continue browsing the market.

---
EVENT
Your crew, their paychecks (and yours) coming through the government for your "continued explorations of border worlds", go to a local bar. There you are introduced to a third race: the Nimix. Tall, graceful beings with large, curved horns coming from their head, this race looks much like a stretched-out human with horns. They breathe oxygen, but require very very little of it to survive.

Their culture varies greatly, some are warriors of the highest magnitude with no worries other than for country, and others focus on individuality and art. Your crew talks with them, and learns of a rather new invention:

Hastily scrawled on a napkin, you now know:

Yttrium x6
Lead x18
Electromagnet Bars x6
Multi-strand Flex Cable x12

=

3R Railgun (aka Radioactive Revolver Railgun)
(A railgun that fires six times in quick succession. It requires it's own energy source, but fires radioactive charges and comes with it's own radiation shielding.)

---
What do you do?

You can make purchases and go back to a different planet or make a jump. The next turn will have all the updated ship info, but just add 2 to your armor value and the ability to make jumps to the original Goldfinch.
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #49 on: November 29, 2012, 03:32:59 pm »

What exactly does jumping do?

If it doesn't use fuel jump to the tin planet,after buying 20 luxury food ctates
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Tsuchigumo550

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #50 on: November 29, 2012, 03:55:28 pm »

Jump allows you to go to a whole new system,and it requires 1-3 fuel (depending on how far you want to go.)

You can go back to the tin planet, but food crates are generally export-only, as all of your needs sans fuel and ship maintenance comes from the government, including for your crew. If you take on extra crew, they will need food and drink, and part of your storage will turn to housing (1 unit=5 rooms).
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

scapheap

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #51 on: November 29, 2012, 04:03:00 pm »

buy 1 Fuxi and 1 fuel cap zoom to back to planet 1, mine to capacity
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #52 on: November 30, 2012, 06:19:21 pm »

Why can't we eat the luxury food, it is just as cheap as Bananerz
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GreatWyrmGold

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #53 on: November 30, 2012, 06:29:36 pm »

We could, but why would we?
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mesor

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #54 on: November 30, 2012, 06:40:31 pm »

Go find the girls, ask for the price of the pretty blonde girl.

(( You should all be ashamed, discussing food while a pretty blonde girl needs our help. I'm very ashamed of you all. ))
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scapheap

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #55 on: November 30, 2012, 06:43:50 pm »

We wordless agreed to nuke the place from orbit when we had a nuke and could survive the repose.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #56 on: November 30, 2012, 06:45:32 pm »

We can't get any infantry weapons,and I doubt the locals will be pleased with a F@#$% SCATTERLAZER DISINTEGRATING RANDOM CIVILIANZ!!


(Edit:Ninja'd)
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scapheap

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #57 on: November 30, 2012, 07:06:36 pm »

that why I said when as in not now
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

mesor

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #58 on: November 30, 2012, 07:08:28 pm »

Now we have a pore innocent pretty scantily clad blonde girl to purchase.... for her own good of course.
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javierpwn

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #59 on: November 30, 2012, 07:16:00 pm »

Just buy her, and free her

Most likely cheaper than drugs
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