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Author Topic: 3008 AD: The Guild Chronicles - Guild Home Base - Theorycrafting!  (Read 71032 times)

SaberToothTiger

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 2
« Reply #330 on: November 22, 2014, 04:19:33 pm »

Try to somehow overcharge the batteries in the tasers, turning them into potentially deadly tool. Try to find a radar and a jetsky, both to steal or to buy.
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Gamerlord

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 2
« Reply #331 on: November 22, 2014, 06:58:38 pm »

(Assuming in the guild base.) Head for the Armoury.

The Froggy Ninja

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #332 on: November 22, 2014, 09:48:27 pm »

Character Name: Mallor Yellow
Origin: Mallor is a Magus of the planet Manata IV (known locally as "Kuldaria") Species have several large ovular bumps on their already above average sized skulls that occasionally glow and have a cast system based on color of light. Mallor has reached 6 solar cycles old (23 earth years)
Bio: Mallor was living his life happily as a scholar until his green committed crimes against the state and the entire team lost funding. He then hitched a ride through the von Karling system and to the planet Askarian in the hopes that his knowledge may be useful in their trades. Along the way he noticed talk of the working conditions on Ulysses and feeling need to restore the honor of his team decided to join The Guild.
Specialties: He studied runic circles that though they take longer than incantations and other such spells are much more powerful. He was also the diplomat between yellows during joint research projects. ((I'll start talking once I'm caught up.))
« Last Edit: November 22, 2014, 10:20:35 pm by The Froggy Ninja »
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 2
« Reply #333 on: November 22, 2014, 11:35:04 pm »

((Italics are internal thought, just for the heck of it.))

Check if there's anything going on in the system. The closer the better.
Need to get a bit of overview here.

Now that I think about it, I have no idea what kind of stuff they even sell here. Maybe they sell actually useful stuff.
Check if there's anywhere they sell compact vehicles (maybe some that can be carried, like those folding bikes).
Check if it's allowed to use vehicles on the station (and if it is, what kind of vehicles).
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #334 on: November 23, 2014, 12:07:11 am »

Character Name: Mallor Yellow
Origin: Mallor is a Magus of the planet Manata IV (known locally as "Kuldaria") Species have several large ovular bumps on their already above average sized skulls that occasionally glow and have a cast system based on color of light. Mallor has reached 6 solar cycles old (23 earth years)
Bio: Mallor was living his life happily as a scholar until his green committed crimes against the state and the entire team lost funding. He then hitched a ride through the von Karling system and to the planet Askarian in the hopes that his knowledge may be useful in their trades. Along the way he noticed talk of the working conditions on Ulysses and feeling need to restore the honor of his team decided to join The Guild.
Specialties: He studied runic circles that though they take longer than incantations and other such spells are much more powerful. He was also the diplomat between yellows during joint research projects. ((I'll start talking once I'm caught up.))

((Askarian really isn't very significant in any way. It's not a major population center, it just fulfills the role of a fuel depot and resupply zone. There IS a population center, but it's heavily isolated due to the storm that surrounds it.))
« Last Edit: November 23, 2014, 12:11:59 am by _DivideByZero_ »
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_DivideByZero_

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Open Roll 3
« Reply #335 on: November 24, 2014, 12:08:55 am »

Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System


Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)

Try to somehow overcharge the batteries in the tasers, turning them into potentially deadly tool. Try to find a radar and a jetsky, both to steal or to buy.

((New feature in the charsheet legend. Complexity is a measure of how difficult an action is. Intellect negates complexity.))

[5-1+1] The voltages involved are high but that's only measuring the open circuit voltage. In reality there is just no way such a small weapon can supply a significant amount of power. Not unless you increase the size of the capacitor... but who says you need to keep the current one? Handheld energy weapons use capacitors with a far greater energy capacity than a simple taser. You can modify the taser to discharge an energy cell directly into the target... perhaps melting the wires and frying the cell in the process, but it'll be lethal, that's for sure.

You make your way to the food processing plant, the one with all the emergency tents set up around it for use as shops. You operate the airlock on the first one you see, and find that it is empty, and it contains a radio transmitter, a small refrigerator (here?), a short table and chair, along with a toolkit resting on its side on the table surface. The toolkit contains a small fusion cutter, and inside that you find a fusion cell. Perfect!

By the time you leave the tent and pose innocently on the side of the catwalk, a person walks into the tent. You take the moment to walk away with your newly modified death taser.

...

Habitat Ship Gamma, Askarian Orbit | 233d/3008AD | Von Hapsburg System


Urban Station
City Manners (-1 Diplomacy during first impressions)


Check if there's anything going on in the system. The closer the better.
Need to get a bit of overview here.

Now that I think about it, I have no idea what kind of stuff they even sell here. Maybe they sell actually useful stuff.
Check if there's anywhere they sell compact vehicles (maybe some that can be carried, like those folding bikes).
Check if it's allowed to use vehicles on the station (and if it is, what kind of vehicles).


*News stories listed in order of distance*
  • Emergency on Eos! A major food shortage has left the local populace starving, and the large smuggler population means that nobody wants to sent relief. A single trader from Pier C is planning to take up the job, seeking able persons to pilot his ship's drone escorts.
  • An armed rebellion on Francia, one of George's moons, has thrown the republic into disarray. Banks and escrow agents on both sides, loyalist and Francian revolutionary, are making a literal killing off of the gold that militaries are willing to pay.
  • Keffe Hydroponics Inc. on Franz has just been invaded by a large armada of pirate vessels. The enemy vessels fly no flag and proclaim no goal, other than to wipe every trace of the food exporter off the face of the planet. Responsible for the Eos food crisis.
  • The lost colony of Brokkmar claims to have constructed a means to send people off planet. This will be the first time in two centuries that the colony has had direct contact with other human beings, and they are sure to bring samples of Roger's minerals and lower atmosphere with them.
  • A Guild scientist is organizing an expedition on Xena. He is looking for aliens capable of surviving comfortably in high-gravity for the mission, and risks are high. However, the reward is several hundred kilos per person, enough gold to live a life.

The station is much like a city on a planet, complete with cars on the streets, dropships circling the skies, and the occasional motorbiker or two whisking pedestrians out of the way. You find a local vendor, [1] although they seem vastly overpriced. 12 ounces for a bike? That's almost enough to purchase a small car. You have 84 ounces on hand, so such a purchase would definitely take a bite out of your budget.

(Assuming in the guild base.) Head for the Armoury.

The local armory on Division Delta is an official site reserved for Guild associates only. Fortunately you are one. The armory contains a shooting range and sells all sorts of combat armor and weapons for personal and freelance use. Normally you aren't allowed to use Guild equipment for non-guild missions unless you buy it yourself.

Do you desire to purchase weapons, armor, other equipment, or training?
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Gamerlord

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #336 on: November 24, 2014, 05:14:24 am »

((Um... how much cash do I have?))

Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #337 on: November 24, 2014, 07:33:30 am »

Eos has some scum that need dealing with, but the escort pilot job isn't something I can do.
Another revolution in France, sounds like something I can do something about, but...
Coffee Hydration on France with space pirates sounds f***ing AWESOME! But unless I get on their ships I can't do anything.
The Brock colony sounds f***ing boring as hell.
Xena's off the list, I'm neither an alien nor someone who likes "high-gravity".


Okay. Space pirates.
In order to get on their vessels I need a flying vehicle, preferably a spacecraft... But it would be crushed when hitting the atmosphere, unless I find a way to break the surface tension...
I know! If I fire a bunker buster missile it would have a delayed detonation, shooting air outwards at lower density, letting me gradually enter the atmosphere.
I could do the same with the pirate vessels as well, blow a hole in it and fly in, missile going in at flat plating, then maneuver so I'll enter at an angle, letting me slow down in the corridors rather than through walls.

Search for a cheap spacecraft capable of firing missiles, possibly used, and 2 bunker buster missiles.

((It's not going to work, it's just that Vax is insane enough to try it (and die).))

If Vax fails to find shat she needs, she'll check for a nearby gun store.
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SaberToothTiger

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #338 on: November 24, 2014, 07:55:29 am »

Now, for a jetsky, ask around for anyone that could potentially rent me one. Also ask about the whereabouts of Orion.
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I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #339 on: November 24, 2014, 10:08:06 pm »

((Um... how much cash do I have?))

((As much as the dice decides to give you ;)

Most likely enough for anything in the armory save for the really big guns.))
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_DivideByZero_

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Re: Open Roll 3
« Reply #340 on: November 27, 2014, 03:54:37 pm »

Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System


Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)

Now, for a jetsky, ask around for anyone that could potentially rent me one. Also ask about the whereabouts of Orion.

[4] You find a small tourist company offering jetski rentals and submersible tours (the planet's low gravity makes water pressures considerably lower). As it turns out, low gravity speedboating is extremely popular, and you are able to secure a boat for your own use.

Meanwhile, you spot a person wearing one of the Port Newton atmosphere suits, trying to gain access to a fisherman's boat. He appears to be using sign language to communicate. Orion's suit didn't have any unusual markings or anything, so you decide on a less conventional means of identifying him:

Initiative: Both roll [1]

[5] vs (2) You walk up to the stranger on the pier and forcibly rotate him to face you. Then, you smack him in the face, cracking his helmet.

(6) vs [5] It's Orion all right. He knocks you over by making your leg muscles freeze up and pushing you back. Then, he turns back to enter the fisherman's boat. The captain looks at you with a gaze of disapproval.

...

Habitat Ship Gamma, Askarian Orbit | 233d/3008AD | Von Hapsburg System


Urban Station
City Manners (-1 Diplomacy during first impressions)


Eos has some scum that need dealing with, but the escort pilot job isn't something I can do.
Another revolution in France, sounds like something I can do something about, but...
Coffee Hydration on France with space pirates sounds f***ing AWESOME! But unless I get on their ships I can't do anything.
The Brock colony sounds f***ing boring as hell.
Xena's off the list, I'm neither an alien nor someone who likes "high-gravity".


Okay. Space pirates.
In order to get on their vessels I need a flying vehicle, preferably a spacecraft... But it would be crushed when hitting the atmosphere, unless I find a way to break the surface tension...
I know! If I fire a bunker buster missile it would have a delayed detonation, shooting air outwards at lower density, letting me gradually enter the atmosphere.
I could do the same with the pirate vessels as well, blow a hole in it and fly in, missile going in at flat plating, then maneuver so I'll enter at an angle, letting me slow down in the corridors rather than through walls.

Search for a cheap spacecraft capable of firing missiles, possibly used, and 2 bunker buster missiles.

((It's not going to work, it's just that Vax is insane enough to try it (and die).))

If Vax fails to find shat she needs, she'll check for a nearby gun store.

[2] You head to pier D, which is the pier generally reserved for ship sales. You ask a random ship captain how much the cheapest ships go for, and he says about 8,000 oz for a light corvette.

Finding missiles for sale to non-ship captains and non-guild associates is even less likely.

[4] Division Delta Armory is a gun store, but its reserved for guild associates. You enter anyway and slip around some tall woman standing in the middle of the path, looking at the guns on the wall.

There are three main services offered here; personal weapons, combat armor, and training on the VR sims.

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SaberToothTiger

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #341 on: November 27, 2014, 05:06:49 pm »

Try to crack Orion's helmet in any way possible, and if I do, try to force the taser through and put it up to his ugly face and fire.
« Last Edit: November 28, 2014, 11:25:01 am by SaberToothTiger »
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I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

Gamerlord

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #342 on: November 28, 2014, 04:11:08 am »

Take a look at the weapons. Priority on flexible use weapons (short -> long range) and reliable ones.

Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Open Roll 3
« Reply #343 on: November 28, 2014, 01:51:29 pm »

Guess I'll have to do with the French revolutionaries, but I still want to fight space pirates.
Buy an assault rifle (or whatever equivalent she finds), get some VR training with it, and go check for more info regarding the space pirates on Franz.
Try to find out if there's anyone planning to do something about them, and if there's any shuttles going to Franz.
Also try to see if there's any shuttles going to Francia.
« Last Edit: November 28, 2014, 01:53:14 pm by Happy Demon »
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_DivideByZero_

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Re: Open Roll 3
« Reply #344 on: November 28, 2014, 05:57:03 pm »

Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System


Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)

Try to crack Orion's helmet in any way possible, and if I do, try to force the taser through and put it up to his ugly face and fire.

Initiative:
[6] Hal
[4] Orion
(3) Fisherman

You get up and catch Orion, slipping right past the fisherman who makes no effort to stop you after you enter the boat, reach Orion, and pin him against the inner wall of the airlock.

[5] vs (2) You headbutt Orion, trusting that your official Guild-manufgactured helmet is stronger than a cheap rental. Alas, his breaks and yours suffers not a scratch. Immediately Orion's suit starts venting atmosphere from a small 1cm by 2cm gap in the front of the faceplate.

Orion gets: Fractured Helmet (-2 to actions outside of atmosphere.)

(4-2) vs (1) Though disoriented, Orion manages to coerce the fisherman to enter the airlock, shut the door, and repressurize the area.

While he does this, you reach for your death taser and pull it up to his face. Aligning the terminals along the crack in his helmet, you pull the trigger--[1] and nothing happens. Something must have gone wrong with the weapon.

...

Habitat Ship Gamma, Askarian Orbit | 233d/3008AD | Von Hapsburg System


Urban Station
City Manners (-1 Diplomacy during first impressions)

Take a look at the weapons. Priority on flexible use weapons (short -> long range) and reliable ones.

The usual short-ranged weapons of choice are close ranged powerhouses ('shotguns,' as they are colloquially known) and rapid-fire pistols.
-'Shotguns' or 'Closeguns' generally fire a powerful blast, either a spray or a large single shot, and tend to have a lot of stopping power.
-Machine Pistols are generally better at mid-range than a shotgun and can cause more collateral damage. They can engage multiple targets in a single turn.
The primary types of handheld weapons in official, non-specialized use are:
-Traditional ballistics: Accurate, giving you a bonus to initiative, and reliable, needing ammunition but lacking fragile capacitors and coils like most advanced forms of weaponry.
-Coilguns/Railguns: Coilguns are generally more reliable, but are longer and more unwieldy for the same strength. Railguns are more compact, but require maintenance of both rails and energy cells and can fail often. These are the most accurate.
-Plasma bolts: Useful in atmosphere and just as accurate as ballistics. They heat up and cannot fire for extended periods of time, but if you manage your heat their cells will last a long time.
-Particle blasters: At close-range, these can instantly incapacitate targets. On the downside, they are downright illegal in some places and spread a lot when penetrating targets. Very inaccurate.

Guess I'll have to do with the French revolutionaries, but I still want to fight space pirates.
Buy an assault rifle (or whatever equivalent she finds), get some VR training with it, and go check for more info regarding the space pirates on Franz.
Try to find out if there's anyone planning to do something about them, and if there's any shuttles going to Franz.
Also try to see if there's any shuttles going to Francia.


[6-1] You get incredibly lucky, and the cashier fails to ask you for your guild ID card, smiling gracefully as she gives you a VR card. You take the item to a row of doors leading to VR chambers. The sims are are awkward at first, requiring you to wear all sorts of electrodes on your skin, bulky gloves, and goofy glasses. However, once it activates, you get some much-needed practice with the gun, and later purchase the thing for 8 oz. Quite a bargain, compared to what you've seen.

[3] Franz is a remote world and doesn't have much traffic going there. Shuttles can't make the trip on their own anyhow, so the only option would be to hitch a ride on a merchant ship or combat vessel. Nobody cares enough to go help alleviate the issue. After all, it's a pirate armada.
[6/3] Despite the rebellion, trading is business-as-usual among the Georgian Planets. In fact, it's quite profitable to smuggle arms and robotics to the combatants, even though the Georgian Constitution forbids neutral parties from transporting weaponry to armed parties other than the Orbital Guard, which is currently neutral in the conflict.

You find a whole host of merchant convoys preparing for the voyage, complete with an escort of corvettes and a single frigate, the Initiative. They are willing to accept passengers.
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