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Author Topic: [ISG] Frontier Sector  (Read 1987 times)

escaped lurker

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[ISG] Frontier Sector
« on: December 21, 2014, 04:34:21 pm »

Frontier Sector



Sector X-I-5744
Intergalactical Hour: 7:23
Vagusi Anonymous Trade Station "Kepler"


A normal day at one of the more advanced Vagusi markets of this sector. Also one of the first that they built here, but the wear on the twenty-odd old station is kept in check nicely. Somewhat remarkable, seeing as it is one of the hubs of the greater area.

Getting back on track, you review the last few hours. Today so far consisted of you coming in from one of the neighbouring sectors, filling up on fuel and other supplies here, and even double-checking the ship in the process. All fine and in order, or so you assure yourself.

Well then...
Thinking it a good time to move on, you reach out to the stations intercom. There's always work to be done in this sector, one way or the other. Maybe you could even load up on rumour and fact about what happened in these parts while you were elsewhere.

Crackling to life, you are greeted most pleasantly -
"Identification and Racial Affiliation."
"... please."


About to comply with the bored-sounding Station Attendant, you do notice that they seem to have changed protocol here. Your inquiry into this matter is met with a repetition of what formerly has been said.

Minus the meagre pleasantry.

Seeing no specific reason to deny the request, you give the unfriendly sod;


Your Name:

Your Racial Affiliation:

The Ignothal Theocracy consists of Transcended Aberrations
Their Ships boast Strong Shields but are lacking in Hull
The Ignothal themselves have Good Accuracy but Weak Tactics
They normally remain friendly with the Atano, loath Kathervan and hate Protervee
Wraiths: Crews only need almost negligible amounts of energy to survive.
The Protervee Brood consists of Drone-Matrons
Their Ships boast Quick Engines, but are lacking in Shields
The Protervee themselves have Good Tactics, but Weak Diplomacy
They normally remain friendly with the Kathervan, loath Atano and hate Ignothal
Hive-Queens: Able to field and carry more Crew due to them being Drones.

The Kathervan Kinship consists of Spacefaring Flesh-husks
Their Husks boast a Strong Hull but are lacking in Shields
The Kathervan Themselves have Good Tactics, but are Weak Technicians
They normally remain friendly with the Protervee, loath Ignothal and hate Atano
Growthlings: Can produce and alter own weaponry and modules.
The Atano Collective consists of Immortal Cyborgs
Their Ships boast Good Shields, but are lacking Good Engines.
The Atano themselves are Good Technicians, with Weak Accuracy
They normally remain friendly with the Ignothal, loath Protervee and hate Kathervan
Tech-Savy: Can make full use of xeno weaponry, Able to use xeno modules – albeit with malus.

The Vagusi Union consists of Humble Castaways
Their Ships boast Good Engines, but are lacking in Hull.
The Vagusi themselves are Good at Evasion, but have Weak Tactics
They normally remain on neutral standing with everyone.
Neutral Force: Having no racial grievances allows for much less hassle, and more opportunities.


Spoiler: Pilot & Ship Stats (click to show/hide)


A~nd here we go. Finally time and muse again.
I doubt many will remember the "first" run of this game, which was thwarted 3 pages into it by the disk going poof.
Either way, I redrew and improved ships and rules. Far less complicated this time around. Well then - enjoy~
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escaped lurker

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Re: [ISG] Frontier Sector
« Reply #1 on: December 21, 2014, 04:35:34 pm »

One Reservation, coming right u~p
(You never know... y'know..)
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scapheap

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Re: [ISG] Frontier Sector
« Reply #2 on: December 21, 2014, 04:40:23 pm »

X-1337 of the Atano Collective
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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

Weirdsound

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Re: [ISG] Frontier Sector
« Reply #3 on: December 21, 2014, 05:36:41 pm »

Captian Phyllis Breen of the Vagusi Union
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The Froggy Ninja

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Re: [ISG] Frontier Sector
« Reply #4 on: December 22, 2014, 11:07:07 am »

X-1337 of the Atano Collective
+1 His friends call him Bob.

Avis-Mergulus

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Re: [ISG] Frontier Sector
« Reply #5 on: December 22, 2014, 04:36:51 pm »

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“See this Payam!” cried the gods, “He deceives us! He cruelly abuses our lustful hearts!”

Hawk132

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Re: [ISG] Frontier Sector
« Reply #6 on: December 22, 2014, 05:55:31 pm »

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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Funk

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

GiglameshDespair

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Old and cringe account. Disregard.

escaped lurker

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Re: [ISG] Frontier Sector
« Reply #10 on: December 24, 2014, 04:12:46 pm »

Sector X-I-5744
Intergalactical Hour: 7:25
Vagusi Anonymous Trade Station "Kepler"
Log 0.7


After filing a much needed correction to the data available on this station, you make use of the passively offered video link. Flickering to life you get to gaze on one of the fleshern vagusi clonelings, and state the required information matter of factly.



"This Individuals recognised unit name is X-1337."
"This Individual is part of the Atano Collective."


Shortly moving its thought-centre downwards and back, the vagusi seems to have accepted your information.


"That will do. Now then, just let me ask- "

Asking for more, while not giving you the desired information? Not one to agree to such treatment, you cut off its speech before it has fully voiced its second request.

"Further information will only be provided after the individual provided for this individuals demand - Clarification for the use of already provided information."

It takes the individual in question a half-second and sideway glance before comprehension is achieved. Your translator also informs you that there are traces of confusion and anger mixed into the individuals movements.

"This station was not involved. All I care to say about the matter."


"Now, unless you have changed your mind about looking for work, I would like to try again and ask what kind of jobs your crew and ship are able and willing to take."

A bit uncertain if you even want to do further business with this particular station, you still think about;

Your Ship:


Scout
30 Hull-Points, 2 Weapon Sockets, 3 Utility Rooms
Ship Size gives a +3 Bonus to Speed

Light Cruiser
50 Hull-Points, 3 Weapon Sockets, 4 Utility Rooms
Ship Size gives a +1 Bonus to Speed

Medium Cruiser
70 Hull-Points, 4 Weapon Sockets, 5 Utility Rooms
Ship Size gives no Bonus nor Malus


Your Profession:

Destroyer
Laying waste to all who would oppose the Atano, their Destroyer-Class builds are quite straight-forward. Weapons – the big ones. Shields – the strong ones. While maybe not the most utilitarian approach, they pack a punch, and can take one, mostly leaving more elaborate tactics to other ships.
Starting Bonus: Better Weaponry, Better Shields, +1 to Accuracy Skill

Remoteer
While not one of their favoured tactics, the Atano Remoteer-Class equipped Ships specialize in boarding enemy installations with their interface-guided combat robots. Obviously they tend to have more crew to use as controllers, and better engines than most other Atano ships field.
Starting Bonus: Extra Quarters, Better Engines, +1 to Tactician Skill

Adjustor
As one would expect from the highly technological Atano, their Adjustor-Class Ships not only shine if employed on diplomatic missions, but also in the thick of battle. Given the right circumstances, that is. If these are not present, they are also apt at making them happen.
Starting Bonus: Random Active Module, Random Passive Module, +1 to Diplomacy Skill

Artificer
Repairing some ship or station, mining asteroids, producing something for sale or even upgrading equipment? All in a days work for an Artificer-Class Ship. While there normally is a plethora of work to be done for them, most eschew the thick of battle.
Starting Bonus: Workshop Module, Exterior Arm Module, +1 to Technician Skill


Take note that this game is D10 based, resulting in a Scout with the right equipment being a viable choice and foe against less ideally equipped bigger ships.

New Term:
Modules
Every module enables a ship to do something uncommon. An "Ability" if you will. They are fitted in Utility Rooms.
Active Modules are temporary boosts, like increasing your ship's speed, hindering enemy functions or even damaging them directly.
Passive Modules include things like advanced scanners, facilities like the already mentioned workshop, and the basic - already installated - systems of the ship.


Well then, ironed out some of the rules. Besides the three resources - Energy, Material and Money Bounds, there are only some small finer points left to introduce. Most of which will stay in the background either way, so theres that.

The Heavy Cruisers shown in the previous game won't be a choice for the start of this one, and I balanced the ship types slightly. Not in a completely unrealistic way, or so I hope. Eh, not like physics should matter much in high-sci-fi, but still, I do try to respect what little I do know about this stuff.

Else, quite sure I will replace the makeshift video-link avatars, but for now they will do.


Either way, with next turn the rail-roading will end.
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scapheap

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Re: [ISG] Frontier Sector
« Reply #11 on: December 24, 2014, 04:18:32 pm »

Light Cruiser, Artificer.
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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

LuckyKobold

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Re: [ISG] Frontier Sector
« Reply #12 on: December 24, 2014, 04:44:06 pm »

Medium Cruiser, Remoteer, Let's be a pirate!

GiglameshDespair

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Re: [ISG] Frontier Sector
« Reply #13 on: December 24, 2014, 04:51:40 pm »

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Old and cringe account. Disregard.

~Neri

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