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Author Topic: Sector Unknown II  (Read 36202 times)

DontBanTheMan

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Re: Sector Unknown II
« Reply #180 on: December 20, 2015, 02:26:32 pm »

Contact the black market through one means or another; figure out pricing on more...illegal items, as well as potential jobs they may have for us.
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Azkanan

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Re: Sector Unknown II
« Reply #181 on: December 20, 2015, 02:32:05 pm »

Using what little money he had, he would buy a UFAK.
"By any chance would I be able to get replacement supplies for this at a lower price?"


The trader shakes her head; "Whole items only."

Purchase one basic engineer's kit.

-150 Credits
+1 Basic Engineer's Kit moved to Cargo Hold.

Check on the loading of our package. If see a dock worker ask him about sights and the things to do when visiting. 

You head out to the bay, only to find the loading units are automated robotics. They do not respond and outright ignore you, or halt to move around you.
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Spiderking50

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Re: Sector Unknown II
« Reply #182 on: December 20, 2015, 02:59:27 pm »

Seeing the hangar is automated I begin looking for a posted map of the station or public access terminal.
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Azkanan

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Re: Sector Unknown II
« Reply #183 on: December 20, 2015, 03:21:43 pm »

Seeing the hangar is automated I begin looking for a posted map of the station or public access terminal.

You non-chalantly head past the droids and out into the main corridor, where you find a touch-screen interface attached to a large HoloMap.



Contact the black market through one means or another; figure out pricing on more...illegal items, as well as potential jobs they may have for us.

You go someplace rather quiet on the ship and access your HoloWrist to seek your shadier contacts. However, nobody responds to your hails.

Spoiler (click to show/hide)
« Last Edit: December 20, 2015, 03:25:34 pm by Azkanan »
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DontBanTheMan

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Re: Sector Unknown II
« Reply #184 on: December 20, 2015, 03:29:35 pm »

Unfortunate. I guess I'll have to do this the old fashioned way; attempt to make new contacts on the station. Look for shady characters and potential business partners.
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Nunzillor

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Re: Sector Unknown II
« Reply #185 on: December 20, 2015, 03:35:43 pm »

Saxson takes a quick look over the ship's weapons, evaluating what upgrades he could reasonably be expected to perform.
« Last Edit: December 20, 2015, 03:38:09 pm by Nunzillor »
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Spiderking50

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Re: Sector Unknown II
« Reply #186 on: December 20, 2015, 03:49:15 pm »

take the elevated to the third floor and walk by the restricted section. See if there's an sign of what is within the restricted section. After that continue nonchalantly towards the market stalls and see what there is to see.
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Dustan Hache

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Re: Sector Unknown II
« Reply #187 on: December 20, 2015, 03:58:43 pm »

"Fair enough. I just hope that it'll last by itself then."
after authorizing the purchase from his personal funds, he would go off hunting for trouble around the station. After all, Peacetime is rarely ever as peaceful as it seems
« Last Edit: December 20, 2015, 04:32:54 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Azkanan

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Re: Sector Unknown II
« Reply #188 on: December 20, 2015, 04:18:46 pm »

((Ah; Sorry, I've been a little vague here. The UFAK's are one-shot, rather RPGesque.))
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Dustan Hache

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Re: Sector Unknown II
« Reply #189 on: December 20, 2015, 04:33:40 pm »

(Darn. I hope there are reusable alternatives later on.)
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Strife26

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Re: Sector Unknown II
« Reply #190 on: December 20, 2015, 05:26:29 pm »

Dante continues his general chilling and relaxation in the secondary cockpit, idly figuring out the best place to install a hot drink dispenser, for whenever he gets time and parts.
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Azkanan

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Re: Sector Unknown II
« Reply #191 on: December 20, 2015, 05:57:47 pm »

((Apologies for the lack-luster approach earlier today; I've been trying to multitask and keep the story moving at the same time!))

Unfortunate. I guess I'll have to do this the old fashioned way; attempt to make new contacts on the station. Look for shady characters and potential business partners.

Code: [Select]
Criminology Roll
1d20 +1 = 15

You begin by scouting out the areas of the station you can access, limited as they are. A place this remote yet firmly in the territory of the Grand Republic, and moreso of high traffic, is begging for criminal activity, as it allows in the event a criminal needs to, to make a quick escape. That said, it depends on the station's approach to said activity.
The hangar and main corridor seems to be heavily scrutinized by remote cameras every ten meters - to be expected, of course, as per Grand Republic anti-smuggling regulations.
The only other area is the market hall. You walk throughout, analysing and expecting, seeking subtle callsigns or suspiciously unattentive behaviour.

Code: [Select]
Perception Roll
1d20 + 1 = 10

You make it to the end of the hall and spot no such persons or signs. You sweep again on the first and second floors, but again, to no luck. You now lean over the glass and white steel barrier of a crossover, looking down into the crowds, mulling with indecision.

+15 Experience Gained

Saxson takes a quick look over the ship's weapons, evaluating what upgrades he could reasonably be expected to perform.

Code: [Select]
Starship Mechanic Roll
1d20 + 4 = 5
You tap into the systems to take a look at the weapon performance diagnostics through a combat simulation. Unfortunately, it seems any such activity has been disabled by the station, as per security, most likely.

take the elevated to the third floor and walk by the restricted section. See if there's an sign of what is within the restricted section. After that continue nonchalantly towards the market stalls and see what there is to see.

Code: [Select]
Perception Roll
1d20 + 2 = 18

Eventually you reach the second floor and exit the market hall. Two armed and armoured soldiers, their faces helm'd, stand on guard outside of a thick-looking door about forty meters down the corridor to your left. Two blacked-out cameras sit in the corners, as does a single auto-turret attached to the ceiling. As you stop in the threshold of the market hall archway, standing and looking nonchalantly down the hallway, you believe you notice a camera within that black globule shift and turn toward you - though it could be your imagination.

"Fair enough. I just hope that it'll last by itself then."
after authorizing the purchase from his personal funds, he would go off hunting for trouble around the station. After all, Peacetime is rarely ever as peaceful as it seems

Code: [Select]
Finances Roll
1d20 + 0 = 8

You pay the full price of the UFAK, 15 Credits, and move on.

Code: [Select]
Event Roll
1d20 = 7

As you turn away, there's a sudden disturbance in the crowd. "Move out of the way!" "Get her!"

You step onto a extruding groove at the foot of the wall, about half a meter high, to take a look over the multitude of heads. A girl is running through the crowd like a bullet through jelly, with two security persons hot on her trail. She's small and nimble and making a distance from the security personnel - and heading your way.
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Dustan Hache

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Re: Sector Unknown II
« Reply #192 on: December 20, 2015, 06:04:00 pm »

move to intercept them and try to stop them, as my my civil duty requires. Interrogate both the girl and the security as to what is going on after the chase is brought to a stop.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Azkanan

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Re: Sector Unknown II
« Reply #193 on: December 20, 2015, 06:21:20 pm »

move to intercept them and try to stop them, as my my civil duty requires. Interrogate both the girl and the security as to what is going on after the chase is brought to a stop.

Code: [Select]
Dexterity Roll
1d20 + 2 = 4

You attempt to jump ahead in the crowd and catch the runaway. However she, as she has done already, dances out of your grasp and runs ahead. The security personnel run past as you're stuck flailing and overbalanced. Nice try, though, tough luck.

+4 Experience.
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Spiderking50

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Re: Sector Unknown II
« Reply #194 on: December 20, 2015, 06:21:45 pm »

As quickly as his curiosity had appeared, it disappeared even faster. Plus I had a much better I idea. Look through the markets for an arcade!
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