"Alright rubes, it's time to organize an away team, I volunteer. This team should also include a medic, and a diver, or somebody whose good at both at very least. Then I suggest we begin scouting ahead with the crawler."
can people make replacment limbs? If so, how difficult would it be to learn/build and attach them?
Yup, but they'll need to be living machines which means you'll need knowledge. Maybe even the help of a diver to attach them. How difficult depends entirely on how good the limb is.
The info is gonna be pretty generalized because I don't wanna spoil a whole lot, but I'll get it to you soon-ish.
And I'll keep track fo the big map, the one the drill makes, but if you guys wanna add to it or anything, you'll have to do that.
Cool, thanks! I'm sure we'll figure out the rest as we go, but some vague idea would be nice (and cut down on a whole lot of me asking you the same questions over and over as we go down levels).
A small question about building: if we're not in travel mode (eg while others are on mission or like this last turn on the bore), does any work get done on our build projects if we make that our action? If not, would it be ok for you if builders do something else during those turns? Otherwise we're basically sitting around doing nothing.
Name: Joshua Abraham Darvaza
Male, 30 years old
Styling himself as ‘Emperor of the Deep’, Joshua is ever so slightly unhinged at times.
Dau-de-Daleth Ascetic
Starts with an Eye Disk, Priest’s Beadchain, and +10 Transcend
ABILITIES
Blast: 0
Fight: 0
Dodge: 0
Cover: 70
Endure: 50
Move: 80
Hide: 0
Find: 0
Transcend: 80 =>90 (+10 priest's beadchain)
Recover: 50
Build: 70
Control: 0
ATTRIBUTES
Body: 30
Mind: 70
Knowledge: Depth Drive 15/150
INVENTORY
Eye Disk
Priest’s Beadchain
Soldier's suit (10/80)
Pistol 4d6
Thats something I've been thinking about too. Having time pass faster for you guys doesn't really make sense because days or weeks might pass while people are out for a few minutes, but having everyone just sit around is shitty too. Shall we pass 5 hours each turn while people are out then?
Deira instead builds net traps, hiding it with any thin mats that may be available, and tripwire-dart traps that she will set up when leaving the bridge. Finally, she will finish decorating the place with coloured fabrics, if any are available in order to pass the time.
Name: Deira
Archetype: Worm Driver
Blast:
Fight:
Dodge: 40
Cover: 60
Endure: 40
Move: 60
Hide:
Find:
Transcend:
Recover: 40
Build: 80
Control: 90
Body: 60
Mind: 40
Knowledge:
Items:
Pistol (4d6)
build 62/80
Alright, it will take you a few hours to get this set up, so basically give it a turn or two.
Tony Vermis
Archetype: Worm Driver.
a former Worm driver, Vermis grew bored with shepherding the worms and left the trade to make something of himself.
Blast: 60
Fight:
Dodge:
Cover: 40
Endure: 45
Move: 50
Hide:
Find:
Transcend:
Recover: 45
Build: 80
Control: 80+10=90
ATTRIBUTES
Body: 65
Mind: 35
Knowledge:
inventory:
pistol 4d4 (4-16)
See how much knowledge would be required build a med kit.
Begin to build a body with a body stat of 40.
That means rolling 40 or lower.
[Build 59/80]
Well, you could build it but it would have a body of 21.
Try again or go with it? I should point out that every failed roll adds +10 difficulty. This one isn't a failed roll, though.
Also, what are you making this body out of? Probably metal or other inorganic stuff?
Could we, and should we wait for the builders to finish current projects before we get to exploring, in a time-skip kinda way?
You could try to talk the others into doing that. If everyone else just says "Now spend the next 80 hours doing nothing." or whatever then I'll be fine with it.
Time to put down some graffitos. Grab a little paint if I can find any, but don't delay if I can't, then head to the hangar. Open the door, and see if there's anywhere to stand.
You grab a can of paint from the work room and walk out to the hanger door. You open it only to find that it opens straight onto a solid rock wall. Huh...thats right...the drill is a few stories down from here, you're still in the tunnel. OH well, gives you a good surface to paint on.
Archetype: Engineer
Blast: 10
Fight: 20
Dodge: 50
Cover: 40
Endure: 60
Move: 10
Hide: 20
Find: 80
Transcend: 10
Recover: 40
Build: 90
Control:
Body: 60/60
Mind: 40/40
Knowledge: None, for now
INV:
Cleaver (4d4 dmg w/fight)
Pipe Gun (4d6???)
Seeing no damage to the bore, engie will then shrug and go back to work.
Essentially, I want to be able to machine parts so I only have to assemble them. It would save time in the way that while it's machining, I can handle another task. Is this possible? Nothing complicated, just solid parts like forearms and gunbarrels. Joints and complicated bits would have to be assembled and made by hand.
Hmm. Hows about a milling machine then? It would need a little knowledge but not much. You could probably gain it by just making a few metal things. Or maybe join Radio on his soldier suit? That requires metal work.
Continue working on the rifle. If I was allowed to work on it alongside my other small action for ~five hours on each of the last two turns, it will be complete. Otherwise, if building requires a completely free turn, it'll be 5/15 after five hours.
Name: Verne
Archetype: Civilian
Blast: 80
Fight: 0
Endure: 40
Move: 40
Hide: 40
Find: 80 +10
Transcend: 0
Recover: 40
Build: 80
Control: 0
Mind: 50
Knowledge: 0
Body: 50
Stuff: Pistol, Crude model submarine, trinket/doll
Rifle Building 10(?)/15
[/quote]
I'll let ya have it. Rifle done.
Sifeebt shrugs "Do not ignore foe. Few are as chivalrous as quiet man." he says, nodding towards Vokun, who backed off after Sifeebt stepped in.
So... Why has our three-way spar never had three people attacking? All three of us have submitted an attack action every round.
In any case, step back a bit and let Nameless act. Attack only after someone else attacks.
Blast - 00
Fight - 90
Dodge - 80
Cover - 00
Endure - 50
Move - 70
Hide - 55
Find - 00
Transcend - 65
Recover - 00
Build - 00
Control - 00
Body - 14/20
Mind - 80
Knowledge - 0
Inventory:
Deathless Sabre (4d6)
Nameless nods his acknowledgement of Sifeebt's rebuke.
Yes.
Yes, let's roll out the remainder of the fight. If I am down to one opponent, simply attack that one, else: Nameless will attempt throughout the remainder of the fight to position the other two such that they interfere with each other's attacks rather than assisting each other, like by getting into a narrow hallway or something. Nameless will attack whichever is closer in an attempt to drive them into the other. Otherwise, simply alternate targets each roll.
On technique balancing: I don't know how to balance adding damage and taking away dodge, as damage scales with weapon and is a die roll, whereas dodge is a stat against which a die roll is made. Maybe adding a d20 to opponent's attack for double damage?
Or, if Nameless succeeds, his damage is doubled, but if he fails, the opponent's damage is doubled?
Thoughtful corpse
Body: 80 Current:62
Mind: 20
knowledge: 0
Gaining knowledge for technique: One Strike. Adds d20 to a single attack roll against a single opponent at the cost of 5 body.
00 Blast
80 Fight
60 Dodge
40 Cover
60 Endure
80 Move
00 Hide
00 Find
00 Transcend
90 Recover (80 +10)
00 Build
00 Control
Weapon: Knife (3d6 dmg)
Spar with Nameless and Sifeebt, using fists and not weapons. Yield if I:
Gather enough knowledge for the Reference Guide,
Have under 30 body left,
or both of my opponents yield.
Each attack should, in order of priority, target:
1. Whoever has not yielded,
2. Whoever attacked me last,
3. Whoever I didn't attack last,
4. Nameless.
Archetype: Quiet Man
Abilities:
Blast: | 0 |
Fight: | 80 |
Dodge: | 50 |
Cover: | 0 |
Endure: | 20 |
Move: | 60 |
Hide: | 80 | +10 |
Find: | 40 |
Transcend: | 30 |
Recover: | 40 |
Build: | 0 |
Control: | 0 |
Attributes:
Body: 60 - 4 = 56
Mind: 40
Knowledge: 10/30 for Reference Guide
Inventory:
Knife (3d6)
The reason why three attacks have never gone through is me not being sure on things. Namely last turn because Vokun doesn't want to spar with weapons and Sifeebt just walked in and hit someone with a weapon.
Alrighty then, I'll try and do this as best I can. Lets see
Sy steps back, allows others to fight first.
Nameless attacks vokun, hits, 3 damage 53 hp
Vokun vs nameless, Fails to hit.
Sif attacks, Nameless dodges.
Nameless attempts to manueuver, fails.
Nameless attacks sif, hits, 4 damage, 10 hp
Vokun attacks Sif, sif dodges
Sif attacks, misses.
Nameless attacks Sif, hits, massive difference in rolls, double damage roll , 6+3, 1 hp left
Vokun attacks, misses
Sif attacks, misses
Nameless misses
Vokun misses
Sif attacks nameless, nameless dodges.
Nameless attacks sif, misses
Vokun misses nameless
Sif attacks nameless, nameless dodges
Nameless misses
Vokun punches Sif, KO!
Nameless punches vokun, 1 damage, 52 hp
Vokun punches nameless, 4 damage, 58 hp
Nameless punches, 4 damage, 48 hp
Vokun misses
Nameless hits, 1 damage, 47 HP
(Christ this takes forever with fists. Almost like it's not balanced around punching people to death.)
Vokun hits, 4 damage, 54 hp
Nameless hits, 1 damage, 46
Vokun hits, 5 damage, 49 hp
Nameless hits 4 damage, 42 hp
Just fucking trading blows here. Its a Slobberknocker!
Vokun Hits, 4 damage, 45
Nameless hits, 6 damage, 36 HP
Vokun fucking hits, 6 damage, 39 HP
Nameless hits, 1 damage, 35 hp
Vokun hits, 5 damage, 34 HP
Nameless hits, 6 damage, 29 HP
VOKUN YEILDS!
Vokun, you get enough knowledge to finish your guide, (assuming a good build roll)
Nameless gets 40 knowledge towards his technique. That doubling damage thing seems fine to me, you get double or they do.
Sif gets a broken nose!