Episode 2 Starting Soon
Part 0: Planning
Despite the A.I.'s assist, or perhaps, because of it, the rookie slammed Raptor into a hangar door on approach. There was no hull damage to the ship, but there will be a fine for the collateral damage. Having so many A.I. running aswell as a stowaway took an extra tole on the supplies. Some of it was mitigated by the A.I. botanist, and shutting down the A.I. enforcer helped, but extending the mission used what little was left. The remains of the passenger were not found, and the shipyard was notified of what transpired with their wayward employee, believed to have been annihilated in the pirate ship's bombardment. Before takeoff, the bandit corpses were identified as members of the Black Knight gang. The sniper's rifle was retrieved. The bounty fee for taking out a couple of the gangs' underlings was small, but surviving an encounter did increase Raptor crew's reputation
("Would it be enough to attract a pilot though?"). The pirate ship's current coordinates are believed to be an asteroid cluster just outside the solar system.
Mercenary License: | Type A |
Reputation: | 1 ⬈ (+1) |
Funds: | 4 ⬈⬈⬈ (+4 -1) |
Raptor: | 12 ⬈ (+1) |
Crew: | 4/6 ⬊⬊ (-2) |
Supplies: | 0/12 ⬊⬊⬊ (-3) |
Type B:
██████████ 21/25
Crix'Uqsian Raider
___
/L R\
| C |
/―――o―――\
/ E \
|_o_____o_|
| M | H |
|_o__|__o_|
| S |
|____o____|
\ T /
\__o__/
Battle Stations:
C. Cockpit
L. Left Turret
R. --
B. Engine
M. Medical
H. Holding Cell
T. Torpedo Bay
S: Storage
o: (Hatches)Raptor | |
Armor: | ◆◆◆◆◆◆ | ◆◆◆ |
Left Turret: | ◆◆ |
Torpedo Bay: | ◇◇◇◇ |
Engine: | ◆ |
Mercenary License: License qualifications reviewed end of mission only. Promotion converts Reputation and Funds: each χ 3, rounded down, and Arms Market Prices: χ 3, rounded up, and awards some bonus funds.
Crew:
- CAPTAIN
- ENGINEER
- DOCTOR
- ROOKIE (PILOT TRAINEE ◆◇◇)
- (PILOT VACANCY)
- (ENFORCER VACANCY)
CAPTAIN, please declare if you intend to retain your station, otherwise the ship will be gifted to the player of your choice, or (if you don't say or they do not accept) to the remaining one that appeared highest in the Credits. They will then have the opportunity to roll a new character with the captain role.
The Captain for episode 2 must choose who to hire for the next mission. The ship can be sold to convert the license to Cartography or Delivery if desired.
CREW, each crewmember can choose to do one of these:
-- Quit
(Default)A. Apply to join next mission with current character (
if rehired, PM desired emotion/expression for a new alt portrait. You completed your 1st mission! Congrats!!)
B. Apply with new rolled character (You wont be able to swap back until after the next mission and waitlist has priority for the 4 slots.)
C. Apply with previous character (Might allow from my other forum games too.)
You can also make purchases if you are given the funds to afford them. This is the time to negotiate with the captain.
PILOT, once hired by the captain, the next episode starts when you decide to
travel to a destination:
A) Nearest Crix'uqs frontier world (more land missions)
B) Nearest Crix'uqs frontier spaceport (more space missions)
C) Nearest non-Crix'uqs territory (unknown)
D) Dosophus 2770B-1 (1st Moon)
E) Dosophus 2770B-2 (2nd Moon)
F) Dosophus 2770B-3 (3rd Moon)
G) Black Knights Hideout
(Only D, E, and F are reachable without a fully trained Pilot.)
Shop
Personnel equipment can be assigned to either a shared storage or to crew lockers.
"Best rates on Dosophus Prime! ...Oh, it's you! Nice landing!"
1: Repair: Restore 1 point of ship armor. If ship armor is fully restored then the ship will be cleaned and repainted. A new paint color can be chosen.
1: Supplies Χ 3: These are consumed by crew, and used for some role abilities. Supplies subtract from ship agility(increase Engine score to counteract it).
1: Disposable Hazard Suits Χ 3: Lightweight. Ignores most common environmental hazards. Single-use.
1: Souvenir: Gain a new alt portrait. PM desired emotion/expression. No use. You may destroy this item without losing the portrait alt. Limit 1 per player per episode.
"Welcome Mercenaries! Congrats on your recent escape from the Black Knights!"
1: Body Armor Χ 2: Ignores 1 shot. Goes over hazard suits. Single-use.
2: Anti-personnel Drone: Energy efficient AI with no role other than to attack ship infiltrators. Takes a crew slot.
2: Turret Parts: Component for Engineer to install a second turret. Power output will be rebalanced, but improvements to rotation of the mounting rig will negate any loss of effectiveness to the first turret.
4: Authorized Rifle: AIM @ <Target> to have the option to make a shot worth 3 next turn. Can't shoot crewmates.
4: Nanite Grenade: Kills all living things in a small radius, excluding fellow crewmates. Single-use.
4: Torpedoes Χ 2: Loads the ship with powerful missiles. Single-use.
5: Stun Gun Parts: Components for Engineer to enable the crew blasters to paralyze targets. VIP fugitives offer increased bounty rewards alive. Capture requires an open holding cell.
8: Crix'uq Android: Personality AI chip required, sold separately.
"Psst..."
(Ψ) 0: Illegal Substance: If you complete this episode without it being taken away, you gain 1 black market credit(Ψ). You may destroy this item.
(Ψ) 1: Unauthorized Gun: Unlike authorized guns this one can be used on crewmembers. You can choose one crewmate per turn to kill. PM your victim, and no one will know. 50% chance to revenge kill a crewmate who shoots you. You may destroy this item.
(Ψ) 1: Fake ID: Gain a new alt portrait. PM desired emotion/expression. No use. You may destroy this item without losing the portrait alt.
Illegal Items do not appear in your locker until found by an Enforcer. There's a [33%] chance of law enforcement busting you, and the whole crew could get in trouble if found on the ship after takeoff.
GM Notes
1) The Difficulty will be increasing from
tutorial to
easy. While there is much more new stuff to explain, the basics have been demonstrated. As such, risks (and access to them) have increased.
Review:
Races
Roles
Shooting
Invoking Tropes
Additionally:
Mutiny
Hammer
2)
Invoking tropes can be done at
any time. Because tropes can relate to many scenarios, Invoking Tropes to perform custom actions can be used at any time, including now.
3) The role of Botanist will be removed for now.
Part 0 Ends
~Midnight PST Friday. There will be an extra turn (to interview new characters) if Raptor's crew does not launch this turn. The deadline to sign up can still be shortened by the captain's turn hammer.
Crew:#1. CAPTAIN | (a1s) | CRIX'UQ | Command | Authorize |
#2. ENGINEER | (King Zultan) | VIOLET | Upgrade | Disable |
#3. DOCTOR | (Luckyowl) | CRIX'UQ | Examination | Sedate |
#4. ROOKIE | (Secretdorf) | ZEBRA | Intern | Promote |
--. AI PILOT | (Starver) | AI | Travel | Comms |
--. AI ENFORCER | (roseheart) | AI | Inspection | Detain |
--. AI BOTANIST | (roseheart) | AI | Gardening | Meteorology |
Identification:[img]https://i.imgur.com/AId6PJc.png[/img]
[color=dodgerblue]"Thank you"[/color]
[color=red]"Captain, I"[/color]
[img]https://i.imgur.com/phNDS4Z.png[/img]
[color=orange]"Captain, I"[/color]
[img]https://i.imgur.com/UYHNkyj.png[/img]
[color=darkgoldenrod]"Captain I"[/color]
[img]https://i.imgur.com/BQEAFvl.png[/img]
[color=grey]"Captain, I"[/color]
[img]https://i.imgur.com/6YbNr4u.png[/img]
[color=limegreen]"Captain, I"[/color]
[img]https://i.imgur.com/8VOyGdH.png[/img]
[color=orchid]"Captain, I"[/color]
(text is just for example)
Common Storage
Heavy Hazard Suits Χ 10
Authorized Guns Χ 10
Captain's Locker
Authorized Rifle