Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23

Author Topic: DEEP SPACE: Space vampires and work safety  (Read 36304 times)

Egan_BW

  • Bay Watcher
    • View Profile
Re: DEEP SPACE
« Reply #315 on: July 02, 2022, 03:38:23 pm »

"If I had something like a sonar device, maybe..."

With Kandar. Look out for anything which might make valuable salvage on the way.

Spoiler: Xeriay (click to show/hide)
Logged
Not true, cannot be proven, true but misrepresented.

m1895

  • Bay Watcher
    • View Profile
Re: DEEP SPACE
« Reply #316 on: July 03, 2022, 01:18:13 am »

"what do you guys thinks about a uniform?"
Jim will have the mechanical gizmo appraised and sold
Spoiler: Jim (click to show/hide)
Logged

Pancaek

  • Bay Watcher
  • Real stupidity beats artificial intelligence
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #317 on: July 04, 2022, 05:10:35 pm »

selling: Giant sewer octopus beak (with some trailing tongue/throat giblets)

Spoiler: Hlaine (click to show/hide)
Logged

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: DEEP SPACE: Space vampires and work safety
« Reply #318 on: July 11, 2022, 09:15:22 am »

Just a damaged robot skull and my improved (Xd12) Death Ray.

Spoiler (click to show/hide)
The deathray would sell for 600,  The survey pays 2632 for the skull. According to their appraisers it shows evidence a unique AI system. 


Sell the glowing organ and the intact robot arm with the laser weapon for a hand.
2264 for the organ.
500 for the arm.

The arm is not an uncommon find, though full bodied examples of the machine it came from have yet to be found. Some prospectors have taken to grafting these limbs to themselves to make use of the advanced weapons tech.  The organ is highly mutagenic. Exposure to the contents would doubtless induce mutation.
 
Spoiler (click to show/hide)

selling:
weird crystal shard
Electromagnet module

228 for the shard
125 for the Electromagnet (they already have one).

The shard seems to be some kind of energy storage while the electromagnet is simply that.

"what do you guys thinks about a uniform?"
Jim will have the mechanical gizmo appraised and sold
Spoiler: Jim (click to show/hide)

406 for the gizmo (They have a few already). Its purpose is unknown.
Did you want to turn in your writings? They would currently be worth: 432  credits.


selling: Giant sewer octopus beak (with some trailing tongue/throat giblets)

Spoiler: Hlaine (click to show/hide)
The octopus specimen gets 3437 credits.  This creature, or others like it, have apparently been sighted and caused several deaths but no physical specimens have been recovered until this point.


Charting total (A single sum, not given to each member) is 4000.



Let's head in a direction aside from towards the bulletmen.  Less value in exploring an already-explored area.  Use filaments, not their weird boat.  We have 40 filaments, and Kander is willing to use almost all of that to make a path.  Choose whichever direction seems most likely to find a wall, or... anything that's not toxic swamp, really.

Spoiler: Kander (click to show/hide)
"If I had something like a sonar device, maybe..."

With Kandar. Look out for anything which might make valuable salvage on the way.

Spoiler: Xeriay (click to show/hide)
Using a single filament line and their harnesses, Kander and Xeriay make their way across the swamp. Kander chose the northwest area, to the side of the bullet men, and as they emerge from the toxic smog of the swamp they see this area is not uninhabited, nor undamaged.

This section of the ship has been torn open, the alien metal ripped open by a jutting section of rock. This rock tore its way through and is still visible above, embedded in the ceiling. A great deal of sand has poured in and covered the floor to a depth of several feet, bits of debris poking up through it. However, what dominates the area is a massive wall. The wall is made of shipping containers, stones, and debris, and stretches pretty much from floor to ceiling, interrupted only by the stone jutting out into the room. The wall runs diagonally across the area, filling most of it and ended only slightly before the area to the east where the chanting and flames of the bullet men can be observed.

In front of the wall are about a dozen sentries, all of them snakemen, the true natives of the planet. These snakes are clearly outfitted for battle and are wearing an odd sort of armor. Its a sort of like collection of breast plates strung together with leather or cloth. It gives them an insectoid segmented appearance.   They're carrying a variety of weapons in their dozen or so hands; spear, rifle, sword, shield, etc.  They notice Kander and Xeriay and move from rather relaxed positions into ones of alertness; standing straight like a cobra about to strike. However, they do not move or make any threatening gestures or actions. They remain still.

BlackPaladin99

  • Bay Watcher
  • The dark Knight of Eternity
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #319 on: July 11, 2022, 12:44:23 pm »

Spoiler (click to show/hide)

buy a vibrax.  afterwards, head to the void temple and learn that technique.  then follow the team. 
Logged
Gouge out the chainsaw priest's eyes with my thumbs.

King Zultan

  • Bay Watcher
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #320 on: July 12, 2022, 05:38:21 am »

*grunts in approval of the money I have obtained*
Go look at the shops and see if they have any better armour for sale, be sure to keep tabs on where the team is heading so I can meet back up with them after shopping.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

syvarris

  • Bay Watcher
  • UNICORNPEGASUSKITTEN
    • View Profile
Re: DERP SPOOS: Spoos nighttimes and fren boolets
« Reply #321 on: July 12, 2022, 07:57:44 am »

Give the snakes a friendly wave, and try to remember their language well enough to say hi.  Ask if they'd be willing to trade.

Also, count how many have firearms or other ranged weapons.  And stay close to the filament line, in case we need to retreat.

Spoiler: Kander (click to show/hide)

Egan_BW

  • Bay Watcher
    • View Profile
Re: DEEP SPACE
« Reply #322 on: July 12, 2022, 12:22:20 pm »

Look, no talking.

Spoiler: Xeriay (click to show/hide)
Logged
Not true, cannot be proven, true but misrepresented.

m1895

  • Bay Watcher
    • View Profile
Re: DEEP SPACE
« Reply #323 on: July 18, 2022, 01:31:23 am »

"Let's rent out a barracks when we're done here"
Jim will see about requirements to publish a survival booklet with the information he has, if the requirements are "No" he'll just sell it. Also chip in to buy sleeping quarters
Spoiler: Jim (click to show/hide)
Logged

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: DEEP SPACE: Space vampires and work safety
« Reply #324 on: July 27, 2022, 09:21:11 am »

My games are going on Hiatus for the moment because of board exams. I'll see you in september.

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: DEEP SPACE: Space vampires and work safety
« Reply #325 on: October 21, 2022, 09:28:46 am »

Spoiler (click to show/hide)

buy a vibrax.  afterwards, head to the void temple and learn that technique.  then follow the team. 
The Void temple is set near the edge of Vernierville, built into some complex of pipes and odd alien metal that you cannot discern the purpose of.  Arcs of strange purple black lightning crawl across the surfaces and peak of this makeshift cathedral like darting snakes. Through the curtained entrance and down the a long hall lies the central chamber. It is half dojo, half worship hall: The first floor is a wide and open square room with small ancillary rooms off to its sides.  Above it, in a conical tower ringed with catwalks turned pews, is a fragment of the void much larger than the one at the little temple near the starship docks. It glimmers with the same lightning that wreathes the building, a diamond shaped hole in reality that laves a black stain on your vision for several seconds after you look away.

The dojo, its sandy floor spattered with blackish lumps of dried blood, is sparsely populated with a handful of students wearing their black gowns. They practice movements on their own or spar with one another in quick and violent bursts that never last more than a few seconds.  Far at the other end of the room is a curtain with the consistency of hospital gauze and a brilliant metallic purple. Through the semi-opaque cloth you can see strange lights and the shaded outlines of machinery as well as what appears to be a throne and a seated figure, though the details are lost.

Without knowing what else to do you announce your intent to learn the Vacuum Cleave, displaying your fragment of the void to all around.  The students,  and the sparse worshipers up in the rafters, glance first at you and then to the curtained room. The light within that room grows brighter and those crawling electric arcs begin to dance behind and around the seated figure. The voice which booms out and shakes the curtain is tinged with an electric hum that makes the inside of your head itch.

"Come."

You hesitate a moment and then step closer to the curtain, walking slowly across the blood stained sand until you are right at the mouth of the room.  Some instinct tells you to offer the fragment of the void and you do so, holding it out to the unseen figure. A hand darts through the curtain, or rather seems to simply appear, its fingers already wrapped around your wrist. Those fingers are withered beyond what age could accomplish and the flesh is an awful blue, like a drowned corpse. But, as fragile as they may seem, they hold your hand with the same cold solidity as an iron manacle. You look at the curtain, squinting to see what has your hand but can only see a shadow wreathed in slow lighting.  Then your hand, still clenching the fragment, is wrenched upwards such that the fragment is held directly before your eyes.

You have looked into that fragment before, just as the worshipers above do. You have tried, like a mystic gazing into a crystal ball, to divine some meaning within the swirling nothing. But, if there was some meaning there, it always eluded you. Until now. From within that shard of the infinity which swallowed the Jovian moons you see something. Something which surpasses the eyes and seems to sing down your nerves like a plucked guitar string. You feel that knowledge hit your brain with palpable force and spread down through your spine. Its there now, as deep and fundamental as instinct, etched into the nerves.

You blink and realize you are free. The room behind the curtain is back to as it was before,  and the figure is seated once again. You feel as though you are a man who has laid in bed his whole life, only to now sit up and take his first steps. Muscles which are stiff with disuse- but which you have always had- are waking up.

[You have learned Vacuum Cleave: User’s next melee attack can hit targets at range. Uses SP when activated. d4 SP]

*grunts in approval of the money I have obtained*
Go look at the shops and see if they have any better armour for sale, be sure to keep tabs on where the team is heading so I can meet back up with them after shopping.
The shops in vernierville have a wide variety of goods but there's somewhat of an upper limit of their craft. The stragglers and vagabonds who have made it here are not exactly high end gun runners or intergalactic military surplus dealers. Their goods are the result of scavenging and low level trading, and reflect those limitations.  The better armors you can find are often modified versions of the lower grade ones. Industrial tunics with added plates of armor or helmets with arc cutter's masks connected.  In terms of greater protection, however, it seems like armoring your extremities might be the biggest enhancement you can manage. After some searching you settle on a knockoff of a guild battle harness: Its a kind of jumpsuit or coverall, the legitimate versions of which the guildsmen wear under their exoskeleton armor, as a last line of defense. Its d6 across the entire body and could, with the addition of plates, provide d8 to the chest.

"Let's rent out a barracks when we're done here"
Jim will see about requirements to publish a survival booklet with the information he has, if the requirements are "No" he'll just sell it. Also chip in to buy sleeping quarters
Spoiler: Jim (click to show/hide)
The man at the counter is not a publisher; he is a clerk to the largest information broker in the known galaxy.  However, he does offer you a bit of advise.
1. Selling your notes would result in the loss of your notes and a use claim on the exact wording there in. But the knowledge you gained is still yours and can be rewritten or reused as you wish.
2.  A survival guide would be a good idea but your information covers only a fraction of a fraction of the ship. It would be more of a pamphlet at the moment.  He recommends you explore at least the entire upper level and expand your info before trying to publish anything.
3. In terms of requirements, if its a digital document then zero aside from type setting and such. For a physical print you'll need to find someone to do it for you. He says there's already a printer in town though, so that wouldn't be an issue.

You chip into the sleeping quarters arrangement. With...uh...whoever.




Give the snakes a friendly wave, and try to remember their language well enough to say hi.  Ask if they'd be willing to trade.

Also, count how many have firearms or other ranged weapons.  And stay close to the filament line, in case we need to retreat.

Spoiler: Kander (click to show/hide)
Look, no talking.

Spoiler: Xeriay (click to show/hide)
You approach the snake men, gesturing in a way you hope is friendly to them. Their reptilian countenances  betray no hint of their thoughts are emotion and you're left trying to decode the meaning of flicking tails and coiling loops.  As you approach you make a mental tally of their weaponry.  There are a dozen or so snakemen, each carries at least a half dozen weapons.  Of those, roughly half seem to be ranged weapons, though some are of a make you can't distinguish. Hmmm roughly 36 ranged weapons, plus or minus 5 maybe. You click your tongue thoughtfully: to say they have the advantage of numbers would be an understatement on several levels. You stop 20 or so paces from the guards and think of how best to announce yourself in what broken serpent tongue you know.  To your surprise the serpent closest to you speaks first; his words are contorted by alien jaws but they are clearly intelligible as your own language.

"Why comest thee to our ophidian kingdom, outland walker of the stars? Dost thou wish plunder and violence or civil discourse? If your intents be malignant then get thee hence on pain of death; but if good your desires be then speak them."

You're completely taken aback by this archaic speech. The words are proto-galactic, something from before mankind made its desperate flight from the solar system, and now generally consigned to ancient literature and those who idolize those primitive times. The snake would have no way of knowing that kind of speech on his own; no ancient astronaut could have made it here to infect the planet with his language centuries ago. Any who even tried would still be hurtling through space on sublight engines even now.

You recover and assure them as best you can - considering you're not exactly a proto-galactic expert either - that you mean no harm and are simply here to trade.  The snake man rocks his head side to side in what seems to be a contemplative gesture and then "Bids thee to wait here"  before returning to his group. They speak in quick bursts of hisses and almost frog-like guttural noises.  After a few moments the guard looks back towards you and asks, in the same laborious and overwrought fashion, what you have to trade.

BlackPaladin99

  • Bay Watcher
  • The dark Knight of Eternity
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #326 on: October 21, 2022, 09:37:53 am »

Spoiler (click to show/hide)

sell my therma-ray and rejoin group.  chip in for quarters.  try to find something cheap, but somewhere our stuff won't get stolen. 
« Last Edit: November 02, 2022, 05:40:29 pm by BlackPaladin99 »
Logged
Gouge out the chainsaw priest's eyes with my thumbs.

King Zultan

  • Bay Watcher
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #327 on: October 22, 2022, 02:09:05 am »

*grunt at the shop owner in a way that tells him I want to buy that armour*
Inquire how much the knockoff of a guild battle harness costs and then buy it.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

BlackPaladin99

  • Bay Watcher
  • The dark Knight of Eternity
    • View Profile
Re: DEEP SPACE: Space vampires and work safety
« Reply #328 on: October 25, 2022, 05:26:07 pm »

bump
Logged
Gouge out the chainsaw priest's eyes with my thumbs.

m1895

  • Bay Watcher
    • View Profile
Re: DEEP SPACE
« Reply #329 on: November 01, 2022, 03:42:25 pm »

"about what I expected"
Jim will sell the info and return to the group
"Hey Anton, you wanna chip in for a place to stay?"
Spoiler: Jim (click to show/hide)
Logged
Pages: 1 ... 20 21 [22] 23