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Author Topic: Interstellar RTD turn 24 - On hiatus for the time being =(  (Read 28085 times)

Frelock

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Re: Interstellar RTD (d10) - turn 1
« Reply #30 on: April 08, 2009, 11:47:42 am »

The ship, naturally.  Can you see me flying to a small mining outpost with about 50 tons of cargo on my back?

And as to my ship weapons specialty, I'll go with cannons.  FULL BROADSIDE!!!
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Lear

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Re: Interstellar RTD (d10) - turn 1
« Reply #31 on: April 08, 2009, 11:53:19 am »

Ok, just making sure..  I will now add cannons to your skills.
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Katsuun

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Re: Interstellar RTD (d10) - turn 1
« Reply #32 on: April 08, 2009, 12:13:20 pm »

I'm going to continue tinkering with the comm system, this time trying to figure out if its possible to build a communications jammer with the items we have on board.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

inaluct

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Re: Interstellar RTD (d10) - turn 1
« Reply #33 on: April 08, 2009, 01:50:46 pm »

I'm going to examine the navcomputer a little more before I go put my stuff in a locker and come back.
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Org

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Re: Interstellar RTD (d10) - turn 1
« Reply #34 on: April 08, 2009, 02:28:57 pm »

Burst out, without breaking the locker.
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Jay Kayell

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Re: Interstellar RTD (d10) - turn 1
« Reply #35 on: April 08, 2009, 02:38:12 pm »

I scan for debris.
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Emperor_Jonathan

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Re: Interstellar RTD (d10) - turn 1
« Reply #36 on: April 08, 2009, 08:17:02 pm »

I wake up,  I get my Medical Tools from my locker. After this I setup my medical apparatus.
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Lear

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Re: Interstellar RTD (d10) - turn 2
« Reply #37 on: April 09, 2009, 10:32:10 am »

Turn numero dos.


Frelock
I look around for someone who might need some hauling done within the system.  Moderately illegal stuff ok by me (like hauling contraband), but not things that are going to make us traitors of the state (like supplying any local rebels).
You inquire about the town for any hauling jobs. [8] As it turns out, Durgen is under going rapid expansion and as such has a fairly high demand for building materials. You talk with a building contractor and you find out there are a few mining and industrial planets in the Hiros system. He offers you a hauling job for 300 credits from Miros to Durgen. He also hands you a holo-map detailing the Hiros system.
Spoiler: Hiros System (click to show/hide)

Spoiler: Status (click to show/hide)


Katsuun
I'm going to continue tinkering with the comm system, this time trying to figure out if its possible to build a communications jammer with the items we have on board.
[7] + 1 (improved intelligence) = 8 You open up the transmitter/receiver module without breaking any of the components. You soon discover that it would be possible to add jamming capabilities, but you realize you don't have the components necessary.

You gain 1 xp toward intermediate Electronics!
Spoiler: Status (click to show/hide)


inaluct
I'm going to examine the navcomputer a little more before I go put my stuff in a locker and come back.
[1] + 1 (improved intelligence) = 2 You examine the navcomputer for a moment before storing your gear and returning. (the navcomputer is used mostly for insuring you don't all die during hyperspace travel, but can also be useful when fed with map data.)
Spoiler: Status (click to show/hide)


Org
Burst out, without breaking the locker.
[9] You prepare to burst out of the locker when you realize that the lock is not engaged. Good thing too, for it seems that the locker is quite sturdy. You exit the locker and store your gear.
Spoiler: Status (click to show/hide)


Cpt. Jay Kayell
I scan for debris.
You walk over to the scanner, sit next to Katsuun, and search for debris. [6] - 1 (no skill in Scanning) = 5 The scanner picks up a small field in orbit on the far side of the planet.

You gain 1 xp toward basic Comm/Scan Tech!
Spoiler: Status (click to show/hide)


Doc
I wake up,  I get my Medical Tools from my locker. After this I setup my medical apparatus.
[10] You quickly awaken, focused and full of energy. After getting your tools from your locker, [9] you set up your Medical Apparatus with ease. It consists of a status monitor, fracture scanner, and substance administrator.
Spoiler: Status (click to show/hide)


Locations


Kradellian 307 Freighter
Spoiler: Ship Map (click to show/hide)
Spoiler: Systems (click to show/hide)

Rooms

Control Room Occupants: Cpt. Jay Kayell (at scan/comm system console), Katsuun (at the scan/comm system console), inaluct (at the navcomputer).
Spoiler (click to show/hide)

Mess Hall / Lounge
This room contains a few dirty tables and chairs throughout. To the mid-left is a basic cooking unit and storage boxes along with a water tank that reads (102/200).

Quarters Occupants: Org, Doc.
Spoiler: Org's Locker (click to show/hide)
Spoiler: Frelock's Locker (click to show/hide)
Spoiler: Doc's Locker (click to show/hide)
Spoiler: inaluct's Locker (click to show/hide)
Practically empty save for a few lockers and cots leaned up against the walls. Medical Aparatus has been set up here.

Ladder between Upper and Lower Levels

Exit Hatch

Maintenance Access
Small crawl spaces to allow access to power relays and other systems.
 
Storage Room / Cargo Hatch
The largest room of the ship and also the most empty. There is nothing here save for a large hatch in the floor which is remotely controlled.

A moderately busy street near the docking bays, Agentar Starport, Durgen.Occupants: Frelock, moderate pedestrian traffic, light ground vehicle traffic.
 A few short buildings line the street as various people and vehicles seek their destinations.

In Orbit Above Durgen
The only thing visible aside from the deeps of space and the planet itself is Durgen's moon, Giren. The moon seems to be mostly barren but it seems to have a thin, pinkish colored atmosphere. From orbit the day side of Durgen is visible. Its surface is mainly yellow-green in color with a few small oceans and mountain ranges. A few settlements are also visible.
 
« Last Edit: April 09, 2009, 10:35:26 am by Lear »
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Org

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Re: Interstellar RTD (d10) - turn 1
« Reply #38 on: April 09, 2009, 10:33:44 am »

LOLWUT?
WHERE IS MY TURN!

RAEG!
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Katsuun

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Re: Interstellar RTD (d10) - turn 2
« Reply #39 on: April 09, 2009, 10:48:40 am »

I'll deposit everything besides my clothes and raw meat in my locker, then examine the ships cooking unit.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Org

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Re: Interstellar RTD (d10) - turn 2
« Reply #40 on: April 09, 2009, 10:52:49 am »

Are we flying?
If not, go find a merchant ship.
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Lear

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Re: Interstellar RTD (d10) - turn 2
« Reply #41 on: April 09, 2009, 11:09:26 am »

Are we flying?
If not, go find a merchant ship.
You're in a ship that is orbiting the planet.
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Org

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Re: Interstellar RTD (d10) - turn 2
« Reply #42 on: April 09, 2009, 11:20:10 am »

Go find a merchant ship.
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Frelock

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Re: Interstellar RTD (d10) - turn 2
« Reply #43 on: April 09, 2009, 12:29:32 pm »

Considering that we don't have any ship's weapons at the moment, I don't think that resorting to piracy would be a good idea at the moment.  Let's try for the hauling job.  We can pick up some equipment for the ship with those 300 creds.

As for my action, I find somewhere that I can transmit the holomap to the ship, with the job offer attached.
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Lear

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Re: Interstellar RTD (d10) - turn 2
« Reply #44 on: April 09, 2009, 12:55:33 pm »

Considering that we don't have any ship's weapons at the moment, I don't think that resorting to piracy would be a good idea at the moment.  Let's try for the hauling job.  We can pick up some equipment for the ship with those 300 creds.

As for my action, I find somewhere that I can transmit the holomap to the ship, with the job offer attached.
This made me realize another thing I forgot.. the ship has a small databank system. I will add this to the ship's systems list next update.
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