Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 10

Author Topic: Sci-fi RTD, plus testing fractional modifiers (Turn XII. Perpetual signups)  (Read 12496 times)

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #60 on: November 08, 2009, 09:03:38 pm »

Just so you know:

The solar power control room is still airless, but now that the breach is patched, you can safely open the door to allow air in. As seen on the map, it has it's own airlock to outside, and by the suicidal guy's action, you know that there is some junk scattered around.

By now you should have noticed that I am not against you, in fact, I want to see you succeed, but if the dice demand blood, blood will flow.

I am still creating the situation as you play, and am still unsure myself what your key enemy will be, onboard, in space, or space itself, and if a being, alien or human, and how many.

And if I forget to announce an arrival, but still post them in the status section, they still arrived.

Also:
Universe lore:

Air retention fields:
Due to the catastrophic results of early hull breaches, scientists developed an electromagnetic field that somewhat repulsed the atoms in air, though more pure combinations, and anything not a gas is barely affected. This does take alot of power to run for any long period of time, though much less than running a teleporter for that same ammount of time. Systems are designed automatically disengage as soon as possible to prevent power depletion.
Logged
Eh?
Eh!

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #61 on: November 08, 2009, 09:19:17 pm »

I'm gonna take myself out of sign ups for now.
Logged

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #62 on: November 08, 2009, 10:24:54 pm »

Any chance we can get a map legend? It's kind of confusing.

Explore a non-sealed off doorway, looking for pistol-shaped objects.
Logged
The end of the world is more fun then I expected.

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #63 on: November 08, 2009, 10:38:38 pm »

Map legend?

Well, the really dark gray is unknown/unexplored(Though not whiting thte airlock was a mistake, I think it will become a feature to show unexplored areas that are actually drawn like that)
The not-so-dark gray is generic door gray, most/all of them usabel, if the dice favour you, or movement is casually accepted as auto-success.

The light gray is indicating notable features, in this case, the teleporter deposit inset, and that the maintainence tunnel is not a full-sized hallway.

The white is explored rooms/hallways, and the black is wall.

The light bluish is indicating that some of that wall is window. With some effort from the characters, I could overlay almost any type of data on it, especially power cabling or something, if you felt it was important.
Logged
Eh?
Eh!

Pillow_Killer

  • Bay Watcher
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #64 on: November 09, 2009, 02:51:51 am »

Who am I... Where am I... I am... Rino Bay?
Look around, and move out of the room
Logged
Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #65 on: November 09, 2009, 09:00:17 am »

I follow RNG and try to be useful.
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #66 on: November 09, 2009, 07:52:58 pm »

Just need DaPatman.
In 24 hours, I will send a PM. 24 hours after that, I'll proceed regardless.
Logged
Eh?
Eh!

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #67 on: November 09, 2009, 11:31:00 pm »

Just need DaPatman.
In 24 hours, I will send a PM. 24 hours after that, I'll proceed regardless.

Why not send a PM now?
Logged
The end of the world is more fun then I expected.

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #68 on: November 10, 2009, 08:13:16 am »

Because  Idon't want players to become PM-dependant.
Logged
Eh?
Eh!

DaPatman

  • Bay Watcher
  • GoL FTW!
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #69 on: November 10, 2009, 08:35:54 pm »

Sorry, was busy with RL.

I use the computer to try and find out where we're all teleporting from.

(No real reason, I just want to level up in basic computing.)
Logged
I don't want to set the world on fire
Oh wait, I do.

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.

I don't mind if turns become only once a week, but usually, I will post a turn whenerver I notice that all actions are in and have the time to write one up.

~~~~~~~~~~~~TURN 08~~~~~~~~~~~~~
Spoiler: actions (click to show/hide)

Frederick finally properly attaches the light switch, and it works fine.
{{+2x2 experience. now 7/8}}

Kenton lets air flow into the room, and heads for the airlock, before realizing that he doesn't have the space suit on. He goes to put it on, and notices that the only air tank it has is an emergency backup, so he couldn't expect more than 15 minutes of air out of it. And it has no independant mask, so it must connect directly to the suit. The suit itself might hold enough for an additional 5 minutes at most. Kenton accuires the welding torch that was used to seal the hole in the first place and somewhat reinforces the interior welds. It is still vastly inferior, but should hold up as long as nothing hits it particularily hard with the wrong force.
{{+1x2 construction experience. now 2/4}}

Korbin, Dakam and a new arrival head out exploring, heading local-east. First, they open the small electrical room just beside the teleporter room, noting that the junction panel was only showing three green lights, and ignoring most of the slight clutter. Korbin finds ae electromagnetic grapple-pistol, that would come in handy during maintainence work outside. It was even resting in a charger, so it is fully charged. (And having located a charger is also nice).

Maping the lights, one indicates the teleporter, one the solar array, and the last green one for the power storage unit. They are green because the power line is intact, while the other four show red, indicating that they are damaged beyond use, and require repairs.

The group continues eastward, finding nothing of intrest to the end of the corridor, where it branches, other than a small bathroom. Nobody feels the need to go.

Michael searches out the teleporter source, and it appears to be from an observation and maintainence station that forms a hub between systems. Their physical location is irrelevant at the current time, but it is important to note that the teleporter sent from is a public one rented out temporarily, not a private or military one, and that the local systems are well inhabited and moderately close to the Earth. This makes the mid-station popular for trade.
{{+2x2 basic computer use experience. rank up, now rank 2. now 2/12}}
{{+1x2 teleporter computer experience. 2/4}}
{{computer skill category rank up. Now rank 1. +(1/6) to all related rolls with a final number less than 3. Now 0/4}}

The teleporter queue reads that there will be a single supply shipment next after the current arrival is done. And they just finish, and step out, like all before.

Statuses:

Quote from: Nirur Torir(Frederick IV)
Inventory:
-Toolbox
  • dented crowbar
  • fully charged electromagnetic screwdriver
  • various spare wires
  • laser pistol(no battery)

Skills:
=Electrical{0, 1/2}
  • basic electric:{1, 7/8}. <+(1/6) to all related rolls>
Quote from: dragnar(Kenton)
Inventory:
-universal wrench
-welding torch
Skills:
=construction{0, 0/2}
  • Basic deconstruction: {0, 2/4}
  • Basic construction: {0, 2/4}
Quote from: DaPatman(Michael Monaghan)
Skills:
=computing{1, 0/4} <+(1/6) to all rolls with a final sum less than 3>
  • Basic computing: {2, 2/12}. <+(2/6) to all related rolls>
  • Teleporter computers: {0, 2/4}
Quote from: RandomNumberGenerator(Korbin)
Inventory:
-electromagnetic grapple-pistol
Skills:
=strategic analysis{0, 1/2}
  • non-combat: {1, 0/8}. <+(1/6) to all related rolls>
Quote from: Digital Hellhound(Dakam)
Skills:
=Medical{0, 1/2}
  • basic medical: {1, 4/8}. <+(1/6) to all related rolls>
Quote from: Pillow_Killer(Rino Bay)

Quote from: Boksi(needs name)
new arrival

Map(s):



Equipment lore:
Electromagnetic grapple-pistols are common tools that fire an electromagnetic grapple point on the end of an industrial strenght power line/support cable, that is used on space activities to aid in movement, but above all, as an emergency procaution so that if they slipped at a crucial moment and couldn't grab anything, they could fire it at the hull and use it to drag themselves to safety. Often, a space station will have it's own electromagnetic system to slow or prevent missteps from being fatal, but these must be enabled at the time, and as they draw much power, are rarely left on except during times with a massive excess of power or during maintainence.



The player list is down to 5, with one "inactive" (Will retain spot, but will not be added unless they request it)
« Last Edit: November 12, 2009, 07:58:27 pm by qwertyuiopas »
Logged
Eh?
Eh!

dragnar

  • Bay Watcher
  • [Glub]
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #71 on: November 10, 2009, 11:10:48 pm »

I'll look for a workshop or lab of some sort and try to construct an air tank that I can fit onto my suit.

While I look, I will try to remember how advanced cybernetics are in this world.
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #72 on: November 11, 2009, 01:39:10 am »

Strategically analyze the best way to access the damaged power areas.
Logged
The end of the world is more fun then I expected.

Pillow_Killer

  • Bay Watcher
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #73 on: November 11, 2009, 04:12:32 am »

Who am I... Where am I... I am... Rino Bay?
Look around, and move out of the room
Uuuhh.
Logged
Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Sci-fi RTD, plus testing fractional modifiers (Turn 7. Perpetual signups)
« Reply #74 on: November 11, 2009, 07:09:23 am »

With the light-switch repairs finally complete, I rejoin the main group, looking for something electrical to repair.
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 10