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Old 03-21-2023, 12:01 PM   #151
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 20:

You entered through the hole in the bridge. None of the systems are operational, but some emergency lights are on. There appears to be no sign of life thus far.

From the bridge, you will explore the six different areas of The Argyle.

I wish I could share pictures.

The bridge appears to be Room 1 and is in the far northwest corner of the map, but we appear to be starting near the aft end of the ship. Room 3 is to the southwest. We'll go there first, likely a medical bay or cargo room. Back through to the starting point and to the southeast to Room 6, what appears to be an engine room. From there back to the starting point and northeast to room 4, which looks like Room 3. Back to the starting point, we'll head northwest to Rooms 5, 2, and 1, in that order. 5 appears to be some sort of locker room or bathroom. 2 is the hallway in between four rooms that may be crew quarters. 1 being the bridge.

I have to say I'm confused why we're not starting there, considering the bridge is where we entered...but perhaps we wandered down to the aft end before ramping up the search.
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Old 03-21-2023, 01:13 PM   #152
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Room 3:

A strange darkness washes over you when you open the door to the cargo hold. An invisible force pulls at you and makes it hard to leave. D20+CON+Arcane Adept.

18-1.

Success. The force pulling at your body as you try to leave the room is a mini gravity well caused by something magical. You use physics to orbit around the center and fling your body back out of the room.

Room 6:

In the engine room, you find a common ship rodent. Somehow it survived the crash. It appears angry and hostile. D20+WIS+Animal Tamer.

3-1+4.

Failure. The rodent bites you and runs to hide in the rubble. Lose 1HP.

Room 4:

The crates and other cargo in the room are floating around in zero gravity. Avoid debris as these heavy items could collide with you and crush you. D20+DEX+Danger Sense.

20+4.

Success. You dodge out of the way of all the floating hazards as you exit the room.

Room 5:

The door to get into this room is locked. Choose a way to get in.
A) D20+DEX+Locksmith (chosen)
B) D20+STR
C) D20+INT+Computers.

9+4. Failure. You are not able to get past the door and move on.

Room 2:

There are several dead bodies in the hallway. D20+INT+Investigator.

12.

They appear to have been in a gunfight. You find 3 credits on their bodies.

Room 1:

You have entered the bridge.
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Old 03-21-2023, 03:56 PM   #153
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 21:

On the bridge, you find a ship bot that is disabled and shut down. If you can get it operational, you will have another crew member.

SD-247
+1 Integrity
+2 Computers

This seems like a big deal.

1) Fix the ship bot. D20+WIS+Engineering
2) Reboot the bot's computer systems. D20+INT+Computers
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Old 03-21-2023, 04:01 PM   #154
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Fix the ship bot. D20+WIS+Engineering

9-1.

You are able to fix the bot enough to try and reboot it's computer systems.

2) Reboot the bot's computer systems. D20+INT+Computers

20.

Success. The ship bot reboots successfully. "Hello, I am SD-247. How may I be of service?" You now have a new crew member to assign to a compartment of the Karnack.
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Old 03-21-2023, 04:02 PM   #155
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Big deal IMO. SD was the mini story throughout last year that was shared during the Kickstarter campaign.
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Old 03-21-2023, 04:41 PM   #156
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
SD-247 will go into the bridge of the Karnack.
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Old 03-22-2023, 09:45 AM   #157
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 22:

You find a locked container nestled away and partially hidden under a computer terminal. It is heavy and difficult to move. It is sure to hold something nice. You just need to get it opn.

A) If you have the "Yellow Key Card" (we don't, it turns out it was behind that locked door), it unlocks this container.
B) Pick the lock. D20+DEX+Locksmith
C) Smash the lock. Roll Damage.
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Old 03-22-2023, 09:46 AM   #158
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
B) Pick the lock. D20+DEX+Locksmith

18+4.

Success. The lock clicks open and the container opens with a hiss. Nicely done. The loot inside will be revealed tomorrow.
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Old 03-23-2023, 05:17 PM   #159
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 23:

Pick one item to equip.

Photon Comms link. COMMS. 1 INT, 2 HP
Photon Gloves. GLOVES. 1 INT, 1 DMG
Photon Shield. SHIELD. 1 INT, 1 DEF

We'll take the gloves.
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Old 03-24-2023, 01:53 PM   #160
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 24:

You get a communication from the bridge of the Karnack. "This is the captain. Head back to the ship at once. We are getting readings of some approaching ships. They likely got the distress call as well. They could be raiders. We need to evacuate now."

1) Get back to the ship. D20+CON+Athlete.

2) Prepare your station quickly. D20+WIS.
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Old 03-24-2023, 01:58 PM   #161
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Get back to the ship. D20+CON+Athlete.

Racing back to the Karnack quickly but safely is a tough challenge against your stamina. You race out of the obstacle course that is the damaged Argyle ship. You then move quickly across the rocky asteroid, vaulting over obstacles and unsure footing. This tests your ability and stamina.

9-1+2.

You make it out of the ship safely, but your stamina begins to waver as you move across the difficult terrain of the asteroid. You lose your footing and are injured. Lose 1HP. Naylee takes off in the ship just as you board.

2) Prepare your station quickly. D20+WIS.

20-1.

Success. You make it to the bridge and position yourself at your terminal quickly. You are ready to take over the controls without a moment of hesitation. Gain an extra 10 bonus to your Aim and Evasion for tomorrow's ship combat.
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Old 03-27-2023, 05:35 PM   #162
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 25/26:

You take off from the asteroid as a small fleet of ships arrive and begin barraging the Karnack with missiles, laser blasts, and gunfire.

4 ships. Roll for each:
D100+Aim.
D100+Evasion.
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Old 03-27-2023, 05:40 PM   #163
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Ship 1:
Aim needed: 60. 85+15+10. Hit. No damage taken.

Ship 2:
Aim needed: 70. 56+15+10. Hit. No damage taken.

Ship 3:
Aim needed: 50. 77+15+10. Hit. No damage taken.

Ship 4:
Aim needed: 80. 11+15+10. Miss.
Evasion needed: 35. 1+10+10. Barrel Roll ability attempted. D20= 11. Not enough.The ship takes 3 damage. Hits to the engines, cargo, and labs are recorded.

Collect 3 credits.

Sunday Lottery: D6=1. -2 credits.
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Old 03-27-2023, 05:43 PM   #164
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 27:

You continue to take shots from the raider ships as you weave in and out of the asteroid belt. In an impressively dangerous maneuver, another ship attaches itself to the Karnack's docking port in mid flight. They are locked out for now but may get through in any minute. You focus on the immediate threat of the other ships.

4 ships. Roll for each:
D100+Aim.
D100+Evasion.
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Old 03-27-2023, 05:51 PM   #165
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Ship 1:
Aim needed: 55. 38+15. Miss.
Evasion needed: 60. 76+10. 1 point of damage taken to crew quarters.

Ship 2:
Aim needed: 60. 27+15. Miss.
Evasion needed: 50. 85+10. 1 point of damage taken to labs.

Ship 3:
Aim needed: 60. 86+15. Hit. No damage taken.

Ship 4:
Aim needed: 60. 45+15. Hit. No damage taken.

Collect 2 credits.

Any remaining ships disengage to loot the Argyle.

Alarms go off as a breach in the docking port is registered. The raiders in the ship that attacked themselves to the Karnack have gotten through. Naylee takes over as you leave the bridge to take care of them.
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Old 03-28-2023, 08:56 AM   #166
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 28:

You head to the main docking port to eliminate the raiders. You're stopped on the middeck as a plasma blast flies past your head. They were quick to try and storm the bridge. You duck behind a doorway. They're armed with disruptor rifles that can mess with your equipment.

Two raiders. Roll for each:

D20+ATK, Damage, D20+CHA.
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Old 03-28-2023, 09:00 AM   #167
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Raider 1:

Attack needed: 14. 8+5. Miss. The raider fires his pistol and hits. -1HP.
Charisma needed: 10. 20+3. You avoided MALFUNCTION.

Raider 2:
Attack needed: 14. 8+5. Miss (again!). The raider fires his rifle and hit. -2HP.
Charisma needed: 10. 5+3. You are experiencing a MALFUNCTION.

MALFUNCTION: When asked to roll for a hero trait (a base trait), make this roll twice and take the lower of the two rolls. This condition can be cleared with a repair kit.

We have one. We will use it.


The raiders, having hit you twice but not successfully stopping you, flee.
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Old 03-29-2023, 11:37 AM   #168
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 29:

The Karnack Mid-Deck

Proceed with caution to sweep the Karnack mid-deck and eliminate the raiders.

The map shows the mid-deck. I'm in what appears to be a corridor on the starboard side and near the front of the ship. Going forward won't do much for me. Room 1 is there, though. We'll knock it out before heading aft. Room 3 is the next sport on the list. It appears to be crew quarters.

From there we'll go to room 4. Not sure what that is...showers or something? From there, room 2 appears to be an atrium space between rooms 5 and 6. 5 is port side and looks like a lounge. 6 is almost certainly a conference room.

We'll clear it by going 1, 3, 4, 2, 5, and then 6.
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Old 03-29-2023, 02:50 PM   #169
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Room 1:

There's no point in returning to the bridge...it's been sealed off (Why is this an option to explore then?).

Room 3:

You sweep through the crew quarters to make sure that no one but your passengers and crew are here. There are no imposters lurking, but the crew and passengers seem scared. D20+CHA.

17+3.

Success. You calm them down and tell them to lock the door. You're given 1 credit.

Room 4:

You enter the exercise room and find a strange creature here. The raiders must have let loose a trained attack animal. It must have come here due to the odor and pheromones from anyone exercising in here. Calm the creature. D20+WIS+Animal Trainer.

13-1+4.

Success. You calm it down and leave the room. You can deal with this later.

Room 2:

You have found the elevator to the other decks of the Karnack. This turns out to be the last place that needs to be visited. I'm to return here after checking rooms 5 and 6.

Room 5:

You enter the rec room and find one of the raiders inside ready to fire at you. D20+ATK, Damage.

Attack needed: 15. 4+5. Missed.
The raider hits you with an electric swod. -2HP.
The raider escapes as you recover.

Room 6:

You enter the conference room and a blast from a disruptor trap rips through the room. D20+CON+Danger Sense.

17-1.

Success. You dodge out of the way of the blast and take no damage.


You return to room 2, the elevator.
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Old 03-30-2023, 11:40 AM   #170
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 30:

Upper and Lower Decks

After sweeping the mid-deck, you can proceed to the upper and lower decks to clear them. The elevator can be taken between the floors.

The pictures is split in two...Rooms 3 and 5 are on one floor to the left. 1, 2, and 4 on the other floor to the right. As near as can figure, the left is the upper deck, the right is the lower deck.

We will go lower deck and then upper deck. 2 is to the south. We'll hit that first. We'll then go 4 to the north. 1 is to the west and looks to be a large storage space. To be honest, not sure what rooms 1 and 2 are. Mechanical spaces?

On the upper, we'll be right beside 5, which looks like the engineering central. We'll hit that first before what's likely the engine room in 3.
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Old 03-30-2023, 12:24 PM   #171
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Room 2:

You enter the labs (labs, forgot that I could probably use the Karnack sections for this) and a blast from a magical trap lights up the room. A telepathic energy begins to work its way into your mind. It feels like a worm digging through your body. D20+CON+Danger Sense+Arcane Adept.

2-1.

Failure. The painful telepathic worm deals damage to you. -2HP.

Room 4:

You enter the machine shop and find a large brute of a raider charging you. It grabs you and tries to take you to the ground to subdue you. D20+STR+Athlete.

11-2+2.

Failure. The brute throws you around the room. You slam into various equipment. -1HP. You finally get to your feet and deliver a killing blow.

Room 1:

You enter the cargo hold and see the breach in the docking port. There appear to be no raiders here, but you will need to search the hold thoroughly to make sure. D20+INT+Investigator.

14+1.

Success. You find a raider hiding in the shadows and take it out before it gets the drop on you.

Room 5:

I'm told to return here after visiting room 3.

Room 3:

Within the engine room, you find a drone roaming around and scanning the voidspark engine and it's systems. It's likely relaying that information to a group of raiders. Try to disable it. D20+INT+Engineering.

7+1.

You wrestle the drone down and break it apart. You're able to salvage some parts. Gain 3 credits.

Room 5:

You have cornered a group of raiders in the secondary bridge of the Karnack. The bridge is used to control the Karnack when the Fang is deployed. You try to sneak up on them to surprise them. D20+DEX+Stealthy.

2+4. The raiders spot you as you come in.
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Old 03-30-2023, 12:28 PM   #172
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Down to 6HP, we'll use a med kit here between the calendar pages. 2d4 = 7.

Up to 13 HP again. Down to 2 Med Kits.
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Old 03-31-2023, 03:09 PM   #173
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 31:

You launch an attack on the raiders in the secondary control room before they can take over the Karnack.

Four raiders. Roll for each: D20+ATK, Damage, D20+CHA.
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Old 03-31-2023, 03:18 PM   #174
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Raider 1:

Attack needed: 15. 10+5. Hit.
Damage needed: 5. 1+2. Snipe (D4) 2. The raider dies.

Raider 2:

Attack needed: 14. 20+5. Hit.
Damage needed: 6. 8+2. The raider dies.

Raider 3:

Attack needed: 14. 5+5. Miss.
The raider hits you with an arc repeator. -1HP.
CHA needed: 11. 19+3. No malfunction.

Raider 4:

Attack needed: 14. 6+5. Miss.
The raider hits you with a large disruptor war hammer. -3HP.
CHA needed: 11. 2+3. You have a MALFUNCTION.

2 credits for the two raiders that died. The others flee.

The malfunction remains. I only had one repair kit.
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Old 04-03-2023, 02:13 PM   #175
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 1/2:

With the raiders gone, the Fang redocks with the Karnack and you check on the passengers to make sure they are safe and unharmed.

1) Check on the passengers.
2) Speak to the scientists.

There's also a pickpocket opportunity on the scientist in the picture.
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Old 04-03-2023, 02:22 PM   #176
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Check on the passengers.

None of the passengers were harmed but they're not happy with the amount of danger you've put them in. They're asking for their credits back.

A) Talk them out of it. D20+CHA+Persuasive
or
B) Refuse to give them a refund. D20+STR+Intimidating.

Given our +3CHA, A seems like the move here.

3+3-1 (malfunction). This didn't work out. You provide a partial refund that calms them down and makes them feel better. -4 credits.

2) Speak to the scientists.

The scientists are ready for you to take them to their intended destinations.

"Excuse us for not introducing ourselves earlier. I'm Doctor Latimer and this is Doctor Serphent. We need you to take us to the city of Eminara on the planet of Thonx. We are headed there to find an old friend of ours. We may not be there long, so we'd appreciate if you stayed behind in case we needed a ride back."

Pickpocket attempt: 3 credits off Doctor Serphent it would appear.

Sunday lottery: 2. Lose 1 credit.

Loss of 2 on the day.
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Old 04-03-2023, 02:30 PM   #177
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 3:

Level Up. Congratulations. You've gained enough experience to increase your hero's level.

We will distribute two points to our attributes. We are going to play to our strengths. 1 to DEX, 1 to CHA.

We gain 5 HP overall, 1 DEF, 1 ATK, Damage is now 2D6.

New abilities: Persuasive +2 to persuade and convince.
Double shot, once per page: Add d4 to a single attack roll.

We take this time to do needed ship repairs to the crew quarters and labs. Both are back to normal health. We still have a little damage elsewhere.
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Old 04-07-2023, 11:47 AM   #178
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 4:

Captain wants us to head to Thorix.

A) Fly with manual controls. D20+DEX+Piloting
or
B) Rely on a charted course. D20+WIS+Piloting.
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Old 04-07-2023, 02:08 PM   #179
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
A) Fly with manual controls. D20+DEX+Piloting

3+5+2.

You navigate a sensible path to your destination and get there in average time. You consume two meal rations. Your path brings you in the vicinity of a raider looking to attack. It flies in to fire upon you.

Raider 1:
Aim needed: 45. 73+15. Your shot hits and you take no damage.

You're unable to salvage anything from the raider after the attack.
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Old 04-07-2023, 02:10 PM   #180
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 5:

The planet Thorix is unexpectedly covered in defensive platforms. These must have been activated after the war. This might spell bad things for the political climate on the planet.

Four platforms. D100+Aim, D100+Evasion for each.
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Old 04-07-2023, 02:42 PM   #181
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Platform 1:

Aim needed: 75. 42+15. Missed.
Evasion needed: 40. 58+10. Your ship takes 1 damage. Labs take damage.

Platform 2:
Aim needed: 50. 41+15. Hit. You take no damage.

Platform 3:
Aim needed: 60. 9+15. Miss.
Evasion needed: 65. 6+10. Your ship takes 2 damage. The Bridge and Labs are hit.

Platform 4:
Aim needed: 65. 58+15. Hit. You take no damage.

2 credits collected.
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Old 04-07-2023, 02:44 PM   #182
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 6:

City: Eminara
Planet: Thorix

The scientists ask you to land in the main city of Eminara. You have a chance to explore, but they may need your help locating their friend.

Explore the city.
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Old 04-07-2023, 05:07 PM   #183
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Molly's Military Supply

Molly seems to be a kooky old alien that loves company. She won't let you leave without telling a long story.

Combat Tonic, D4 to all attack rolls on a page. 8 credits.
Solar Grenade, D4 damage to all damage rolls on a page. 8 credits.
Shield Battery, 2 defense for the page. 8 credits.

We'll pass on these.

First Church of the endless Horizon

This beacon of hope in a city of filth is a clean place to safely get some food and care.

Med kit, 5 credits.

Meal Rations, 1 credit.

We'll take 1 Med Kit and 4 rations. -9 credits.

The Bloated Blackhole

This seedy and dirty inn is the best you will find. You'll have the option of spending 3 credits to take a Rest. Rest will be taken.

Roxey's Robo Repair

Roxey seems preoccupied with repairing an old mech, but she's happy to sell you parts you may need.

Ship Parts, 5 credits.
Repair Kits, 6 credits.

Spending the credits here. We've occurred 5 damage across the ship and will spend 25 credits to clean that up. We'll spend another 15 for spare parts.

Repair Kits? Yes. Two of those. -12 credits.

This will take us down to 6 credits.
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Old 04-07-2023, 05:17 PM   #184
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 7:

You haven't heard from Dr. Latimer or Dr. Serphent yet. You find a way to pass the time by helping out the people in this city and making some credits. THIS IS MUCH NEEDED. SUPER BROKE.

You may take on all the jobs. That's happening.

Deliver Messages
D20+CON+Animal Tamer

Take Out Security Platforms
D20+INT+Engineering+Computers

Bounty Hunter
D20+STR+Arcane Adept
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Old 04-07-2023, 05:24 PM   #185
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Deliver Messages
D20+CON+Animal Tamer

A local parcel and letter delivery company is hiring daily messengers. Carriers aren't permitted to fly or ride air bikes through the city, so the company provides an oncowl, a mounted riding animal. However, they're not always friendly with new riders.

3-1+4.

You deliver a few packages before growing tired and hot. Gain 2 credits.

Take Out Security Platforms
D20+INT+Engineering+Computers

The security platforms orbiting the planet, which you encountered as you arrived, are limiting trade and economy on the planet. A council of local government officials are requesting anyone with the skill to help disable them.

20+1+2.

You find a way to access the turrets on the platforms. You give the officials a way to turn them on and off, which is better than just disabling them. The council thanks you and pays 7 credits.

Bounty Hunter
D20+STR+Arcane Adept

No bounty hunters in the city are brave enough to bring in the deadly Mombu Dreadus, a criminal that has come across a magical amulet that grants him endless endurance and strength. He doesn't hide. He laughs at the thought of having a bounty on him that can't be collected.

11-2. You confront Mombu and he defeats you in a humiliating way. -2HP.
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Old 04-13-2023, 02:31 PM   #186
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
With Easter and a work trip, I've been out for a bit. Let's roll some dice.
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Old 04-13-2023, 02:34 PM   #187
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 8/9:

Dr. Latimer has found a scrapyard far outside of the city where their friend has likely taken up residence. They're willing to pay you to escort them.

A) Travel directly across the chasm. D20+WIS+Survivalist.
or
B) Travel around the chasm. D20+WIS+Survivalist.
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Old 04-13-2023, 02:38 PM   #188
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
I don't see the benefit to either, even with the picture in front of me.

We'll go:

B) Travel around the chasm. D20+WIS+Survivalist.

14-1.

You follow the main path for your journey. You spot a potential thug wandering the road and take a detour to avoid him. You must consume 2 meal rations. There was one you didn't spot that tries to ambush you. D20+ATK, Damage.

Attack needed: 13. 8+6. Hit.
Damage needed: 7. 9+2. The thug dies.

Sunday lottery = 4. Gain 2 credits.
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Old 04-13-2023, 02:57 PM   #189
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 10:

Upon arriving at the scrap yard, you're greeted by a modest human woman. She appears to be a bit apprehensive at first until she sees the scientists emerge from the ship. She runs to greet them and embraces them in a hug.

1) Speak with the lady and the scientists. D20+CHA.
2) Explore the scrapyard. D20+INT+Investigator.
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Old 04-13-2023, 03:03 PM   #190
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Speak with the lady and the scientists. D20+CHA.

"Oh, my. Is it really you? You look amazing! I can't even begin to express how truly shocked we are. I never could have imagined how far you've come and how well you could have...grown. How did you do it?? How did you get out?? There's so much to catch up on. Oh. Right. Sorry. Pardon our manners. We'd like to introduce you to the crew that brought us here. This is Andi, an old friend and colleague of ours."

Virtue is currently 6, we gain 2 to the roll.
20+4+2.

"Nice to meet you. I used to work with Dr. Latimer and Dr. Serphent at a lab. We have a lot to talk about. I see you're piloting a Voidspark class ship. We might have some parts around the yard here for you. You're welcome to explore and find anything that might be useful. Check out the back section for parts for the Karnack. Gain a +3 bonus to explore the scrapyard.

2) Explore the scrapyard. D20+INT+Investigator.

10+1+3.

You find some nice parts among the scrap that will make good ship upgrades. You'll have a chance to buy them on the next page. You also find 5 credits.
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Old 04-13-2023, 03:07 PM   #191
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 11:

"I see you were able to find some parts for your ship. I'm happy to sell them. I could use a favor too. I would be willing to give you a discount if you can do something for me.:

1) Hear her offer.

2) Purchase any ship upgrades you can afford.

The three items we found are each worth 20 credits. We currently have 20. I don't mind buying one, but that's likely all we can afford.

The items available are Greenhouse for Labs, +5 evasion. Regen pod for crew quarters, +5 Aim. Escape pod for Cargo, +1 integrity.

I think Aim is more important than anything. A good hit means we don't have to evade or take damage.
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Old 04-13-2023, 03:12 PM   #192
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Hear her offer.

"There's still so much that the doctors and I would like to discuss. I'd like to have everyone over for a meal. However, there seems to be a problem with the water. I suspect some Craaslaens have nested by our water reclaimer again. It happens from time to time. I can't blame them for enjoying the moisture and the shade, but it causes problems. Take my son, Maddox, with you. He can show you where the system is. He's a natural with tools and can fix it. I can pay you 10 credits and reimburse you for any parts you may need to buy.

Add 10 credits.

2) Purchase any ship upgrades you can afford.

We'll take the Regen Pod.

There's a pickpocket chance here. D4=1. Gain 1 credit.
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Old 04-13-2023, 03:18 PM   #193
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 12:

Maddox takes you for a long walk to the water reclamation system that is further out on the property. He's a joyful, clever kid, talking about his life on the planet and the scrapyard. When you come to the water system, you find it overrun by the Craaslen lizards.

1A) Scare off the lizards. D20+STR+Intimidating+Animal Tamer.
or
1B) Lure the lizards away. D20+CHA+Animal Tamer.

2) Fix the water system. D20+WIS+Engineering.
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Old 04-13-2023, 03:22 PM   #194
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1B) Lure the lizards away. D20+CHA+Animal Tamer.

9+4+4.

Success. You dangle part of a ration in view of the lizards. They take the bait and run away from the water system with their easy meal.

2) Fix the water system. D20+WIS+Engineering.

16-1.

Success. You quickly spot the problem. The lizards chewed through the water filter which caused a buildup of sediment around the internal fan of the motor. Both need to be replaced. Maddox tells you, "We probably have a motor in the yard that can fix it, but we don't have a clean filter. We'll need to go into town for that."

Gain 3 credits for fixing the problem quickly.
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Old 04-13-2023, 03:29 PM   #195
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 13:

You and Maddox turn to head back to the yard. A large Craaslaen Queen lizard now blocks your path. She's angry you disturbed her nest and babies.

There's special instructions here for combat.

I will continue to repeat the combat round until enough damage has been dealt to the queen.

I will also roll for attack damage for the queen against me.
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Old 04-13-2023, 03:31 PM   #196
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Attack needed to hit the queen: 15.
Total Damage needed: 25.

The queen will need a D20 roll equal to or higher than my defense of 16.
If the queen hits, I will lose D4 HP.
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Old 04-13-2023, 03:38 PM   #197
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Attack roll on queen: 12+6. Hit.
Damage dealt: . 7+2+1 for Snipe roll. Queen HP remaining: 15.

Queen rolls: 6.

Attack roll on queen: 1+6. Miss.

Queen rolls: 6.

Attack roll on queen: 15+5. Hit.
Damage dealt: 6. 4+2. Queen HP remaining: 9.

Queen rolls: 11.

Attack roll on queen: 2+6. Miss.

Queen rolls: 9.

Attack roll on queen: 11+6. Hit.
Damage dealt: 12. 10+2. The queen is defeated. Gain 4 credits.
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Old 04-19-2023, 05:02 PM   #198
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 14:

You take Maddox and some of the crew back into town aboard the Fang while the scientists stay at the scrapyard with Andi. After parking at a port and stopping at the Rusty Wrench for some filters, you meander through town to round up the crew to head back. You notice everyone is looking up at a large fleet of ships entering the vicinity and landing throughout the city.

1) Do you recognize the ships? D20+INT+Student

2A) Warn the people to get to safety. D20+STR+Intimidating
or
2B) Lie. Tell people to calm down and assure they are safe. D20+CHA+Persuasive.
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Old 04-19-2023, 05:06 PM   #199
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Do you recognize the ships? D20+INT+Student

7+1.

The ships are not familiar. None of them appear to be similar to each other. It's possible that they're pirates or raiders. They wouldn't be of serious harm to a city like this. They might cause some trouble and and some people could get hurt.

2A) Warn the people to get to safety. D20+STR+Intimidating

Lying seems like a bad move for virtue. We'll struggle through this one most likely.

18-2.

Hey, maybe not.

Warning people might cause commotion and panic, but it could save lives. Gain 1 Virtue.

Success. The people begin to realize there is a danger present and start moving quickly to their homes.
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Old 04-19-2023, 05:08 PM   #200
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Apr 15/16:

From the ships that hover above the city, Stitchers begin to rappel down and descend to the streets. Everyone flees in fear. The Stitchers begin attacking mercilessly and taking helpless people. Several are coming for you and Maddox.

Roll for each: D20+WIS, D20+ATK, Damage

3 Stitchers.
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