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Old 02-20-2023, 11:16 AM   #101
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Locate Lost Bot
An elderly alien requests help. She relies heavily on an assistant bot for her daily needs. It seems the bot went on an errand to pick up groceries and never returned. The alien requests you find and return the bot.

10. You are unable to find any signs of the lost bot.

Help Organize My Warehouse
A grouchy collector of flora and fauna across the galaxy is no longer capable of taking care of her collection. She wants help getting things organized but is particular about how her valuable specimens are handled.

16+3. You put up with the miserable woman long enough to properly organize her collection of odd species. Gain 4 credits.

Decipher Strange Signal
A scientist studying ancient signals hidden in the cosmos has discovered a strange energy focused in her instruments. With positive virtue, gain 3 to this roll.

17-1+3. The energy in the signals appears to decipher the morality and virtue of your heart, though it can be deadly to anyone. The scientist is pleased with your findings and pays you 4 credits.

Sunday lottery: D6.

3. Gain 1 credit.
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Old 02-20-2023, 11:22 AM   #102
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 20:

The Ship Shop

You find a shop that sells ship part and upgrades. Buy any you can afford. You will also have a chance to hire crew members soon.

Ship Parts, 5 credits. We have some of these, so we'll pass.

What I'm more interested in is I can buy one of the following:

Thrusters, 20 credits. Equip to Engine Room. +10 Evasion.

Sensors, 20 credits. Equip to Bridge. +5 Aim.

Deflectors, 30 credits. Equip to Weapons. +1 Shield.

We'll add Sensors.

Notes here:

You can only equip one upgrade to a compartment.

The upgrade dictates where it will be attached.

You can switch these out when acquiring a new upgrade. You can also equip an upgrade if you restore the integrity of the destroyed compartment (one with an integrity of 0).

You can resell the upgrade for half price to another shop selling upgrades.


Finally, we pick the pocket of the merchant for 3 credits.
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Old 02-21-2023, 12:42 PM   #103
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 21:

You find a local bar that looks to be popular. There are lots of fun characters and activities to partake in and enjoy before your next mission.

1) Optional: Pay 1 credit to play a game of space darts. D20+DEX+Athlete.

2) Optional: Pay 1 credit to play a drinking game. D20+CON.

3) Optional: Converse with locals. D20+CHA.
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Old 02-21-2023, 12:49 PM   #104
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1. Pay 1 credit to play a game of space darts.

2+4. Space darts isn't quite your game. You lose to better players, but at least you had fun.

2. Pay 1 credit to play a drinking game.

5-1. You can't handle your drinking as well as some of the others. You get sick and lose the competition. To make matters worse, you lose 2HP.

3. Converse with the locals.

Bonding with the Crew adds a bonus of 4 here. Ascel, Naylee, and Brokvar join you at the bar for a drink.

12+3+4. A group of rowdy aliens have had too much to drink. They try to start a fight with you, but you're able to calm them down and smooth things over before anyone gets hurt.

Pickpocket chance: 4. I have the chance of keeping the 4 credits and losing the virtue point or passing on the loot. We'll pass for now. Virtue is +2...if it's very high at any point I can probably sacrifice it.
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Old 02-24-2023, 11:22 AM   #105
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 22:

There are a few with specific and useful skills that wish to be hired on to your ship and could serve as valuable crew members. Hire any that you can afford.

Zoologist, 20 credits
+1 Integrity
+1 Animal Tamer

Convoy, 20 credits
+1 Integrity
+1 Survivalist

Crew members provide your hero or ship with access to abilities your hero might not know. They may also provide other bonuses, such as improved Aim or Integrity.

You will have to pay an initial fee to hire the crew member. Then you will assign the crew to a compartment on the ship without a current crew member. That compartment must have an Integrity value of 1 or higher.

The crew member will remain in this compartment unless the compartment's Integrity is reduced to 0. At that point, the crew member dies and is removed from the ship.

We'll hire the zoologist and we're currently strapped for credits. 0 left.
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Old 02-24-2023, 11:27 AM   #106
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 23:

On the bridge of the Karnack, Captain Cayliss accepts a message on a holographic communicator. It's a broadcast for a mission from a prominent local figure. This must be important.

1) Hear the message.

2A) Negotiate the reward. D20+CHA+Persuasive
or
2B) Negotiate the reward. D20+STR+Intimidating
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Old 02-24-2023, 01:31 PM   #107
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Seems cut and dry here to use our charisma.

"This is Senator Taraia of the Reformation with an urgent message and mission for any available vessels in the area. We have received word that a former scout pilot for the Reformation has defected. The pilot goes by the callsign Ahlex and has important intel regarding the Reformation and our activities. We cannot afford to have this information leaked to former members of the Zorian Empire. The peace of the galaxy is at stake. A signal was detected on the planet Ethilia where we believe the pilot can be found. If you're willing and capable, return the traitor to the council city of Dressa on plant Gomanis for trial. Send confirmation of acceptance and success upon capture of the target. For the prosperity of Zenula Prime."

Negotiate the reward. D20+CHA+Persuasive.

5+3. We can advance you a payment of 10 credits. Upon successful completion and return of the target, we will pay you 25 credits.
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Old 02-24-2023, 01:50 PM   #108
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 24:

Captain wants us to head to Ethilia.

A) Fly with manual controls. D20+DEX+Piloting.
or
B) Rely on a charted course. D20+WIS+Piloting.

Not known for wisdom, Rovin will do a manual control flight.
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Old 02-24-2023, 01:51 PM   #109
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
6+4+2.

You navigate a sensible path to your destination and get there in average time. You avoid trouble from rogue agents or pirates. You consume 2 meal rations.
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Old 02-27-2023, 11:24 AM   #110
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Full disclosure here...I initially claimed the spinet amplifier as my equipment a couple of weeks back but didn't realize it would conflict with the Sundial as an upgrade. I didn't think anything was capable of replacing the Sundial honestly until I got my ship and equipment sheets ready just now.

I knew I needed to add the zoologist to a compartment. It turns out my booklet comes with stickers to add equipment and such to the ship and the equipment page. Adding the zoologist (to the lab) and sensors was easy enough, but adding the spinet was going to be a problem with the sundial in place. I swapped the Spinet for the kinetic shield...I've dropped Rovin's attack by 1 and added 1 to his defense.
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Old 02-27-2023, 11:30 AM   #111
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 25, Feb 26:

You arrive in the system near the planet Ethilia. The alarms on the bridge immediately sound off. Looking at the monitors, you spot incoming missiles are locked on to you.

Roll Aim and Evasion (D100) for each missile (3 total).
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Old 02-27-2023, 11:42 AM   #112
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Missile 1:
Aim needed: 60. 34+15. Miss.
Evasion needed: 40. 47+10. We take 2 damage....1 damage after our shield rating of 1. Roll for location of damage (d6). 6. The hit lowers the Cargo integrity to 4.

Missile 2:
Aim needed: 50. 83+15. Hit. The missile is destroyed.

Missile 3:
Aim needed: 65. 79+15. Hit. The missile is destroyed.

Collect 2 credits for destroying 2 missiles.

You quickly dive towards the planet Ethilia. All remaining missiles burn up in the atmosphere as they chase you to the surface.

There is no ship in sight to indicate what fired upon you, but Captain Cayliss gives everyone a warning that the mission will be more dangerous than you were warned about.

Sunday Lottery. 2. Lose 1 credit.
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Old 02-27-2023, 01:20 PM   #113
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 27:

Naylee lands the Karnack at the coordinates you were sent, where you find a crashed ship.

1. Investigate the scene of the crash. D20+INT+Investigator.

2. Decipher the corrupted log files. D20+INT+Computers.
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Old 02-27-2023, 01:25 PM   #114
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1. Investigate the scene of the crash. D20+INT+Investigator.

17. Great success. The pilot is nowhere in sight, but there are tracks ahead in a southern direction. The ship is broadcasting a distress signal. All logs except for one have been erased. The remaining log is a recording from the pilot, Ahlex, but the data file is corrupted. You find 1 Meal Ration and 4 credits.

2. Decipher the corrupted log files. D20+INT+Computers.

5. Failure. You are unable to decode or fix the corrupted data file.
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Old 02-28-2023, 03:27 PM   #115
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Feb 28:

You head out on foot to try and track down the missing pilot.

A) Travel south across the plains. D20+WIS+Survivalist, Piloting
or
B) Travel east across the jutting rocks. D20+WIS+Survivalist, Piloting
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Old 02-28-2023, 03:36 PM   #116
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Well, I'm pretty sure they told me yesterday the tracks were heading south. So we'll go A. Maybe with less success in that roll we wouldn't have known that.

The plains are hot. Without shade, you must avoid prolonged time in the sun so you don't overheat. D20+WIS+Survivalist, Piloting

6+2-1. Failure. You spend too much time looking for signs of the missing pilot. You must consume 3 meal rations on your journey. The heat is starting to get to you and cause excess exhaustion. D20+CON.

5-1. Failure. The heat causes excess fatigue and exhaustion. Lose lose 1 HP.
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Old 03-01-2023, 01:28 PM   #117
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 1:

You step out from behind a rock formation and a shot from a blaster pistol nearly hits you. You spot an alien hiding behind some cargo for cover.

3 rounds of combat. D20+ATK, DMG.
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Old 03-01-2023, 01:36 PM   #118
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Relevant numbers here:

Attack is +5, Damage is D10+1. Defense, if needed, is 15.
Round 1:
Attack needed: 13. 6+5. Miss.
He hits. With defense of 15, lose 1HP.

Round 2:
Attack needed: 13. 19+5. Hit.
Damage needed: 5. 3+1.Once per page I can use Snipe which adds 1D4 to the damage roll. We'll add it here. 4. 3+1+4. The pilot is hit and stunned.

Round 3:
Attack needed: 13. 4+5. Miss.
The pilot shoots at you. Lose 2HP.

1 credit for stunning the pilot once.

The pilot realizes he can't escape. He throws his hands up and surrenders.
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Old 03-06-2023, 04:27 PM   #119
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Delay here due to a family weekend trip to Florida.

Mar 2:

The pilot drops his weapon and surrenders. As you approach, he begins to apologize and plead with you.

"Please, I didn't mean to shoot at you. I thought you were a Stitcher. I hope you are ok. Please, I need your help."

1) Hear his plea for help.

2A) Demand payment for your help. D20+STR+Intimidating.
or
2B) Ask payment for your help. D20+CHA+Persuasive.
or
2C) Offer help without asking for a reward.

3) Take him back to the Karnack. D20+CON+Survivalist.

There is a pickpocket chance on the pilot.
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Old 03-06-2023, 04:35 PM   #120
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Hear his plea for help.

"I did disobey an order, but I'm shocked to hear that I've been branded a traitor. I didn't come here to sell secret information about the Reformation. I am dedicated to the cause and with to see the galaxy rebuilt and peace restored. My family went missing and I got word that they had been taken by Stitchers and brought to the planet Ethilia. I couldn't believe it either, but I was worried about them and had to come check. My sergeant wouldn't take the situation seriously and refused to send a scout, so I had to do it myself. Once I arrived in the area, I was shot down by a barrage of homing missiles. I think it was a Stitcher ship. I have fought the Zorian Empire and faced all manner of pirates and raiders. There was something different about this ship. Once I crash landed, I erased the logs in case there were traces of information that could harm the Reformation's efforts. I then left to go find my family. I fear for their safety. Have you heard the rumors about the Stitchers? They are monsters that mutilate themselves and harvest body parts and organs from innocent aliens. I have to rescue my family before they get hurt. Please help me save them."

Well...now I can't exactly ask for payment. That was my plan at first.

2C) Offer help without asking for a reward.
Increase your virtue by 1 point.

3) Take him back to the Karnack. D20+CON+Survivalist.

3-1. Failure. You make it back to the Karnack, but you must consume 2 meal rations on the journey. With only 1 ration left, Rovin loses 1HP.

Pickpocket attempt: 3 credits taken off the pilot. Didn't need that reward after all.
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Old 03-06-2023, 04:41 PM   #121
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 3:

The Fang, a modular front portion of the Karnack, disengages from the main vessel. Built to be agile, it acts as a scout ship with adequate combat capabilities. While the rest of the ship and team stay behind, you set off to find the pilot's family. After a short while, you discover a large cave entrance that appears unnatural amongst the landscape of the planet Ethilia.

1) What do you know about caves and bunkers? D20+INT+Student.

2) Sneak into the cave hideout. D20+DEX+Stealthy.
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Old 03-06-2023, 04:48 PM   #122
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) What do you know about caves and bunkers? D20+INT+Student.

12. This not a cave. It's a bunker carved out of natural rocks and meant to be disguised as a natural formation. You can expect that if the pilot's family was taken, they are here. Gain a +2 bonus for the next roll.

2) Sneak into the cave hideout. D20+DEX+Stealthy.

9+4+2. You try to be quiet and stealthy as possible, but you stumble onto a patrolling guard. They look like no alien species you've ever seen before. The guard attacks immediately. It's rage and movements are primal and unnerving.

D20+ATK, Damage.

Attack needed: 14. 17+5. Hit.
Damage needed: 5. 9+1. The Stitcher dies.

Gain 1 credit for the Stitcher dying.
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Old 03-07-2023, 02:09 PM   #123
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 4/5:

You've made it inside the bunker. Now try to find Ahlex's family.

We have six spaces to explore. I should ask someday why the numbering isn't laid out in a way that would make sense to travel ordinarily. I get the idea that not everyone wants to go the normal route, but numbering it 1,6, 3, 2, 5, and 4 (left to right) is just odd.

Anyhow. there appears to be no way to avoid 6 first...it's the hallway that connects you to any and all of the rest of the rooms. We'll go 6 first. We'll work our way around, left to right. So 1 is next, which appears to be some sort of surgical room. 5 is next. It appears to be another surgical style room. We'll work around the hall and double back from there...to 4. 4 appears to be some sort of lab. Next is 3, which appears to be storage. Finally, 2. Which might be the cells where the family is or could be held.
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Old 03-07-2023, 03:12 PM   #124
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Room 6:

A group of Stitcher creatures are patrolling the hallway. Get past them quietly. D20+DEX+Stealthy.

4+4. The patrols spots you and chases you down. D20+ATK, Damage.

Attack needed: 14. 4+5. Miss.
The Stitcher claws at you. -1HP.

Attack needed: 14. 20+5. Hit.
Damage needed: 5. 8+1. The Stitcher dies.

Room 1:
A medical table sits in the middle of this room. Several lights and sharp rusted instruments hang from chains above the table. Puddles of stagnant blood pool on the floor. What the pilot told you might be correct. This nightmare of a room must be where these Stitchers do their surgery to remove and replace parts. You have a chance to sabotage the equipment and save some lives. D20+INT+Engineering.

1. You've disabled most of the equipment and hope it can't be repaired easily. This may buy you some time in rescuing the family. Gain +1 bonus on rolls for Mar 6.

Room 5:

Most of the equipment here appears to suggest this room is a control center for the bunker, but there's a strange device glowing in the center of the room. D20+WIS+Arcane Adept, Investigator.

16-1. The device is receiving a signal from a different solar system in the Zenula Prime galaxy. This signal has mind-altering and controlling properties.

Room 4:

Upon entering this room, a cold draft and a pungent odor hit you. There are limbs of various creatures and species hanging from the ceiling and wrapped in ice in bins around the room. This is a refrigerator where the Stitchers store spare organic parts. D20+CON+Danger Sense.

2-1. Spores from rotted meat have caused you to feel sick. Lose 3HP.

Rovin uses a med kit and regains the lost 3HP.

Room 3:

This room holds storage crates. Perhaps something of value is in them but they are sealed shut. D20+STR+Locksmith.

2-2. Oof. Not getting into a container, but you did manage to find 5 credits outside of them.

Room 2:

You've found a chamber full of prison cells. This could be where Ahlex's family is being held.


Sunday lottery: 5. Gain 3 credits.
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Old 03-08-2023, 12:27 PM   #125
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 6:

You find Ahlex's family trapped inside a prison chamber in the bunker. There are other prisoners you may be able to help.

1A) Pick the lock. D20+DEX.
or
1B) Force open the lock. D20+STR.
or
1C) Smash the lock. Damage.

2) (optional) Help the other prisoners. D20+DEX+Locksmith
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Old 03-08-2023, 12:30 PM   #126
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1A) Pick the lock. D20+DEX

11+4+1 (bonus to roll from yesterday). Success. The lock clicks open. Nice work!

2) (optional) Help the other prisoners. D20+DEX+Locksmith

2+4+1.

Once Ahtlex's family is free, the other prisoners begin crying out for your help as well. You will have to work quickly if you are going to help them.

Gain 1 Virtue.

You free one prisoner before a guard enters the room and starts shooting at you. Lose 3HP.

Pickpocket chance for the family. D4 results in 4. We pass on the loss of virtue here. Our virtue now sits at 5.
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Old 03-08-2023, 01:18 PM   #127
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
HP is now 5. Not ideal. We'll use another medkit. That's the last of those. 2D4. 4HP.
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Old 03-08-2023, 01:27 PM   #128
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 7:

You are nearly out of the bunker before another one of the Stitchers comes charging at you from the shadows. It enters the light and you finally get a good look at what these monsters look like as it launches an attack on you.

D20+WIS, D20+ATK, Damage
4 Rounds of combat
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Old 03-08-2023, 01:51 PM   #129
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
If any Wisdom roll is less than 9, you are frightened during that round. If frightened, you will reroll you attack roll. Take the lower of the two rolls.

Round 1:
Wisdom: 6-1. Frightened.
Attack needed: 13. 14+5, 20+5. Hit.
Damage needed: 6. 4+1. Use Snipe ability to add D4. 3. The Stitcher is stunned.

Round 2:
Wisdom: 5-1. Frightened.
Attack needed: 13. 14+5, 16+5. Hit.
Damage needed: 5. 1+1. Not enough. The Stitcher smashes you with it's hammer. -1HP.

Round 3:
Wisdom: 20-1.
Attack needed: 13. 18+5. Hit.
Damage needed: 7. 10+1. The Stitcher is stunned.

Round 4:
Wisdom: 7-1. Frightened.
Attack needed: 13. 5-1, 7-1. Miss.
The Stitcher slams it's head into you. -1HP.

You didn't defeat the Stitcher, but it flees from battle.
Gain 2 credits for stunning the Stitcher 2 times. Gain 2 credits for dealing more that 15 total damage.
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Old 03-08-2023, 02:01 PM   #130
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 8:

You race to the Fang to escape. The Stitchers start up their ships to pursue you.

Roll for 4 ships: D100+AIM, D100+Evasion.
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Old 03-08-2023, 02:05 PM   #131
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
I thought I might get different AIM and Evasion values for the smaller section of the Karnack, but it doesn't appear to be the case.

Ship 1:
Aim needed: 60. 64+15. Hit. You take no damage.

Ship 2:
Aim needed: 45. 60+15. Hit. You take no damage.

Ship 3:
Aim needed: 65. 66+15. Hit. You take no damage.

Ship 4:
Aim needed: 50. 91+15. Hit. You take no damage.

4 credits collected. Once you near the city, the Stitchers fall behind. Perhaps they're regrouping.
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Old 03-09-2023, 01:02 PM   #132
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Mar 9:

You get the Fang back and dock to the Karnack. You waste no time and quickly take off to leave the planet. As you are breaking the atmosphere, you are swarmed by more Stitcher ships.

4 ships.

Roll D100+Aim, D100+Evasion.
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Old 03-09-2023, 01:12 PM   #133
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
Ship 1:
Aim needed: 65. 71+15. Hit. You take no damage.

Ship 2:
Aim needed: 55. 11+15. Miss.
Evasion needed: 60. 7+10. My barrel roll won't help here. 1 damage to the crew quarters. 1 damage to the weapons.

Ship 3:
Aim needed: 60. 30+15. Miss.
Evasion needed: 50. 33+10. Barrel roll might help. We add it (d20). 13. We avoid damage as the shield absorbs the hit.

Ship 4:
Aim needed: 40. 99+15. Hit. You take no damage.

2 credits earned for ships hit.

It's apparent you will be overwhelmed if you continue to fight. Captain Cayliss calls for Ascel to fire up the Voidspark engine. There aren't many ships in the galaxy that can keep up with the power of a Voidspark ship. Once the path is plotted, Nylee engages the thrusters and you blast out of the system. You leave the planet Ethilia and head back to Gomanis. The senator is waiting for you to return to Dressa with the pilot, Ahlex.
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Old 03-15-2023, 11:52 AM   #134
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Join Date: Apr 2002
Location: Wentzville, MO
Back at it today. Had a minor outpatient thing Friday and was out of town the past two days.
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Old 03-15-2023, 01:25 PM   #135
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 10:

You dock the Karnack back on Gomanis. You need to turn Ahlex into the authorities so he can stand trial. Some may seek to harm him due to the traitorous accusations against him. Others may try and steal him and claim the bounty. You will need to protect him while he is in your custory.

1) Try to disguise him. D20+CHA+Stealthy.

2) Protect him. D20+CON.
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Old 03-15-2023, 01:31 PM   #136
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Join Date: Apr 2002
Location: Wentzville, MO
1) Try to disguise him. D20+CHA+Stealthy.

16+3. Success. You disguise Ahlex very well. Only a trained eye would be able to spot him as the pilot. Unfortunately, a bounty hunter has been stalking the port looking for someone to bring Ahlex in. She spots his awkward demeanor as you try to conceal him from the crowd.

2) Protect him. D20+CON.

1-1. Failure. You are caught off guard by the bounty hunter. You manage to escape but are hurt in the process. -2HP.
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Old 03-15-2023, 01:34 PM   #137
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 11 and 12:

The pilot is brought before Senator Taraia and a council of advisors. He is to stand trial for his actions You are called to the stand as a witness.

Choose your stance:

A) Defend Ahlex with testimony about the Stitchers.
or
B) Testify against Ahlex and his actions.
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Old 03-15-2023, 01:42 PM   #138
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Join Date: Apr 2002
Location: Wentzville, MO
Ahlex explains he had to disobey orders to save his family. He remarks that the Stitchers had taken them. The council doubts this due to the absurdity of Stitchers. The council is on the fence and your testimony could sway the decision.

Collect 25 credits as a reward for the successful return of the pilot.

A) Defend Ahlex with testimony about the Stitchers.

Gain 1 Virtue.

You recount the details of the mission and ensure the council understands the Stitchers are real. You discovered a base of these monsters and relay their coordinates to the location. You tell of the family you saved and the other prisoners that were found there. You also recall how he erased the ship logs so any potential secrets were destroyed.

D20+CHA+Persuasive. +3 for current virtue.

6+3+3. Success. Your words today saved Ahlex's life. Ahlex's family gives you 5 credits for your help. Note down: Saved Pilot for future reference.

Sunday lottery: D6=5.
3 credits.
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Old 03-15-2023, 01:45 PM   #139
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 13:

Captain Cayliss gives everyone leave to take care of business, but she wants everyone back tomorrow for the next job.

Explore the city of Dressa.
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Old 03-15-2023, 01:54 PM   #140
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Join Date: Apr 2002
Location: Wentzville, MO
Frenchie's Fast Foods
The fast food franchise is really popular at night. Perhaps other aliens prefer such flavors but they're not appealing to you.

Meal Rations, 1 credit. Current credit situation, 71 credits. We have no meal rations. We'll take 5.

Regal's Rest and Restoration

Back at Regal's. You have the option to spend 3 credits for rest, and we will do so.

Randayyl's Remedies

Randayyl seems to have new stock in. "My home remedies are better than anything you can get in a corporate hospital."

Med Kit, 5 credits. Wound Sealant, 10 credits. This removes injuries inflicted from death. Antidote, 6 credits. We're out of Med Kits so we'll take 3 this time. Going to gamble I don't need wound sealant anytime soon.

The Ship Shop:
The shop is all out of upgrades for the Karnack, but they have Ship Parts to help with repairs.

Ship Parts, 5 credits. Repair Kit. 6 credits. This removes the malfunction condition. So that has me nervous. I'm going to repair the ship completely and consume 3 of the current stock. We'll buy 3 more and a repair kit.
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Old 03-15-2023, 02:02 PM   #141
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 14:

Naylee has the next job for you. "Captain Cayliss requests that we take on passengers for some credits. I will take us to the port. You can get out and sell our services. Captain says we are willing to go anywhere, just corral as many passengers headed in the same direction and we should make good money."

1) What do you know about the galaxy map? D20+INT+Student

2) Convince some travelers to choose the Karnack. D20+CHA+Persuasive.
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Old 03-15-2023, 02:07 PM   #142
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Join Date: Apr 2002
Location: Wentzville, MO
1) What do you know about the galaxy map? D20+INT+Student

6.

There are many systems in the Zenula Prime galaxy. Each one has it's own planets, moons, and habitable stations. These are all in constant orbit at different rates. The most difficult part in learning all of the locations in the galaxy is the language. Many worlds have multiple names depending on the species and the language used. Not everyone uses the galactic standard for planetary names. The more you know, the better you are able to sell seats aboard the Karnack. You gain a +1 roll to #2.

2) Convince some travelers to choose the Karnack. D20+CHA+Persuasive.

19+3+1. Success. A pair of scientists join the voyage. They're headed to the Vepirus system, so that is where you'll go. You are able to convince a tourist, an artist, and a missionary to join you as well. Gain 25 credits.

You attempt to pick a pocket. D4=3. You gain 3 credits.
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Old 03-15-2023, 02:19 PM   #143
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 15:

Before you take off, you are approached by the port authorities. "Hey! We see you're taking on passengers. Do you have a proper class P endorsement on your travel license? We need to see it or you'll be fined."

1) What do you know about port laws on Gomanis? D20+INT+Student.

2A) Indimidate the authorities to leave you alone. D20+STR+Intimidating.
or
2B) Persuade the authorities to ignore you. D20+CHA+Persuasive.
or
2C) Attack the authorities. D20+ATK, Damage.
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Old 03-15-2023, 02:23 PM   #144
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) What do you know about port laws on Gomanis? D20+INT+Student.

13.

Success. You are aware of the law, but you are convinced that you are not violating it because the Karnack is registered as an "Exploration craft with a Voidspark class engine", which includes allowed uses such as transport of cargo and passengers, allowances for weapon based defenses, and free or reduced port dock fees. You're not required to have such an endorsement on your travel license. Gain +2 on your next roll.

2B) Persuade the authorities to ignore you. D20+CHA+Persuasive.

16+3+2.

Success. The authorities decide to leave you alone and move on.

Pickpocket attempt on one of the authorities. D4=2. 2 credits. Thanks for the hassle.
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Old 03-16-2023, 10:54 AM   #145
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 16:

Travelling to the Vepirus system by ship alone would take a long time. Warp gates provide faster travel at a modest price. However, there's a flaw in the system. There are ways to trick the scanners into thinking you've prepaid.

A) Emulate the signal of a paid ship. D20+WIS+Engineering
or
B) Hack the warp gate computers. D20+INT+Computers.
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Old 03-16-2023, 10:56 AM   #146
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Join Date: Apr 2002
Location: Wentzville, MO
B) Hack the warp gate computers. D20+INT+Computers.

This was chosen because INT=0 vs WIS = -1.

9.

You hack into the computers of the warp gate system but are kicked out before you lower the fare to 0. You wind up with a decent discount, though, and pay just 3 credits.
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Old 03-20-2023, 05:02 PM   #147
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 17:

You break out of travel and arrive at the Vepirus system. Communication systems on the Karnack begin receiving a distress beacon from a derelict ship. The beacon is broadcasting the location somewhere in the location somewhere within the nearby asteroid belt.

1) Search the signal for details of the source. D20+INT+Computers.

2) Search for the source of the distress beacon. D20+WIS+Survivalist
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Old 03-20-2023, 05:06 PM   #148
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
1) Search the signal for details of the source. D20+INT+Computers.

19.

Success. You parse through the signal and analyze the timing of the broadcasts. This helps you get a better accuracy reading on where the ship could be. Gain +2 bonus the next roll.


2) Search for the source of the distress beacon. D20+WIS+Survivalist

11-1+2.

It takes a while to search and scan the belt before you finally find the ship. You consume 2 meal rations.
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Old 03-21-2023, 10:29 AM   #149
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
Mar 18/19:

You find the derelict ship nestled in a crevice of an asteroid. There's no response from your attempts to contact anyone on board. To get to it, you will need to make a careful landing on the asteroid.

1A) Safely land on the asteroid. D20+DEX+Piloting.
or
1B) Safely land on the asteroid. D20+WIS+Piloting.

2) Enter the ship. D20+DEX+Danger Sense.
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Old 03-21-2023, 10:40 AM   #150
Poli
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Join Date: Apr 2002
Location: Wentzville, MO
You can make out the reading of the name of the ship. It's The Argyle. The damage on the ship indicates it may have been in a battle before crashing. There are blast markings on the exterior and there is a hole blown out of the side of the bridge.

1A) Safely land on the asteroid. D20+DEX+Piloting.

8+4+2.

With no flat areas to land easily, you try to land at an angle but hit a bulbous part of the asteroid. The ship takes 1 point of damage to the crew quarters.

The Argyle is in a precarious position and not settled well on the asteroid. It could move as you explore inside. There are also broken part and exposed wiring everywhere.

2) Enter the ship. D20+DEX+Danger Sense.

8+4.

While climbing through the hole in the top of the hull, you cut yourself on a sharp edge. Lose 1 HP.

Sunday lottery: d6= 6. Gain 4 credits.
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