Showing posts with label Duke. Show all posts
Showing posts with label Duke. Show all posts

Saturday, March 28, 2020

Strictly (Duke) Springer - Day 98 – March 28th.

This planet is dangerous as they are at war with Nipna. Duke, Lefty, David and Emily are out to get supplies. Michael and Jonathon are at the ready to pilot the ship and one of the hoppers. Deadeye is manning the guns for the ship.

Each roll is four hours, but if we can start an activity we are allowed to finish it. So that is three rolls.

We start with a 2, ransack an office. This is a bad idea which could get us arrested, so we pass on it.

Next we purchase some boat guns. Before the buy, we check to see if these are military grade, armor piercing guns (e54). They are not. They are tech level 6, so we’ll take that. They cost 150 each times 10. Well worth the money at 3000 secs. for two.

We get heavy hand weapons as our final roll (e50). They are Tech Level 4, have explosive rounds and cost a base price of 30. They end up costing 150 each, so we pass on them. We will try again tomorrow.

We have 219,360 in cash, have 7 hypercharges.  We are wanted on Palatek.

Friday, March 27, 2020

Strictly (Duke) Springer - Day 97 – March 27th.


We have some choices to make. New Karma is a double world system with a Tech Level of 1 and a Wealth of 70. I need higher tech items at cheaper price. The two systems with connections to New Karma are Uruskop and Mynkuria. Mynkuria has two planets and each are Wealth 30 and Tech Level 60. They are also at war with Nipna. Uruskop is a single isolationist planet with an asteroid belt at Wealth of 40 and a Tech of 40. Given my choices, we are off to Mynkuria for the tech code.

We don’t make any contacts on the way in and we land on the second planet, at the military base. This planet has no air and a gravity of 5. The gravity ain’t bad, but combat here will be deadly.

Our contact roll indicates we found a strange device of unknown purpose. You know what? This ship is new and I’m not touching anything.

With that done, we settle in for bed.

We have 222,360 in cash, have 7 hypercharges.  We are wanted on Palatek.

Wednesday, March 25, 2020

Strictly (Duke) Springer - Day 96 – March 26th.

I need to change the dynamic of the game to make continuing a meaningful endeavor. Right now, I have 200,000+ secs. and no deadlines or meaningful limitations. I love NPC characters, as evidenced by D&D supplemental Zero to Hero, so having a veritable army of them also means I fewer challenges.  Heck, I increased their pay to 1% of all sales and still have hundreds of thousands secs.

I need to put the lock back in place. We are going to purchase a ship via my rewritten e036 rules. We will trade the Antelopes for a new ship. When I rewrote e036, I did not anticipate having multiple ships. I made that detail up on a whim. To even things out, Duke will trade his ship in for 60,000 credit on the principal and Emily will sell hers for half of that or 30,000. Used car dealers…

Our choice of ships is the Buffalo Class Heavy Transport. It costs 300,000, which is reduced by 60,000 to 240,000. We pay a reduced interest rate of 600 per week because of the trade. We make that payment now and I do not have another payment until Day 106.

Here is a blank sheet which assumes that the player has two hoppers in the bay.


To soak up more cash, the used Buffalo Heavy Transport doesn’t come with boats, guns, boat guns and has a single hypercharge. We decide to purchase all of them at the dealership, which comes at a premium price. We pay 1,300 for each hopper, 900 for each starship guns, and 1,800 for boats guns (each) plus 3,500 for hypercharges. This planet is Tech Level 10, so all of our stuff is Tech Level 1.

That sets us back 11,500 which is subtracted from Emily’s trade in of 30,000. We made 18,500 today in the trade. Since this wasn’t a “sale” per se, the crew gets nothing off the deal except new digs. We spend the rest of the day transferring cargo from the old ships to the new. The new e036 rules specifically state that we cannot transfer hoppers, guns, or the stasis unit in pilotage. It's a shame, because those guns were sweet. We'll have to upgrade what we have later.

Here is our new "Buffalo as Character Sheet". I have moved all of the cargo to the ship except for the 4 vials of pheromones and crew equipment, which are on each individual's character sheet.

We have 222,360 in cash, have 8 hypercharges and a new ship.  We are wanted on Palatek.

Strictly (Duke) Springer - Day 95 – March 25th.

We manage to roll well and sell the boats (5,400), the extra boat guns (150), the U-bots (300) and purchase hypercharges. Hypercharges set us back 1000. We also buy Ace a PS bot at 600.


We dish out 585 to the crew, pay the 1600 for the hypercharges and the PS-bot. We pocket 3,665 today.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
4 CU Status Unit (e103),
9 Side Arms TL-1
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 5 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 5 hypercharges.

We have 203,860 in cash and we are wanted on Palatek.

Tuesday, March 24, 2020

Strictly (Duke) Springer - Day 93 to Day 94 – March 24st.

On Day 92 and 93, we take another two days of RRR for accelerated healing. Everyone is back to full health before we take off at a cost of 225 secs. My primary motive for doing this was resyncing the days to the real date.

I have never been clear on the mechanics of going from planet to planet. I think it takes one move out and one move in for a total of 2 hours. Maybe I’ll change that some day. We land at the spaceport with 8 hours or 8 rolls left.

We don’t manage to sell or buy anything useful today.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
9 Side Arms TL-1
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
3 U-bots,
and the ship is fueled with 5 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 5 hypercharges.

We have 200,195 in cash and we are wanted on Palatek.

Monday, March 23, 2020

Strictly (Duke) Springer - Day 92 – March 23rd.

We land at the colony and go for medical help. We pay 225 for 3 points of healing each and it takes all day. Healing is limited due to the tech level of the planet.

In the meantime, Emily sells the books we found for base price 12,000. We roll a 3 on the multiple table and this turns into 36,000. Nice. Each crewman receives 1% (360 secs.) of this leaving 32400 for Duke and Emily.

I’d like to unload these skimmers. It takes 2 hours to get skimmers from the list. We sell them for 90 each or 360 secs. total. Again, the crew gets a cut of 1%. We’ll round to four secs. each and we take in 320 secs.

Today is done.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
9 Side Arms TL-1
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
3 U-bots,
and the ship is fueled with 5 hypercharges.


1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 5 hypercharges.

We have 200,420 in cash and we are wanted on Palatek.

Sunday, March 22, 2020

Strictly (Duke) Springer - Day 082 to 91 – March 22nd.

Ok, time to cheat some more and change the parameters of these posts. We are going to spend a whole week here in this one post, as each roll takes 5 hours or half a day.

Doc, Ratchet, Bones, Ace and Lucy are staying on the ships to guard them. They actually have very little combat abilities, it’s more to keep them out of the way. In Duke’s group, we have Lefty and Jon. Emily has David and Deadeye. We are loaded for bear, each character has a Heavy Side Arm, a U-Suit and a PS-bot. The Ruins are pretty dangerous, which is why I left the non-combat characters behind. Ace doesn’t have a PS-bot, so I would have to take a medic along, which I don’t want to do.

Let’s look at the ships as they stand now. I have shuffled a lot of stuff around with only three parameters. First, each ship’s hopper must be able to serve as a lifeboat, so they need 6 empty CU. They are jammed packed with all kinds of things. I put some useful items in the crew quarters, u-suits and life support units. The Antelope has 34 empty cargo bay slots while Alicorn has 50. Theoretically, I could pack 10 or more items into other spaces on the ship, but I don’t want to do that.



I want to find a lot of items here, primarily skimmers and ship’s boats. They will eat up repair units to get them working but it will be worth it. Skimmers are worth a base of 30. Boats are worth a base price of 600 but have the special problem that they can’t get into orbit themselves and there is no place to sell them here. However, I can do the Russian doll trick and pack them into the cargo bay, one per ship and fly them to orbit and then to the next planet in this system. Theoretically, I have 5 pilots, so I could get 3 into orbit in one trip then pick up 2 more per ship for a total of 7. It’s tricky but doable.

Now, I have this cheat in place. Duke’s team will explore and Emily’s team will haul the stuff back to the ships. Technically it isn’t cheating, but I have a veritable army of helpers.

Day 82: we roll 7 and 9. Seven is a damaged skimmer and nine is a damaged robot, U-Bot. The Engineers get to work. The skimmer needs a repair unit as does the robot. We had 35 RU and are down to 33. Everything we find here is tech level one.

Day 83: we roll 10 and 2. We find a side arm and ship’s boat. The boat is needs 3 hits of repair. The skimmer and U-bot from yesterday are repaired. 

Day 84: We find some books in a room (e88) and an intact U-bot. The boat requires one day of repair with 2 engineers working on it. We are down to 30 RU.

Day 85: We find some damaged U-suits which may or may not work if repaired with a repair unit each. We chuck them as they are a waste of time and RU. We also find another room with 30 secs. worth of coins. The boat is repaired.

Day 86: More damaged U-suits, which we throw away. We also find a single RU. We now have 31 RU.

Day 87: We find a pair of damaged skimmers.

Day 88: We find another RU and a side arm. The skimmers from Day 6 are repaired. We now have 30 RU.

Day 89: We find a second boat with 2 hits and another intact U-bot.

Day 90: We get another RU and more damaged suits. The boat is repaired and we are down to 29 RU.

Day 91: We find an intact skimmer before disaster strikes. We get hit by a pulse of radiation and our suits causes a secondary flash which doubles the damage. Duke is down to 2 hits while Lefty and Jonathon are reduced to zero hits. Their PS-bots keep them alive until help arrives.

Here is our haul: 3 U-bots, 2 ships boats, 4 skimmers, a set of books (e88), 30 secs. in coins, and 2 TL-1 side arms. We have 29 RU left. Doc and Bones can keep Lefty and Jon alive, while Duke sits there, slightly charred.

On the display below, I don’t bother to show the u-bots and books. Each cargo bay is holding a 40 CU hopper and two 10 CU skimmers. We are ready for lift-off.

We are heading to the colony for healing and a used skimmer lot.

We have 167,925 in cash and we are still wanted on Palatek.

Saturday, March 21, 2020

Strictly (Duke) Springer - Day 081 – March 21st.

Aw geeze. I screwed up. I bought 660 side arms at 15 each only to realize I can only sell them for a maximum of 20 each. That is hardly worth the effort. We made 13200, but I have to pay the crew 1,188 or 132 each leaving 12,012. That was a great roll, but poor effect.

I'll probably get around to redrawing Deadeye. It looks like he's wearing a steel diaper. Since he or she never takes the mask off, I am not sure if he is a man or a woman. Perhaps we need a gender reveal because I know I've been flip flopping pronouns. As an added bonus, I wiped eraser dust off the drawing and it all ended up in the crotch area. "I don't need glasses to erase junk..."

We spend the last hour of the day moving to the Ruins. Deadeye is now fully healed.

I have 155,883 secs. We are wanted in the Palatek.

Friday, March 20, 2020

Strictly (Duke) Springer - Day 080 – March 20th.

We spend all day trying to buy side arms. We get them for 15 secs. each. They are tech level 1. We purchase 660 of them for 9,900. We have two hours left and move to the slums.

On entry we get trailed by bandits, but since we can outrun them in the ship, nothing happens.

Deadeye has one more day of rest before fully healed.

I have 155,883 secs. We are wanted in the Palatek.

Thursday, March 19, 2020

Strictly (Duke) Springer - Day 079 – March 19th.

We move off to the Industrial Area, while Deadeye and Duke are healing. David is on the guns for the Antelope while Michael flies.

We get side arms right away, but the price is 25 secs. each. That is a bit high. We get nothing more of interest today.

At the end of the day, Duke is fully healed and Deadeye has 2 more days.

I have 165,783 secs. We are wanted in the Palatek.

Wednesday, March 18, 2020

Star Smuggler: e036 Rewrite for New Ships

When I created 3 new ships, I did so without access to e036. I was working from memory. So, let's rewrite the whole scenario using my house rules. The table at the end also addresses e001, which now gives you a choice of what ship to start with.

You can read all of e036 as it stands, but add in the following paragraphs to the end:

"Other options exist if you already own a starship. You may purchase another Antelope ship on credit and can trade in your old Antelope. Assuming you have paid off the loan on the first ship, that is. This option is not available if you owe anything on the old ship. If this ship is paid off, you will receive 60,000 credit against the principal and the interest payment will be reduced.

"You may also purchase a different class of ship under the same terms.

"Ships obtained from e001 have all of the items listed for an Antelope class, meaning you could be missing guns, hoppers and the like.

"When purchasing a new ship, you obtain it under the same conditions as the Antelope in e036. It will not have guns or hoppers or any other equipment. However, you have access to the shipyard's inventory. You may purchase boats (e035), boats guns (e053), ship's guns (e056) and hypercharges (e025). Stasis Units are not available here. Purchases each of these items at the dealership adds a premium. Add 100 secs. to the base price of each item.

"If you wish, you may purchase anyone of these ships outright. Please see the table below for all options.

"When trading in an old ship, you may transfer any gear or cargo from one ship to another, however, you may not remove the ship's guns, boats, boat guns, hypercharges, or permanently installed stasis units in the pilot's area. Items in the cargo hold count as cargo not equipment. If you are missing equipment, the ship is not sale-able and you will have to purchase these items either before going to the dealer (a die roll) or purchase them at the dealer's price.

"You may not roll against Cunning to negotiate the price of these ships, nor may you use ANY another mechanic such as psionics, drugs or pheromones to alter the prices. All attempts to do so will make you wanted in this system."

- no title specified
    Antelope    Alicorn   Blockade Buster    Buffalo   
    PriceInterestPriceInterestPriceInterestPriceInterest
Starting Ship120000300160000400256000640300000750
Full Purchase1800000240000038400004500000
Financed120000300160000400256000640300000750
Fin. w/Trade 60000150100000250196000490240000600

Players may wish a refresh on the alernate Hoppers:

Orbiter, e034. 1800 secs. base price. e035 is 2400 secs.
Fast Boat, e034. 1000 secs. base price. e035 is 1500 secs.
Interceptor, e034. 2500 secs. base price. e035 is 5000 secs.

Remember, the Orbiter is larger than most hoppers. Their full description is here.

The Alicorn's full description is here. Click the links for the Buffalo and Blockade Buster.

Look out for more house rules updates.

Strictly (Duke) Springer - Day 078 – March 18th.

On entry to the New Karma system, we are mind probed. Ugh. Duke is struck dumb and the crew struggles to find a target as he takes damage. Deadeye locates a small ship and blasts it out of his sky. He is also struck by an incredible force. Both Duke (2 hits) and Deadeye (4 hits) are wounded, but we will recover.

I forget this game psionics. Cool, but not cool.

New Karma is one of those double planet systems. Nipna, Mynkuria, Talitar, New Karma and Byzatium are all double planets. I have always thought there might be a way to set up a trade route from planet A to Planet B, but haven’t really found a good one.

Let’s look at the areas on New Karma. Planet I has Slums, 2 Spaceports, Colony, Mining, Gambling, and 2 Industrial areas. Planet II has 2 Colonies, Military Base, Industrial, Ruins, Rural, Prison, and Rough. I think I could set up a trade route from the Ruins to a Spaceport.

We have no problems and land at the spaceport on Planet I. Before we start rolling, Deadeye, Duke, Lefty and Bones report to sick bay for healing. Emily takes the rest of the crew out to get supplies in the remaining 4 hours of daylight.

Emily hires a woman named Ace as a backup pilot then refuels the ships with Hypercharges by the end of the day.

Lefty and Bones are fully healed. Duke has one more day and Deadeye has 3 more days of healing.

I have 165,743 secs. We are wanted in the Palatek.

Tuesday, March 17, 2020

Eagle Torch Ship Deckplans

I've been making deckplans for Star Smuggler style ships, which probably also could be included a great deal of other gaming products. This one didn't work out, but I like the style so far. This is good Inkscape practice.


I'm not done by a longshot, but some of the ideas running through my head is a mercury capsule like crew compartment at the nose, surrounded by all kinds of mechanical workspaces. The large rounded wings like structures are for solid cargo while the circular parts are for liquid and gaseous materials. The engines are inaccessible by the crew, except by spacesuit. 

I'm still brainstorming ideas. I pictured this vessel as a control space, an engine, life support and a lot of open space not really dedicated for anything. If it has a shuttle, there are probably two double parked in one of the larger areas of the ship. It is not optimal for any purpose except space for work. 

Strictly (Duke) Springer - Day 077 – March 17th.

We move the fleet to the Spaceport to recharge our supply of hypercharges.

An interesting thing happens. I have ANOTHER chance to purchase a starship. Hmm… Tempting but not now.

We move the fleet to the Spaceport to recharge our supply of hypercharges.

An interesting thing happens. I have ANOTHER chance to purchase a starship. Hmm… Tempting but not now. If I felt like it, I’d create a variant of the Antelope. Like this or that, or maybe even this.

Let's do a crew review. Duke and Emily are pilots and ship gunners. Johnathon and Michael are Pilots. Between these four, I can fly the ships and the two hopper ship's boats. Left, Deadeye, and David are gunners, so I need one more gunner to operate all four ships at full capacity.

Bonus crew are my engineers (Ratchet and Lucy) and my medics (Doc, Bones). I wish medics had more ships skills. Perhaps drive a skimmer or something.




If I want that third ship, I need two more pilots and 3 more gunners, plus another medic and engineer to round out the crew.

Right now, I have the capacity for 16 crewmen split between the two ships. I might just do that.

We finally get the hypercharges for 1000 and then break for orbit. We need a new destination. We haven’t been to New Karma or Mynkuria, so New Karma it is. See you tomorrow!

I have 165,783 secs. We are wanted in the Palatek system.

Monday, March 16, 2020

Alicorn Light Transport for Star Smuggler and Other Science Fiction Games

I named a second ship the Alicorn while playing, but this would be Emily's dream ship. It can be purchased at the outset or from e036.


This ship has 161 CU of space and is configured for crew comfort. It has dual bays, which are interchangeable, but most of the time the Boat Bay is on the port side. For humanitarian missions, sometimes both bays are for cargo or carries a hopper in each. The two cargo tanks can carry liquids and gases only, which can be mixed in any combination. They are plumbed to refuel the ship's hopper. Aside from this, they can only be loaded and reloaded from the exterior. They are not detachable. It does not have a stasis unit or hidden compartments. The Alicorn can take 8 hits before being destroyed.

The ship has an unusual set of hypercharges. It carries 5, but the fifth hypercharge is special. In an emergency, it can be used 3 times. If the fifth charge is used at all, the engine needs an overhaul before more hypercharges can be installed. The cost of this is 1000 secs. on top of the price for the hypercharges themselves.

If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.

Buffalo Heavy Transport for Star Smuggler and Other Science Fiction Games

On page two of the Star Smuggler rules comes some sage advice. "Gamemasters of science fiction role-playing games may wish to use this as an adventure or campaign guideline (with appropriate rules adjustments to suit their own RPG system)."

It is now time for some adjustments.

This is the Buffalo Heavy Transport. It tops out at 290 CU.

The Buffalo has some rather interesting quirks. The boat bays are mounted topside of the ship meaning that replacement boats must be flight ready. The boat bays also have enough room for the boat plus skimmer, usually deployed on the boat. The centerline bay is meant for ingress and egress and also has sufficient space for single skimmer. A ramp deploys out the bottom of the ship. The port and starboard bays are big enough for a tank or a ship's boat. Crew quarters are shown in their spacious configuration and can be further partitioned for more crew. This ship has no hidden compartments. Pilotage is so spacious, players must purchase one stasis unit per chair (3) to protect everyone in the space. The Buffalo has 8 hypercharges and can take 15 hits before being destroyed.

If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.

Strictly (Duke) Springer - Day 076 – March 16th.

We get to start rolling at the prison. We get 5 rolls today.

We get 3 offers to hire bodyguards, the much needed stasis units and our final roll is “no more rolls”. Mission accomplished!

Ok, so what did I have? In the crew quarters, I had 8 one CU Stasis Units. I am converting these to four 2 CU Stasis Units per ship. I also move some of those 1 CU stasis units to Engineering and the Alicorn’s Turret. All of the remainders, I scrap. So far as I know, there is no way to sell a Stasis Unit.

The cost of this operation, not counting the lost units was 1,200 secs.

I have 166,783 secs. We are wanted in the Palatek system.


Sunday, March 15, 2020

Strictly (Duke) Springer - Day 075 – March 15th.

Ok, we are moving the fleet to orbit and heading off to Uruskop.

There is a quirk with getting certain supplies in certain places. For most areas, a roll of 2 is Stasis Units. There is only 1/36 chance of doing that at a spaceport or other place known for Stasis Units. Prisons are the best place with a 1 in 6 chance. They use them to store prisoners, which kind of makes sense. Uruskop is the closest planet with a prison.
As we enter the system, we hear a clunk on the hull. This is e414 and is one of my favorite events. A robot craft of some sort affixes itself to the hull. If an engineer goes out there to remove it, there is a 1 in 6 chance of discovering that it is a shuttle craft of some sort. It's cool ride, you can't mount weapons but it's far more stylish than the hopper.

This ship is super dangerous. There is 1 in three chance that it will explode and kill an engineer. A 3 in 5 to kill anyone else. We roll in the middle and do not find the super cool shuttle craft. In fact, we don’t understand any of it and simply pry it off the hull. I figured Duke is acting as benefactor lately, not a boss or pirate so he risked himself with the engineer to no effect.

We land at the prison and are rush by a horde of escaped prisoners. We take off again to avoid them. The rules don’t say we can do this, but they are unarmed and want to steal our clothes. I’m not shooting them over boots. If we hadn’t been landing, I would have played it differently.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
120 Side Arms, TL-6.
7 Side Arms TL-1, 1 TL-3 Side Arm, 1 TL-4 Side Arm
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 5 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
130 Side Arms, TL-6.
and the ship is fueled with 5 hypercharges.

I have 167,983 secs. We are wanted in the Palatek system.

Saturday, March 14, 2020

Strictly (Duke) Springer - Day 074 – March 14th.

The gambling area has a strange assortment of goods available, in addition to gambling.

Duke and Emily are off with the crew to gamble again. I was hoping to get side arms or heavy side arms, but e071 it is.

I’m not doing tables again today. Only Duke and Emily are gambling. After more than a dozen games, we walk out with a cool 180,000. Since the deal with the team was 1% of all profits, each crewman receives 1,800 each. That leaves Duke and Emily with 163,000 in gambling profits. I forgot to do this yesterday, but the crew made out like bandits anyway.

On our way out, we get jumped by 4 guys with TL-6 side arms. The combat is short and brutal as we are toting heavy side arms with explosive rounds on a planet with no air. Emily goes down unconscious  but suffers no hits. Duke, Left and Bones are all hit for 1 point of damage, which isn’t much of a problem.

We walk off with our winnings and the 4 TL-6 side arms, which the crew distribute among themselves.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
120 Side Arms, TL-6.
7 Side Arms TL-1, 1 TL-3 Side Arm, 1 TL-4 Side Arm
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 6 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
130 Side Arms, TL-6.
and the ship is fueled with 6 hypercharges.

I have 167,983 secs. We are wanted in the Palatek system.

Since I didn't do tables, let me share my character sheets. Duke and Emily's cash in combined in the total above.





Friday, March 13, 2020

Strictly (Duke) Springer - Day 073 – March 13th.

We are going to continue rolling at the Casino/Gambling Establishment. In 3 hours, we get the e071, which is a gambling mini-game which takes the rest of the day.

You put your money on the table and roll two dice. Doubles will win back whatever you bet (Break Even). 5 or 9 doubles your money while 3 or 11 triples it.

There is also a game called jackpot in which the only winning roll is a 12. That will net you 30 times your initial bet.

Jackpot has a 2.78% chance of winning, which a bad deal. In the other game you have 16.7% chance of breaking even with doubles. There is a 11.11% chance of rolling a five or a nine. There is also 5.56% chance of rolling a three or eleven. A little math helps here. Believe it or not, there is almost a 50-50 chance of not losing.

Emily and Duke both bet 5,000 in two independent games.

Emily rolls an 11 while Duke gets an 8 (a 6 and a 2). Duke loses 5,000 while Emily wins 15,000. We are up 10,000. We do it again, this time with 10,000 each. Duke rolls a 5 and Emily gets a 9. We doubled our money each. Third round. Duke decides to have a drink and hands out 9,000 secs. to the crew to play. I haven’t listed the crew in a while.

Crewman
Bet
Die 1
Die 2
Total
Results
Ratchet1000156Lose 1000
Doc1000459Win 2000
Lefty1000145Win 2000
Deadeye1000616Lose 1000
Bones1000516Lose 1000
David1000257Lose 1000
Lucy1000246Lose 1000
Michael1000224Break Even
Jonathon1000538Lose 1000

Well, six of the crew lost, so Duke throws issues another 6,000 secs. to the losers so they can try again. Michael broke even, so he tries again, too. The winners each ante up another 1000 from their winnings and Emily and Duke join them with another 5,000 each.

Duke loses 5000 while Emily breaks even.

Crewman
Bet
Die 1
Die 2
Total
Results
Ratchet1000224Break Even
Doc1000639Win 2000
Lefty10006612Break even
Deadeye1000224Break even
Bones1000549Win 2000
David1000549Win 2000
Lucy1000145Win 3000
Michael1000639Win 2000
Jonathon10005510Break Even

Duke foolishly drops 1000 on the Jackpot game and loses again. One last time, Duke tries his hand at the first game with a 5000 and rolls a 9. He doubles his money.

Crewman
Winnings
Ratchet1000
Doc4000
Lefty3000
Deadeye1000
Bones2000
David2000
Lucy3000
Michael3000
Jonathon1000

The crew is pretty happy now. They all have cash in their pockets. Collectively they took in 20,000.

Duke and Emily did worse, but managed to score 9,000 secs. Walking home with our winnings, we roll a 5 and nothing special happens. Isn’t that ominous?

I have 54,183 secs. We are wanted in the Palatek system.