Showing posts with label Star Smuggler. Show all posts
Showing posts with label Star Smuggler. Show all posts

Tuesday, January 21, 2020

Strictly (Duke) Springer - Day 021

Sorry gang, Day 21 is boring. One of those skimmers is down for repair and I need it fixed before we sell it. So we need a day of RRR.

We roll for contacts today, which would really be unwanted. Nothing comes of it, so we proceed to RRR. The Ship's Engineer rule has a quirk, which I don't see anyway of fixing. On a RRR day, we can regain health and he can fix equipment. But does he regain health while fixing equipment? Maybe? I have to check the rules again.

Anyway, we must have that skimmer fixed plus back on day 014, everyone took a hit of damage. RRR will heal that.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
23 Repair units,
10 Life Support Units
1 U-bot,
2 PS-bots,
7 Skimmers,
7 U-suit,
and the ship is fueled with 4 hypercharges, having used 2 to get here.  

I have 275 secs. in my pocket. 

I promised ads on every day of RRR, so here it is.

I saw a few people post on some charity bundles over at DriveThruRPG for the fires down under. 100% of your purchase goes to the following organizations:

Disaster Relief and Recovery - Australia Red Cross
Bushfire Emergency - World Wildlife Fund of Australia

DriveThruRPG and it's publishers have really stepped up, here. There are 5 bundles for every type of interest. I didn't bother to count the number of great titles included with each. All of them appear to have more than a dozen books each.

Fantasy Core & Settings $19.95
Starships & Posthumanity $29.95
Modern & Urban Horror $19.95
Fantasy Supplements $29.95
Capes, Grit, and Gunsmoke $19.95

Personally, I'm going for the Fantasy and Core Settings bundle. What a great way to celebrate gaming, a birthday or whatever while helping out those in the awesome but beleaguered OZ.

Monday, January 20, 2020

Strictly (Duke) Springer - Day 020


Let’s talk about the big picture. There is a starmap below.


Moving down one yellow line costs 1 hypercharge and is done relatively risk free. I have to roll for an encounter when I arrive, but that is all. 

If I want to hop two worlds without stopping at the intervening planet, I can burn 3 hypercharges and immediately move from one planet to another. I risk damage to ship by skipping steps and I will also have to roll for entry contacts in a possibly damaged ship.

Additionally, to safely jump, I need to move to orbit (1 hour) then several distances out from orbit. Each step burns an hour. I can, if I am lucky, jump two systems in a day, at a cost of 2 hypercharges. That is my intent.

Why am I skipping a planet? Each system has a tech level and wealth code. The next system over, Palatek, is no better than where I am so I want to go to Imperia. Imperia has a wealth code of 100, the best in the game. This means sold items are worth more. Buying items is also more expensive, so if I can sell the Skimmers at a premium, I can return to Regari or Palatek to buy hypercharges at a much reduced price. They have a base price of 500, so I need to score big. 

My first jump is to Palatek. This takes 5 hours just to get to the jump point and go. Half a day is gone. On entry, I get a 1 which is e93. That event describes a deserted area, nothing happens. I can immediately jump again, so I do so. On entry, I roll a three. This happens to be the same event above, so I can move to a landing area on the planet.

Unfortunately, I roll a six while entering a city space. This gives me a System result, which is a result specific to the System I am in. This one is very bad... depending on how evil I am. The ship is swarmed by beggars. We can fight or pay them to leave. 2D6x5 secs. will cause them to walk away. I mentioned that I could be evil. They have rocks and I have a starship guns. Guess how that is going to go?

Realistically, there are zero consequences to gunning them down. I can't pick them over for cash, because they event says they have none. However, I could spend all day long rolling up number of combatants then rolling massively effective weapon fire on dozens of unarmed people.

It isn’t worth my time as a player and sort of follows the ethic of a smuggler not a criminal. We pay them off with 45 secs.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
24 Repair units,
10 Life Support Units
1 U-bot,
2 PS-bots,
6 Skimmers,
1 Damaged Skimmer,
7 U-suit,
and the ship is fueled with 4 hypercharges, having used 2 today. 

I have 275 secs. in my pocket. I might have made a bad financial call on paying off the beggars, but it saved a bunch of time in addition to not being nutjob insane. 

Sunday, January 19, 2020

Strictly (Duke) Springer - Day 019


Emily reporting for duty. 
We get things done quickly today. I make some great rolls and get my Life Support Units and U-Suits by mid-day. Annoyingly, I also get a roll for a ship and a boat again… I can’t afford those. I buy 10 Life Support Units and 5 suits. More than what I need at a price of 60 secs. I have 690 left.

Since it’s mid-day, I am going to take on some financial tasks. I pay the crew for the week early, leaving 620. I also make an early payment on the ship so I have 320 credits left.

If I don’t change things, I will either become wanted for not paying on the ship next week or lose most or all of my crew.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
24 Repair units,
10 Life Support Units
1 U-bot,
2 PS-bots,
6 Skimmers,
1 Damaged Skimmer,
7 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 320 secs. in my pocket.


Saturday, January 18, 2020

Strictly (Duke) Springer - Day 018


Today, we will recover the cache. It takes 6 hours. From there, we head to back to the Spaceport to get those U-suits and Life Support Units. I roll a new ship, a new boat twice, and a gunner. No help for it. We need another day.

Sigh.

Such is random luck. 

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
24 Repair units.
1 U-bot,
2 PS-bots,
6 Skimmers,
1 Damaged Skimmer,
2 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 750 secs. in my pocket.

Friday, January 17, 2020

Strictly (Duke) Springer - Day 017

Maybe a U-suit looks like this.

On our second last day in the Ruins of Regari, we located a damaged skimmer and another U-suit.

I think it’s almost time to move on. We are close to playing “Russian Dolls”, here. The ship has 60 cu of space in the main bay and another 40 of the boat’s bay. I have 40 cu of skimmers sitting in both bays, plus 20 repair units and 15 Fuel Units. We have 3 bots and two suits. Plus 6 people. I have suits and units of repair and fuel sitting in the skimmers’ cargo and crew compartments.

Each skimmer can hold 6 cu of equipment in the crew compartment. We can technically take on an additional 44 cu of junk before I have to start stashing stuff in engineering, the crew space, and my six secret compartments.

We need to dump some of this stuff, but not until I get those LU and additional suits.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot,
3 Skimmers,
1 Damaged Skimmer
2 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 650 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Thursday, January 16, 2020

Strictly (Duke) Springer - Day 016


In the remainder of the day, we get lucky and find 2 intact PS bots. I physically rolled dice for this so it must be random.

A PS-bot is a Personal Support bot, it can provide life support to a U-suit indefinitely or to an unsuited person for 1 hour. It can keep someone at zero hits alive and it can call for medical help. It also has a built in radio. It costs 2 secs. a week to operate.

They are kind of useful and sort of annoying. All bots have a weekly run cost, which you don't have early in the game. They are in good order when I regulate them to the hold. Using them triggers the cost, so storing them is a option early on.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot,
2 PS-bots,
3 Skimmers,
1 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 650 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Wednesday, January 15, 2020

Strictly (Duke) Springer - Day 015


A variation of an Antelope Starship with 2 ship's boats.
On this the day, we get lucky and find 2 intact skimmers. I’m beginning to suspect the randomness of Google’s Roll a die feature.

Eventually, I will get to the point where becoming a Used Skimmer Dealer will be profitable. 

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot,
3 Skimmers,
1 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 650 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Tuesday, January 14, 2020

Strictly (Duke) Springer - Day 014


We move the ship back to the ruins for another run at found treasures. And we have an immediate problem. We fly through a radioactive area and everyone takes one hit damage. Nice.

Even better, I recall wanting to spend a day looking for Life Support Units and Fuel Units back at the Spaceport... Did anyone check to see if Kevin was onboard when we left? Too late now... 

In the remainder of the day, we get lucky and find one intact skimmer and one intact U-Suit.

Let’s recap the crew. There is Duke, Emily, Doc, Ratchet, and two Gunners I’ll call Lefty and Deadeye. I will also pay them today, so I don’t have to do it on Ten-day.

Emily, weekly pay 15 secs. Sign-on bonus of 20. Death pay is 200. She has 65 secs. and a side arm.
Ratchet, weekly pay 15 secs. Sign-on bonus of 15. Death pay is 120. He has 60 secs.
Doc, weekly pay 10. No bonus which feels weird and death payment to family is 80. He has 30 secs.
Lefty, weekly pay 15. 10 secs. bonus and 100 death payment. She has 40 secs.
Deadeye, weekly pay 15. 10 secs. bonus and 100 death payment. He has 40 secs.
Total crew salary is 70 secs. a week.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot,
1 Skimmer,
1 U-suit,
and the ship is fully fueled with 6 hypercharges.

I have 650 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.


Monday, January 13, 2020

Strictly (Duke) Springer - Day 013


Lucky day 13!



I make my roll to sell the boat for a base price of 500 secs. But what makes this so lucky? Each planet has a wealth code and based on that number, it can apply a multiplier to the base price of an item. In this case, I rolled a 6 for the base price which indicates a 1.5 multiplier. That base price shifted to 750 secs.

Ok, metagame time. How bored are you? Each item has a base price so rolling on the wealth code table is a good idea. The price won’t go down, but could go up which is excellent. But how should that be applied? As I read this scenario, I can sell a hopper for 750 credits. But can I sell both? The rules aren’t clear. In some cases, the rules specifically mention a number. For example, in the Colonies, there is a listing for “One side arm”, yet sometimes I can buy many side arms.

Do I make a roll for each? In general, I don’t. If I have 50 side arms, and go to sell, I roll once and simply accept the given price. I can choose not to sell and have to go through the whole process of rolling to get that sell side arms result again, which also allows me to roll on the multiplier table again. It could be more or less. I think that is fair and it is pertinent to this particular event.

I sell both boats for a total of 1500 secs.! I make a payment on the ship of 1000 secs., which is another level of accounting. 300 went to the interest payment for this week and 700 reduced the principle on the ship.

Reducing the principle owed on the ship does not reduce the interest. This is a front ended loan which was a real thing in the 70s and 80s. 

I want to purchase consumables since I have nearly 100 cu of empty space to fill. I need Repair, Life Support and maybe Repair Units plus 6 Utility Suits. I don't get any of those numbers here. Luck is fickle.  

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
15 Fuel Units,
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot,
and the ship is fully fueled with 6 hypercharges.

I have 1720 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Now let's have an ad from Lego. The Satellite Service Mission is $9.99 and looks a bit like what I think a tiny ship's boat and character looks like. Clicking the link will take you to the Lego website to purchase, which results in remuneration for me.



Sunday, January 12, 2020

Strictly (Duke) Springer - Day 012


We are ready to fly. Let’s talk about movement. Each “unit” has a movement rate and each area has a movement distance between two places. I want to get to the Spaceport, which has a dotted line with a 10 connecting it to the Ruins. There are dotted lines to Industrial area marked 4 and the Colony marked 3.

If we walked, it would take one hour times the number labeled on the dotted line. It would take 10 hours to walk to the Spaceport, 3 to the colony or 4 to the Industrial area. Thankfully, ships, boats and skimmers are faster. A skimmer will move from one area to another in 1 hour. A boat or a ship takes 1/10 of an hour.

There is an economy to movement. A boat burns 1 FU per hour of operation. A skimmer burns one FU a day. A ship doesn’t use any fuel, why really isn’t clear in the rules. Additionally skimmers, are not sealed, so you could be burning Life Support Units, too. The boat is sealed but also burns LU in space. 

Yesterday, I made another accounting mistake. It turns out that loading a boat into the ship requires no energy or effort, so I marked off a Fuel Unit for nothing. I'm not going to fix it now. 

We spend an hour moving to the Spaceport and I have no problem entering the area as we are detected but nothing comes of it. I want to hire more crew and sell off the found boat.

When buying and selling things, you have to roll the appropriate event. In the Spaceport, each roll or transaction takes an hour. In this case, I want a 5 to sell these boats. I didn’t get that today.

I do hire two ships gunners. Each one has a salary of 15 and a sign on bonus of 10. This move makes me nervous, because I need to pay 300 on the ship by the end of the week.

Our assets are:

1 Antelope starship,
2 Hopper with 14 units of fuel between them
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

I have 220 secs. in my pocket.

In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Now let's have an ad from Lego. The Space and Research and Development People Pack is $39.99 and looks a bit like Sci-Fi characters looks like. Clicking the link will take you to the Lego website to purchase, which results in remuneration for me.


Saturday, January 11, 2020

Strictly (Duke) Springer - Day 011


Today, I am doing something different. The ‘verse is a difficult place and one false move could cost me everything. For that reason, I am going to create a cache in the ruins. This is a collection of inventory not stored on the ship. If something happens, I can come back to this place and claim this junk.

To recover a cache, I roll two dice. The first one indicates the number of hours it takes to find it, and the second determines if I can find it again. In the ruins, there is a 1 in 6 chance I won’t be able to recover the items. The more time that passes, the harder it is to find something.

I won’t be leaving stuff in the cache for long.

Annoyingly, robots are not easily cached. If they are not in a stasis field, they will breakdown. So our one robot is moved to storage in Engineering. I move one Fuel Unit into the found boat to move it. I divide up 20 of the Repair Units between the two boats.

I cache the 3 skimmers, 4 RU’s plus 100 secs.

Our assets are:

1 Antelope starship,
2 Hopper with 15 units of fuel between them
1 Stasis pod 2 CU,
20 Repair units.
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

I now have 270 secs.
In the cache in the Ruins of Regari are:

3 Skimmers,
4 Repair Units,
100 secs.

Friday, January 10, 2020

Strictly (Duke) Springer - Day 010

On this day, the crew and I continued to search the ruins. We have a single encounter, discovering a room with 30 secs. worth of coins in it.

Our assets are:

1 Antelope starship,
2 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
24 Repair units.
3 Skimmer,
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

I now have 410 secs.

This closes out the week. Normally, on Ten-day I would be paying 300 secs. for the ship but I did that on day one. I now have 10 more days I can stretch, but I'm probably not going to do that.

On this day, I fork out the crew pay, which is rather minimal. 40 secs. leaving me with 370. I'm not comfortable yet but this week has been pretty safe.

I don't have an ad today, but I want to share a link to Wikipedia's article on Metric Time. It sounds brain bustingly hard but is probably what Star Smuggler is doing. 

Thursday, January 9, 2020

Strictly (Duke) Springer - Day 009

Dear Diary,

We went back into the ruins again. We found a pair of skimmers. One was intact, while the other was cannibalized for a single repair unit.

Skimmers probably don't have wheels.
Here are today's stats:

1 Antelope starship,
2 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
24 Repair units.
3 Skimmer,
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

I'd like to circle back and talk about the various "units" in the game. There are repair units, life-support units and fuel units. Life-support or LU, provides air, food and water to all people in a vehicle for a day in a bad air or vacuum environment. On this planet, the air is good and we don't need them.

Fuel units power the hoppers and the skimmers. For a hopper, they provide one movement point, say from the ruins to the spaceport or from the spaceport to orbit. There is a multiplier for gravity.

Skimmers also use fuel units, but one per day. Only a few characters can drive the skimmers. The engineer has that skill, as do skimmer drivers. Skimmer drivers are a quirk, the will not leave the system they were from, so you always need an engineer. Were I to change a rule, it would be this one. I would allow bodyguards and medics to drive, but not starship pilots or navigators.

Obviously, the hopper is faster but the skimmers are more efficient.

Wednesday, January 8, 2020

Strictly (Duke) Spinger - Day 008 (RRR) Human Error

Ah, human error is a great thing. I rolled poorly and we had a contact, e88. This is an abandon room where Duke found 30 secs. The error in this was nothing needed to be repaired, so I wasted a day on a contact I didn't mean or need to attempt. I happened to get lucky and scored some secs. 

Dear Diary,

We engage in RRR, again. Some parts are literally watching paint dry.

Here is today's stats:

1 Antelope starship,
2 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
23 Repair units (one used to repair the boat).
2 Skimmer,
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I have 380 secs.

Now to the promised content.

Yesterday, I mentioned Dwarfstar, which is a part of Reaper Minis now. I also happened to be listening to back catalog of The History of English. Episode 118 is about the history of trade names. While this podcast isn't on science fiction, it explains many of ideas and terms we still use today. I thought it was apt.


Tuesday, January 7, 2020

Strictly (Duke) Spinger - Day 007 (RRR)

This is another RRR day, third in a row. Time for an ad, but not a real ad. Reaper miniatures, in conjuncture with Dwarfstar have made many of their old games available. What is great about this is, if you follow the link above and scroll down, you can find tips and methods to use the digital files to reproduce the whole game with great looking counters.

Back to Duke.

Here is today's stats:

1 Antelope starship,
2 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
23 Repair units (one used to repair the boat).
2 Skimmer,
1 U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I still have 350 secs in my pocket.

Monday, January 6, 2020

Strictly (Duke) Springer - Day 006 (RRR)

Dilemma time. Having reviewed the game Star Smuggler, I'm playing it and posting the results here one day at a time. If you aren't familiar with the game, you can read the review here or download the whole game there.

I have reached the point where the characters are doing Rest, Repair and Recuperation and not a whole hell of lot happens.

Mechanically, when you engaging in RRR, you roll a die to see if you have a forced contact at the start of the day. Roll a 6, there is a chance of an encounter. There are 7 varieties of encounters for each area and some areas by virtue of what they are preclude some of those 7. The ruins are one of those.

Going forward on RRR days, I'll share stats then I will tell you about things related to science fiction, outside of the Star Smuggler game which will probably contain an ad for something for you to purchase. 

Dear Diary,

Day six is less exciting than day five. We engage in RRR, again. Some parts are literally watching paint dry.

Here is today's stats:

1 Antelope starship,
2 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
24 Repair units (one used to repair the boat).
2 Skimmer,
1 Damaged U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I still have 350 secs in my pocket.

Sunday, January 5, 2020

Strictly (Duke) Springer - Day 005 (RRR)

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

Dear Diary,

Day five is less exciting than day four. We engage in RRR, I watched the engineer repair the ship's boat. He did it, he doesn't even need a die roll. Ugh.

Engineers are interesting, sometimes they can fight, they can always do repairs under direction and oddly can drive a skimmer. Every item repaired burns one Repair Unit (RU) per point of damage, no matter how big or small it is. 

At the end of the 10 hour day, I'm thinking of money. Here is today's stats:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Hopper, no fuel,
1 Stasis pod 2 CU,
25 Repair units (one used to repair the boat).
1 Skimmer,
1 Damaged Skimmer,
1 Damaged U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I still have 350 secs in my pocket, but the gear will sell will help, a lot.

Saturday, January 4, 2020

Strictly (Duke) Springer - Day 004

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

Dear Diary,

Day four was boring. We found a Utility bot and a damaged skimmer. The end.

Bots are boring in this game. They have a Tech level but can't fight, they can also breakdown when being used and have a weekly secs cost to operate. They are a money suck most of the time. Since they can't fight, the Tech level is only increasing the chance of a breakdown. They have very specific uses, so don't get excited about them. 

For the record, all U-bots do is carry stuff. They can carry 3 CUs of items for you, which comes in handy because a human can only carry 2. 

At the end of the 10 hour day, I'm thinking of money. Here is today's stats:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Hopper, no fuel,
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer,
1 Damaged Skimmer,
1 Damaged U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I still have 350 secs in my pocket, but the gear will sell will help, a lot.

Now throwing it back to Phil... I haven't tried to sell you anything in a while. This website is supported through ads on DriveThruRPG and less frequently, Amazon. You can also purchase my books posted on the upper right of every page. However, today I would like to suggest a title on DriveThru RPG called Cyberpunk Red Jumpstart. Like Star Smuggler before it, it is very much a child of the 80s. It also has two booklets, maps, pre-generated characters and is reasonably priced at $10.00.

Friday, January 3, 2020

Strictly (Duke) Springer - Day 003

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

This is getting old, fast. We are still in the ruins looking for "good junk". Today was much better than yesterday. We scored big. First, Emily found a working sidearm and the we found a damaged ship's boat or Hopper. The ship's boat from the ruins is the best item you can find. You roll 1d6 to determine how beat up it is. This one has one point of damage, which can be fixed in a day by an engineer. 

Found equipment gets a roll for Tech level, just like anything else. The problem is, the Tech level of Regari is low so nothing found can have a Tech level higher than 1. 

At the end of the 10 hour day, we're sore, but have some loot. Here is today's scorecard:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Hopper, 1 point of damage.
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship.  I have 350 secs. in my pocket.

Emily now has a gun, for reals.
The rules state that a Hopper class ship's boat takes up 40 CU in a bay. The drawing of the ship makes it look like it will fit in the ship's hold, meaning the Antelope can carry two. I don't know if that is an accurate reading of the rules, but that's how I roll. If that was not true, I would assume Emily could fly it behind the ship to another area using fuel units from the other boat. I am uncertain if the rules assume you don't bring the Antelope or they expect you to. 

Now taking back my captains chair, this is Phil. If you look on the right hand column, there to two features I hope stand out. First is the blogroll and the second is podcasts. If you are a creator and want to get your podcast or blog mentioned here, I am happy to oblige. Mention it in the comments or catch me on Facebook or Mewe and I would be glad to add you to the ever increasing list of titles I read or listen to.

Thursday, January 2, 2020

Strictly (Duke) Springer - Day 002

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

Dear Diary,

I don't really have a U-suit,
but I do have a sidearm.
It's day two of my criminal career and I am just as bad as being a criminal as I was as a trader. In the last hour daylight yesterday, we took off from the spaceport to the ruins. The ship can move without expending fuel, but is way easier to detect entering an area.  

So what are we doing?

The ruins have all kinds of junk scattered around. Emily and I are scouting around looking for stuff to salvage. I get just two chances a day to find something of use, it takes 5 hours to investigate a section of the ruins.

In the top half of the day, we found an intact but fuel-less skimmer and the bottom half of the day a single repair unit. A skimmer can hold six cubic units (CU) of stuff and takes up 10 CU worth of space in the

At the end of the 10 hour day, we're sore, but have some loot. Here are financials, crew status and assets at the end of day one:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. Sign-on bonus of 20. Death pay to the family is 200. Let's not die, ok?
Ratchet, weekly pay 15 secs. Sign-on bonus of 15. Death pay is 120.
Doc, weekly pay 10. No bonus which feels weird and death payment to family is 80.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I have 350 secs. in my pocket.

Spacesuits are called Utility Suits
or U-Suits in this game. 
If anything on the ship was more than Tech level one, we'd be doing maintenance to keep it in operation. Tech level adds a bonus to most things, but the higher the tech, the more likely it will breakdown. Rolling under the Tech level indicates a breakdown, which means T-1 level items never breakdown, but have no bonuses. 

I thought it was a good idea to play this choose your own adventure, but I recall another series you might like at Amazon. The link below is a paid ad and will take you to Amazon.com.