Friday, February 21, 2020

Strictly (Duke) Springer - Day 052 – Feb 21st

Welcome to the city! It takes one hour to get here and we can make one roll per hour. We have nine rolls.

It takes 6 hours, plus to the hour of travel time to purchase side arms. They are TL-2 and cost two each.

This is one of the things I don’t like. Side arms don’t take any space, so I can load up with them at no particular problems. They are also no more or less valuable based on tech level. I buy 7500 of them.

We use the remaining time to get into space to make another starship payment and head off into orbit.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
7500 Side Arms TL-2.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Tinkering with Worldographer Maps

I've created a couple of Roman Style Domus or homes using Worldographer. I'm tinkering with options and scales. Domus A has coordinates marked on it and is square to 5 feet. I've created a battlemat 1 inch to the square, 1/2 inch to the square and 1/4 inch version.

Unfortunately, my website doesn't easily permit scaling of images, so they have to be downloaded to be properly viewed.

Domus A 1 inch to five feet

Domus A half inch to five feet

Domus A 1/4 inch to 5 feet

Domus B is square to 5 feet. There are no coordinates. 

Domus B 1 inch to 5 feet.

Domus B, 1/2 inch to 5 feet

Domus B, 1/4 inch to five feet
I'm trying to get the hang of editing these in GIMP so I can have particular scales in my products. I am not sure which I like better, other than to never put coordinates in maps less than 1 inch to 5 feet.

Thursday, February 20, 2020

Chutzpah over Charisma

Let's face it, charisma in AD&D is a dump stat for most players. I like using ordered rolls for stats, so whatever is rolled first will be strength and the last die roll is charisma. This invariable causes me to play characters with sub-prime attributes and sometimes a character with amazing stats in the complete wrong order. A wizard with 13 intelligence and an 18 strength or constitution.

For my campaign, I ignore prime requisite scores and let people run fighters with 5 strength, a cleric with 6 wisdom and so on. I don't require it, I merely allow it for the sake of speed and fun. With my group, I have always received reciprocity from the DM where they allowed me to play such flawed characters, even if they allow for some other method of ability generation that would prevent it. It's just the way we operate.

Since I do this as a normal operating condition, I tend to see characters as problem solvers. Weak fighters develop a means to fight other than brute force. Wizards make up for a lack of spells with magic items, and so on. That's cool.

Except for Charisma. I have this mental image of a high charisma character as stylish and charming. A low charisma character, in my mind, is operating off of what they have in other stats. A low charisma doesn't force foolishness or rudeness which are the purview of intelligence and wisdom, it's merely a lack of polish. Low charisma characters are more likely to use chutzpah over an excellently described plan. They just go for it and have very little understanding as to why this shocks others.

One of these days, I'm going to pull a prank on my players. I will write down the character's stats and then pick on the guy or gal with the lowest Charisma. It will probably come up in a high pressure situation. I will ask that person to roll the dice and no matter the outcome, I will hand them a note and ask them to read it.

It will go something like this:

Mr/Ms. Charisma: Ok, the dragon is probably a sleep, so we'll kick in the door and kill it with arrows.
Me as DM: Good. You have surprise. Make your attack rolls. 
Other players: Wait! What?
Mr/Ms. Charisma: The dragon probably thought of this and hired some orcs to guard the lair. And an ogre.
Me as DM: You're right! There are actually 12 orcs and 3 ogres rushing into the room.
The other players argue while being forced to roll attack dice. For some strange reason, they always have initiative and do lots of damage from covered locations. Everything seems to be slanted to the player's benefit.
Me as DM: You have defeated the orcs and orgres, here is your experience points.
Mr/Ms. Charisma, still reading from the note: Oh, but the dragon fled to the next room. I bet he is casting a spell to turn into a giant snake!
Other players: Why the hell would a dragon turn into a giant snake?
Me as DM: You hear the swoosh of scales on rock and a titanic hissing noise. Roll for surprise!
Mr/Ms. Charisma: Oh, this doesn't look good.
Me as DM: Right! The snake swallows the paladin whole!
Paladin's player: I don't want to be eaten by a snake!
Mr/Ms. Charisma: Oh, yeah. That's bad. We can't do that...
Me as DM: Ok, everyone argues against kicking in the dragon's door. So, what is the plan?

That is pretty much how someone with low charisma operates.

I wonder how long it would take my players to figure out I actually handed out experience and didn't ask them to delete it. I think I have 7 charisma myself, so group dynamic analysis is not my strong suit. But I think they'd try to keep the points and I would let them.

Strictly (Duke) Springer - Day 051 – Feb 20th

We are still trying to buy stuff in the Military base.

We roll a 5, a 1 and 3, which is perfect. We purchase 10 TL-1 military U-suits plus 10 TL-4 heavy hand weapons with explosive effects for a total 500 secs.The U-suits can seal under explosive damage, which would normally kill someone. They can also heal 2 hits per turn, which is also a great way to have a suit failure result in death.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

We are packed to the gills with equipment. We need to move to the city tomorrow.

I have 21,571 secs. We are wanted in the Palatek system.

USN Cetus and Chesterton Transport

USN Cetus
I have this horrible cough which is preventing me from working in ink. I have managed to cobble together final designs for USN Cestus and the Chesterton Transport ship in Inkscape.

Yesterday, I posted a lot about the Chesterton Transport Ship, so today I will lead with the USN Cetus.

The Cetus has four decks, like the transport, but their arrangements are wildly different.

Deck 1 is dedicated to sensors and a pair of anti-missile turrets.

Deck 2 is the shuttle operation and missile deck. It serves as the main point of ingress and egress for the crew. Often, the missiles are replaced with shuttles. Theoretically, the ship has a secondary capacity for missiles on the lower deck. Because this is a government operation, the ship often has no missiles in either location. Shuttles and drones are cheaper.

There are 4 common ships carried here. The Cetus can carry 3 manned Centaur or 4 unmanned Zombie fighters. Typically, doesn't carry anything so advanced. It is normally equipped with a pair of ABLE recon drones and a Fastback shuttle. The ABLE drone is a wonderful sensor package, but the Fastback shuttle is perversely named vehicle. It's roomy, but profoundly slow. It has two massive doors on either side like a conversion van. It carries 12 passengers or very small cargo loads.

As mentioned before, next deck holds the crew quarters slung between the fuel pods and engine mounts. The Equipment Locker holds many cargo/weapons tractors and fire fighting equipment. Two more Phalanxes are mounted on the leading edge of the ship, which makes this Frigate a wonderful carrier escort. The heavy weapons spaces are designed to carry continent busting nukes, but this configuration is rarely loaded out. The "heavy weapons" are often a pallet of 2 lasers and a single railgun, port and starboard. Sometimes, the Cetus class carries just one of these pallets with the other space being given over to either special sensors or rarely, extra space for the crew. Typically, the officers will sleep in this space, if given a chance.

The lowest deck has the main airlock, which is identical to the Chesterton's hatch. It has very little purpose on the Frigate variant. The Consumable Hold is jam packed with food. The Cargo Bay carries an unusual mix of rescue pallets and maintenance materials. There is a running gag that one Cetus can build a second Cetus from the stuff jammed in the holds.

The Chesterton Transport
Ok, back to the Chesterton. This ship features a science package on Deck 1. This deck is called the Nerd Nest as the science packages are not determined by the ship's owner. The sensors and experiments are specified in the Decadal Survey, which is the result of suggestions by the greater science community. The crew has a manual for maintenance, but only the nerdiest crewmen and women understand the equipment placed here.

Shuttle Operations is two lies for one. Most Chesterton owners cannot afford shuttles for their ships and unlike the Cetus, this space is poorly arranged for commercial shuttles. Usually each Chesterton has a hanger queen, which is only used to test to the inadequate facilities. More often than not, this area is used for recreation. The shuttle refueling lines are bled dry to prevent accidents when used for crew activities.

The third deck is well appointed with crew space to the fore and a large central Engineering space. Having Engineering in the center of the ship supports improved crew and ship safety. In an odd quirk, the bridge is arranged just like the CIC on a Cetus. This was in case of a wartime refit. This only occurred twice in the history of the program and the CIC was the only part of the ship requiring large modifications. The bridge of the Chesterton is far more roomy than the CIC of the Cetus as it has far fewer fittings for crew consoles. The "small holds" are actually larger than crew quarters and have adjustable atmospheric controls.

Deck four carries the lion's share of cargo. Strangely, it has small tractors, trams and locomotives to transport cargo from one ship to other via the main hatch. Unlike the Cetus, the main hatch is used as the main entry point for the crew.

Wednesday, February 19, 2020

The Minus Faction: Breakout review

Title:  The Minus Faction: breakout
Team: Rick Wayne  (Author),
Robert Sammelin (Illustrator),
Karen Conlin (Editor)
Year: August 5, 2014
Pages: 124
Rating: ★★★★

I've always loved serials. Especially the old 50's stuff. The Minus Faction: breakout is not old school, it's is in the now while hearkening back to classic serials. It's concise, fast paced, and a great story. It embraces current events and calls back to ancient mysteries.

I can't wait to read the next one in the series.