Monday, October 19, 2020

New Star Smuggler Equipment

I have always wanted new equipment for Star Smuggler but balancing them against the rules and scenarios makes it difficult.  

One of the difficulties is, adding more shots per round or increasing damage is not viable. More shots would increase the chance of a critical, while increasing the damage from 1 to an arbitrary number would result in speeding up combat a bit or being an instant kill weapon. Criticals are termed a something that puts a character down and out without zeroing out their endurance.  

For this reason, the new weapons must be more limited but still useful. In the case of a stunner, a critical always blocks the enemy from taking their next action, which is useful. The body pistol is like a tiny sidearm that can't punch through utility suits let alone armor. The upside is it can be concealed from searches. Both make sense in the setting as they can't damage vehicles at all, which is a bonus when the vehicle is keeping you alive.

One quirk of the sidearm is anyone can use them, but the rules specifically say that certain characters can't. I believe the spirit of the rule is someone without training is ineffective. A to hit roll requires a number greater than 1, as you must roll under your combined marksmanship skill and the tech level of the weapon. For Duke has a Marksmanship of 5. With the standard TL-1 sidearm, he hits on a roll of 2 to 6 and misses on anything higher. For a medic with no marksmanship ability, he needs to roll under the TL of the weapon, which is 1 to 6. So a TL-1 gun won't work for him. What about a TL-6 weapon? He would hit on 2-6, which is a little weird. 

Stunner:
This is a small device that uses hand-to-hand ability to strike either in melee or at a distance. It is available from events where sidearms are available at the same cost. A box of 20 takes up 2 CU.  

To hit with a stunner, the character either shoots or swings it in melee. Add the character's hand-to-hand rating to the weapon's technology level. If the roll is under this value, a strike has been scored. If either of the dice is a 1 or 6, the target has been hit for a critical. Merely striking does no damage, a critical is needed to have any effect. 

When a critical scored, roll one six sided die. On a roll of 1, the target is unconscious for the rest of the day. On a roll of 6, the target is down for 6 combat rounds (30 minutes). Any other roll causes the target to lose their next action. 

A stunner does not cause physical damage and is useless against vehicles, robots, targets in utility suits or armored u-suit. Victims do not lose any endurance. 

This "weapon" is usable by anyone, such as drivers and medics. 

Body Pistol: 
This is a small, short ranged gun that fires slugs. It is different than a sidearm as it can be hidden. If a character is searched, they can keep the gun hidden with a cunning roll. It is available from events where sidearms are available at twice the cost. These weapons are limited to Tech Level 3 or less, any higher roll will be treated as TL-3. A box of 20 takes up 1 CU.  

The Body Pistol has tactical advantages at a cost. When shooting at a target, it does 1 point of damage on a hit. However, it cannot inflict criticals against vehicles, or targets wearing a utility suit or armor. The point of damage will not penetrate or damage a utility suit. it's the shock of impact and bounce that causes the point of damage to the wearer. Unprotected individuals can take extra damage or be knocked out on a critical. 

Body Pistols are considered gimmick weapons and are only outlawed where all weapons are prohibited.   

Sunday, October 18, 2020

Map Doodles

I'm troubleshooting Worldographer tonight. It works on one system but not another. Annoying, because I know it's my machine. 

Anyway, here is a quick map I used for testing. 



As a map, it's pretty plain. I like it as artwork better. 




(Ab)Using What You Got

I like to use random ideas. Generally, I hate spam but spam comments have caused some of my better writing to come to the forefront. In this week's version, "a better life with Spam", I'll post images of artwork based on Artificial Intelligence. 

This was a project I started a few months ago. I like the unicorn but needed to figure out where the rest of it was going. 


Queue up the spam suggesting Artificial Intelligence gets things done more efficiently. Since I was lost on this image, I didn't know how to proceed. I upload it to Deepart.io and the results are lovely. 


I've tried redoing this image in oil paint, but that seems wrong. I think I will try colored pencils, which isn't my favorite choice, but I think it could work. 

On a side note, I generally don't delete spam. Some of it is amusing, such as the guy at a consignment shop that tried to imply that his goods were magic items to tie into my 52 Weeks of Magic posts. Classic. 

Let me take a second to shout out Fat Goblin Games, 3dMakerworks.com, and Goblin Clan Miniatures. These 3d printed products came to my awareness via a spam link. They have suspended their affiliate program, but they are so nice, I can't help but suggest them for your table.  

Having said that, I have noticed an uptick with tech-themed spam which has been deleted. The problem with tech products and spam is they can do nasty stuff with your data. I will implement a policy of report and kill from here on out. If you have noticed missing comments, that is why. 

My apologies, but I can't host something dangerous. 

As always, if you have a product or website you want promoted, post a link in the comments or hit me up at Facebook, Twitter, MeWe, Dice.Camp or Mastodon. I am always looking for new stuff and content for my site, I would love to do a write up on you. 

Revisiting Star Smuggler - Play Session 001

Ok, I really dig the Traveller Podcast SAFCOcast. I've tried to play Traveller a couple of times and it is pretty clear I don't grok the rules. I need someone to hand hold me. I've had fun every time I played with a group, but left to my own devices, I get lost in the expansive thing that is Traveller. 

In order to simulate the experience of Traveller without the helping hand, I'm trying out Star Smuggler from the perspective of a party of adventurers rather than a solo captain with a bunch of hired hands. 

In order to make this happen, I have taken Duke out of the Captain's Chair. Duke is now an agent for a ship manufacturer. He is looking for some young folks to fly a new ship. It's a subsidized ship which is far superior to the old Antelope class ships currently plying the spaceways. 

A player can have as many characters as they wish, up to 5 to start. They can be any type of character within the rules for retainers, except psionists. Each one's stats is generated by the rules in the appropriate section. However, they each receive the personal goods that Duke would receive. One of them will have Duke's stats. Every character has a utility suit, a sidearm and 1d6x100+150 secs. If a character cannot make use of a sidearm, they may have one PS-bot. Additionally, each of these characters has a cunning score of 1d6. 

In order to become a member of the crew, these characters must purchase a stake in the ship for 100 secs. This goes into a general account for the purposes of running the ship. This account starts with 750 secs and is increased by sales of goods and purchases of stakes. It is decreased when the crew purchases cargo for transport, improvements for the ship and pays fees. It is also used to pay down principal of 190,000 and make weekly interest payments of 475 secs. It may not be used to purchase personal good for the crew, with the exception of healing, transportation for business and utility suits as replacements for ones lost due to circumstances. 

I've tried a couple of different mechanics and this is the simplest thing I could do. Crew members are differentiated from retainers by virtue of purchasing a stake. The crew can ask retainers to join the crew, but don't have to do so. Retainers receive the listed salary in the rules, while crew members benefit from their stake. The crewman draws 1% of the ship's account per week per stake and at the end of 10 years, when the ship is paid for, they will have partial ownership in the ship. Crew members may purchase additional stakes, but only 50% ownership can be allotted to crew. 

This new ship is an Antelope II class ship and the crew has named it Zephyr. It has 2 cargo holds for a total of 100 CU of storage. Alternatively, one hold can be used for a second hopper. The ship has one hopper to start with T-1 guns. The ship is equipped with 15 fuel units for the hopper. The ship has two turrets, but initially has only one set of guns mounted. As per normal, everything is T-1. EDIT - The ship has 15 hits. 

The most expansive change is the crew space. There are now 32 CU for crewmen divided into two 16 CU sections. This space also houses a 6 CU medical unit, which is a room with space for a medic or doctor to work. There is a weapons hold which can be used for anything, it can only be opened by the crew, not retainers or other non-crew members. The Antelope II has no hiding places as it is a more legitimate ship than the older style Antelopes. 

Ok, now that the rules are laid out, let's detail the characters that crew the Zephyr. It should be noted that all characters have a cunning score and I set it to 4. Each crew member has a stake score listed as a percentage, which represents how much of the ship they own and how much they can draw from the ship's account. 

Emily - Pilot
Marksmanship - 5     Hand-to-Hand - 6     Endurance - 10     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 450 secs.  

Mel - Engineer
Marksmanship - 1     Hand-to-Hand - 2     Endurance - 4     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 450 secs. 

Drey - Medic
Marksmanship - 0     Hand-to-Hand - 3    Endurance - 6     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), PS-bot (T-1).
Money: 250 secs. 

Patrick - Gunner
Marksmanship - 5     Hand-to-Hand - 5     Endurance - 4     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 350 secs. 

Ship's Account - 1150 secs. 

Week's Event Logs. 

The crew starts off at the Spaceport on board the Zephyr. On the second day, they manage to find a contact (e192) that can set them up on a supply run to Paletek. The deal is, they purchase carvings from the colony on Regari for 5 secs per CU and move them to a city on Paletek, where they sell them for 10 secs. On Paletek, they can buy electronics for 60 secs per CU and sell them to the Regari Colony for 100 secs. All of these prices are base price and are subject to die rolls. 

Normally, I don't go this route, but decided to give it a go. They purchase 100 CU of carvings, make the weekly payment on the ship, then they break for orbit. The Ship's account is rather spare, since this was a combined cost of 975 secs.

By the morning of day 4, they off load the goods with no problems. They make 3000 secs. They use the ship's account to purchase 3000 secs or 50 CU of electronics and make for orbit. By the middle of Day 5. they've sold the cargo again (+5000 secs.) and started return trip with 83 CU of electronics (-4980).  

One of the limiting factors in this is, unless the crew gets creative with storage, they can only carry 100 CU of goods. The second limiting factor is, hypercharges. I haven't mentioned those, but the Zephyr has 6 and they are out now. 

They off load the electronics for 8300 secs and make their way to the spaceport to buy more hypercharges. For the record, the ship's account has 8495. They spend all of Day 6 shopping. They purchase a second hopper and a set of boat's guns (900+160), 10 repair units (10), and 6 hypercharges (3000). The ship's account is now down to 4425. 

The crew decides they need to take a break and head to Nipna for some R and R. By the morning of day 9, they have burned four hypercharges, landed at the spaceport and walked to the Casino. By noon, they are rolling dice. 

Rather than detail all of the gambling, I will just show how much each character had leaving the tables: 

Emily - 400 secs.  
Mel - 800 secs. 
Drey - 500 secs. 
Patrick - 500 secs. 

They did great, but let's add in some role play. The gang is pretty drunk and foolishly play the high stakes table. Each one puts up 100 secs in 10 secs. increments and tried to score some money for the ship's account. They lost 400 secs but ultimately won an additional 900 secs. Mel returned the tables and ended up with more 800 secs. for the ship's account. The funny things drunk people do. 

The crew, drunk and scattered drew some attention walking out. Emily who was holding the 900, plus her own money got robbed. They took everything from her. Drey, Mel and Patrick were give the same offer to play more games. Drey got cleaned out, but Patrick doubled his money and Mel did amazing multiplying his money and the ship's account money by 5. 

On the morning of day 10, they staggered back home. Emily got there first, followed by Drey then Patrick. Mel was detected on entry to the spaceport and rolled e153. Amusingly, since the rest of the crew planned RRR, they also made a contact which resulted in e153. 

To keep things clear, I'll run more numbers now: 

Emily - 0 secs.  
Mel - 4000 secs. 
Drey - 0 secs. 
Patrick - 1000 secs. 
Ship's Account - 8425

Now that that is squared away, let's talk about e153. It's a chance to buy high tech items. Since Mel was alone with this one, he couldn't consult the crew or spend more than what he had on him. He purchases the high powered sidearm (T-6) which fires explosive rounds for 250 secs. He wanted 4 of them, but it's one per customer. 

This gets a bit weird, but since Mel has a large chuck of the ship's funds on him, the rest of the crew hems and haws over paying 4000 secs for the regen tank. On Mel's return, they are extraordinarily happy to find that he has another 4000 for the account. This means people get paid. It's secs. that they didn't have before. 

Mel feels bad for Emily and hands over his shiney new sidearm. The crew is amped up for more shenanigans. They replace their hypercharges and buy a 5 overpriced utility suits so everyone has one and a spare. Next week they are going hunt down some muggers and get even. 

Emily - Pilot
Marksmanship - 5     Hand-to-Hand - 6     Endurance - 10     Cunning - 4     Stake - 1%
Equipment - utility suit (T-6), sidearm (T-6, explosive rounds). 
Money: 19 secs.  

Mel - Engineer
Marksmanship - 1     Hand-to-Hand - 2     Endurance - 4     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 3769 secs. 

Drey - Medic
Marksmanship - 0     Hand-to-Hand - 3    Endurance - 6     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), PS-bot (T-1).
Money: 19 secs. 

Patrick - Gunner
Marksmanship - 5     Hand-to-Hand - 5     Endurance - 4     Cunning - 4     Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 1019 secs. 

Ship's Account - 1849 secs. 

Tuesday, October 13, 2020

Star Smuggler... again... and again

Ok, in my last post I created a new ship for Star Smuggler, creatively called "The Antelope II". It's twice as big as the original. 

Crewing the ship will be a problem as will generating weekly funds to pay for it. In order to dance around these issues, I decided to create a new mechanic for Duke Springer. Duke has a statistic no other character has, Cunning. When playing, you roll 1d6 to generate this value. When replaying the game, it is suggest that you reduce this number if the game was too easy and increase it if the game was too hard. 

Since the game already allows a changing value for this Cunning mechanic, I want to use it to rapidly add crewmen. Duke can "purchase" one crewman for a point of Cunning. He cannot spend all of his Cunning on this, he must have at least one Cunning point. 

The available options are all of the retainer types from e062 to e069. The player simply chooses the one(s) he wants, include the Driver who normally won't travel outside of his or her system. In this case, he or she would. Where there is a choice of two, such as gunners or bodyguards, Duke picks the better of them.

Stats are generated just like retainers, but crewmen are different than retainers. Each crewman has a stake in the ship as opposed to drawing a salary. When items more than 100 secs are sold, they take a 1% cut. They keep this money for themselves to buy goods or save, as they see fit. The crewmen can operate independently and can be separated from the ship and/or Duke to perform their jobs. 

Additionally, they purchase their stake in the ship from Duke. When these characters are initially created, they have 1d6+150 secs. which they pay half to Duke for a stake in the ship.
If Duke is killed, one of them takes over his role. 

EDIT 1 - I tried that part and it was too difficult. I have changed it. Each crew generates their starting money and it is pooled. This pool is divided by the following formula: (pool/number of characters+2). Each person has a "stake" in the ship now, but the ship has two stakes. If the characters had 1000 secs. and there were 3 characters, each stake would be the 1000/5=200. Each character has 200 secs. while the ship has 400. The 400 secs. for the ship's stake is what is used to purchase goods for the ship. If a character purchases personal equipment, not for the ship, it comes out of their personal money. 

When items are sold, the funds are also divided up in this fashion, too. The sale of 100 secs. worth of goods would net each player 20 secs. and the ship would take twice that amount, 40 secs. This makes it much harder to generate funds for the weekly payments, but that is the cost of doing business. Save early, save often. 

To pay the 300 secs for the loan, players would have to make at least 1500 secs. a week. If the funds aren't there, all characters will kick in money from their personal savings. It's that or be hunted as a loan jumper. 

If new characters are added, recalculate the cost of each stake by adding the new character to the original formula. This means you need to write the formula down the first time you use it. The new character will then pay that amount to the ship's account to become a crew member. If a crewman dies, nothing much happens. When the sale of good occur, use the new number of crew in the formula. Yes, getting your crew killed will make more money for the survivors. It happens. 

As an added twist, these crewmen also have a Cunning skill. It is 1d6-2, with a minimum of 1. Like Duke, they can use this stat to bring on new crewmen at a later date. This creates the scenario where Duke probably isn't the most cunning person on the ship. As a consequence, if Duke enters a scenario where a cunning roll is needed, the roll is made by the character with highest Cunning present. If Duke desires to do something dangerous, he must accompany that person and pays the price of a failed roll himself.

EDIT 2 - This part didn't make sense. Duke can't decide for another crewman, he can't force them to be savvy. 

Something like Mal and Zoe's relationship where Mal has an idea and Zoe does the tricky work of getting the details right. It also covers a situation like when Simon hired the crew for a heist or when Mal brought Simon (and River) on as crew after they had started their adventures. 

EDIT 3 - The comparison doesn't make much sense now. 

I haven't even begun to categorize the rules and event changes this would require. But it seems rather workable. What do you think? Let me know in the comments.