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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: GlyphGryph on September 24, 2012, 06:10:21 pm

Title: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 24, 2012, 06:10:21 pm
(Based on and inspired the game Faster than Light)

The Hounds of War nip at my heels.

You can simply call me the Captain, for now. My ship, my crew, and myself - these are all that remain of the fleet sent out to crush the insurrection once and for all.

Ah, but let me start at the beginning.
Various rebel groups came and went, over the years. The federation had it's problems, and not all the planets under it's protection appreciated the services it offered. But there was peace, and a large degree of freedom, so these rebellions rarely gained the momentum to pose a serious threat, often being reduced to some sort of local factionalism that had simmered onto the interplanetary stage.

The new rebels were different. Violent, bigoted, and xenophobic, their rise to power was unprecedented in speed and brutality, and the fight against them was long and vicious. They left us tattered and strained from years of war, pulling off seemingly impossible victories and harrying at our flanks. Our allies suffered wherever they gained control, and when we pushed back, they would simply spring up elsewhere.

Finally, we learned the location of their base of operations, and we committed a huge part of the fleet to destroying them, once and for all.

We were fools. The rebels have found a weapon of incredible power, and the war we thought we were waging had merely been a delaying tactic. They had amassed an enormous fleet, and now they are advancing inexorably on the Federation capital, tight on our heels.

We are all that remains. Poorly armed. Under-supplied. But we must share what we know - if we do not reach Federation command, if we can not tell them what we know and figure out a way to stop the rebel fleet, this has all been for nought - the free worlds will fall under the yoke of rebel tyranny.

The gap between stars is dark, and the trip is long, so get ready to jump.

This game will need the following:
Three starting players for crew, race of your choice. Choose from Human, Engi, Mantis, Rock and Zoltan. See the benefits of each below. Positions for more players may open up as the game progresses.

A ship! You will start piloting your choice of the Kestrel or the Federation Cruiser, and she needs a name! Later, we'll go more into weapons and equipment and costs and stuff. The biggest difference is that the Cruiser has the special Artillery Laser weapon, which pierces enemy shields, while the Kestrel is smaller and more agile.  Both are good ships.

Hopefully people are interested!

Race Details:
Humans are generally capable, and are seen as the face of the Federation. They have no particular strengths or weaknesses.

Zoltan are energy beings who are more fragile than normal, but double as a handy power source.

The Engi are intelligent, logical semi-mechanical beings who make natural mechanics. Some say they are robots, but they still need to breath like anyone else. Good friends of the Federation. They are not naturally violent, or physically imposing, however - they are not known for their prowess in personal combat.

The Rock are a proud race, most of whom are dedicated to a strict xenophobic religion. You've one of the few who've gotten out to see the galaxy at large. They are large, and very durable, but move very slowly.

The Mantis are a race of vicious fighters and cunning thieves, always looking for an edge, who take joy in the thrill of the hunt and in combat. They are exceptional in combat, and move quite quickly, but are not terribly good with machines.
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 06:12:50 pm
Ill take a mantis on the Kestrel ship please.
Name : Leon Lurnadis.
Title: Re: Faster Than Light: The Last Remnant
Post by: Flintus10 on September 24, 2012, 06:26:41 pm
No slugs?

Either way here is my character.

Name: Eckmanis
Race: Rock
Title: Re: Faster Than Light: The Last Remnant
Post by: werty892 on September 24, 2012, 06:37:34 pm
Ill go as a Zoltan.
Name:Werty (I KNOW, SO ORIGINAL)

And ship I say should be the federation cruiser.
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 06:42:02 pm
You need to pick a ship to guys :).
Kestrel or Cruiser?
Title: Re: Faster Than Light: The Last Remnant
Post by: TCM on September 24, 2012, 06:42:18 pm
Yes, FTL!

...Ah, waitlist. Darn.

Race: Human
Name: Picderp
Title: Re: Faster Than Light: The Last Remnant
Post by: OREOSOME on September 24, 2012, 06:44:21 pm
Human
Name: Nico Halden
Kestrel.
Title: Re: Faster Than Light: The Last Remnant
Post by: werty892 on September 24, 2012, 06:47:22 pm
Flintus needs to vote...
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 07:01:15 pm
Come on Flintus vote ...... For the small fast one that is not part of a fleet that just got murdered.
Title: Re: Faster Than Light: The Last Remnant
Post by: lemon10 on September 24, 2012, 07:07:02 pm
Looks like I am on the waitlist.
Race: Zoltan (Ideally, but fine being whatever since I might not get to pick since I am on the waitlist, I do know that zoltan is locked at least for now, but it will probably be unlocked by the time I can join, and if it isn't then I am fine being anything)
Name: Bob Barley
Title: Re: Faster Than Light: The Last Remnant
Post by: Kestrel_6 on September 24, 2012, 08:28:11 pm
Waitlist.

Name: John Smith
Race: Human

ON THE KESTREL! For reasons only Bay12ers could decipher
Title: Re: Faster Than Light: The Last Remnant
Post by: Xantalos on September 24, 2012, 08:36:17 pm
PTW
Title: Re: Faster Than Light: The Last Remnant
Post by: Taricus on September 24, 2012, 08:48:13 pm
Waitlisting as an Engi.

Voting for the Fed cruiser too. I mean, who doesn't want an unblockable beam to shoot at their foes? :P
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 08:55:48 pm
(( The guys with the ship the beam cant hit :P. ))
Title: Re: Faster Than Light: The Last Remnant
Post by: Taricus on September 24, 2012, 08:57:05 pm
Well, I haven't seen such a ship, thus, that arguement is invalid :P
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 09:00:38 pm
Ur ship is strong and slow mine is small and fast.
U gotta hit us before ur laser counts.
Title: Re: Faster Than Light: The Last Remnant
Post by: GlyphGryph on September 24, 2012, 09:24:00 pm
There is no waitlist, per se. Rather not one where you can pick names and characters. You can request to become the next available crew member, but their race could be anything.

Anyways, let's take a look at our ship so far...

The Kestrel
Crew:
Captain Griffin, Human.  HP: 10
Eckmanis, Rock. Slow. HP: 15
Werty, Zoltan. Power Source. HP: 7
Leon Lurnadis, Mantis. Double damage in combat. -2 to Repair. HP:10


Now, let's go over a bit how the basic game will work. First, we'll start with moves and actions. These come in to flavours - Standard, and Combat. Standard actions allow you to move to different sections of the ship and accomplish various tasks at will. You'll be hailed and hail others, talk with them, potentially accept quests or do shopping, install things and upgrade your ship.

Combat actions will occur whenever you have ship-to-ship combat with another vessel, and things get a bit stricter. You can choose to man various stations, repel boarders, and generally attempt to tweak the ship to achieve peak performance and destroy the enemy vessel. You can also make it personal, boarding the enemy vessel to attempt to take it by force - this has many rewards, but is fairly dangerous for those who cross over.

The ship's stations have some level of automation - the reactor station will attempt to allocate energy, the shield station will attempt to keep shields at maximum power, the engine stations will attempt to react appropriately in response to the pilots remote commands. However, this automation is weak, and far less than optimal. If you're really short on crew, you can improve the automation quality later for a price. Stations can take damage, rendering them inoperable until they have been repaired. Character's can also gain levels in particular stations, which will occur whenever they roll a 6 while manning that station.

Here's an overview of your basic starting stations, and what you can do with them:

Primary Stations: You will want someone at each of these.
Pilot's Seat: Someone NEEDS to be manning this station (or the automation needs to be upgraded) in order to have any chance to evade incoming enemy attacks. Pilots may also attempt a Extreme Manuevers, to potentially gain a significant evasion bonus this turn. However, it may cause some damage to ship systems, as well as crew that haven't braced themselves in advance.
Weapons: The player in the weapons station decides whether to fire weapons, which weapons to fire, and where to aim them.
Shields: Manning this station allows a player to dynamically react to enemy frequencies, cycling the shields up and down bring shields back up to full power significantly faster after an attack. They may also attempt to Overload the shields, adding additional points of shield on top for this turn, but afterwards immediately dropping it down to zero, and disabling it for the following turn. There's also a chance of it causing some damage to the shield systems.

Secondary Stations: It's nice to have people on these.
Engine Room: This station will grant bonuses by supporting the pilot. They'll also help the FTL jump drive charge faster. They can expend additional units of fuel to trigger the Afterburner, giving an evasion boost.
Control Station: Manning this station makes a character a master of information and gives them system-wide control of the ship. The exact benefits depend on the investment in various ship subsystems, but at the least you control all internal ship cameras, the ability to open and close doors (and lock them, if locks have been purchased), and launching drones, although you don't start with drones.
Reactor Station: Manning this station allows a player to more effectively distribute energy, and make decisions as to which requests should be ignored if stations request more power than is available. You can also swap power much quicker than the system can, and a skilled reactor technician can make it seem as if there's more power available than there actually is. The Zoltan power bonus is doubled in this room.

Unmanned stations:
Camera control
Door control
Life Support

Here's the basic layout of your ship:

Code: [Select]

                         B
           O2          ,----,                 
         ,----.----,   |----|----. DOOR       
      ,--|----|---,'---|    |MED |----,----,--,
      |B |ENG |RCT|WEAP|----|----|----|CTRL|C:|
      '--|----|---'.---|    |SHLD|----'----'--'
         '----'----'   |----|----' SENS       
                       '----'
                         B



C: is the pilots seat
B is a Bay - These are rooms that have access to the outside. You currently have a shuttle being stored in the port bay. This is what you'll use for basic tasks requiring moving your crew around to non-ship places.
Title: Re: Faster Than Light: The Last Remnant
Post by: mesor on September 24, 2012, 09:26:40 pm
I know which seat im taking :).
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 24, 2012, 11:51:52 pm
Equipment
Your ship starts with 8 bars from of power from your reactor, for things beyond the most basic ship functions. Some things, like the control room and pilots seat, do not use much power and run off this system power. The engines, shields, and weapons, however, require enormous amounts of energy to operate.

Shield Lv1 - You currently have one level of shield. Each level of shield takes 2 power and prevents one laser hit (before collapsing) or one level of beam (without collapsing).
Weapons (4 hard points) - You currently have three bars to apply to weapons - but you can choose your initial loadout. More on that later. You can only ever have four weapons at once on the Kestrel.
Engines Lv2 - You currently have two bars towards your engine, which is your max.
You have a level 1 life support (using up your final bar), a level 1 medbay (currently unpowered), and basic doors, sensors (cameras on board the ship), and no autopilot.
You also have a basic retrieval arm for spacework, and a decent amount of hanger space to store things of value (which runs under pretty much the entirety of the ship). Together, these will allow you to collect and store valuable from defeated enemies, which can be traded for ship improvements or new equipment.

About weapons
There are five main types of weapons in this game:

Lasers: Actually more like plasma, these high velocity energy weapons deal a point of damage each, but often fire and burts and generally recharge more quickly than other weapons. They are stopped by shields, but destroy a level of shield.

Missiles: Homing missiles move slow enough that they can penetrate enemy shields. Unlike lasers, however, missiles can not simply be created from reactor energy - they are complex, expensive devices.

Beams: These weapons offer the best damage per time unit return in the game, and they have a small amount of shield piercing. Rather than stopping them, shields merely reduce their effectiveness (and they do not collapse the shield). Few beams, however, are powerful to even penetrate one level of shield, and without something to knock it down they are useless.

Ion Weapons: These weapons fire a special kind of energy that disrupts enemy systems. Hitting an enemy shield disrupts the enemies shield generator as if it was hit directly. Ion damage does not last forever, but it cannot be repaired either - The effect from an ion weapon lasts for four turns.

Bombs: These items get teleported directly into the enemy ship, bypassing shields and other defenses! Unfortunately, they don't carry enough yield to do significant damage to the ship itself, but they are more than capable of killing personnel, setting fires, and wrecking enemy stations and subsystems.

So, let's pick some weapons...
Pick your weapons, and we'll be ready to head out! We have a few options available here, so pick, crew! (Also, claim your starting stations)

Quadgunner: You start with 4x Laser Mark I. These each send out a single laser, and can be fired every other turn. Spreading your offense out over several weapons and hardpoints makes you capable of continuing the assault even if two are damaged, but it does limit your upgrade options - you will end up having to replace weapons instead of simply adding new ones. And you'll have to more a bar of energy from somewhere else to power them all.

Federation Standard: You start with 1 Laser Mark II and an Artemis brand missile launcher, as well as a half dozen missiles. The Mark II uses up two bars of energy, but fires 3 laser blasts in the same amount of time it takes the Mark I to fire once! A definite upgrade.  The Artemis missile launcher is a fairly standard model, dealing 2 points of damage on impact.

The Hullfucker: You start with a Breach Missile Launcher, which takes 3 bars and deals 4 damage, in addition to creating a breach state - that means that the hole it creates is simply to big for the ships automated response to close - sucking all the air out of the room struck, and maybe even anyone located IN the room at the time, if they survive the blast. You also get a dozen missiles.

The Ionizer: You gain an Ion Blast Mark II. This weapon can fire every single turn, dealing 2 points of ion damage to whatever it hits. However, your offensive capabilities are limited - most likely, you'll have to disable their defenses and propulsion, and then send a boarding crew over in the shuttle to take the ship in hand to hand combat.

And finally...
You might also want to decide on your starting stations. In a turn of combat, remember, you can move up to three rooms, (except Rocks, who can move 1, and Mantis, who can move 6). At least one of you needs to pilot.

Once your choices have been made, we'll make our first jump!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 12:02:12 am
Ill take Federation standard and also ill take the weapon control seat.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 01:25:23 am
I also realize some of you may be wondering exactly how all these... mechanics end up in an RTD. At least I was when I came up with the idea. But there's going to be quite a bit beyond ship combat,and ultimately most of these numbers will be fiddly on my end more than yours.
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 25, 2012, 01:35:19 am
Bluh bluh why do these things always happen while I'm in bed?
Title: Re: Faster Than Light: Roll to Jump
Post by: bombzero on September 25, 2012, 01:51:30 am
PTW
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 25, 2012, 05:39:20 am
I vote for the 4 Mk 1 lasers and will go on the shields, cause every zoltan has to be a shields guy. :P And do the skills work like when you get the first full mastery you get a +1 and when you get the second full mastery you get a +2? For example If I get a full shields mastery, do I get a +2 in using shields, or is a different system
Title: Re: Faster Than Light: Roll to Jump
Post by: Flintus10 on September 25, 2012, 06:19:32 am
Looks like I'll be piloting this thing

And vote Federation Standard weapons.
Title: Re: Faster Than Light: Roll to Jump
Post by: Tiruin on September 25, 2012, 06:38:55 am
((Nooooooo! An RTD made by GLYPHGRYPH?!

...Waitlist.))

Bluh bluh why do these things always happen while I'm in bed?
^

Spoiler: Who am I? (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 07:46:01 am
I vote for the 4 Mk 1 lasers and will go on the shields, cause every zoltan has to be a shields guy. :P And do the skills work like when you get the first full mastery you get a +1 and when you get the second full mastery you get a +2? For example If I get a full shields mastery, do I get a +2 in using shields, or is a different system

There are five available levels, and each offers a +1 to your results.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 25, 2012, 09:07:43 am
I vote for the 4 Mk 1 lasers and will go on the shields, cause every zoltan has to be a shields guy. :P And do the skills work like when you get the first full mastery you get a +1 and when you get the second full mastery you get a +2? For example If I get a full shields mastery, do I get a +2 in using shields, or is a different system

There are five available levels, and each offers a +1 to your results.

Ah, I see. Well since I got outvoted... AGAIN... Then we might as well start!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 10:00:06 am
(( its nothing personal werty i swear ))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 25, 2012, 10:02:20 am
Waitlist.
Title: Re: Faster Than Light: Roll to Jump
Post by: Haspen on September 25, 2012, 10:03:15 am
Oh no, me and Forsaken were too late, and we had to much covered D:

At least the system uses what we discarded (RTD rules), so it will be still interesting to watch :3

/me PTW's.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 10:05:12 am
Won't have time to make first official post until lunch, but I just realized - I don't think you guys have picked a name for your ship yet, have you? So get to that. :P

And Haspen, I actually started this figuring if it went long enough, we might even get to do a crossover! :P And yeah, I have the feeling your games feel will be much, much different, and there's clearly more demand than I can handle!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 10:06:40 am
Name.
Crimson Ghost.
( Also can the ship be black with red streaks on it? )
Title: Re: Faster Than Light: Roll to Jump
Post by: Haspen on September 25, 2012, 10:07:47 am
Well, we will be basing almost everything on constants, addition and substraction.

There will be only few dice rolls. Also, very lethal to crewmembers. Should load off some players from your games so both will be equally manageable, though :)

The numbers, there's so many numbers ;_;
Title: Re: Faster Than Light: Roll to Jump
Post by: Shades on September 25, 2012, 10:13:47 am
ptw
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 10:22:07 am
O glyph i got a question.
In ship to ship combat do i choose what section of the enemy shit to target?
I wanna try to disable the ships without destroying the part's that could be of use to us.
Mainly i want its gun and its power source's intact to add to our ship or to sell off.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 10:38:58 am
Yes, you can aim for specific sections, but there will be a few minor changes.
First: You either need to find data for a ships default layout to know which section is where, board it yourself and check, or invest in advanced scanners.
Second: You can, however, aim at external sections - individual weapons and bays. You can also try to aim for a section of the ship, without sensors, by saying "stern, bow, midship". Engines are almost always in the back, and the pilots seat is almost always in front. Or you can try NOT to hit  a specific section. It's pretty loose. Right now, you only have floorplans for Federation Cruisers and Kestrels.
Third: Even if you aim for specific rooms, there's a chance for a partial evasion, meaning the shot goes off.

Basically, you have some control over where the weapons hit - as your ship improves, you'll get more. There's always the chance for the enemy to screw up your plan though.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 10:39:25 am
Name.
Crimson Ghost.
( Also can the ship be black with red streaks on it? )
Sure, why not. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 10:53:39 am
I'm not doing a proper "waitlist" - whenever a new crewmember becomes available, it will be randomly offered to one of the people waiting, basically.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 10:59:26 am
(( Hah o let them try the first thing im going to blow to pieces in the start of every fight is the forward section. Let the little twats evade my shots with no pilot.
Followed by the shields assuming i can find them. Then they get 1 chance to surrender before i take out the engines and the weapons and we pull pieces off the ship with them still alive inside :). ))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 25, 2012, 11:08:55 am
(( Hah o let them try the first thing im going to blow to pieces in the start of every fight is the forward section. Let the little twats evade my shots with no pilot.
Followed by the shields assuming i can find them. Then they get 1 chance to surrender before i take out the engines and the weapons and we pull pieces off the ship with them still alive inside :). ))
This is FTL and a RTD besides. Knowing that, you're probably going to start out jumping into a sun or something.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 11:10:12 am
(( I would not be shocked lol. Have you seen my luck in most of my game's? It aint been going well in any game apart from the military based ones. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 25, 2012, 11:11:18 am
Why are you speaking in brackets there's no OoC to worry about.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 11:12:54 am
(( Habit if i stop ill forget to start again ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 25, 2012, 11:27:30 am
((I vote the ship name should be the Derpstrel, in honor of one of my favorite let's players.))

*crosses fingers to not be outvoted*
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 11:35:56 am
(( Flintus you know what you have to do :P ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Scelly9 on September 25, 2012, 11:41:14 am
PTW
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 25, 2012, 05:15:04 pm
Flintus hasn't responded, so the Captain will break the tie!

The Crimson Ghost it is.

Space.
Silent. A vast see of blackness, pierced with points of white light. There is nothing here - nothing of note, anyway. A small trading station, derelict since the war killed off business. The only sign of life the faint blinking of the warp beacon, still operational despite years of neglect.

But the beacon was unencrypted, and that is what was important.

There is a flash, and then chaos.

"We've got fires in aft-1 and 2. Who's on it?" yelled Griffin into his communicator. Lights flashed, indicating life support was failing in addition to the fires and hull damage.

"It's under control, cap. I'm on it." said Eckmanis as he lifted himself out the pilot seat and began making his way to the back of the ship.

"Nevermind, it will take too long. I'm going to vent the rooms. Hold on folks, things are about to get a bit thin - for continued lung operation please avoid traveling aft of the weapons station. Welty, how are those medbay repairs coming?" Griffin flipped a couple of switches, opening the back bay door and some interior doors to the enflamed rooms.  The air escaped like a jet into the blackness, a whisp all too quickly diffused, become one with the stellar dust.

The Zoltan looked down at the wires in his hand. The melty, melty wires. Should he put them back in the way they were, or...? "I have absolutely no idea what I'm doing, sir."

"Fine, good, keep at it." Griffin sighed. "Leon, please tell me you've got good news. What's the status of the weapon systems?"
Leon twitched his mandibles, and tapped a couple keys on his keyboard. "Lasers are prepared to annihilate pursuers with extreme prejudice, my captain, but I fear the missiles remain craven, and work must still be done to work them into a fervor such that they ache for the hunt."
Griffin opened his mouth to respond, but then thought better of what he'd been about to say. He took a second, and shrugged. "Better than nothing, Leon, keep at it."

He flipped quickly through the cameras. The fire's were already going on, the hull was holding, and... oh god damn. The life support had been failing because THAT was one of the rooms that was on fire. And he'd just vented it's atmosphere into space. He swore under his breath... what where they going to do?

He glanced over his sensors, trying to get an idea of the options available to them - They could always jump again. Except that the engines would take a bit to charge up enough for that, and Oxygen was already running low. Still, one of the three beacons within range claimed to be a merchant and repair station, still active and functional.

He could close the doors, and send someone into the room. Could they figure out what was wrong and fix it in the time it took to hold their breath?

Maybe there was something else they could do. He turned the intercom on general broadcast: "We've got a failing Oxygen system in a room with no atmosphere. There's a potential merchant a jump out... or a pirate pretending to be a merchant. We could just send someone in. Anyone have any bright ideas?"

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 05:20:01 pm
(( Well i wont be repairing anything so im a little bit useless for this turn :) ))

Examine the missile system and attempt to prepare it to fire and say to captain
" Recommend we risk it with the merchant's we need spare part's and if it is a merchant ship ill disable them before they know what hit them and we can take scrap to sell for additional recourses later."
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 25, 2012, 08:19:50 pm
"Oh shit, I always knew I would go out with a bang, but not this big of one...." grumbled Werty "I can try to fix it, or atleast leep it working until we get to the merchant. Keep it together out there, close the doors, and I'm gonna try to hold my breath"

 Try to hold the oxygen long enough to get us to safety

((/rage WHY DO YOU HATE ME ARGH STOP OUTVOTING!!!/rage))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 08:20:45 pm
(( Haha its obvious Werty.
Im just that kwl and your just well .... not. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 25, 2012, 08:23:13 pm
Spoiler (click to show/hide)
Don't hate the player, hate the game
Title: Re: Faster Than Light: Roll to Jump
Post by: Flintus10 on September 25, 2012, 11:37:48 pm
((Sorry I keep missing these votes guys))


'We have really got to get some drones on this ship!' Eckmanis was beginning to panic, stomping around in a slow circle. 'Once those engines come back online I'm gona jump to the merchant beacon. Any objections?'

Stay in pilot room and prepare the jump when the engines come back alive.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 25, 2012, 11:45:19 pm
(( The engines are active but the engine room has lost oxygen and it will take some time to spin up.

Our 3 options are to head to a nearby repair station but we have little to no money or recourses for trade.
Send somebody into the room to try and fix it manually.
Or theres what appears to be a merchant vessel 1 jump away that we could attack for part's or to try and steal.))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 26, 2012, 06:09:20 am
((How about opening the internal doors to the oxygen system, so that the air from other rooms can enter there. Allowing you to fix it whitout being exposed to hard vacuum. Sure it'll drop the pressure in the rest of the ship, but not to dangerous levels.))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 06:21:37 am
(( We have an oxygen leak and opening the ship to it would strain the ships systems to the point that they might overload. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 26, 2012, 06:48:13 am
(( We have an oxygen leak and opening the ship to it would strain the ships systems to the point that they might overload. ))
You got no oxygen leak. You just vented the room to stop the fire, but said fire damaged the lifesupport before you could get to extinguishing them. If you close the exterior bay doors, and open the internal doors, the pressure should equalize, though the athmosphere might become quite thin if you don't hurry.

Besides, your lifesupport is already offline. There's nothing to overload.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 06:49:48 am
(( O fair enough but then opening it is even worse were losing a lot of the oxygen thats left in the portion of the ship we need most. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 26, 2012, 06:53:38 am
(( O fair enough but then opening it is even worse were losing a lot of the oxygen thats left in the portion of the ship we need most. ))
Depends, it'll cut down on your oxygen reserves, but it'll allow you to try and fix the lifesupport without being exposed to vacuum.
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 26, 2012, 06:56:26 am
You have what, a single breach in a relatively small room?

There's worse, like anytime you vent half the air inside the ship in order to douse a fire. I say go for it, send in two people to fix it as quickly as possible. Medbay can fix them up quickly enough if they get out with about half their health.


Upon rechecking the map, there's no breach, just a failing O2 system. That's even better, since it means the air won't actually be drained as fast. The rest of the crew can fix medbay in the meanwhile.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 07:05:17 am
Theres 3 people 1 has to stay as a pilot leaving 2.
My character has a -2 to repairs so id be more likely to make it worse leaving 1 person to do repairs.
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 26, 2012, 07:09:55 am
Theres 3 people 1 has to stay as a pilot leaving 2.
My character has a -2 to repairs so id be more likely to make it worse leaving 1 person to do repairs.
Nope, what do you need a pilot for? You only need those during fights and when flying around, none of which are happening at the moment.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 07:10:37 am
(( I guess but risking 2 people for a repair when our med bay is non functional could cause problems. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 26, 2012, 07:14:56 am
(( I guess but risking 2 people for a repair when our med bay is non functional could cause problems. ))
As would risking an encounter with an enemy ship with no medbay, no oxygen and no missile launcher. Also, engines have a rather long charge)up time.

This is FTL, everything is going to result in your horrible death.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 07:16:36 am
(( hey thats just my vote im the combat guy its my job to vote for fighting :). Theres 2 other people who have yet to post there choice out of the 3 options but we could really use the extra part's and scrap from the ship once i blow a few holes in it ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Flintus10 on September 26, 2012, 09:20:08 am
Eh someone else can take my spot in this, there are clearly some people who want it more  :P
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 26, 2012, 09:46:17 am
Aww. I mean if you don't want to keep going, that's fine, but other people will get their turn. The max crew size is 8 and people WILL die. In fact, there is a 95% chance someone will die in the next three updates, and there will be plenty of opportunities to get in for those who want to, so if you want to play, play!

Plus your plan is perfectly reasonable. The introduction will probably only be about three scenes, so... more stuff will happen in a lil'bit.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 09:47:34 am
(( Knowing my luck ill be the one to die. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Tiruin on September 26, 2012, 09:48:18 am
((Go and live, people! I don't know the waitlist so I'll be idling here in voidspace.))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 26, 2012, 04:21:52 pm
Anywho, if there are no changes, update will be up in... like an hour and a half? Two hours? Unless I spend way too much time writing, of course. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 26, 2012, 05:04:25 pm
(( Knowing my luck ill be the one to die. ))
Knowing my HP, and the fact im going into a vacuum, then its probably gonna be me :P
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 26, 2012, 07:38:24 pm
Eckmanis: Stay in pilot room and prepare the jump when the engines come back alive.
'We have really got to get some drones on this ship!' You are beginning to panic, stomping around in a slow circle. 'Once those engines come back online I'm gona jump to the merchant beacon. Any objections?'

Leon's voice joins in agreement as he fiddles with some dials. "I concur. We should risk it with the merchant's beacon! We need spare parts, and should be a merchants ship, I will negotiate plasma directly into their vital systems before they become aware of our desire to do business! Then, we can take what we require at the most optimal of prices, and surplus can used as leverage in later negotiations on our travels!"

Captain Griffin sighed. "We're not shooting the merchants, no matter how much you hiss about it. But there seems to be general agreement... Werty, what's your take? And be quick about it, we're running low on air..."

Werty: Try to hold the oxygen long enough to get us to safety
Werty, in fact, was already on his way to the Oxygen station.
"Oh shit, I always knew I would go out with a bang, but not this big of one...." grumbled Werty under his breath, his skin pulsing brightly with worry. Activating his intercom, he decided to not bother commenting on the destination - rather, he'd deal with the issue at hand.  "I can try to fix it, or atleast leep it working until we get to the merchant. Keep it together out there, close the doors, and I'm gonna try to hold my breath"

"Careful out there, Werty. At the very least, I'm going to open up a couple rooms in that section with air and let it equalize after you take that first breath. It will still be far too thin to do you much good, and we're losing a bit of hair thanks to our shot hull integrity, but it might buy you a couple extra seconds."

"Thanks, Captain. Taking breath... now." You inhale deeply, wrapping yourself around the precious oxygen, holding it in your body as the door slides open and the chill threatens to steal it away. And then you're through, into the near vacuum, scrambling to figure out what went wrong and how to fix it.

Roll: 1

The damage is clear - a laser bolt came in through the ceiling, and melted it's way most of the way through the floor. The ship's reactive armor had already sealed the room, but the left side of the support system was all melty. You look closer... you're pretty sure it's the power regulator that's taken damage... Wait! Maybe you don't even need to fix it, per se... you step up, placing your hands against the exposed innards, and push your energy out of your body and into the systems. The machines grow warm, and there's a faint splutter as the monitors flicker to life.... and then there's pain, and deafening noise. Your breath is knocked from you as you're thrown against the room into the bulkhead, flames lighting the room and licking the ceiling, the life support shattered and in pieces. Werty takes (Roll: 5) damage, and begins suffocating. The fire isn't likely to be good for your health, either, and is crawling across the floor towards you.

Eckmanis' voice over the comms, "Capatain, what was that-" Griffin cut him off. "Leon, drop what you're doing, and get the hell back there. Grab Werty and bring him forward. Eckmanis, jump as soon as the systems charge."

Leon: Examine the missile system and attempt to prepare it to fire
You, meanwhile, have been busily tapping at the screen, trying to get the last of the weapons online.
Roll: 5 - 2 = 3
You're almost sure you've got it, when the Capain's voice comes over the loudspeaker with your new commands. You dash towards the door, when you hear the Captain curse under his breath. "Rebel Ship just jumped in, weapons and shields charging! Holy shit, it's the bloody Tapio's Beard! She followed us!"

Eckmanis:
Explosions. Danger. And now an enemy pursuer. You're all set to panic when the little light blinks on that means "Ready to start jump sequence".

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 26, 2012, 08:03:34 pm
"Negative my captain he remains conscious i will destroy our enemies with extreme prejudice."

Bring the weapons online and open fire on the enemy command center and attempt to destroy it. If it works request that we dont jump away and that the pilot get us into a blind spot then target the enemies weapons and shields.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 06:19:25 am
"shitshitshitshitshit!" Run to medbay!
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 27, 2012, 06:20:49 am
You are already there.

And then werty was the immortal universe-nomming demon.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 06:27:07 am
You are already there.

And then werty was the immortal universe-nomming demon.

I was telling my guy to the medbay on the REBEL ship  ::) ;D

New Action:Try to fix medbay
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 27, 2012, 06:30:42 am
(( Uhm werty you realize your winded and half suffocating right now and were coming under attack right? Fixing the med bay while your in a very bad condition, have no fresh oxygen coming in and are about to be attacked isnt a huge priority. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 06:32:42 am
Nothing else to do really, If I fix it at least I wont die. Besides, I need to fix it to get OUT of this bad condition....))
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 27, 2012, 06:34:15 am
You're kidding right. Considering he's already there and close to death, medbay's pretty high on his priority list. Medbay still has oxygen and the FTL engine's ready so the other problems aren't worrysome.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 27, 2012, 06:38:59 am
(( I hope your right. Ill go back to the weapons and focus on protecting the ship. Guess its down to luck if you live or not. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 27, 2012, 06:47:15 am
Medbay treats the injuries on its own, presumably. And weapons are irrelevant when your plan is to abscond asap. Ditto for shields.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 27, 2012, 06:48:22 am
(( Cant book it if the ship's engines or power or control is damaged first and we have nobody on the shields. Maybe i can disable the enemy vessels and we can get some parts and supplies to help us. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 27, 2012, 06:50:10 am
Engine and piloting are both intact. Shields aren't required for jumps. There's literally nothing keeping you from getting away next turn.

Or rather, manning the shields is not required, as the shield's presumably still up.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 27, 2012, 06:51:49 am
(( It does say it takes time to get the engines warmed up for us to jump. Im pretty sure the enemy ship can shoot at us before we can jump. But im gonna try to disable it hopefully I can and we can forget jumping and we can scavenge the other ship for parts and supplies and some scrap to sell. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Darvi on September 27, 2012, 06:54:00 am
You're all set to panic when the little light blinks on that means "Ready to start jump sequence".
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 27, 2012, 06:55:35 am
(( Sequence means time that we may not have if the enemy ship gets a good hit first.
Have to wait and see how the rolls play out for us. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 27, 2012, 08:33:38 am
You are already there.

I fixed the location. He is not yet in the medroom. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 09:16:15 am
You are already there.

I fixed the location. He is not yet in the medroom. :P

-_-

Run to medbay, try to fix it.
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on September 27, 2012, 10:13:02 am
(( Sequence means time that we may not have if the enemy ship gets a good hit first.
Have to wait and see how the rolls play out for us. ))
I'm pretty sure it means you can jump immediatly, if this game is anything like FTL.
Jumping is instantanous, and there's no need not to charge the engine, so it does imply you can jump away immediatly.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 27, 2012, 10:19:41 am
Like in game, the jump sequence is very quick. There are some enemy actions that can still effect you after you start to jump (beams, especially), and missiles and lasers that are already en route have a chance to hit. It's not instantaneous, but unless your pilot botches his piloting roll its pretty darn quick.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 06:48:26 pm
Update ETA?
Spoiler (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 27, 2012, 06:54:03 pm
I was waiting for an action confirm from Flintus, but I guess I can assume he just starts the jump sequence.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 27, 2012, 08:50:25 pm
Leo: Bring the weapons online and open fire on the enemy command center and attempt to destroy it. If it works request that we dont jump away and that the pilot get us into a blind spot then target the enemies weapons and shields.
Roll: 5
You disregard the order, rationalizing that new circumstances require a new course of action, and open fire with all your weapons. Which, currently, applies only to your laser. As the burst of energized plasma is flung from the ships weapon,  the captain comes on the intercom to yell about boarders. And then the world is pulled inside out, and you stagger for a moment after reality returns, the captain continuing with "-pare to ugh, well, I guess that doesn't -" before he is cut off - the sizzle of plasma, a few grunts, and then complete silence. Though the silence may have been a side effect of the door opening, dragging a good chunk of the oxygen out of the already thin atmosphere in the weapons room.

Werty: Run to medbay!
Roll: 3
You run. Or quickly stagger, anyways. Rather than hold your breath, it's now taking the bulk of your concentration simply to hold your body together. Wisps of green energy leak into the air, and you know your outline has grown fuzzy. You're barely hanging on. Just... the end of this hallway, now. And then you're there. The weapons room. A bit of air... but the trek across it seems to be taking forever.  Finally, finally, you reach for the door... and the worlds turns inside out. You collapse into the room, your body leaking badly, but at least there's a cool gasp, however momentary, of oxygen as it rushes past you.
Werty takes 1 damage from suffocation.
Werty is no longer suffocating

Eckmanis: Jump
Roll: 4
You flick the switch, the coordinates and details already set, and kick the jump sequence into action. Suddenly, the loudspeaker bursts to life, Griffin's voice sounding harried. "Boarder's, incoming! I repeat, pre"- and then the world turns inside out, and infinity stretches out before you. For a moment, you feel the caress of a blazing inferno and the chill of infinite void, and the gods touch upon your soul, and then the moment is passed. "-pare to ugh, well, I guess that doesn't -" and then there's a grunt and a sizzle and the intercom goes dead. But you're here... outside hangs a medium sized vessel, with the markings of a merchant. And then the sensors go dead, and the ship is blind.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 27, 2012, 09:21:28 pm
*gasp*holy*gasp*shit*gasp*

Rest

Edit:You forgot to update my location again :P
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 28, 2012, 03:23:10 am
Target the merchant vessel but do not fire unless they attempt to bring there weapons systems to bear on us. If they do open fire on the center of the ship. Also shout out.

"Can somebody come and help Werty? I dont want to leave my station incase the merchants are hostile or the enemy ship follows us again

(( Btw how much damage did i actually do to the enemy ship? And more importantly did they manage to board the ship? ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 28, 2012, 08:04:25 am
(( Btw how much damage did i actually do to the enemy ship? And more importantly did they manage to board the ship? ))

What good questions.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 28, 2012, 09:09:37 am
(( I do not like the sound of that. Do i have any weapon? Pistol or rifle? ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 28, 2012, 10:08:04 am
You have a hand laser.

You don't know if you did any damage, because you jumped before your burst hit. And you don't know if the boarders got through, because you're not in the sensor room, which has access to all the on-ship cameras.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 28, 2012, 12:23:30 pm
(( Somebody should really go check. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 28, 2012, 04:02:14 pm
Waiting on Flintus!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 28, 2012, 04:05:05 pm
(( Hmm well going from the roll i got then i would of done a bit of damage to the enemy ship, shame we jumped away i could probably have knocked it out. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 29, 2012, 08:18:32 am
Bump, I say you auto Flintus, and if he does not post next turn make him have a "unfortunate accident" and have the first person on the waitlist to join the crew
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 29, 2012, 08:30:31 am
I agree with werty.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 29, 2012, 08:39:32 am
You guys can choose his action if you want. I already auto-ed him once.

Would anyone in the audience be willing to take over Eckmanis the rockman?
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on September 29, 2012, 09:06:40 am
I say he Contacts the merchant shit and explains its a emergency and we need help.
Title: Re: Faster Than Light: Roll to Jump
Post by: Sean Mirrsen on September 29, 2012, 09:08:18 am
I say he Contacts the merchant shit and explains its a emergency and we need help.
Let's hope these exact words don't make it through the commlink. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 29, 2012, 09:23:22 am
Haha yea I do too.
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on September 30, 2012, 06:16:57 pm
I will take over Ekmanis if no one else will, but I will say you should of had an Engi (plays the engi cruiser a-lot)

If i gain controll

Leave the con for now, there is no immediate threat, get into the O2 room as fast as possible to repair it

Rockmen get no penalty to repairs, have more HP to survive an O2less room and are immune to fire damage so it makes sense

Edit: also instead of manning weapons while there are no enemy ships mesor, why don't you take your mantis into the sensor room, chances are the enemy is a human which means you should kick his a** or if there is more than one guy there you're speed should mean you get out safely
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on September 30, 2012, 09:04:51 pm
Wrote update, forgot I wrote it. Now it's gone. Probably for the best not to expect updates on weekends anyway, hah.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on September 30, 2012, 10:39:08 pm
Im going to after we've talked with the merchants we cant guarantee that they wont attack us until we've spoken with them.
Or for that matter we don't know that they are not pirates yet.
Title: Re: Faster Than Light: Roll to Jump
Post by: Parsely on September 30, 2012, 11:14:03 pm
Can I be waitlisted in the event that you guys get the chance to buy some crew?
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 01, 2012, 04:26:43 pm
Sure.

So it's looking like it's a definite go for update tonight, wooh. But not right now. And boy howdy do you guys need to not roll ones, I gotta tell you, you won't make it much longer at this rate...
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 01, 2012, 04:31:07 pm
I could not get a 1 my only action was combat oriented :) thats why I am staying on weapons lol its safe.
Title: Re: Faster Than Light: Roll to Jump
Post by: Parsely on October 01, 2012, 05:49:16 pm
Sorry. There isn't a waitlist in the OP. :P

Race: Human
Name: Jim Yul
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 01, 2012, 07:16:41 pm
mesor - your bonus applies to personal combat - combat YOU are engaged in, not combat the ship is engaged in. That's just manning a station. That said...

Werty: Rest
Roll: 3
You catch your breath, mostly, but even here the air has grown quite thin. You get a hold of yourself, though, do your best to stop bits from floating off and dissipating... but you're still quite ill defined. You lean against the weapon console. Leo glances down at you, then begins typing things into the console. After a moments thought, he calls for someone to come in and help you, since he's busy.

Leo: Target the merchant vessel but do not fire unless they attempt to bring there weapons systems to bear on us. If they do open fire on the center of the ship.
Roll: 2

You type some information into the console, commands for the weapons, and then turn to call towards the bow "Can somebody come and help Werty? I don't want to leave my station incase the merchants are hostile or the enemy ship follows us again."

Meanwhile, the merchants have noticed you aiming and charging up your weapons, and have wisely decided to flee. You see a blur and a flash as they jump away.

Followed by Eckmanis striding into the room.

Eckmanis: Leave the con for now, there is no immediate threat, get into the O2 room as fast as possible to repair it
Roll: 4

You rush, though not terribly quickly, to the weapon room, and notice how much thinner the air has gotten already. Leo looks like he's doing something stupid, and Werty doesn't seem quite all there. Almost like one of them holograms. He still reaches out a hand, and in a faint voice begs you to help him.

"Calm down, kid, I'm busy. Leo, can you please go check the other rooms? The captain said something about boarders."

And then you take a deep breath, and dive in into the o2 room. The cold doesn't bother you, nor does what remains of the fire, barely surviving off the last gust of air and the air leaking from the processor. By the seven stone god of Kaldor, what the bloody hell happened in here? This is... well, no time to worry about it. You won't be able to survive in here forever. You quickly try pulling things together to see if this can be salvaged.
Ekmanis is no longer suffocating.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 01, 2012, 09:08:16 pm
Get to repairing the Oxygen Room
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 01, 2012, 09:16:29 pm
Oh, also you're suffocating.
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 02, 2012, 12:04:20 am
I do know that, but I have more hp than anyone else here so I have the longest to try to fix it
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 02, 2012, 12:16:03 am
I figured, but I forgot to add it until later. :P just wanted to be clear.
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 02, 2012, 12:46:51 am
P.S. now is when I wished we had a crystal person, I will put there stats in a spoiler as they are a secret race

Spoiler (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 02, 2012, 01:48:08 am
Check the sections of the ship that have air for boarders, if I find any shoot first ask questions later, try to wound if possible.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 02, 2012, 09:13:24 am
P.S. now is when I wished we had a crystal person, I will put there stats in a spoiler as they are a secret race

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Pull self together, crawl/walk to medbay
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 02, 2012, 09:33:41 pm
Eckmanis: Get to repairing the Oxygen Room
Spoiler: Roll (click to show/hide)
You get to repairing the life support systems. A lot of it is too damaged to fix without supplies - you'll not be getting espresso anytime soon - but you figure you can reroute around some parts. After all, the important bit is that you don't die. Amenities like moisture level controls can come later.
Repair of Life support is 1/3 complete
You suffocate for 1 damage!

Leo: Check the sections of the ship that have air for boarders, if I find any shoot first ask questions later, try to wound if possible.
Spoiler: Roll (click to show/hide)

You dash through the rooms, figuring you'll swing starboard to pass through the sensor room, hit the captains chair and double back. Nothing in the store area, nothing in the shield room, noth-holy gods of murder. You freeze, looking down for a moment at the body. Captain Griffin lies on the ground of the sensor room, several laser burns on his body.
Spoiler: Griffin'sRoll (click to show/hide)
The opposite door door of the sensor room is jammed open, blocked by the body of what you assume was one of the boarders, downed with a shot to the skull and chest. There's also scorch marks along the walls. It seems like Griffin didn't go down without a fight.

So focused are you on gathering in the details of what happened there that you don't here the door slide open behind you - or rather, you don't process it until it's too late to respond aggressively. You can attempt to duck away...
Spoiler: Roll to dodge (click to show/hide)
Spoiler: Damage (click to show/hide)
but it's not enough. The shot is good. You simply can't react fast enough. It doesn't do any lethal damage, but it cuts through the arm that was holding your pistol, and the singed limb drops helplessly to the ground as you let out a squeal of surprise and pain.
Leo takes 1 points of damage - 1 base in addition to BAD CONSEQUENCES.

Thinking quickly, you attempt to dive for the gun, trying to grab the blaster in your off-hand and get in a position to avoid a second shot from the assailant.
Spoiler: Roll (click to show/hide)
But, unfortunately, you only manage to trip over the Captain's corpse and kick the gun up and over the fallen enemy into the next room. Behind you, you make out the sound of the enemy human's pistol getting ready to fire again, and you can tell he's ducked back, hiding just around the corner of the doorframe, shielded by the bulkhead in case your attempt at retrieving your weapon had succeeded.

What do you do?

Werty: Pull self together, crawl/walk to medbay
Spoiler: Roll (click to show/hide)
Step. Step. Crawl, maybe. Crawling is good. You manage to barely pull yourself into the empty, thin-aired, and still broken medbay.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 03, 2012, 02:06:55 am
Keep repairing, if this is not fixed soon were all totally dead anyway
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 03, 2012, 03:24:02 am
Charge round the corner drive my knee into he's stomach then punch him in the neck as hard as possible
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 03, 2012, 06:29:39 am
Try to repair the medbay, be very careful, dont do anything stupid
Title: Re: Faster Than Light: Roll to Jump
Post by: Haspen on October 03, 2012, 09:09:53 am
And again, IIRC, you forgot to move Werty into Medbay at the crew list :P
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 04, 2012, 10:18:16 am
Debates snuck up on me - new turn tonight.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 04, 2012, 08:32:01 pm
Eckmanis: Keep repairing, if this is not fixed soon were all totally dead anyway
Spoiler: Roll (click to show/hide)
You keep at it, repairing another point of damage. Bits and pieces from other parts go into your rerouting - the whole thing is looking like a terrible mess, but it's very nearly working - you'll really want to get get it fixed up properly once you stop in somewhere for repairs, of course. You wonder if the merchants are carrying anything that can help, and make a note to yourself to get on comms after this if no one else has dealt with it.
Repair of Life support is 2/3 complete
You suffocate for 2 damage!

Note to leo: I just realized our entire conversation about your bonuses was irrelevant because your character ability only ever provided a bonus to combat DAMAGE! Still, to not be completely unfair, I did change how your ability works. Rather than double your damage, it adds 2 to damage, and gives you +1 to attacking and dodging. Be happy with that.
Leo: Charge round the corner drive my knee into he's stomach then punch him in the neck as hard as possible
Spoiler: Roll (click to show/hide)
You dash towards him, deciding that without a weapon, closing if your only option. Your small knees are pretty weak, but you can certainly punch him in the neck with your remaining wrist.
Spoiler: Roll to attack (click to show/hide)
Spoiler: Roll for damage (click to show/hide)
Shnickt! A glancing blow, not enough to do any real damage, but it still held enough power to send him staggering back, and you follow it up with a quick slash across his chest to press your advantage, tearing his shirt and leaving a line of blood across his chest. He was obviously unprepared for the vicious assault, but he's holding his own, and it doesn't stop him from aiming his pistol and firing.
Spoiler: Roll to Dodge (click to show/hide)
You almost manage to evade the blast - almost. Unfortunately, it still clips your torso as it passes by. At least it doesn't burn as much as your arm stump.
Spoiler: Roll for Damage (click to show/hide)
Enemy Soldier takes 2 damage!
Leo takes 1 damage!

Werty: Try to repair the medbay, be very careful, dont do anything stupid
Spoiler: Roll (click to show/hide)
You remain having absolutely no idea what you're doing with this thing. It's like the introductory turn all over again. The pain is NOT helping you concentrate, either.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 04, 2012, 08:37:11 pm
Slash the enemies throat, Wrist, Stomach and anything else i can reach and keep slashing until he's a bloody heap on the floor
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 04, 2012, 09:32:12 pm
"Awww shit, what happened to my brain, I cant fucking remember how to repair anything" Said Werty

Again!
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 05, 2012, 06:00:01 am
Keep going
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 07, 2012, 11:38:29 am
Bu bump ch!  ;D
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 08, 2012, 02:21:31 am
Woops, thought I did this on Friday. Anyway, off to bed now, but day's off tomorrow, so I might even get in two updates. ;)
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 08, 2012, 10:40:32 am
ITSSS ALLLIIIIIIIVEEEEEEEEEEEEEEEE!!!!!
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 08, 2012, 03:14:52 pm
Note: For flow purposes, I'm now doing many rolls as [ abbr ] tagged rolls - mouse over them to view them. For those who don't have the little dots show up, I'll also underline them.

Leo: Slash the enemies throat, Wrist, Stomach and anything else i can reach and keep slashing until he's a bloody heap on the floor
Spoiler: Roll to attack (click to show/hide)
You keep launch a full force attack at him, but he gracefully sidesteps at the last moment, your claw sinking into the panel that controls the shields. Electric current runs through your body, dealing a point of damage. The shield system itself is also broken now.
Leo has taken a point of damage.
The shield system as been damaged.

He uses this opportunity to launch his own attack, throwing an elbow at the back of your skull. You duck under the blow, throwing yourself back from the destroy control panel, before rushing him again.
Spoiler: Roll to attack (click to show/hide)
Spoiler: Roll for damage (click to show/hide)
This time, you manage to connect, opening a wound from one shoulder to the bottom of his ribs on the other side, showing bone. He gasps in pain as he stumbles backwards, and you decide to gloat over your impending victory instead of pushing the attack - he staggers backwards through the doorway, falling into the next room (the medbay), and you move to follow.
Enemy soldier takes 4 damage!


Werty: Again! (Try to repair the medbay, be very careful, don't do anything stupid)
Spoiler: Roll (click to show/hide)
You fail to not do anything stupid. Now everything is on fire. Also, a soldier has stumbled into the room, and even though he fell onto his back immediately afterwards, he yells something and points his gun at you as he climbs to his feet.

Today is not a good day.
The medbay is on fire. Werty is standing in a burning room. Enemy soldier is standing in a burning room.

Eckmanis: Keep going (repair that o2!)
Spoiler: Roll (click to show/hide)
Despite the fact that your joints are burning with a need for oxygen, you jam the final batch of wires into place, tighten a few bolts, and pull the power lever. The system coughs, spurts a bit of liquid in a place that's supposed to be dry... and then springs to life, a gentle hum in the floor beneath your feet. You can't actually hear it, thanks to working in a near vacuum, but if you could it would be very reassuring... and there's even a briefest hint of a breeze. It will take at least a few minutes for the oxygen levels in here to begin building up to a reasonable level, though.
Eckmanics has repaired the o2 room! 1/5 experience to the next level! (Remember, rolling a natural 6 is an automatic +4 experience when repairing!)
You suffocate for 3 points of damage!


Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 08, 2012, 04:26:05 pm
(( Man you need a new dice lol how many ones have I got now in this fight? ))

Charge into the boarder and knock him into the fire
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 08, 2012, 05:12:55 pm
I'll need both remaining actions in the next two hours if people want a second turn today. ^_^
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 08, 2012, 06:34:17 pm
"..."

RUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
Title: Re: Faster Than Light: Roll to Jump
Post by: Geen on October 08, 2012, 07:18:42 pm
Aww, no Slug crew members?
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 10, 2012, 10:33:31 am
Anyone want to recommend a turn for Eckmanis?
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on October 10, 2012, 10:37:19 am
Anyone want to recommend a turn for Eckmanis?
Power up oxygen, get to medbay?
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 10, 2012, 10:41:05 am
Oxygen is powered up, so Medbay certainly seems like a decent next-target. He is damaged, after all.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 10, 2012, 10:45:06 am
(( Who isn't lol? I got my arm shot off and they both almost suffocated. Btw can my arm be put back on in the med bay?))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 10, 2012, 11:13:04 am
((Considering the circumstances, such as the medbay's current status as a flaming wreck... no.))
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on October 10, 2012, 11:14:25 am
((Considering the circumstances, such as the medbay's current status as a flaming wreck... no.))
At least the rockguy is immune to flames, right.

(( Who isn't lol? I got my arm shot off and they both almost suffocated. Btw can my arm be put back on in the med bay?))
Don't worry. Arm's grow back.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 10, 2012, 11:23:28 am
(( If they can repair it? Or I guess once we reach the repair station I could get it done there I hope. But so far it's not going well lol.
Dead captain one almost dead crew member one half dead crew member and one 1/3 dead crew member missing an arm. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 10, 2012, 11:03:29 pm
Eckmanis: Power up oxygen, get to medbay?
Spoiler: Roll (click to show/hide)
Heading into the next room, you notice the door to the weapons room hangs half open - and that the weapons room, too, is devoid of oxygen. Your joints burn, now, and your vision swims. You stumble, crashing to the floor, pulling yourself back up to your feet while unsteadily holding the wall. You're not going to make it to a room with oxygen. You just know it.
You suffocate for 4 damage!

Leo: Charge into the boarder and knock him into the fire
Spoiler: Roll (click to show/hide)
You charge into the medbay just as the boarder gets to his feet and aims his weapon unsteadily at your crewmate. Hitting him with the full force of your body, you knock him flying into the fire. He barely has time to react.
The enemy is on fire!
The enemy takes 2 points of fire damage!
You are currently suffering the ill effects of the fire - you will begin taking damage next turn if you do not leave the room.

Werty: RUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
Spoiler: Roll (click to show/hide)
You flee forward, into the safety of the door systems room, then through it and the control room into the cockpit, a sudden rush of energy filling you, allowing you to momentarily pull yourself together. By the time you hide yourself under the pilots console, you're ragged again.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 10, 2012, 11:09:12 pm
"Werty get in that chair and set course for the repair station right now the med bay is toast and I need to make sure nobody else has boarded the ship/

Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 11, 2012, 05:46:40 am
Move outside the room and watch to be sure my enemy is dead.

"Werty get in that chair and set course for the repair station right now the med bay is toast and I need to make sure nobody else has boarded the ship/
((They warped away.))

((Do I have a laser pistol or something of that kind? And if I open the medbay door a crack how long will it take the fire to spread?))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 11, 2012, 07:43:40 am
Mesor, from the screaming and flailing of the burning man, you deduce that he is not in fact dead yet. He doesn't look like he'll last much longer though. So you will go on OVERWATCH. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 11, 2012, 08:14:54 am
(( I said station not ship you tit :P. The big repair station mentioned earlier. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 11, 2012, 08:18:54 am
Wait at the door to the area with no oxygen, Seal the door once Eckmanis has come through.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 11, 2012, 11:26:08 am
((There is no repair station, only the merchant, that warped away))

Pull out hand laser, point at the door
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 11, 2012, 11:28:10 am

one of the three beacons within range claimed to be a merchant and repair station, still active and functional.


(( You were saying? ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Sean Mirrsen on October 11, 2012, 12:00:16 pm

one of the three beacons within range claimed to be a merchant and repair station, still active and functional.


(( You were saying? ))
((He means that the station is within jump range, though "set course for it" kinda implies actually steering. Perhaps "set jump destination" would be a better phrase?))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 11, 2012, 12:01:42 pm
(( Kinda means the same thing in my head but yea. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 11, 2012, 12:10:17 pm
Werty, the pilot station indicates no ships, stations, or structures nearby.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 12, 2012, 09:34:18 am
Still no wolfchild... okay - do we have anyone else waiting in the wings that wants to claim Eckmannis?

Apparently there is a chance of you dying within a weak of doing so though. Keep that in mind I guess. Still totally worth it.
Title: Re: Faster Than Light: Roll to Jump
Post by: Tiruin on October 12, 2012, 09:42:39 am
Action for wolfchild: Shut that door to help anyone else as I'm too slow to get into an oxygenated room!

For the Crew!


((How fares the waitlist?))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 12, 2012, 10:53:33 am
Waitlist is still definitely a thing that I haven't looked at yet because no one else has had the opportunity to join the crew.

And at the rate things are going...
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 12, 2012, 03:53:41 pm
(( Your right nexto the room with oxygen keep going lol you might make it. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Nicholas1024 on October 12, 2012, 04:07:33 pm
((I think I'll join the waitlist so I can play in the next game. FTL is so ridiculously difficult... I just lost against the final boss after taking him down to 1 HP. And delivering the final blow immediately after he killed me. Not particularly related to the RTD, I just had to get that out of my system. XD))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 12, 2012, 04:23:57 pm
(( Hah I think we needed a bigger crew. 3 people has not gone well lol. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 12, 2012, 04:38:42 pm
Well, you DID start with 4, but I botched my roll against two boarders. At least I took one of the bastards down with me!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 12, 2012, 04:40:02 pm
O yea forgot that. I think we needed more then 4 lol.
Title: Re: Faster Than Light: Roll to Jump
Post by: wolfchild on October 13, 2012, 12:07:24 am
Sorry for the delay
HEad to the medbay
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 14, 2012, 07:35:46 pm
Bu bump ch!
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 15, 2012, 08:59:45 pm
Third try - Let's see if I can NOT delete the update halfway through this time, eh?
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 15, 2012, 09:16:00 pm
Eckmanis: Head to the medbay
Spoiler: Roll (click to show/hide)
Spoiler: Roll (click to show/hide)
You push your way through, deciding to head right to the medbay and praying the oxygen comes back soon enough. Your joints continue to burn... but perhaps not so much. As you stumble through the weapons room into the room beyond, the doors slides halfway shut behind you before stalling - no time to go back and force it closed though. One more room until the medbay and sweet, sweet anesthetic. You hope the others have fixed it.
Eckmanis takes 2 damage.

Leo: Wait at the door to the area with no oxygen, Seal the door once Eckmanis has come through.
Spoiler: Roll (click to show/hide)
You dash out of the room, heading for the control room, to toggle the door controls. You don't get that far - by the time you get into the Door Systems, you realize that the fine hairs on your back have erupted into fire, running along your back and down your legs - as you struggle to put it out, the fire spreads to the systems around you.
Leo takes 2 points of damage

Meanwhile, the enemy soldier dives out of the flames, tearing off his burning shirt as he scrambles to his feet and chases after you. Seeing you distracted, he tackles you into the wall of the room, and fires at you point blank, dealing a point of damage as he slams into you. "Die, termite!" he screams. You manage to deflect his arm before he can fire, though, forcing him back but failing to find an opening to launch an attack. Only then do you hear the sudden hissing and sizzling, and the dying hum of the door systems - the rebels blaster tore a whole right through the primary control unit.
Leo takes 1 point of damage
The Door System is damaged! The Door System room is now on fire!

Werty: Pull out hand laser, point at the door
Spoiler: Roll (click to show/hide)
You successfully point your weapon at the door. Finally having a moment of peace, and seeing no one suddenly turn the cover, you take a moment to catch your breath and look around. You also note the navigation system seems to have automatically locked onto the jump signature of the merchant ship - apparently it departed, but you could probably set the system to follow it.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 15, 2012, 09:17:14 pm
Stop drop and roll then put out the fires.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 16, 2012, 06:17:39 am
Jump to merchant, make sure weapons are powered down, and broadcast a distress signal
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 16, 2012, 10:49:07 pm
woooooolf :P
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 18, 2012, 04:22:57 pm
In the next episode, Eckmanis dies!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 18, 2012, 04:27:50 pm
And what about me?
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 18, 2012, 05:28:25 pm
Your head spontaneously combusts. I'm the only one left alive and I heroically save the ship and proceed to fly the Galaxy alone.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 18, 2012, 05:40:13 pm
(( Say's the guy who's only accomplishments to date have been nearly dieing on several occasions :P. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 18, 2012, 05:49:28 pm
(( Say's the guy who's only accomplishments to date have been nearly dieing on several occasions :P. ))

Ahem, I only nearly died ONCE!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 18, 2012, 06:19:29 pm
(( You almost got shot that makes it twice, next time I'll let you get shot you ungrateful little energy thing. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 18, 2012, 07:41:21 pm
(( You almost got shot that makes it twice, next time I'll let you get shot you ungrateful little energy thing. ))

I'm the one whos saving our asses right now, flying us to the merchant, piloting the ship! Don't you dare shoot me!
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 18, 2012, 08:45:57 pm
(( The boarder tried to shoot you lol I got myself set on fire saving your ungrateful ass. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 19, 2012, 12:10:28 am
Remember all those ones people have been getting...?

Eckmanis: Be the Hero
Spoiler: Roll (click to show/hide)
You reach the medbay, in flames, just in time to see someone who is clearly not a member of your crew (and also slightly on fire, pursue Leo through the opposite door. You trundle as rapidly as you can across the room, making you way into the door systems room just as a shot rings out, and acrid smoke fills the air. You see Leo force the enemy back for a moment with his single arm, before getting an elbow to the head and stumbling back himself. The enemy levels his blaster... and your punch impacts the side of it, breaking his hand and sending it flying. The boarder spins, falling heavily on the ground, and you offer a hand to Leo to help him up.

Stop drop and roll then put out the fires.
Spoiler: Roll (click to show/hide)
You stumble back, and you're sure this is the end, when Eckmanis's fist comes from nowhere, knocking the enemy's blaster aside. As the enemy falls to the ground, you re-prioritize, focusing on rolling about for a few moments to extinguish the lingering flames on your shell.

Leon offers you a hand, and you reach to take it, when a bolt of energy strikes him in the side, just under the arm. His smiling stone face begins to collapse in on itself, and his body falls to pieces in slow motion, the extended arm turning into a line of small stones along the floor, crashing to the ground in a heap.

You turn to see the bloodied, burnt, and bruised boarder holding your own blaster, dropped in the fighting, but that does not slow you down. Your on your feet in moments, bearing down on him, and you leap onto his body, knock his weapon away with your leg as you drive your arm through his chest, once, twice, a third time. The first two, sucking chest wounds, cause him to cough up blood and go limp, and with the last you lift him into the air, pulling him close, whispering into his air that you will personally insure that every one his children burns to death before you die. You then toss him back into the medbay room's fires - but his injuries are so severe that he can't even scream, though the last moments of his life are distilled pain. As you watch him burn, reality begins to warp around you, and the fires swirl their way into your brain... until everything pops back, once more, to reality.
Enemy boarder has taken 10 damage! Enemy boarder has been killed!
Leo Lurnadis has gained a combat level!


Werty: Jump to merchant, make sure weapons are powered down, and broadcast a distress signal
Spoiler: Roll (click to show/hide)
You quickly lock onto the fading jump signature, and in moments the ship jump drives engage. Your vision swims, and you see yourself strapped into a strange device atop a primitive stone pyramid, a thousand beings arrayed surrounding you far below... and then you're back in the cockpit once more, the jump complete.

And you're in luck.

Not only is the merchant here, but he's moving to service another customer - a federation cruiser that looks even more damaged than your own ship, judging by the large tears in most of the hull. Your distress beacon quickly joins it's own. It doesn't take long for them to hail you, and the voice on the other side even and solid despite the situation.

"Federation Ally, this is Federation Cruiser Saturn's Fury. Estimate: 89% chance of benefits from mutual aid. This being is last remaining crew member of vessel. Requesting status of your crew and vessel."

Taricus has joined the game.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)
Title: Re: Faster Than Light: Roll to Jump
Post by: Taricus on October 19, 2012, 12:24:19 am
((Waiting for the intro, unless that's now :P ))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 19, 2012, 12:33:39 am
You are currently aboard a damaged Federation Cruiser, the last survivor. You have docked with a merchant ship, but have no goods to trade in exchange for repairs, and your ship is barely holding together.

A kestral, another federation class survivor, has just jumped to your location, and you've hailed them.

You have several options in front of you. On is deciding on a name. ^_^
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 19, 2012, 05:44:46 am
"I don't care who you are, but if your with the feds, I couldn't care less. We have boarders, Half our ship is on fire, and I'm nearly dead. We have oxygen, at-least. So welcome aboard, to the flaming chariot of death. If you get here in five minuets and help us fix this, you get a raise. Get it, got it, good!" Send message to him, then try to dock with merchant for repairs
Title: Re: Faster Than Light: Roll to Jump
Post by: Taricus on October 19, 2012, 08:06:33 am
"Unit designation is 01001000 01100110 01110000 01101000 01100001. Willing to assist ally: Federation Cruiser. Recommend salvaging parts from Saturn's fury. Financial reward unnecessary."
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 19, 2012, 10:38:22 am
Head for the door control system, Seal off the rooms me and my friend are in then vent the atmosphere from the rooms that are on fire.

"Hold on to something this might get bumpy but if we don't get these fires out we wont have a ship for much longer."
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 19, 2012, 11:02:47 am
The door system is currently nonfunctional. You cannot control the door systems.
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 19, 2012, 11:24:53 am
(( Dam then how the hell do we put out the fire? ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Sean Mirrsen on October 19, 2012, 11:44:44 am
(( Barricade in the largest room with air (or just board a shuttle or something) and turn off the oxygen system. The fire will burn itself out shortly. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 19, 2012, 11:51:07 am
We barely got the oxygen system back on, No way I'm turning it off again.
Title: Re: Faster Than Light: Roll to Jump
Post by: Sean Mirrsen on October 19, 2012, 12:52:45 pm
(Well, either you risk being fried along with the ship - because none of you are healthy enough to put the fires out while repairing the door controls - or you risk slight suffocation with an oxygen system that can now be turned on again. Or you flee the ship and board (what's left of) the federation cruiser, and try to get that running.)
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on October 19, 2012, 12:58:33 pm
((Or you can try to play in on the fact that this isn't a direct copy of the game, and see if it's possible to shut down the oxygen in some places. Maybe hole up in the pilot 's room though you'd risk lightning that one on fire too.))
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 19, 2012, 01:05:56 pm
Even in game, fires will burn out as they use up all the oxygen in a room - the problem is without a way to vent the room, the fires will probably spread to neighbouring rooms before they burn out.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 19, 2012, 01:19:40 pm
Is there a way to shut off the oxygen supply in rooms? Not the whole ship, but in 1 room.
Title: Re: Faster Than Light: Roll to Jump
Post by: Sean Mirrsen on October 19, 2012, 01:28:35 pm
You should try and find out. ;)

The problem is that the door controls and the medibay are both up near the front of the ship, both are on fire, and the only Rock crewmember had recently become deceased. Short of physically jamming the doors between the DC, the Medbay, the intervening room and the port airlock open, and then somehow blasting open the airlock and somehow making it to the safety of the oxygen room, you aren't likely to contain that fire easily. If it spreads to the control room, the Kestrel is pretty much going to be done for.
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 19, 2012, 08:01:42 pm
"Unit designation is 01001000 01100110 01110000 01101000 01100001. Willing to assist ally: Federation Cruiser. Recommend salvaging parts from Saturn's fury. Financial reward unnecessary."

"Ah, you are a engi. Well that's perfect. Please get on board, and help us put out the fire. Meanwhile Ill try not to die. Good luck."


   
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 19, 2012, 08:03:53 pm
Pick up my gun then check the rest of the ship that has oxygen for any more intruders, Move carefully and shoot on sight.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 22, 2012, 10:08:21 am
bluh bluh updates tonight.

You guys are more important than x-com, I need to focus. So this is my COMMITMENT post.
Title: Re: Faster Than Light: Roll to Jump
Post by: 10ebbor10 on October 22, 2012, 10:14:48 am
You guys could try to pull the control room door closed, and then spray it with a fire extinguisher, to prevent the heat from coming through.

Or you could see if this ship hasn't got any CoČ canisters on board. I mean, most closed spaces, (like for example submarines) can push the oxygen away by adding a useless other gas. The lifesupport system should have some of these.
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 22, 2012, 10:22:49 pm
Leo: Pick up my gun then check the rest of the ship that has oxygen for any more intruders, Move carefully and shoot on sight.
Spoiler: Roll (click to show/hide)
Rather than running around, you just access the camera system through the control room. The fire doesn't seem to have spread yet, and there are no other boarders on board. 2 rooms on fire, though, and of course there's the remaining damage to your Artemis launcher. You also take note of the damage the hull has taken - probably from the fires.

Werty: Send message to him, then try to dock with merchant for repairs
Spoiler: Roll (click to show/hide)
You only get halfway through your message when the merchant exlaims "By god! You're the ones who were preparing to fire on me! You chased me! Tauricus, help me fight off these pirates and I'll repair your ship for free!"

You decide some more diplomacy may be a good idea before you try to dock.

Spoiler: The Crew (click to show/hide)
Spoiler: The Ship (click to show/hide)


Addendum:
I've changed Werty's ability - I don't want to deal with power management. Instead, I'm introducing the opportunity to Overcharge a system. Anyone in a system room may choose to overcharge a system - all relevant system effects will be boosted for that turn, as if it were 1d6-2 levels higher, at the risk of a reactor failure (A 1 will kill all reactor systems for 1d6 turns in addition to dealing a damage to the system, and a 2 will simply deal a point of damage to the system). Anyone in the reactor room may attempt to overcharge the system of their choice.

This can even be used on broken systems, to give them a turn of functioning - but failure risks causing major fires in this case (1 or 2), in addition to the normal risk of power failure.

Hopefully this will be a bit more interesting than power management.

Also, Tauricus, please post your official actions in bold so I know what to do with you for next time. :P
Title: Re: Faster Than Light: Roll to Jump
Post by: Taricus on October 22, 2012, 10:24:29 pm
Well, I didn't exactly have an idea on what to do there so...
Title: Re: Faster Than Light: Roll to Jump
Post by: GlyphGryph on October 22, 2012, 10:53:18 pm
That's not in bold, and also not an action!

;)
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 22, 2012, 11:12:07 pm
Walk back to the cockpit and leaning across Werty send the following message.

"Most sincere apologies we had just escaped from an attack and so I thought it prudent to be prepared to defend ourselves should the need arise. I meant no offense to you and did not meant to threaten you with my actions but with the previous events and my ships battered condition I could not risk having the weapons powered down until I was certain you were not hostile, We are here seeking assistance and would be grateful if you would forgive me and help us."

Return to the weapons station if they do not accept this response and power up the laser.

Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 23, 2012, 05:39:48 am
Walk back to the cockpit and leaning across Werty send the following message.

"Most sincere apologies we had just escaped from an attack and so I thought it prudent to be prepared to defend ourselves should the need arise. I meant no offense to you and did not meant to threaten you with my actions but with the previous events and my ships battered condition I could not risk having the weapons powered down until I was certain you were not hostile, We are here seeking assistance and would be grateful if you would forgive me and help us."

Return to the weapons station if they do not accept this response and power up the laser.

Oh yeah, great Idea, tell them we are friendly, when they are highly suspicious of us, THEN power up a weapon... really?
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 23, 2012, 11:06:11 am
(( It does say if they do not accept the explanation man. As in if they decide to forgive us the action does not happen. Plus they did just ask for help with attacking us so if they do not accept it then it's a case of we disable them or they destroy us and I know which option I prefer. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: werty892 on October 23, 2012, 11:30:10 am
(( It does say if they do not accept the explanation man. As in if they decide to forgive us the action does not happen. Plus they did just ask for help with attacking us so if they do not accept it then it's a case of we disable them or they destroy us and I know which option I prefer. ))
Atleast try to be more subdle for crying out loud

Wait. Try to regen myself
Title: Re: Faster Than Light: Roll to Jump
Post by: mesor on October 23, 2012, 11:32:34 am
(( Why? If they accept my argument then it does not happen so being subtle makes no difference since I never go to the weapons. If they do not accept they are going to try to kill us and being subtle does not matter since they are about to try and blast us out of space. ))
Title: Re: Faster Than Light: Roll to Jump
Post by: Taricus on October 23, 2012, 11:36:01 am
Adopt a "Wait and see" approach with the other vessel.
Title: Re: Faster Than Light: Roll to Jump
Post by: TopHat on October 23, 2012, 04:01:27 pm
PTW and wait list, please. FTL is awesome!