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Messages - Evil Lincoln

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76
How often do we need to sleep anyway.
I'm going to go with the usual 8 turns (forgot to answer this before).

I doubt Rod does nightly deliveries, right?
I doubt it.

77
For example, we can create the electronics for a bit less than 4 credits ourselves*, even if we were buying the resources from the depot.

*Though we can't let the drones do it for us, sadly. Either us or the science clones.
The robots can make electronics at the manufactury now that you have the blueprint. The problem before was that you didn't have a blueprint for electronics so they had to be made by hand at the workshop, something the robots don't know how to do.

78
Forum Games and Roleplaying / Turn 13
« on: December 27, 2013, 05:27:15 am »
Turn 13
The Colony: (you might want to just follow this link instead since it's a big image: http://i.imgur.com/Qv5SSZg.png)

Spoiler (click to show/hide)

You start up the wheels of industry again. You have one bot begin manufacturing patrol cords and containers, one bot refining the  materials needed to manufacture the items. The last bot you tell to shave the fur from the dead bullwart and loominate it. The bot only manages to drag the corpse over to the loomery though.

You start reverse engineering the e-mag rifle. It should only take another turn.

You consider designing a laser weapon with a higher rate of fire then the rifles you have access to. The current rifles are only air-cooled so a considerable amount of time has to be left between shots in order to allow the heat to dissipate.  By designing a better system of cooling you could create an almost 'machine gun' type effect.

The clones finish devising an electric lantern design.

The sky fills with orange light as the sun sets.

You receive a transmission from what you believe is a materials wholesaler operating out of an orbiting station.

Name:Cost:Description:
Helitite5Helitite isn't really good for anything but it's yellow and shiny.
Grey-Metal4Grey-Metal is used for almost everything
Relux6Typically Relux is saved for the armour plating of large machinery due to it's massive weight.
Latvium6Latvium is as strong as grey-metal but has half the weight making it ideal for aircraft and atmosphere capable spacecraft design.
Linconium35Linconium is used in the creation of advanced sensors and electronics.
Resonance Crystals25A catch-all term for crystalline rocks that can be used for high-tech machinery, most notably laser weapons, energy shields and anti-grav.
Silicon12Silicon is a key component in electronics.
Glass5Glass is glass.
Wood2Wood is wood.
Plastic3Plastic is plastic.
Electronics22Electronics are used in computery things.
Advanced Electronics55Electronics are used in very computery things.

1467 Credits | Power: 50/50(+20/-3.2)
Off-site parties:
Spoiler (click to show/hide)

Research:
Spoiler (click to show/hide)

Resources/Food:
Spoiler (click to show/hide)

Tools:
Spoiler (click to show/hide)

Weapons:
Spoiler (click to show/hide)

Robots/Clones:
Spoiler (click to show/hide)

Your Modules/Equipment:
Spoiler (click to show/hide)

Hero(es):
Spoiler (click to show/hide)

Glossary Posts

Spoiler: Author Notes: (click to show/hide)

79
Do the robots need just to remain static for recharge, or is shut-down required?
Let's say, If they are static it's just a 5 turn recharge time. If you use a cord they need to shutdown for 2 turns, for software maintenance. And it will take them another 5 turns to fully charge since they will be on in that time. Netting 7 turns of charging at -0.1 power a turn.

How about Nightvision moduls for our Drones? What would it need to researche/build them?
Let's say 2 man-turns. You can make a module with 1 electronics either when you are manufacturing the robot or to retrofit to an existing robot. If you do it when you make the robot I'll count the bot + the module as just one item made instead of two.

80
The robot's need to charge for 5 turns a day. IIRC, they use 0.5 power.
Pretty sure that's correct, so if it wasn't it is now.

we will need some kind of Lightsource for Nighttime. How about making some Torches or build some kind of Lantern with the Bulb on a Long Stick in the Middle of our Colony.
An electric lantern will take 1 man-turn to research.

The materials required would be 1 metal and 1 Glass/1 Crystal for 3 Lanterns.

81
Forum Games and Roleplaying / Turn 12
« on: December 23, 2013, 05:12:07 am »
Turn 12
The Colony: (you might want to just follow this link instead since it's a big image: http://i.imgur.com/nHIOtW0.png)

Spoiler (click to show/hide)

Oh, you got distracted with that whole communication spree. Looks like the robots have things under control though. 2 of the Bullwarts got away but it looks like A-5 is double checking that the one that didn't is dead.

+50xp for dealing with all that.

It looks like night will fall in 2 turns.

Everyone is now idle.

Offsite parties updated!

1467 Credits | Power: 50/50(+20/-3.2)
Off-site parties:
Spoiler (click to show/hide)

Research:
Spoiler (click to show/hide)

Resources/Food:
Spoiler (click to show/hide)

Tools:
Spoiler (click to show/hide)

Weapons:
Spoiler (click to show/hide)

Robots/Clones:
Spoiler (click to show/hide)

Your Modules/Equipment:
Spoiler (click to show/hide)

Hero(es):
Spoiler (click to show/hide)

Glossary Posts

Spoiler: Author Notes: (click to show/hide)

82
Forum Games and Roleplaying / Turn 11.8.2 (whatever all these numbers mean)
« on: December 21, 2013, 08:38:59 am »
Turn 11.8.2 (Coms update)


"Firstly, what's this 'Dawson installation' and why would they shoot you down?"


"Dawson is a former unicorp installation now controlled by an unnamed faction which formed after sapience went live. It was unknown if they would ally themselves with our own faction. They proved to be hostile."


"Oh. Well I do have a communications array so I can send a message to the Kennedy Installation for you. If you want you can return here to send the message or you can give me the details and I can do it for you."


"The message will not contain classified data as you only need to give them our location so you can transmit it..."


The clone proceeds to tell you the frequency and location you need to transmit too, and the security code that you'll need so that they will believe you. Then you contact the installation.


"This is the Uni- Kennedy Installation."


"This is Hank Rearden, from Reardenburg Industrial and Military. I'm calling to let you know that your diplomatic mission to the Dawson Installation was shot down. The security code they gave me was 'Help-000'."


"The security code is correct. We will dispatch an airlift team immediately. Is there anything else I can help you with?"


"Well there is the matter of salvage rights on the craft."


"One moment please.

This installation lacks adequate equipment to effectively salvage the wreck. So we will not contest the craft if you or any other party decides to salvage it."


"Thank you."


You contact the clones at the crash site again and tell them that help is on the way. Knowing that you can salvage the craft you have the robots look at the ship and combined with the expertise of Bailey and Barnum you work out what is useful. The clones also see what you are doing and offer to have the rescue team swing by and drop your robots and salvage off at Reardenburg as thanks for saving them.

You will have room to bring back 12 units of salvage. Size is listed per unit
Usable items:
Item:Size:
3x Medium Thruster7
Basic Sensor Array4
Broken Anti-grave system7
12x Field Rations0.3
10x Armour Plating (can be smelted into Greymetal(x2 per unit) and Latvium(x1 per unit))0.5
5x Flight Computer Components(can be broken down into electronics(x5 per unit) or Linconium(x1 per unit))0.5

Here is the post with the metals if you want to remind yourself what they are.

Spoiler: Author Notes (click to show/hide)

83
Forum Games and Roleplaying / Re: Build A Village: The Orebaron of Alucard
« on: December 19, 2013, 12:07:08 am »
If he was willing to make art assets we could totally make this style of forum game into a video game.
You can count me in if you want to try make it happen.

84
A while ago some serious stuff went down which really threw me off and I didn't feel like updating for a while (By serious stuff I mean that my dog got bitten by a snake and nearly died).

I'm also not really sure if I want to update this for a few reasons. First is that I made the mistake of setting it in a city. It took me 3 hours to draw Roger's room and I think the marketplace should be a lot more complex, as would pretty much every other location you visit. So the whole adventure would require much more of my time then my other adventures which had less complex environments. Secondly I find myself really feeling like doing build a colony again.

85
You imagine a map of the city as you understand it, a remarkably accurate one in fact. Even if you don't know what some areas are called.

You also consider your current social circle, if it could be called that.

Of course there is Annabelle, your older sister, maid to the regent's cousin. She's only a servant but she's a servant of royalty so she always has food and a roof over her head. She lives in  fairly cramped servant accommodation just outside the royal compound. The two of you have looked after each-other ever since your parents died in that tragic and unexplained explosion.

There is also Olf Flinn, Blasted Olf as some call him, you were both apprentices at the same time and although he went on to study 'explomancy' as he calls it. He's employed at fort Anderson and used to get you work there repairing the automatic cannons on occasion. The last year or so they have made a policy of employing their own Mechanists on a permanent basis.

There is also Garrick Browning. He's a guardsman prone to embezzlement, gambling and drinking, he also practices poetry and dancing since which gives him the image as quite a classy gent. You can't remember when you met Garrick but he's also good friends with Olf since they both work at the fort. He's happy to lend a hand if you or Olf need any muscle(for a minor fee of course).

There is also Susan, less a friend, more a reason you can't go to the garden markets anymore. You didn't know the public flowerbeds outside her shop were 'hers' so when you tried to take one of the flowers home (to pot and put by the window) she ran out and nearly beat you to death with the pot.

310 Yollars is a fair amount. Bread costs about 2yl and most machine parts cost around 2-10 depending on their size and complexity, Swelterstone costs anywhere from 20yl to 30yl.

Spoiler: Author Notes: (click to show/hide)

86

You put on your magnificent hat and contemplate your last job.

You were hired by a man named... John? John Hindsen? John Hicklson? John Henderson! That was his name. He had you repair the ventilation in this warehouse in the north/west quarter. A pretty easy job, albeit a tedious one.

What materials you need vary from job to job. The bigger jobs like the before mentioned warehouse you usually sort out what parts you will need with the client and then have them pay the cost of the materials and then sort it out. Smaller jobs though, ones where you have to make some gadget or whatnot you use what you have in the shop. You think you have plenty of iron, copper, dials and pipes but you think you need some more Swelterstone and Cogs. You can smith your own brackets and frames and such but when it comes to cogs you need the machined parts.

You'll have to go downstairs to take a look at what you have but you are pretty sure you need around 5 Swelterstone and 10 Cogs.

Spoiler: Author Notes: (click to show/hide)

87
Forum Games and Roleplaying / Re: [ISG] Some manner of Lincoln Adventure
« on: December 06, 2013, 09:13:32 am »

You are Roger Stanford
You are a Mechanist
Building and repairing machines is your trade, you construct contraptions and gizmos of springs and steam for clients in order to make a living, and do a bit of gardening on the side of course.

You own a workshop in the city of New Dawson. A pretty average city by all accounts, it has it's rich nobles, trade princes, tradesmen, lower class working men and those characters of ill repute. It's built on a cliff-side, providing a natural defense from the east and has a bustling port district bringing in trade goods from the entire region. The markets are filled with Swelterstone which makes getting raw materials for your trade easier, but also means there is plenty of competition for work.

Your workshop and bedroom make up the top two floors of the 3 story building. The ground floor and basement belong to Donnell the surgeon, you don't see Donnell to often but you count him as somewhat of a friend.

The building your workshop is in is located on West Street, it's the street that goes west from the market square, hence the name. You aren't really that close to the square but you are closer to it then you are to The Wall so it's a pretty safe area. Much safer then the areas near the wall, and much much safer then those on the other side.


It is early morning.
You have just gotten dressed ready for a full day of work!

...

Oh that's right you don't have any left to do. You finished off your last job yesterday and made yourself a nice amount of 213 Yollars. Which gives you a grand total of 310 Yollars left to your name.

You are pretty thirsty and a bit hungry. You also have all of your blood. Which is nice.

Inventory:


Spoiler: Status (click to show/hide)

Spoiler:  Author Notes (click to show/hide)

88
Forum Games and Roleplaying / Re: [ISG] Some manner of Lincoln Adventure
« on: December 05, 2013, 09:53:04 am »
I've been thinking about it all day and I just don't want to do an adventure with Lincoln as a main character. So sorry if you had your heart set on it but I think i'm going to go with:
Name: Roger Stanford
Gender: Male
Favorite Colour: Blue
Profession:
  -Primary Skill: Tinkering
  -Secondary Skills: Metalsmithing and gardening (because we have a hidden elf inside ourselves)

Before Lincoln got that landslide vote I was thinking about how I'd do this and I found some ways to mesh a lot of ideas I liked together to make a steampunky setting and I just think I'll have more fun running an adventure about that.

89
Forum Games and Roleplaying / Re: [ISG] Some manner of Lincoln Adventure
« on: December 04, 2013, 07:20:30 am »
I'm going to start this thing when I wake up tomorrow morning so I guess there's another 14 hours for someone to suggest something new or +1 something or both.

90
Forum Games and Roleplaying / [ISG] The Life and Times of Roger Stanford
« on: December 01, 2013, 09:11:13 am »
I think it's about time I got back into the adventure-running game. I've been feeling the itch that only running a forum adventure can scratch for quite a while, the reason I haven't is just that I keep having ideas for adventures and I can't choose between them. I know I want to run an adventure centered around one character unlike my build a ____ games so here is what I am going to do: I'm going to get you guys to suggest a character, them I'm going to build a setting around that.

There isn't any real limit here apart from your character having to be human. Since the setting will be decided in relation to the character you can be a pike-man, deep space engineer or a space wizard.


Name:
Gender:
Favorite Colour:
Profession:
  -Primary Skill:
  -Secondary Skills:
(you get two secondary skills)
Other:

Spoiler: Other Notes: (click to show/hide)

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