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File 177844377056.png - (474.91KB , 1280x1024 , zubtitle.png )
1126586 No. 1126586 ID: ec9127

Hey, before we begin, thanks for coming and if you need a refill there’s ginger ale and Dr. Yipp in the mini fridge.

Ahem

Out in a lonely system, orbiting a common Class-K star floats the Great Station Zub. A monument to many technological advancements, with many papers written and awards given over its engineering. A beacon of unity, years of negotiations were had, treaties were signed and ratified, and cooperative hopes realised to bring both the station and it’s following peace to life. A dream of a utopia and taking those steps towards a better future for all.
Of course, there were cracks in the dream before even the first ink dried. Corners were cut to save time and money, ulterior interests were prioritised in exchange for handling expenses, and exceptions to rights were carved out in the fine print.

It would be tragic if the tale wasn’t so common.

And so it is with this backdrop we find our spacefarers, (sorry, spacefarer). Currently a nobody living on the Great Station for reasons not even they fully know. Will they achieve a great destiny, or will they find comfort in their own purpose.


Okay, since this is a new game system, I was thinking I’d roll the character for you. I just want to avoid overwhelming and info dumping as much as possible. Got a lot of tables here that we’ll be rolling on and maybe down the line you can create something from scratch once we’re both comfy with the rules. I was also planning on holding off on explaining some of the core mechanics until we get to our first Dice Check. If you really want me to go over it right away I can but for now the main gist is that you’re going to be automatically succeeding at most checks and it’s more about mitigating and recovering damage from doing so.

And with that, let’s roll some bones!
Expand all images
>>
No. 1126587 ID: ec9127
File 177844379860.png - (246.82KB , 1280x1024 , zub02.png )
1126587

-------------------------
[Name: TBA]
While I’m making this character for you, I feel like you should at least name them. You can come up with one at your leisure.
-------------------------
[Race: Lachii] [Size: Small]
[Stat changes: +8 Health, -5 Grace]
A gremlin species of space sharks that seem to want to terrorize the galactic community but more just frustrate and annoy. They are infamous for their inclination to bite things in anger, curiosity, or affection. Thankfully, they seem to bear no grudge to getting punted in response, and their cartilage bones make them quite bouncy in zero-G.
They originate from the planet Katchaka, making their homes in the tide pools and atolls. They share the world’s vast ocean with their cousin species the Sela. with their relationship being a bit too complex to be put in a simple blurb. Semi-aquatic in nature, Lachii take to space environments fairly well and their omnivorous diets have allowed them to adept to new colonies in equal measure.
Starting skill: Bites You
--------------------------
[Sex: Male, Male, Female]
The Lachii are a hermaphroditic species possessing three different sets of chromosomes, with your sets being XY, WZ, and HH. So this means you can reproduce with other Lachii who are male, male, male; male, female, male; fe- actually, I’m not going to go through all that.
We both know you’re just going to go after whichever alien cutie gives you attention first anyways.
---------------------------

Alright, now I’m just going to do some quick rolls for your stats. Well, they’re called stats in this system even though they’re more of health bars, especially the “Health” stat... Really though, it’s best to view these not as how well you can do something but rather how well you can handle different kinds of failure.
Anyways:

---------------------------
[Health: 33/33]
What you’re most familiar with, this stat represents how many physical and constitutional trials your body can handle at any given time.
I should probably note here that dropping to zero in any of these stats isn’t going to be a game over or even put you in a “dying” state. You’ll, obviously, fail the challenge you were doing and end up with a “Scar” that’ll take time to recover from. Dropping to zero in health will also probably send you to the hospital.
---------------------------
[[b[Lucidity:[/b] 22/22]
The capacity of your mental faculties. This stat is for when you’re doing hacking checks, handling stress, or even just trying to do really good in a videogame. Dropping to zero in this stat would probably look like a panic attack.
---------------------------
[Financial: $16TBC]
Even in the hypothetical future the world still runs on money and there will be checks where your cash is on the line. This is the only skill that isn’t capped for fairly obvious reasons.
Also, TBC stands for Treaty Backed Currency and technically represents a wide range of moneys of mandated similar value. For ease though I’m just going to use the dollar sign.
---------------------------
[Grace: 18/18]
A mix of your reputation, how much people tolerate you, and your emotional well being. Taking damage here could be anything from badly flirting to finding out a love one died. Depending on the situation, this stat can be the most forgiving for dropping to zero as that will often just mean getting ejected from the party.
---------------------------
>>
No. 1126588 ID: ec9127
File 177844382890.png - (123.99KB , 1280x1024 , zub03higheffortthistime.png )
1126588

Now onto your character’s background traits. You get one negative, one neutral, and one positive trait and an associated starting skill. I believe all the skills are beneficial, but I haven’t read them all yet.

---------------------------
[Debt Man Walking]
Your colony was in serious trouble when it came to money. Having suffered from decades of of compounding debt spirals your home planet an economic zombie waiting to be put to rest. All the various governments and boards were desperate to do something and, unfortunately, you were chosen to be the solution. All the world’s debts and bills were bequeathed to you and then you were promptly exiled from the sector to sever all legal ties back to the ruling bodies. So here you are now, an outcast in a strange land with a negative account balance worth more than the station you’re residing in. You have no idea if the planned worked nor do you particularly care.
All Financial DCs are at a +1. In addition, all formal sources of income give -1 bonus die to a minimum of 0.
Starting skill: Pauper Roach
---------------------------
[Scoliophile]
While most have trouble living in the compact and noisy conditions of the Spine, you tolerate it well enough to almost be comforted by it. The constant elevators have become white noise to lull you to sleep, the cramped living feels like physical assurance, and the deranged neighbours as free entertainment. Unfortunately, what was once desirable, wealthy spaces feel so out of your comfort zone and unnatural as to be outright distracting.
You ignore the usual penalties for making checks while in The Spine. Instead, apply those penalties while in affluent locations such as the Emerald Mall, the Corona Towers, or the entirety of the Mishiga Plate.
Starting skill: Second-Hand Proficiency
---------------------------
Velocitude
Put it simply, you like to be on the move. Whether it’s running at top speed, weaving through crowds, or even basic parkour you are driven to always be in motion. Not to say you can’t enjoy a moment of stillness, but you get a special kind of stimulation from feeling the air move around you as you push your body.
During situations or activities where you are quickly moving via your own power, you may choose to take 1 damage to Health to reroll any or all dice in a DC.
Starting skill:[/] Shmoovement tech
---------------------------

And then we end this section with your secret objective. The “secret” part is a bit more relevant if we were gaming with more players, but it should still give you at least a starting goal.

---------------------------
[[b]Coerced by the Mafia
]
Through threats and blackmail, the mob sent you to the station to do a “favour” for them. (Given your financials, I’m guessing you owe them money.) They say if you do this one little thing for them, then they’ll reconsider things. They very notably did not promise anything. All you have to do is get access to a mainframe terminal or some mainframe data cables of the station and insert their data packet.
Gain item: Data Limpet
---------------------------


Here are your associated skills. Pretty straight forward; they do what they say and if you want to use them again then you’ve got to meet the recharge condition. Easy-peasy!

---------------------------
Bites You
It’s your natural instinct to bite someone during a social encounter.
After any Grace check involving another person and where you were to take damage, you may instead choose to take a Health check with DC equal to that damage. If you do, you do not take the damage to Grace.
Recharge: Whenever you take damage to Health. This includes the potential damage from using this skill.
---------------------------
Pauper Roach
With your outflow of cash being a blackhole the size of the galactic core, you’ve made do with your inflow being anything and everything.
You may look through any bit of trash, refuse, or debris and roll a Financial bonus die. On a crit, gain an item instead.
Recharge: When you start a new day with less money than the previous day.
---------------------------
Second-Hand Proficiency
The saying “one’s man trash is another man’s treasure” isn’t exactly true, but you’ve long since learned that people will still pay for trash over nothing.
When an an item’s price is a Financial DC you may reduce the number of dice by 1, to a minimum of 1; or when selling an item you may increase the number of bonus dice by 1.
Recharge: When you acquire an item by means other than purchasing.
---------------------------
Shmoovement Tech
While they may be different skill sets, your inclination is to go fast in all situations.
You may apply the Velocitude traits to situations involving digital avatars or vehicles too.
Recharge: After preforming a relaxing or resting activity.
>>
No. 1126589 ID: ec9127
File 177844385259.png - (477.47KB , 1280x1024 , zub03.png )
1126589

Finally! We can get into the game...


You awaken in your apartment comfortably buckled into your zero-G hammock. The place is tiny, but thankfully you’re tinier. “The regulatory minimum” is probably the best way to describe your current living conditions. On the one side you have a kitchenette wall complete with Guup dispenser. All the cupboards and food storage lay bare and empty. (Well, with one exception...) On another surface you have your Home Terminal System. From there you can access the stations intranet for various services and entertainment. Communicating beyond the station, however, will cost you so be careful. Then, besides the hatch out, the only door in the place is the one to the toiletry closet where you can do all your hygiene activities. Other than that... there are some drawers with spare clothes and the one nook where you keep your cash.

It’s a brand new day for you! You’ve been on the station for a few weeks now, so you’ve got a vague idea of the layout and some spots to visit, but there are still so much to explore and people to meet. Truly, you feel like you can do just about anything today.
So, what would you like to do?
>>
No. 1126590 ID: 35d66b

Frankly, I resent the assertion that the mafia has any true control over whats-his-name. Look up information about the mafia on your terminal, so we can plan on how to destroy them.
>>
No. 1126592 ID: 70f58a

>>1126589
Where are the mainframes and mainframe data cables?
>>
No. 1126593 ID: ef44a7

Consume Guup
>>
No. 1126639 ID: fd169b

check the news over a serving of guup
>>
No. 1126656 ID: 0404f2

take a shower to both get more comfortable and to not smell.
>>
No. 1126667 ID: 870f11

Hit up the trash collection tanks for some dumpster diving.
>>
No. 1126685 ID: ec9127
File 177854679035.png - (425.63KB , 1280x1024 , zub05.png )
1126685

>take a shower to both get more comfortable and to not smell.
Unfortunately, you cannot afford the luxury of a shower. Water baths are a bit more complicated in zero-G and, consequently, are more expensive to have installed. You make do with a wet clothe instead. It’s neither relaxing nor comforting, but at least for the time being you won’t smell like you dumpster dive on the regular.

>Consume Guup
After your bath, you drift over to your Guup dispenser, open it up and hook up a pouch to the nozzle. As per usual, your only choices are Tropical Tripe and Chum & Pulses Medley. The company boasts over 160 flavours, but when take in to account that they service every species out there that turns out to be only two or three per alien. Still, it’s always free and each pouch contains roughly a third of your daily nutrients and calories.

>check the news over a serving of guup
Once you have your Guup dispensed and heated in your pouch oven, you drift over to your HTS to check up on the news. You hit the closest power button to orientate it to yourself and instantly your previous windows and ads pop-up. The news tab is usually nearby as you browse the headlines.
Station Still Searching For New Vendor After 11th Meat Printer Malfunction
Counciller urges caution when using any vending machine from Astro-Butchers as they continue to look for new contracts.
New Study Out On What Stones And Grit Are Best For A Gizzard
While the precise answer will differ between species, new study shines light on the lava stone debate.
New Poll On Climate Change Post Referendum
While most residents of the station seem content with the higher temperature, there already some that are having regrets.
And many other such news posts that are even worth less of your time.

>Look up information about the mafia on your terminal,
Folks you are already a bit too familiar with already, the Nuriti crime family. Surprisingly this group of Huntoons didn’t start out as a criminal organization but as a semi-successful shipping company TooZoom. They were always willing to get a bit dirty though, and over time the profits from the side-hustles overshadowed the main business. As the reigns of the company kept getting passed down from parent to child things slowly drifted more and more to the illegal. Rampant nepotism slowly morphed the employees into cousins, and corporate values became family traditions. Now it’s a full blown crime syndicate with fingers and agents operating across several sectors. TooZoom is still technically around, but merely as a shell and a front to the real family business.

Now I will say that taking down the mafia is... a bit too big for this planned campaign, but if that’s where you want to steer things towards I fully support you.

>Where are the mainframes and mainframe data cables?
It appears that the mainframe cables run up and down the spine and out to, but not into, the habitation plates. Then there’s the Top Hub near the communications array at the top and the Main Hub down at the bottom near the Corona Towers in the administration wing. Now accessing these spots will take a bit more than just stumbling across an unlocked door and getting into the maintenance tunnels. The station seems to have a policy of sectionalising and compartmentalizing it’s utility corridors. Pretty much to prevent exactly what you’re trying to do but also including the air and water. So the mainframe cables are in the Tier 3 corridors, which of course have the most security to them. Pretty much the only ways in are at the hubs, but let’s not exclude any creative solutions you might come up with later.


Phew, more info dumping! Sorry about that, at least it’s lore this time. But yeah, just a heads up, if you want more lore you do have to do access a terminal and search the intranet. Can’t just ask for a knowledge roll on anything you don’t know. Though if it’s something that your character would legitimately know I’ll just tell you.

>Hit up the trash collection tanks for some dumpster diving.
Certainly! Though the actual collection tubes run into a similar issue as above, just a lower tier. If you’re looking to use your skill though there are plenty of unguarded candidates out there. I am going to say your local trash chute doesn’t count for what I hope are obvious reasons. Within this part of the spine there may be an air filter where enough trash piled up to count, but your best bets are up in the market where there’d be netted piles of trash, waiting to be collected, or you can head downwards towards the Corona Towers where there are actual bins and dumpsters to search. Either way, you’d be heading towards a mainframe hub too!

So, do want to
Head up to the market
or
Head down to the Corona Towers

Actually, is it up and down? It’d change depending on your perspective in zero-G, right? They’d use ship orientation terms for like starboard, port, fore, and aft, but what about the Z axis? Oh well, it’s up and down for us so that’s what we’ll go with...
>>
No. 1126686 ID: ef44a7

Head [marketwards]
>>
No. 1126688 ID: 70f58a

>>1126685
>up and down???
Probably better replaced with "(whatever's at the top)wards" and "(whatever's at the bottom)wards"
Like, enginewards, bridgewards, etc. In this case I guess it's marketwards and towerwards, and once you get to those destinations then optimally everything's oriented such that "up" and "down" make sense for local directions.

Also yeah let's head marketwards. If we can scrounge up some currency maybe we can spend it before it falls into the black hole of debt.
>>
No. 1126696 ID: fd169b

to the market, to see what people have dropped. always something to find on the floor.
>>
No. 1126702 ID: 0404f2

>Corona Towers

this way when you go to sell the junk you find in the market they are far less likely to figure out you're selling them the same stuff they just threw away.
>>
No. 1126737 ID: 847683

Market time!
>>
No. 1126832 ID: ec9127
File 177886390804.png - (215.02KB , 1280x1024 , zub06.png )
1126832

>Head [marketwards]
>to the market,
>Market time!
Alright, to the market! You finish up your Guup and put the pouch in the washer before opening the hatch to your abode and pushing yourself out into the rest of the station.
>>
No. 1126833 ID: ec9127
File 177886393251.png - (1.01MB , 1280x1024 , zub07.png )
1126833

>>
No. 1126834 ID: ec9127
File 177886396416.png - (1.96MB , 1280x1024 , zub08.png )
1126834

Welcome to your neighbourhood: Residential Artery 02! A wretched hive of.. well, honestly it’s just a wretched hive. Compact apartments line the wall of the oversized tube like a wallpaper. The air smells faintly like sweat, ammonia, and yeast. Like walking by a community pool locker room. At the centre are the lifts, an elevator for larger cargo that’s flanked by several lift bars moving in either direction. You grab onto on of these side lifts, which are essentially just bars attached to a constantly moving belt, and feel a sudden jolt as your momentum is yanked market-ward. The travel time is unfortunately slow as it takes you over an hour to get to your destination. Most of that time is spent trying not to get hypnotised while passing by rows upon rows of the same hatches being repeated over and over with lines and lines of more doors alongside doors that repeat over and over with the rows upon rows of apartments that repeat again and again and again and again and
>>
No. 1126836 ID: ec9127
File 177886415957.png - (263.50KB , 1280x1024 , zub09.png )
1126836

And you arrive at the market! You’re unsure if it has an official name, though you’ve heard it referred to as several thing, including the scrum market, the billiard room, and even the pear wiggler. Essentially, crowded spaces are a bit more intense in zero-G as bumping into someone can send you both flying and causing you to bump into more people. Chain-reactions are common and fights over them just as common.
The market itself is very hodgepodge. The station administration aren’t too discerning who they give a licence to, at least for this section of the station, and while people technically have designated lots most spaces are treated on a “first come” basis. Shops and restaurants crowd around near the entrance-ways and sort of disperse out when approaching the outer walls. As for what’s for sale, well, that is mostly up to luck. With ever shifting booths and it’s sheer size, you can find pretty much whatever you want with enough time and patience.

Thankfully, what you’re currently looking for is trash and that’s in an abundance. It doesn’t take long for you to find a suspended bin to stick your nose in and start rummaging so let’s use that skill!

So bonus dice are easy enough to explain. They’re six sided with four pluses, one crit, and one blank. Usually they’re rolled to regain stats, but occasionally will be used to determine other positive things happening.

So this time around we roll a...
:zubd6plus:
That’s a plus, and with no multipliers mentioned in the skill that means you gain one whole dollar. Bringing your total to $17. Not exactly a windfall, but better than nothing.

What’s the plan now?
You can certainly explore the market, though with the amount of things available it might be more expedient to just list some items you’d think might be helpful and we can say you find an appropriate shop.
You could continue straight to the hub if you want to get this heist going. Or at least scout it out some.
Then again, maybe you’d want to do something completely different. There’s nothing stopping you from going onto one of the plates, for instance. The world is your tincan-shaped oyster!
>>
No. 1126837 ID: 35d66b

How much does a gun cost? I think a gun would greatly increase your conversational skills. You should buy a gun.
>>
No. 1126840 ID: 4ee17d

Clothes shopping!
>>
No. 1126843 ID: 0404f2

scout out the Hud while looking for more dumpsters to dumpster dive in. No point in doing it now but might as well see what you'll be dealing with for when you eventually try and deal with that problem. Also, it might let you pick up some more scratch so you can actually buy something worth buying.
>>
No. 1126844 ID: fd169b

scouting and scrounging go hand in hand. what unattended bits might be found near the hub
>>
No. 1126849 ID: 70f58a

>>1126836
Is there anything good to bite?
>>
No. 1126858 ID: 9fae6f

Did the mob place a time limit on our task? Otherwise, presumably we have some time to build up a few resources, so maybe scout/scrounge some more. In pursuit of the mission, (assuming we're following it and not trying to fight it or weasel away), I guess be on the lookout for uh, shady equipment? Lockpicks, fake id cards, face reader jammers, lists of personnel, shaped charges, invisibility devices, funny masks, pointy sticks....

I like the worldbuilding and aesthetics, btw.
>>
No. 1126975 ID: ec9127
File 177913542485.gif - (41.14KB , 560x420 , zub10gif.gif )
1126975

>Is there anything good to bite?
If by “good” you mean “within one meter when you lose to the intrusive thoughts” then yes, yes there is.

There always is.
>>
No. 1126976 ID: ec9127
File 177913545859.png - (342.46KB , 1280x1024 , zub11.png )
1126976

Alright, shopping! Which of course means haggling, which of course means I need to finally go over dice checks.
As mentioned before, checks in this system aren’t so much about seeing if you succeed or not in a given task but rather more of gauging the consequences for doing said task. When you encounter an obstacle you’ll be given a DC value which is the number of damage dice being thrown at you against one of your stat bars, (in this case it’ll all be financial.) A damage dice is a d8 that has 4 hits, one crit, two blank, and one negate, which cancels out a hit on another dice. Once you’ve rolled the dice and taken your damage, you then succeed over the obstacle. You only fail at a check if you take too much damage to a stat and drop to zero, with consequences depending on the situation. (The other exception is if I think a task is impossible for you to do, but then I just wouldn’t give you a DC to work against.) But yes, you will always succeed at a check as long as you’re still standing. So be sure to take care of yourself to keep those bars up and you’ll be able to accomplish anything!

>How much does a gun cost? [...] You should buy a gun.
Thankfully, you’re actually quite near by an arms merchant! A not-so-friendly tozol scowls at you as you approach. Their customer service is pretty much what you expect.
“whatta ya want?”
You tell them that you’re looking to purchase a gun, or perhaps even two.
“I only sell serious weaponry here.” They reply. “Not toys for the passing tourist.”
You try your best to convince them that you’re also serious and you need to arm yourself for an upcoming job. Unfortunately, they were able to intuit pretty quickly how new to all of this you are and is able to successfully stonewall you with flat rejections.
“Look softguts, any piece of hardware I give you that’s used in a failed mission or errant murder will inevitably get traced back to me and that’s potentially lost sales from association. But fine, if you’re gonna be so insistent over it, here are the things I’m comfortable in selling ya.” They then bring up a small tablet to the window listing just a few items for sale.
Also, for all these prices I’ve already tacked on the debuff from your background.

-SATC-43 DC 5, x8, Financial
A gunpowderless sidearm that’s relatively quiet and is good for puncturing people, even if it won’t earn you the respect from firearm enthusiasts.
In a combat encounter, if all targets are far: -1 to the DC, if at least one target is near; -4 to the DC, if at least one target is close: -2 to the DC.
-Telescoping Shock rod DC 4, x2, Financial
Warning, do not use against those with known heart conditions.
Roll 2 bonus dice against the DC from a single close target. Then, after damage is calculated, incapacitate that target.
-Pepper spray DC 2, x2, Financial
Due to the fact that tears continue to stick to the eye in zero-G, this is actually illegal to carry in this part of the station.
Has 3 charges, you may spend any amount of charges and roll that many bonus dice against the DC from a single near or close person. This item cannot regain charges.
There is a surcharge of +2 to an items DC if you wished to have the serial numbers filed off.

>Clothes shopping!
For clothes, you drift about to find some affordable options. The first booth you find within your price range is ran by a strange mantis-like fellow who seems to keep all his stock inside garbage bags. At least none of the goods he pulls out smell soiled or anything like that.
-Random pieces of clothing DC 2, Financial

Conversely, if you want to do some proper thrifting, we could say you shop about and charge you per article of clothing. (This will lead to a paper doll) DC X, Financial

>Did the mob place a time limit on our task?
They did not give you that courtesy, no. Most likely they were thinking that the paranoia would help spur you into action, or maybe they’re hoping that it’ll lure you into a sense a complacency so they’ll have an excuse to bust your kneecaps when they do show up. Who can say? Anyways, here’s a small list of things that may help in your task:
-Lockpick (physical) DC 2, Financial
-Lockpick (digital) DC 4, Financial
-Fake ID (Low quality) DC 3, x2, Financial
-Mask (cheap) DC 2, Financial
-Smoke bomb DC 3, Financial
-Delayed noise maker DC 2, Financial
-Biometric spoofer DC 5, x10, Financial
-Polymetric tracker DC 5, x3, Financial
-Leaked documentation (outdated) DC 2, Financial


So what would you all like to buy? Now whether or not you have enough money ($17) does come down to the dice, so maybe put the priority items higher on your list in case you run out before we get through them all due to bad rolls.
>>
No. 1126978 ID: 35d66b

>>1126976
Okay. I say we get the telescoping shock rod, since it is guaranteed to incapacitate the target, and we scavenge around for some thin wires to create a makeshift garrote. If we want to go lethal, all we have to do is incapacitate and then strangle.

But for infiltration, I think all we need is a good scanner and a drill. We use the scanner to find where the mainframe cable panel is, drill a hole into it, and then stick the data limpet in there. (Any locked doors can likewise be picklocked with a correctly positioned drill) So, buy the polymetric scanner.

Also, get thrifty with your clothes shopping.
>>
No. 1126980 ID: 70f58a

>>1126976
What does failing/succeeding a Financial check even do...?
we have like 17 Finance right now...

I'm gonna be honest we shouldn't buy anything without a plan first, and we can't really plan without gathering more information in one way or the other.
>>
No. 1126985 ID: fd169b

a piece of clothing is useful because if you are spotted doing a crime it can be shed after running away so you won't match the reported description.

other than that we don't know what we will need yet.
>>
No. 1126986 ID: ec9127

>>1126976
I forgot to add in the DC explanation that the multipliers in the check signify how much damage each 'hit' on the die does.
>>1126980
A check isn't about success or failure. In the case of financial, it's rolling to see how much that particular item costs. The presumption here being that you're haggling the prices. You only "fail" the check if you run out of money, in which case you just don't get to buy it.
>>
No. 1127117 ID: ec9127
File 177959082876.png - (276.93KB , 1280x1024 , zub12.png )
1127117

>a piece of clothing is useful because if you are spotted doing a crime it can be shed after running away so you won't match the reported description.
Oh, that’s smart. If discarding is in the plan then probably best to go with the weirdo’s mystery bags of clothing. Let’s see what the dice say...
:zubd8blank: :zubd8blank:
Lucky! No hits to your financial. So let’s say... You consider the mantis alien’s offer, but before you do you do a peak around at the nearby trash receptacles. Spying a similar trashbag as the ones in the booth you open it to indeed find a bunch of loose clothing. Seems like there was a bit of a mix up.
You’ve gained: an impractical jacket, some warm woollen socks (not shown) and a Secret Princess Tiara. Just say the magic phrase that you’ve set and it’ll repeat back whatever you recorded!. You’ll have to look up how to rest though if you actually want to use that feature.

>Okay. I say we get the telescoping shock rod, since it is guaranteed to incapacitate the target,
Even though, scouting seems to be the priority, having some sort of weapon seems prudent. As for he cost...
:zubd8hit: :zubd8hit: :zubd8hit: :zubd8blank:
That’s three hits at a x2, so the shock rod is going to cost you six currencies putting your total at $11. You haggle the tozol down a bit from the listed price. They’re pretty obstinate about it and cede little ground but you still shave off a couple of dollars.

As for the rest, it seems you’re leaning towards doing the scouting before committing any more of your cash to anything. So off you go and head out of the market and into the corridors that connect the rest of the station.
>>
No. 1127118 ID: ec9127
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1127118

Soon you ascend to your destination and pass through some nondescript doors into some equally nondescript hallways. It is both strikingly quiet and eerily echo-y here. While you’re allowed here, this area is notably not a place of public traffic. Any souls floating about are professionals of both the blue and white collar variety, focused on their tasks ahead as the move with purpose.
And now you encounter the problem of knowing where something is on a macro level but not on a personal one as you gauge which way you should go. The directory is of little help as it lists names and desk numbers. Any sign posts and guides have a similar presumption that you have a name and address at hand that you’ve already been instructed how to get to. I guess entrances to tier 3 utilities isn’t something written down for visitors to discover.

Every second you float here, wondering where to go, makes you more and more self conscious as this is the sort of place where loiterers practically glow. You should make a decision.

From the signs, your options are:
Aux. Admin #232 - #291 ->
<- Aux. Admin. #292 - #355
<- Comm. Coord. (local)
Dock Offices \/
Comm. Dish Acc. \/

Otherwise, I say you could...
-Spend a moment decipher all the information you have, read between the signs and make a more educated decision where to go DC 3, Lucidity
-Trail behind someone in coveralls and see if they head in the right direction. You’d be pretty noticeable, if people were paying attention. DC 5, Grace
>>
No. 1127120 ID: fd169b

well 'dock' and 'comm dish' sound technical, so V is probably the right track
>>
No. 1127122 ID: 70f58a

>>1127117
Hmm, it doesn't matter at the moment, but if you get an item for free does that still count as purchasing it, when it comes to Second Hand Proficiency's cooldown?

>>1127118
Tail someone. That's a Grace check, we take those for Bites You opportunities.
>>
No. 1127350 ID: ec9127
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1127350

>but if you get an item for free does that still count as purchasing it, when it comes to Second Hand Proficiency's cooldown?
Good question! I think that would mostly depend on how we decide to flavour it. In this case, since I said you got it for free by rummaging, I say it would count for the recharge.

>Tail someone. That's a Grace check, we take those for Bites You opportunities.
A sound plan. It doesn’t take long for you to spot someone who looks like they work with a toolbox rather than a briefcase. Once they pass by, you float along just a corner behind them. One perk of a zero-G environment is that you are completely silent in your tailing. Following this fellow is still quite confusing, however, as he’s not going by any particular guide as he moves directly to his destination. You go along the green line a bit before cutting through a side hall with no guides and then turning right into another passage with a purple guide line and two red ones of different sizes. You follow those for a bit before they intersect with a yellow and green line (the same one as before? Who can say) and head left along those. When you come to another intersection with a blue line, however, you get spotted being kinda shady by a local employee! This is probably an appropriate time to roll the dice.
:zubd8hit: :zubd8hit: :zubd8hit: :zubd8hit: :zubd8hit:
Straight up five damage, we’ll just keep that in mind for now...
“Hey,” They say. “What are you doing? Are you suppose to be here?”
Accused and confronted, you do the first thing that comes to your tiny mind.
>>
No. 1127351 ID: ec9127
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1127351

You activate your Bites you ability, converting that damage to your Grace into Health dice. Since that was five damage that’ll mean we roll five damage dice on Health...
:zubd8blank: :zubd8crit: :zubd8blank: :zubd8blank: :zubd8hit:
So three damage to Health, putting you at 30/33.
You chomp down on their accusing hand, eliciting a loud yelp from the white-collared alien. Reflexively, they swing around the briefcase in their other hand, smacking you away and down the hall. Their epitaphs and cursing grows fainter as you soar along until you bounce off the far-wall.
>>
No. 1127352 ID: ec9127
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1127352

You re-orientate yourself and duck down and around some hallways, just to make sure any offended parties can’t immediately track you. Shortly, you gather yourself a bit and take stock of where you are. You’re not sure which part of the station this is, but judging by the scuff marks and lack of decor this area is more for service than for offices. Let your intuition guide you a bit, you make a couple of more turns before coming across what you think is your destination.

Before you is a perfectly unremarkable door with a “T3” stencilled on it. It appears to have no handles or visible hinges. To the side is a reader of some sort. Then there’s some sort of kiosk to the other side. It’s windows are mirrored so you are unable to tell if it’s currently manned or not, but there is at least a light coming through the vent for speaking.

What would you like to do?
>>
No. 1127357 ID: 89e385

Introduce yourself to the kiosk, especially if it's unmanned. Continue talking until it becomes so.
>>
No. 1127359 ID: fd169b

Go around the corner, then sneak under the mirrored window to listen if there's anyone inside


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