View Full Version : Motley thugs after hidden treasure--in outer space
This game will be slightly modified from the previous two--hopefully to make it more playable and challenging.
The game will begin Monday at Noon Eastern. I will be very strict this time around in posting results the next weekday at Noon Eastern, so hopefully all players will have time to post without feeling any time pressure.
THE TIME & PLACE: SOMEWHERE IN THE FUTURE
You have acquired a navigational chart showing the location of a hidden stash of dilithium crystals, glitterstim, the Spice Melange and other valuables. The treasure is worth a fortune.
You gather together a band of the worst scum and villainy in the galaxy, then set out to find the treasure.
But can you trust your companions? Of course not. You need them to get past the many dangers between you and the priceless treasure, but only of you will walk away with the prize. The others will leave their freeze-dried corpses floating in the vacuum of space.
This game is open to ten players. First come, first serve on signing up.
HOW TO PLAY:
When you sign up, you pick one of the four following races:
Human (+1 Tech/Repair OR +1 Science)
Vulcan (+1 Science OR +1 Psychic)
Wookie (+1 Combat OR +1 Tech/Repair)
Skrull (+1 Treachery)
Then pick one piece of equipment:
Blaster (+1 Combat)
Tricorder (+1 Science)
Hydro-Spanner (+1 Tech/Repair)
Parasitic Mind Worm (+1 Psychic)
Divide 45 points among the following attributes. Then add your chosen race bonus and equipment bonus to the proper attributes.
(LIMIT: YOU MAY NOT ASSIGN MORE THAN 15 POINTS TO TREACHERY. Skrulls can assign 15 points, then go up to 16 via the race bonus.)
Tech/Repair
Psychic
Science
Combat
Treachery
___________________________________________________________
The game will last 10 rounds. Each round represents some danger your group encounters.
For instance: You encounter Alien Facehuggers and are told you have to have a total of 50 Science points and 30 Combat points to fight them off. Each player then posts which of his attributes he is contributing to the fight.
For instance, Player #1 has 8 Science and 6 Combat points. He may contribute one or the other--BUT NOT BOTH.
If you all contribute enough total points, you get past the danger without loss. If you don't, one RANDOMLY DETERMINED person is killed and out of the game.
IN ADDITION: For each player who has been killed off prior to the current round, there is a cumulative 5% chance of losing the round even if you have enough points.
Some challenges may involve just one player using a particular attribute, so a high score in an attribute COULD save your life at one point. This will be explained in detail as it occurs.
___________________________________________________________
TREACHERY: You may also PM me that you are secretly killing off one of your fellow treasure hunters. Your Treachery rating is added to a d10 die roll. The same is done with your intended victim. Ties are rerolled. If your number is higher, the victim is killed and no one else is told who killed him. If your intended victim has the high number, he puts a blaster bolt between your eyes and it is you who is out of the game.
The treachery attempt takes place AFTER the results of dealing with that rounds threat is resolved.
Remember, though, as your group grows smaller, the odds of losing someone each round grows. If you're wiped out before you reach the treasure--no one wins. Be circumspect in your backstabbing attempts.
LAST ROUND: If more than one of you is alive when the treasure is found, there is a free-for-all among the surviving players. It is randomly decided whether it is a blaster duel or a psychic duel. Then each player has his Treachery plus the appropriate attribute (Combat or Psychic) plus a d10 roll added up. High number is the lone survivor and the winner of the game.
ANOTHER USE FOR TREACHERY: When posting which attribute you are using in a round, you may also post or PM me that you want to PERMENENTLY use one Treachery point to guarantee you will not be the randomly chosen victim if the group fails to defeat the danger.
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 15 (+2 from race and equipment)
Combat - 10
Treachery -12
Doombot 3.1
02/08/2008, 12:47
I'll play.
Wookie
Blaster
Tech/Repair: 5
Psychic: 13
Science: 0
Combat: 12 (14) Wookie + Blaster
Treachery: 15
CurBludgeon
02/08/2008, 14:03
Draft 1 filler.
By the way, if we don't have ten players by Monday, we'll just wait till Tuesday to start.
theanalogkid
02/08/2008, 14:47
I'll Play.
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 15 (+1)
CurBludgeon
02/08/2008, 14:49
How long will this game run? Because my net access is going to be spotty in about a week.
JackAssterson
02/08/2008, 14:50
I'll play.
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
How long will this game run? Because my net access is going to be spotty in about a week.
Every weekday for two weeks. Hope that works out for you.
Nirf Hirter, Human with a blaster and a sweater vest
I always thought it was "nerf herder." :ermm:
5 slots filled: 2 humans, 1 Vulcan, 1 Wookie, 1 Skrull. 5 slots to go.
Sign me up! Character coming up in a minute :)
pbdeberry
02/08/2008, 15:42
I want to play!!!
Vulcan --
Mr. Ritz
Tech/Repair 5
Psychic 17 (18)
Parasitic Mind Worm +1
Science 4 (5)
race +1
Combat 12
Treachery 7
I want to play!!!
No problem. Just create a character and you're ready to go.
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 15 (+1)
CurBludgeon
02/08/2008, 15:45
Every weekday for two weeks. Hope that works out for you.
Sadly, there will be at least 3 days where I won't be online. Much as I'd have loved to have been on this one, I can't do it. :( Count me out.
Sadly, there will be at least 3 days where I won't be online. Much as I'd have loved to have been on this one, I can't do it. :( Count me out.
Sorry you'll miss this one, but I'll keep running them until you all get sick of 'em. (Which probably won't take long.) You should have another chance to play in the future.
With CurBludgeon out, there's still four open slots.
stats redo....
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -15
So he's a Russian Vulcan? :ermm:
So he's a Russian Vulcan? :ermm:
That also happens to be a character from a famous book written by Dostoyevsky.
Without the Vulcan.
....
JackAssterson
02/08/2008, 16:49
I always thought it was "nerf herder." :ermm:
Blame his parents.
They named his brother Stirm Trouper.
Space Jawa
02/08/2008, 17:44
I sure hope I didn't miss the signup deadline this time...
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 14
That still leaves 3 slots open.
Antipathy
02/10/2008, 15:07
I am in. Let me get my stats up.
Wookie with Parasitic Mind Worm
Tech/Repair 5
Psychic 11
Science 5
Combat 11
Treachery 15
We'll start the game tomorrow at Noon Eastern. We still have two open slots, so we'll see it anyone else is interested. We'll start with the 8 players who have signed up if no one else wants to play.
CurBludgeon
02/11/2008, 11:11
If you guys are down with me proxying my power to either the GM or someone else starting on Friday, I'll throw my hat in the ring anyway.
If you guys are down with me proxying my power to either the GM or someone else starting on Friday, I'll throw my hat in the ring anyway.
I'm okay with that, but the proxy shouldn't be me.
CurBludgeon
02/11/2008, 11:15
k, I'll get a new character up in a sec.
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 15
k, I'll get a new character up in a sec.
Sounds good. We'll need someone else to agree to be your proxy and the date he'll be taking over your character. Any of the current players may do this.
pbdeberry
02/11/2008, 11:22
i'll do it...
CurBludgeon
02/11/2008, 11:30
Ok, my character's up. And I may choose a proxy among our fallen. Might give somebody a second chance to get backstabbed. ;)
k, I'll get a new character up in a sec.
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 15 (16)
Science: 14 (15)
Combat: 0
Treachery: 16
Treachery maxes out at 15, unless you're a Skrull. ;)
CurBludgeon
02/11/2008, 11:39
Treachery maxes out at 15, unless you're a Skrull. ;)
Yeah, but my psychic powers of doom made you think I might have been a Skrull impersonating a Vulcan.
As opposed to a Vulcan impersonating a Skrull impersonating a Vulcan.
Uh...stats fixed.
We have nine players. The first round will begin at Noon Eastern on Tuesday. One other person is welcome to sign up anytime before then.
Doombot 3.1
Wookie
Blaster
Tech/Repair: 5
Psychic: 13
Science: 0
Combat: 12 (14) Wookie + Blaster
Treachery: 15
theanalogkid
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 15 (+1)
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
pbdeberry
Vulcan --
Mr. Ritz
Tech/Repair 5
Psychic 17 (18)
Parasitic Mind Worm +1
Science 4 (5)
race +1
Combat 12
Treachery 7
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 15 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -15
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 14
Antipathy
Wookie with Parasitic Mind Worm
Tech/Repair 5
Psychic 11
Science 5
Combat 11
Treachery 15
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 15
Doombot 3.1
02/11/2008, 18:56
Hmmm. We seem to be a treacherous lot, on the whole.
Antipathy
02/11/2008, 18:56
I spelled Wookie wrong........
pbdeberry
02/11/2008, 19:00
I am the least treacherous of you buncha scaley-wags!
Hmmm. We seem to be a treacherous lot, on the whole.
It does indeed seem that way. Thank the Maker I'm just a harmless protocol droid completely incapable of doing any harm whatsoever to any living, sentient being :nervous:
Space Jawa
02/11/2008, 19:45
I decided to do some number crunching and whatnot and came up with the following:
Total Stats:
Tech/Repair: 49
Psychic: 83
Science: 57
Combat: 104
Treachery: 126
Highest Tech Level: 11 (Melkhor)
Highest Psychic Level: 18 (pbdeberry)
Highest Science Level: 15 (Curbludgeon)
Highest Combat Level: 25 (Space Jawa)
Highest Treachery Level: 15 (Doombot 3.1, theanalogkid, JackAssterson, Melkhor, Thawmus, Antipathy, Curbludgeon)
Lowest Tech Level: 0 (Curbludgeon, Thawmus)
Lowest Psychic Level: 0 (JackAssterson, Space Jawa)
Lowest Science Level: 0 (Doombot 3.1, Space Jawa)
Lowest Combat Level: 0 (Curbludgeon)
Lowest Treachery Level: 7 (pbdeberry)
It's a bit early, but since there's no decisions outstanding for you all to make until the game starts, I figure I might as well get us started.
Round 1: The first stop on the navigation chart is the planetoid Junkion. But to get there, you need a space ship, don't you?
Fortunately, there are any number of small ships in the Mos Eisley spaceport that are just begging to be stolen. To do so, though, you will need to distract some guards with mental illusions while one or more of you hot-wires a ship.
To do this will require a total of 30 Tech/Repair points and 70 Psychic points.
Doombot 3.1
Wookie
Blaster
Tech/Repair: 5
Psychic: 13
Science: 0
Combat: 12 (14) Wookie + Blaster
Treachery: 15
theanalogkid
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 15 (+1)
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
pbdeberry
Vulcan --
Mr. Ritz
Tech/Repair 5
Psychic 17 (18)
Parasitic Mind Worm +1
Science 4 (5)
race +1
Combat 12
Treachery 7
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 15 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -15
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 14
Antipathy
Wookie with Parasitic Mind Worm
Tech/Repair 5
Psychic 11
Science 5
Combat 11
Treachery 15
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 15
The Deadline is Noon Eastern tomorrow (Wednesday). You have until then to post what attribute you are contributing to the effort. Also, you have till then to PM me if you want to try to backstab one of your opponents.
JackAssterson
02/12/2008, 11:50
10 repair points thrown in
While I'm not certain this is an entirely legal use of my programming skills, I will add my 12 repair points to the cause, as I trust my faitful companions would never lead a harmless protocol droid astray or trick him into using his skills in a manner that would be frowned upon by the local law-enforcement agencies :)
Doombot 3.1
02/12/2008, 11:59
RAARGH! RAARGH!*
*Translated from Wookie-ese: What say we get this little expedition of ours going, eh chaps? A little Jedi mind trick ought to distract this guard blighter, while our more mechanically-minded peers secure our transportation. Tally ho!
I'll contribute 13 Psychic points.
Space Jawa
02/12/2008, 12:06
Stealing a ship, you say? Well, I guess I can't agree to getting on the bad side of the law this early, instead of finding some way to buy a ship (surly there must be loans we can get that would easily be paid off with the treasure), but if we must steal a ship, then steal we will.
Lacking any psychic abilities, I will join the team that is hot-wiring the ship with my 8 Tech/Repair points.
We should have just enough Tech/Repair now. May I suggest that the remaining players pool their skills towards the Psychic requirement?
pbdeberry
02/12/2008, 12:08
I'll contribute 18 inches....errr... Psychic points!
Я полагаю, что логика диктует, что потребности многих ... перевешивают потребности немногих. Или тот. Как владелец. Я внесу мои 10 Психических пунктов
Ahem, I mean....
I believe logic dictates that the needs of the many...outweigh the needs of the few. Or the one.
Like the owner.
I'll contribute my 10 Psychic points
CurBludgeon
02/12/2008, 12:27
I'll contribute my 17 Psych points.
theanalogkid
02/12/2008, 13:42
I will chip in my 10 psychic points.
Only two hours to go. We're still waiting for Antipathy to post. Has he decided to let someone get whacked in this first round by withholding his help? The next 120 minutes will tell the tale.
Round 1 results:
The mental illusions are not quite strong enough to completely fool the guards. Thawmus spends a Treachery point to gain immunity, but the rest of you are in danger.
Sadly, pbdeberry takes a blaster bolt in the small of his back while scrambling aboard the ship. Your group is down 1 Vulcan.
Doombot 3.1
Wookie
Blaster
Tech/Repair: 5
Psychic: 13
Science: 0
Combat: 12 (14) Wookie + Blaster
Treachery: 15
theanalogkid
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 15 (+1)
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 15 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -14
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 14
Antipathy
Wookie with Parasitic Mind Worm
Tech/Repair 5
Psychic 11
Science 5
Combat 11
Treachery 15
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 15
Round 2:
The rest of you blast off and set course for Junkion. But part way there, you come close to a previously uncharted black hole. The intense gravity grabs hold of your ship and threatens to pull you all in.
Only the combination of 33 Tech/Repair points and 35 Science points can allow you to blast free without losing anyone.
Forgot to add: The Deadline is Noon Eastern tomorrow (Thursday)
CurBludgeon
02/13/2008, 13:21
I'll contribute my 15 science.
Doombot 3.1
02/13/2008, 13:24
I'll contribute my 5 Tech/Repair points, banging on the warp drive until it works right.
I believe I have a solution. Would anyone like to check my work?
12 Science.
Space Jawa
02/13/2008, 14:19
8 Tech/Repair Points Contributed
JackAssterson
02/13/2008, 14:22
10 Tech/repair tossed in
theanalogkid
02/13/2008, 16:24
I will toss in my 5 Science.
Being but a humble (and harmless!) Protocol droid I am fluent in over 6 million forms of communications and will thus easily be able to communicate directly with the ships computer to maximize our drive and properly align our thrusters.
12 points of tech repair to fix these issues, which just leaves Science to be handled according to my calculations
Well this is no good.
It seems Antipathy has a plan. Keep us out of reach of obtaining our goal, and have a high enough treachery score that nobody can risk doing anything about it.
CurBludgeon
02/14/2008, 11:12
That does seem a logical explanation for his behavior, or lack thereof.
That does seem a logical explanation for his behavior, or lack thereof.
Indeed. It seems the only logical solution is to partake of a certain action, that I will omit, that would eliminate any and all danger from the rest of us, while putting him directly in harm's way. The needs of the many, outweigh the needs of the few. Or the one.
CurBludgeon
02/14/2008, 12:14
Also, logic dictates that I choose a proxy for my actions until I return, which I calculate shall be Tuesday or Wednesday of next week. I've entrusted my safety to pbdeberry.
Space Jawa
02/14/2008, 12:18
It seems Antipathy has a plan. Keep us out of reach of obtaining our goal, and have a high enough treachery score that nobody can risk doing anything about it.
If that IS the case, anyone up for an attempt at a mass backstabbing on him if he misses the deadline on this task?
If that IS the case, anyone up for an attempt at a mass backstabbing on him if he misses the deadline on this task?
No. Backstabbing would put someone at risk. If he rolls higher, you die.
No, there's something each and every one of us can do that puts none of us at risk. It requires a small sacrifice from each of us, however. And those that don't make that sacrifice, increase the chances that he'll get away with his strategy.
Sacrifice a treachery point to ensure that you're not the random person killed when we don't make it.
Space Jawa
02/14/2008, 12:24
Are we all doing that this time or what?
theanalogkid
02/14/2008, 12:33
No. Backstabbing would put someone at risk. If he rolls higher, you die.
No, there's something each and every one of us can do that puts none of us at risk. It requires a small sacrifice from each of us, however. And those that don't make that sacrifice, increase the chances that he'll get away with his strategy.
Sacrifice a treachery point to ensure that you're not the random person killed when we don't make it.
Which is what he did last time and can do now. We will end up with no one dieing and not getting past Stage two until Anti runs out of Treachery. Is this your solution, Thawmus?
theanalogkid
02/14/2008, 12:34
If it is, I will go along with it.
Are we all doing that this time or what?
I am. I've already sent the PM. If Antipathy does not contribute, I will be sacrificing a treachery point to ensure I'm not selected.
I would highly suggest that everyone else do the same.
If Antipathy does the same, then we will end up on an even playing field, anyways. Which is all the more reason for everyone to do it.
Which is what he did last time and can do now. We will end up with no one dieing and not getting past Stage two until Anti runs out of Treachery. Is this your solution, Thawmus?
He didn't do it last time. I was the only one who did.
But yes, you understand correctly.
You can't actually get stuck in a round. If everyone contributes a treachery point, then you get past the danger--you just don't lose anyone doing it even if you would have otherwise failed to beat the danger.
You can't actually get stuck in a round. If everyone contributes a treachery point, then you get past the danger--you just don't lose anyone doing it even if you would have otherwise failed to beat the danger.
.....well that seems off. Why don't we do that every round, then? Those that don't spend the point, end up killed by the danger. :laugh:
.....well that seems off. Why don't we do that every round, then? Those that don't spend the point, end up killed by the danger. :laugh:
That's a perfectly legitimate strategy--if you can get everyone to agree to it.
By the way, can theanalogkid confirm one way or the other if he's spending a treachery point? I'm not clear on that.
theanalogkid
02/14/2008, 12:54
I will spend the point. And call me Tak, everyone else does.
theanalogkid
02/14/2008, 12:55
That's a perfectly legitimate strategy--if you can get everyone to agree to it.
By the way, can theanalogkid confirm one way or the other if he's spending a treachery point? I'm not clear on that.
That defeats the whole purpose of the other stats.
That defeats the whole purpose of the other stats.
Not really--since not everyone is chosing to spend treachery points. Remember, you'll need all the treachery you can get when you reach the last round.
Round 2 results. Four of you spend treachery points to gain immunity.
They are points well spent. Irony rears its ugly head and it is Antipathy who is torn apart by gravitational forces before you blast free from the black hole.
Doombot 3.1
Wookie
Blaster
Tech/Repair: 5
Psychic: 13
Science: 0
Combat: 12 (14) Wookie + Blaster
Treachery: 15
theanalogkid
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 14 (+1)
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 14 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -13
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 13
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 14
Round 3: Blasting free from the black hole causes your ship to run smack into a planet-sized single-cell organism (basically a giant germ in space.)
The germ is slowly sucking out your life forces. One of you must go out in a shuttle craft and plant an anti-matter bomb in the germ's nucleus.
The shuttle pilot will be randomly chosen (unless someone volunteers.) If more than one person volunteers, then the pilot will be randomly chosen from among those.
The pilot matches his Psychic Points (+ 1d10 die roll) against 13 Psychic Points (+ 1d10 die roll). If he wins, he survives and rejoins the others. He also gets 1 point added to his Psychic score.
If he loses, he dies. But everyone else lives.
You have until Noon tomorrow to volunteer if you desire to do so.
If I understand correctly, pdeberry will be operating Curbludgeon's character for the next few rounds. Curbludgeon, did you PM him, or do you want me to do so?
theanalogkid
02/14/2008, 13:09
I volunteer to be the pilot.
I'll also volunteer.
Cur and Doombot have a much better chance than either of us, though.
Space Jawa
02/14/2008, 13:17
Obviously, I'm going to NOT volunteer and let someone else take on the giant space ameba.
Doombot 3.1
02/14/2008, 13:33
I'll volunteer.
Wow. For a group of murderous, treacherous thugs, several of you are being very noble.
:p
JackAssterson
02/14/2008, 13:50
I'm going to sit there looking disgruntled, twirling my pistol and longing to shoot something ghastly.
Space Jawa
02/14/2008, 14:04
I'm going to sit there looking disgruntled, twirling my pistol and longing to shoot something ghastly.
I'm with you there (though mine's a short-ish rifle).
When are we going to get to shoot stuff? Jack and I didn't pour large numbers of points into our 'point gun and shoot' skill for nothing!
I'm with you there (though mine's a short-ish rifle).
When are we going to get to shoot stuff? Jack and I didn't pour large numbers of points into our 'point gun and shoot' skill for nothing!
Ghastly stuff you all can shoot will pop up eventually.
theanalogkid
02/14/2008, 14:29
I will sit with the shooters instead.
Being but a humble protocol droid I am tragically forever barred from the realm of mentalism, so I can do nothing but sit around and wait for other, more capable, comrades to solve this dilemma.
In short, I'm NOT volunteering! :)
Well, since the two guys that could beat it are not volunteering, I'm going to withdraw from volunteering. I hope they pull it and lose. :tired:
So far, TAK and Doombot 3.1 have volunteered to pilot the shuttle.
Space Jawa
02/15/2008, 11:11
I had a thought. What would happen if only one person volunteered, then that one person spent a treachery point to ensure they didn't die this round?
I had a thought. What would happen if only one person volunteered, then that one person spent a treachery point to ensure they didn't die this round?
I just plain didn't think of that. I'm going to rule "no." Rounds like this represent a special circumstance in which the volunteer lives or dies depending just on the skill he has to use.
The results for this round might be 10 minutes late or so.
They're actually making me work for a living at work today. :(
Round 3 results: Of the two crew who volunteered, Doombot 3.1 is randomly chosen to pilot the shuttle.
He manages to plant the bomb in the nucleus, but can't get away in time before detonation. He goes up like a flare in the blast that kills the giant space germ.
theanalogkid
Skrull with a Blaster
Tech/Repair: 5
Pyschic: 10
Science: 5
Combat: 10 (+1)
Treachery: 14 (+1)
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 14 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -13
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 13
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 14
Round 4: The rest of you escape. Most of the power for your ship has been drained, so you stop at the abandoned hulk of an old Space Dreadnaught battleship to draw power from its ancient reactors.
But while aboard, you find that the ship isn't completely abandoned. A battalion of old battle robots is activated and attacks you.
It will require 16 Tech/Repair points and 52 Combat points to fight off the robots and download the power you need.
Remember--with three of you dead, there's a 15% chance of losing someone even if you do meet the point requirements.
DEADLINE IS NOON EASTERN ON MONDAY.
JackAssterson
02/15/2008, 13:19
Yay! Something to shoot!
Aims and fires with 17 Combat points!
I'll contribute 10 combat points.
Alas my programming prevents from from engaging in physical violence, but I can most certainly put my humble technological skills to good use, fixing up our craft while you sterling comrades provide covering fire.
12 points of tech/repair for the cause
Now if only TAK would give me a hand holding my tools while the rest of you blast away at our obsolete and primitive attackers my calculations indicate that we should have no less than an 85% chance of escaping this encounter within suffering any further fatalities or severe systems errors.
JackAssterson
02/15/2008, 13:33
Now if only TAK would give me a hand holding my tools while the rest of you blast away at our obsolete and primitive attackers my calculations indicate that we should have no less than an 85% chance of escaping this encounter within suffering any further fatalities or severe systems errors.
Never tell me the odds!
theanalogkid
02/15/2008, 13:42
I will add my 5 repair points.
Space Jawa
02/15/2008, 13:44
My time to shine! :grin:
25 points of kick@**ery contributed. :grin:
EDIT: Hey, wow! We just met our requirements, and Cur/pd didn't have to do anything. Good job team!
Everyone still has until Noon on Monday to decide whether to backstab anyone.
Will the robots get someone? Will the crew finally turn against one another? Tune in for Monday's episode to find out.
ROUND 4 results:
You are able to blast the robots back and repower your own ship.
But bad luck plagues you. The 15% chance of losing someone becomes a reality and TAK is cut down by the robots just as he's about to dive through the airlock and escape.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 14 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -13
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 13
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 14
Round 5:
An uninvited guest also joins you from the derilect ship. A shape-changing space vampire begins to stalk you all through the corridors of your own vessel.
You need 37 Science points and 42 Combat points to kill the thing before it kills you.
Deadline is Noon Eastern Wednesday. (Because today is a holiday, I'll give everyone an extra day to post for this round.)
pbdeberry
02/18/2008, 13:11
Curbludgeon will contribute all his science points.
Through my superior technological senses I can scan the vital signs of all biological creatures within the ship and cross-reference their specifics with my database of known sentients in the galaxy. That should help us locate the creature before it does any harm.
10 points of Science contributed to the cause!
JackAssterson
02/18/2008, 15:40
A shape changin' space vampire?
*brandishes garlic choppomatic*
And you called me fool for bringing this. FOOL, you said!
/contributes 17 Combat garlicy points
Space Jawa
02/18/2008, 17:52
Ah, $#*^! Antipathy was rescued by Skrullpires, and came back for us!
*Fills Super Soaker with Holy Water and brings out a Cross*
25 Holy Combat Points Contributed!
CurBludgeon
02/18/2008, 21:09
I've got momentary net access due to a nice hotel. But I won't be in until Wednesday, at best. Good job keeping me alive, pb!
Space Jawa
02/19/2008, 17:30
So that means we just need Thawmus to contribute his science skills and we'll be (mostly) home free on this one.
I'm glad someone posted today, otherwise I would have totally missed that we were on round 4!! :speechles
12 Science, given.
You got the points. Remember, with four thugs dead, there is a 15% chance of someone getting killed anyway.
Deadline is still noon tomorrow. You have until then to decide whether to spend a Treachery point to guarentee your survival.
Or to backstab someone. There have been surprisingly few backstabs this time around.
You got the points. Remember, with four thugs dead, there is a 15% chance of someone getting killed anyway.
Deadline is still noon tomorrow. You have until then to decide whether to spend a Treachery point to guarentee your survival.
Or to backstab someone. There have been surprisingly few backstabs this time around.
Shouldn't it be 20%, since we lost another crew member last round?
Space Jawa
02/19/2008, 17:40
There have been surprisingly few backstabs this time around.
I'm guessing it's because A) Everyone's on a more equal backstab footing, making them less likely to succeed, and B) Backstabbing someone may be more trouble than it's worth in the long run.
Shouldn't it be 20%, since we lost another crew member last round?
Yes. Obviously, the evil Typo-man attacked me during my last post.
Yes. Obviously, the evil Typo-man attacked me during my last post.
Well, I'll contribute 28 Spelling points toward his defeat.
Round 5 results:
You are able to track down the Space Vampire (who disguised herself as Signourney Weaver--but you weren't fooled by that old trick) and dispose of it without losing a man. Space Jawa spends a Treachery point for immunity to death, but this proves to be unnecessary.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Melkhor
Commodore LXIV
Skrull (cleverly disguised as a harmless protocol droid) with a Hydro Spanner
Tech/Repair: 11 (+1)
Psychic : 4
Science : 10
Combat : 5
Treachery: 14 (+1)
Thawmus
Raskolnikov
Vulcan with a Tricorder
Tech/Repair - 0
Psychic - 10
Science - 12 (+2 from race and equipment)
Combat - 10
Treachery -13
Space Jawa
Vern Crakkin
Human with a Blaster
Tech/Repair 8 (Human +1)
Psychic 0
Science 0
Combat 25 (Blaster +1)
Treachery 12
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 14
ROUND 6:
You reach the planet Junkion. After searching through all the high-tech trash piled all over the surface of the planet, you find the entrance to the underground chamber containing the treasure.
The door to the entrance is booby-trapped. One of you must try to disarm it. To do so successfully, a volunteer must use EITHER his Tech points or his Science points (+1d10 die roll) against a 13 (+1d10 die roll).
The volunteer may not spend a Treachery point for immunity from death. He either disarms the booby-trap and lives or fails and dies.
If he is successful, his bravery makes the others think he is more trustworthy and he gets 1 point added to his Treachery.
If no one volunteers, one of you will be randomly chosen to try.
If more than one person volunteers, one of them will be randomly chosen.
So the decisions to make this time are whether to volunteer and whether to backstab anyone. You are now over halfway to your goal--is it time to start thinning the herd?
I volunteer to try, using my science.
Hopefully Kalel can start rolling better. :laugh:
Space Jawa
02/20/2008, 14:08
I'll let you take this one, Thawmus.
Being but a humble protocol droid, I will quietly stand in the corner, knowing my place. I would never dream of stealing the glory of the spotlight from my masters :)
JackAssterson
02/20/2008, 14:19
*spits*
*belches*
*that's pretty much it*
*crosses fingers* :nervous:
Space Jawa
02/20/2008, 17:28
Eh Thawmus. If the trap kills you, can I have your Tricorder?
Eh Thawmus. If the trap kills you, can I have your Tricorder?
That would be most logical. I see no reason for a perfectly good tricorder to go to waste.
JackAssterson
02/20/2008, 19:00
That would be most logical. I see no reason for a perfectly good tricorder to go to waste.
Since SpaceJawa's interested, I guess he's tri-curious.
Round 6 results:
Disaster strikes your group!!!
First, Thawmus tries to disarm the booby-trap, but inadvertently cuts the red wire instead of the yellow wire. (In other words, I rolled a 1 for him and a 7 for the trap.) The resultant explosion opens the way to the underground chamber, but Thawmus is atomised.
Then an orgy of backstabbing and betrayal strikes!!!! Melkhor is blasted down by an unknown assaliant. As he dies, Melkhor transformers into a Skrull!!!! He wasn't a droid after all!!!! Who would have expected it??
Finally, Space Jawa is also secrectly done away with.
Only two of the group remain alive--with four rounds to go. Cooperation is now essential if you're going to reach the treasure alive.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 15
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 14
Round 7:
You enter the the large underground chamber. But outside, a trio of insane Junkion transformer robots rise up out of the rubble to attack. They enter the chamber right behind you and a battle ensues.
To fight the robots effectively, you must also deduce where the weak points on their bodies are. This requires 17 Combat points and 15 Science points.
Keep in mind that one person cannot find the treasure alone, so you can't afford to have either of you die before the last round, or the game is over.
The only real decision to make this round is whether to spend a Treachery point to guarentee your individual survival. Remember, even if you contribute the correct points, there is now a 35% chance of one of you dying anyways without buying immunity.
But of course, you can take a chance and save your treachery, hoping that your opponent will spend a point. This gives you a slightly better chance of coming out ahead in the last round, when you have to fight each other.
JackAssterson
02/21/2008, 13:36
Oh, the bitter jest of fate! Backstabbers and unscrupulous cads abound in the cruel, cruel void of space!
Oh, and I'll spend a treachery point and contribute my 17 Combat. 35% is too steep for my blood.
I KNEW he'd roll a friggin' 1 for me!!! :angry:
:laugh:
I KNEW he'd roll a friggin' 1 for me!!! :angry:
:laugh:
My dice rolling for these games typically seems to be pretty brutal. Maybe I need to bring in new dice.
Space Jawa
02/21/2008, 15:39
Finally, Space Jawa is also secrectly done away with.
I think I've got a pretty good idea as to whodoneit. <_<
pbdeberry
02/21/2008, 15:45
I never trusted that droid and now I no why.... I'll spend a treachery point to make to the next round and use all my science points!
Ya know, since the surviving two players can't backstab without losing the game, I could go ahead and post the next round results early.
It's up to the two remaining players. What do you want to do?
pbdeberry
02/21/2008, 15:51
DO IT! I say.... please... hurry before Curbludgeon comes back and takes all my fun away and gets credit for a game well played.
JackAssterson
02/21/2008, 22:07
Ya know, since the surviving two players can't backstab without losing the game, I could go ahead and post the next round results early.
It's up to the two remaining players. What do you want to do?
My only question would be what the deal is with our Treachery. Would you just assume neither of us gets chomped during those two rounds?
'Cause if so I don' wanna spend my Treachery.
My only question would be what the deal is with our Treachery. Would you just assume neither of us gets chomped during those two rounds?
'Cause if so I don' wanna spend my Treachery.
If you don't spend the Treachery, then there IS a chance of getting killed. That would mean everyone loses, since there has to be at least two of you alive to get to the last round.
If you both mutually agree to spend two more Treachery points (in addition to what you are spending this round), we can jump ahead to the last round.
Alternatively, you can take a chance on surviving one or more rounds without spending Treachery, in order to make your odds of winning the game better. In this case, we play through the last few rounds normally.
pbdeberry
02/22/2008, 10:31
I vote this one....
Alternatively, you can take a chance on surviving one or more rounds without spending Treachery, in order to make your odds of winning the game better. In this case, we play through the last few rounds normally.
I vote this one....
That's fine. That means we'll be playing through the last couple of rounds normally.
I'll post the results of Round 7 in a little while.
Round 7 results:
Aiming at carefully selected weakpoints, you blast down the Junkions.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 14
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 13
Descending deeper into the underground chamber, you soon encounter an insane computer named HAL 9000. It begins to drain the air from the chamber. Only 10 Tech points and 15 Science points will allow you to deactivate HAL before he destroys you.
Once again, your decision is to use a Treachery point to guarentee your survival, or save it for the last round and take the 35% chance of getting killed.
pbdeberry
02/22/2008, 12:25
I'm going to guarantee my survival and use a treachery point and contribute my full science points.
I forgot (again) to add: The Deadline is Noon Eastern on Monday.
JackAssterson
02/22/2008, 15:15
I'll spend a T point and contribute my Tech!
Round 8 results:
You manage to disconnect HAL, who sings a medley of Barry Manilow hits before his voice fades away forever.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 13
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 12
Round 9:
You are now nearing the treasure--but a squad of Kzinti warriors (who have been secretly trailing you) attack you from behind. You can defeat them by distracting them with a mental illusion, then gunning them down while their backs are turned. This will require 17 Psychic points and 17 Combat points.
Once again, your main decision is whether to spend yet another Treachery point or take the 35% chance of getting killed.
On the next round, remember, you'll be using Treachery to determine which of you lives and takes home the treasure.
JackAssterson
02/22/2008, 15:30
Again with the spending of the T, and contributes 17 combaty goodness!
pbdeberry
02/22/2008, 16:16
you got it.... spend the points as needed.
Okay, you'll both reach the final challenge alive.
I'm going home in a few minutes and I'm not online at home, so I'm going to declare "cliffhanger!!!" and make you all wait until Monday before posting Round 10.
Round 9 results:
You make quick work of the Kzinti. You're almost there.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 12
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 11
Round 10:
One last threat needs to be defeated: Standing between you and the cases of priceless items is a giant mutant Rigilian Blood Worm. Only the combination of 17 Combat points and 15 Science points can defeat the hideous thing.
You have several options. You can attempt to backstab your opponent after defeating the blood worm. This is Treachery vs. Treachery, so the odds would be about even.
Or you could try to take your opponent in the final free-for-all. This is randomly determined to be either a Combat or a Psychic battle. Because of your respective stats, Jack would automatically win a Combat battle, while CurB would automatically win a Psychic battle.
Alternately, you could mutually agree to not spend Treachery points for immunity against death in the Blood Worm fight. If you do this, there is a 35% chance of one of you getting killed in that fight. If your opponent is the one killed, then you win.
CurBludgeon
02/25/2008, 13:21
Just got back. Aaaand, I'll let pbdeberry continue, since he's done such a good job playing it. Better not let me die, man!
pbdeberry
02/25/2008, 17:38
no way man, I got you this far... you finish it!!
CurBludgeon
02/25/2008, 17:47
Nah, you've had the hot hand all match. All I see is 50/50 odds everywhere. I say, run with the hot hand. *backs away from the controls. Runs like mad.*
pbdeberry
02/25/2008, 17:49
I'll contribute my Science Points... and want use the treachery point, YET!
Then we just need to hear from Jack.
I will wait until Noon tomorrow to post the final results. That give you all plenty of time to PM me if you opt to try a last-minute backstab.
JackAssterson
02/25/2008, 18:21
I ain't spending no treachery.
I'll contribute my 17 combat!
Final results to be posted at noon tomorrow.
Round 10 results:
You quickly defeat the giant Blood Worm. Jack takes a 35% chance of getting whacked, but it pays off and you both survive the battle.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
Tech/Repair +10 (+1)
Psychic 0
Science 5
Combat 17 (+1)
Treachery 12
Curbludgeon
Vulcan (+1 Psychic)
Tricorder (+1 Science)
Tech/Repair: 0
Psychic: 16 (17)
Science: 14 (15)
Combat: 0
Treachery: 10
Then treachery rears its ugly head. Curbludgeon attempts to bludgeon Jack with his tricorder.
But Jack is too quick and Curbludeon falls with a blaster bolt through his heart.
JackAssterson lays claim to the lost treasure. He can now afford to buy his own pleasure planet, complete with a harem of Orion slave girls.
Thanks everyone for playing. On the theory that you are all likely to be getting sick of this game after two of them in a row, I'll pause for awhile before starting it again.
If anyone has a suggestion for a future setting for the game (so far, we've done jungle, Old West and space), post it here.
Space Jawa
02/26/2008, 12:08
How about Pirates?
How about Pirates?
Pirates is a cool idea. I'll keep it in mind.
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