Showing posts with label Star Frontiers. Show all posts
Showing posts with label Star Frontiers. Show all posts

Tuesday, April 21, 2020

Unreleased Draft from [2-12-18]: Star Frontiers: Expanded - sample adventure (part 3)

[4/21/2020 After 4 sessions of Alpha Dawn and 2 Sessions of Expanded, this is where I stopped. Right after I entered into the ship and found the scorched pilot. I'm not sure why I stopped, but I definitely lost interest because I never did return to finish the spaceship exploration after finding it. I seem to recall that WotC released once again Star Frontiers maybe during this post or shortly after. When I had started the post, the game was available for free on a not-for profit basis, and I had to change the italic text below the picture. In fact, before publishing this post I am also changing the text. Or maybe I just mainly cared about finding the ship rather than about what actually happened. Anyway, here is where I stopped]

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase
Star Frontiers Alpha Dawn Expanded character. 
Star Frontiers: Expanded - sample adventure
Star Frontiers: Expanded - sample adventure (part 2)


Star Frontiers is once available again.  Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

This is from the expanded rule book on page 58, the Sample Adventure.

I've realized that the rules are much heavier than the basic rules. So I find the rules too cumbersome for solo gaming, I'll default to the basic rules for hopefully quicker resolution.

Continued

Ethest pushed and parted disturbed foliage—gripper vines, a few hook thorns, and even some purple berry bushes not yet blooming—finally revealing an open rear entry door. It was elevated in the air slightly.

At least it appears someone or something had escaped.

Ethest pulled himself up into the entryway.

Pulling on the lever, the inner hatch door remained locked.

He slid his ID card hoping for the best.

A warning horn erupted.

He swallowed with his now drying mouth the best he could the lessening saliva down his now narrowing throat.

Ethest tried pressing a few buttons and another horn signaled.

Soon a message began, "Only authorized Hepplewhite, Inc., employees are allowed past this point. Please enter your security code."

Security code?

He winced and began to rub his forehead and temple to try alleviating pain that the message had caused.

Ethest intensely stared at the alpha-numerical console a moment. The button symbols seemed to blur and fade. He gave an impatient sneer at the console. "Bloody hell!"

Removing one fragmentation grenade from his waist, he twisted a knob activating the electromagnetic function.  He attached the grenade to the locked inner hatch door. A twist of the timer gave him plenty of time to evacuate the blast that was soon to follow.

"BOOM!"

Glancing up at the door the door had fallen to the ground several feet (meters) away from where it had previously been attached.

He pulled himself back up, carefully avoiding the fallen door, hitting his fist against the security console, and entered into the ship.

Inside, a short ladder leads up towards the direction of the cockpit, the interior smelled of burnt Sulphur, possibly from the grenade.

He climbs the ladder, his laser pistol in hand, and the lights flickered occasionally. Behind the chair sat the scorched remains of a human pilot. The instrument panel was also scorched and in ruin.


S



Logic 

After

Swamp.
Almost

to be Continued

Friday, August 18, 2017

Spell Prep time and casting mechanics in d100 games



MERP Series
Used MERP collector's edition
Revisiting the MERP round sequence time intervals

In the last post, I specifically looked at the amount of time for each MERP round sequence comparing it with some other games.

In this next few posts, I wanted to begin looking at the actual step-by-step process for resolving actions, specifically the spell casting preparation and casting mechanics of the game. I then contrast it with a few other game d100 systems.

MERP
In MERP, six steps are common and resolved in this order.

  1. Prep or cast spell
  2. Ranged attack
  3. Maneuver
  4. Melee attack
  5. Movement
  6. Static
First is preparing and casting spells.
For preparing a spell, two rounds of preparation are considered the normal (+0) for casting spells. One additional round is needed to cast the spell. Spending more or less time preparing to cast spells results in a plus or minus amount, depending on how many rounds one prepares. A few spells may be cast instantly if so marked with an asterisk on the spell lists.

The penalty for early casting is 1.5 times more incrementally than the benefit of spending extra rounds to caste the spells.

Spells use power points which are based on the stat for the type of magic—Intelligence for Essence and Intuition for Channeling. This gives spell points equal to a number based on the stat multiplied by the character level, if the value is 75 or over. The character must have enough points equal to the spell level in order to cast the spell.

To caste a spell, either a direct or base spell attack table roll is required. Certain base spells, such as force spells, require a resistance roll in order for them to take affect.

So, how does this system compare to other spell systems?

RMX 
RMX (Rolemaster Express) further divides spells into three types of spells based on the characters level versus the level of the spell being cast: these are class I, II, and III spells, in addition to some instantaneous spells.

Class III spells are equal to two levels less than the character level. They require two prep rounds and one cast round.
Class II spells are three to five levels less than the character level. They require one prep round and one cast round.
Class I spells are six or more levels less than the character level

And this means that casting speed is built into the levelling system rather than something chosen.

Spells use power points which are based on the stat for the type of magic—Empathy for Essence and Intelligence for Channeling. This gives spell points equal to the realm stat bonus divided by 10, plus 10, plus 1 per level. The character must have enough points equal to the spell level in order to cast the spell.

The mechanical process is the same procedure as for MERP. Roll and consult either an elemental or base attack table. Some base spells require a resistance roll for the defender.

5e
Classes either prepare spells or limit the number of spells in one's mind.

In contrast to power points, 5e spells use a limited number of spell slots based on one's class or multiclass. This is the primary way of limiting how many spells can be cast, rather than power points. Using higher level spell slots may increase the effect of the spell.

Cantrips are special spells that do not require any spell slots nor preparation to cast.

Spells require either one single action, one bonus action, or one reaction to cast the spell.

Some spells require attack rolls by the attacker or saving throws by the defender.

Star Frontiers
Star Frontiers uses technology rather than spells to achieve superhuman feats. The limits for using the technology are skill levels and computer/technology levels. Sometimes limited resources such as ammo, energy, and doses quantify how many times the equipment can be used.

Equipment cost in credits (Cr) may also limit how much technology a character possesses, since each character has a limited number of credits available for purchasing items.

Game mechanic wise, technology is normally used by rolling under a base chance the character's skill level, minus the opposing level.

OpenQuest
OpenQuest uses magic points based on the character Power score for Battle Magic. For Divine Magic, characters acquire Improvement Points through worship and pay twice the Magnitude value of the spell incrementally. Sorcery may manipulate the magnitude, range, and/or duration as well.

To caste a spell under duress, the character must pass a Battle Magic test, successfully Sorcery Cast, or is automatic for Divine Spells (which can only be cast once until next worship).

Legend
Legend uses magic points based on the character Power score for Common Magic. For Divine Magic, characters use pact which is Charisma plus dedicated Power. For Sorcery Magic, characters use a Grimoire skill. Sorcery users may manipulate the magnitude, range, duration, #targets, and/or combine spells as well.

To caste a spell, the character must pass a Common Magic skill roll, Grimoire roll, or it is automatic for Divine Spells as long as dedicated Power remains.

Wednesday, May 3, 2017

Star Frontiers: Expanded - sample adventure (part 2)

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase
Star Frontiers Alpha Dawn Expanded character. 
Star Frontiers: Expanded - sample adventure


Star Frontiers is once available again.  Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

This is from the expanded rule book on page 58, the Sample Adventure.

I've realized that the rules are much heavier than the basic rules. So I find the rules too cumbersome for solo gaming, I'll default to the basic rules for hopefully quicker resolution.

Continued

The river after an area of trees continued to curve up the gentle terrain.

A few hours later, the river turned into a swampy area. The swamp edged north and south as far as could be seen on both sides.  Ahead west however he could see patches of land and what looked like solid land on the other side. The river seemed to continue further on the other side.

Swamp

Ethest pulled out his pocket computer and checked the map. The swamp would severely add hours to his journey if he skirted the outside.

Ethest decides to try crossing the swamp directly instead of walking around. He also still has a time limit somewhat, and light wouldn't be around forever.

He could see several dry mounds scattered throughout the swamp. He could maybe speed up the travel time by moving from island to island. But who knows what was in the swamp.

He readied his laser pistol, secured his backpack, and headed towards the swamp.

Logic (60) check to see if he can find the best traveling path. +10 since the islands are viewable. 60 + 10 = 70. Roll = 59

After a few observations and some calculations, he manages to figure out a reasonable path. He could see a series of smaller islands off to the left, which seemed to travel in the direction of a few larger islands in a chain going towards the western side of the swamp.

Swamp travel. A little difficult (-5) with a Strength (55) of mediocre. 55- 5= 50. 97 fail.
Almost immediately he found himself stuck in mud. The frogs creaked, insects buzzed, and sounds of movement surrounded him as he realized his boots were stuck.

His heart beat louder in his ears.

He'd better try to get out again. Taking a deep breath of the stinky swamp air, he tried again.

Roll 26. success.
He heard a suction slush as he forced his boot out of the mud at a different angle. Finding a less muddy area, he freed his other foot as well.

After a brief pause, he looked ahead, found his path, and continued on.

This time, the mud was less deep and he made his way from one small island to the next.

As he was approaching one of the islands it began to move.

That wasn't an island.

His heart returned to a rapid pace. He froze on instinct as the rapid movement of two things that he had mistaken for reeds began to flutter.

Soon the head of a Slither turned towards him. He better not move.

The Slither's head moved side to side looking for whatever was moving.

Ethest tried not to move, not a single movement, not even a breath.

Suddenly a sound splashed from over his right in the distance.

The slither sprang quickly, all of its legs and body pushing and slithering towards that sound.

Ethest didn't move a muscle.

He heard a loud chirping sound, a sound of the rushing Slither, and a splash.

Slowly he turned his head. The Slither had caught something.

While it was distracted, he slowly continued on, hoping to create some distance between himself and the creature.

Roll 19, success.

He easily made his way across several of the islands.

At the larger island, he thankfully pulled himself on the the larger of the islands. He drank from his water container, took a brief breather, and then continued on.

Roll 05, success (critical success)
Not only was the  rest of the swamp easily traveled, he also found some edible berries which helped him replenish some of his strength without slowing down his travel and time. He ate enough to fill his stomach enough.

Despite the troubles and surprises earlier in the swamp, he ended up at least cutting his travel time in half compared to travelling around the swamp.

The stream or river continued gently up the valley, more oil streaming down the flow from upstream.

Several hours later, nearing sunset, he spotted something large and metalic sticking out from foliage ahead.

Nearing the object, he could smell the scent of oil, fuel, and something burnt.

It was the engines, buried into a hillside.

First he better report.

He pulled out his computer and found his location. Transferring the map location to his communicator, he recorded the information into his communicator. He checked it a few times, but no one was in range. Having this recorded into the emergency information communicator beacon would be helpful in case something went bad for him, although not as strong as the larger ship beacons, his communicator could signal several kilometers.

Ethest then turned his attention back to the wreckage of the ship

to be Continued






Saturday, April 15, 2017

Star Frontiers: Expanded - sample adventure

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase
Star Frontiers Alpha Dawn Expanded character. 
Star Frontiers: Expanded - sample adventure


Star Frontiers is is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

This is from the expanded rule book on page 58, the Sample Adventure.

I've realized that the rules are much heavier than the basic rules. So I find the rules too cumbersome for solo gaming, I'll default to the basic rules for hopefully quicker resolution.

Synopsis

A ship has been missing a few days and is believed to have crash landed on the plane. Ethest must locate the ship, rescue any survivors, and find out why the ship crashed.

Begin

An aerial search spotted a barren grove of trees possibly burned by the ship engine. The ship could not be seen from the air. He was dropped in the barren trees, given a homing device. The aircar will return in 20 hours.

Barren Trees

The trees are bare and burned, however smaller foliage is not burned. The homing device detects a signal coming from the southeast. I see something that looks like a billowy cloud in that direction.

Ethest easily walks across the barren area and enters the forest. As he walks towards the forest he makes note of the sun location in the sky.

Rolling an INT/LOG (60) check modified +15 due to the cloud help and tree shadows, though in the denser forest, to help maintain the correct direction to the cloud compared to the signal. 60 +15 = 75. Roll = 63.

Although the traveling is slowed by the density of the deciduous forest and the cloud direction is soon confusing and mostly blocked, thankfully an occasional glance at the smoke cloud and shadows helps confirmed that the signal and smoke are in the same direction. Ethest walks 4 hours through the green forest.

Soon the signal is really close.

He began to look around the area and saw the signal beacon snagged in a tree hanging around 10 meters above ground. As he approached closer, he can see a parachute tangled in a branch above.

He strains to make out any indicator of what happened when a form floats onto the tree, several vine-like tentacles lowering quickly towards him. It's a strangler chute!

Reaction Speed (70) check. Roll of 91 = fail.

Ethest was too slow to move away from the tentacles. A current of electricity tingles through Ethest's body stunning him for a few seconds.

When he regains his senses, he tries to escape once again.

RS (70) check. Roll of 55 = success.

Having regained his sense, he awkwardly rolls out from under the tree avoiding several tentacles.

Once out, he winced in pain, noticing the red burn mark along shoulder where the strangler chutes tentacle touched.
 
"Damn, you cursed creature," he said to the jelly sack-like creature that floats upon air currents. The wind had just happened to carry it to this tree at this moment.


He put a little bit of water onto a cupped hand and sprinkled some onto the throbbing shoulder.  The water wet his jumpsuit soaking the area which help to lessen the pain of the burn.

He swigged a few times to quench his now dry throat. Each drink seemed to go from his throat pouring out to his skin, sweat gathered on his brow.

I better be cautious, he thought, now he looked once again upward.

He then figured that the strangler chute had drifted with the wind blowing from the southwest. Maybe the beacon drifted from that direction as well.

Getting up from the ground, he dusted off dirt, old leaves, and twigs from rolling on the ground. Following the direction the creature had drifted in from, he adjusted his backpack on his shoulders and walked on.

It wasn't long before the forest began to thin and soon he was walking down hill through some grassy field.

Grassy Field

He followed the treeline down, now traveling much swifter, glad that he could now see everything around him.

Other strangler chutes drifted in the wind. Wing rippers glided in formation across the fields. One dove to the ground. When it appeared in the air again, something was in its mouth.

Off in the distance, a river or stream in the distance.


He walked down the gentle slope towards the stream.

Stream


Once at the stream, he readied to fill up his water container if it was clean. Most of the water seemed clean enough. He lowered the water container and started the filtration unit.


As it hummed, he looked across the 10 meter wide flowing water.


Then something caught his eyes.
I
Narrow ribbons of something glistening floated down from the stream from the west.

Oil!

"The ship is upstream!" he said, now happy for more help on his mission to find the ship.

To be continued

Sunday, March 26, 2017

Star Frontiers Alpha Dawn Expanded character.

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase 


Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.





In Star Frontiers Alpha Dawn Basic, I had my character Ethest do the beginning adventure where he was attacked by raiders that turned out to be satharian agents. I now want to upgrade to the original expanded version of the game called Star Frontiers Expanded Game Rules.

After that, I plan on soloing the sample adventure on page 58 later this week.

Changes in the Expanded Version

I see that in Expanded, humans get +5 to any one ability. I choose Dexterity since it is used for 'to hit'.

Credits
My character also gets 95 (1d100) + 250 = 345 more credits.

Skills
I have to choose a PSA, a Primary Skill Area. Ethest chooses Military of course.
I receive 2 skills at level one rank. I pick beam and thrown of course. My accuracy is going to go down with the expanded version because it uses 1/2 Dex + 10% per rank instead of the full Dex bonus.

I'll probably spend 3 Exp on martial arts as well, in case my weapon ammo runs out. It also gives me nerve punch and falling damage reduction, combat throwing damage, and damage. I improve my Dex by 3 exp.

Weapons and Armor
I buy a military skeinsuit for more defense protection. I buy another energy clip, 3 doze grenades, and 4 frag grenades. I don't have a lot of damage with my laser, so the frag grenades will help out dish more bang.

I also see that I can walk 5 km per hour.

B. Character Sheet


Character Name: Ethest
Race: Human
Handedness: Right
Sex: Male
Walk: 2
Run: 6
Hourly: 5 km

Physical Data
STR/STA: 55 / 55
DEX/RS: 78 / 70
INT/LOG: 60 / 60
PER/LEAD: 55 / 55
IM: 7

Medical Records
Current STA: 55

Weapons
Weapon             Damage    Basic to Hit #    PB S-10  M-20   L-40   E-80     Ammo
Laser Pistol        1d10                   49              1     4       10     20       40        28
Doze Grenade     sleep                  49            0-5  6-10 11-15 15-25 26-60      3
Frag Grenade     8d10                  49            0-5  6-10 11-15 15-25 26-60       4
Martial Punch      3+1          38 or 49

Defenses
Suit: Military Skeinsuit
Screen:

Energy Record
Suit up to 50 ballistic/melee

Personal File
Racial Abilities:


Experience: 0 Exp

Credits: 15 credits

Pay/Day:

Skills
Primary Skill Area: Military PSA
PSA Skill                     Level
Beam                              1
Gyrojet
Projectile
Thrown                          1
Martial Arts                   1
Tumbling              -1 fall dam
Defensive throw          1 dam
Nerve combat       1- 6, 10
Melee                             1
Demolitions

Secondary Skill          Level


Subskills


Equipment
Item                                                        Mass
Chronograph/ communicator
Coveralls
First Aid Pack
Stimdose 1 dose
Staydose 1 dose
Id Card
Pocket Tool
Survival Rations 5 days


Robots
Type                         Move      Level             Mission              Program


Vehicle
Type                         AC/DC/TN/SP/CR     Pass        Cargo


Computers
Level        EN Pts     Mass     Program

Saturday, March 25, 2017

Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase 

Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

Summary of what has happened

In the last post, Gramlic the vrusk with a bag with security cubes in emerged from the monorail after a foot chase and jumped into the awaiting skimmer with his two other conspirators. 

I, Ethest the human, had chased him after they committed treason and stolen security information, they are raiders posed as technicians. They have raided other areas all around the planet.


The chase continues


Since they don't know I followed and am behind them, I get a free attack.

I throw my doze grenade into the skimmer which is right in front of me 5 meters

doze grenade 70 - 10 (distance) - 10 (cover) = 50 to hit.
roll = 36, a hit.

Aiming carefully, more exact than any prior training simulation, I toss the doze grenade into the skimmer. It lands to inside to one side - but it makes it.

A soft puff sounds and the skimmer is filled with a gaseous cloud.

The three attempt to flee, but are overwhelmed by the knockout gas.

My cab comes to a gentle stop as their skimmer slows and then stops.

Armed with my laser pistol, I carefully and crouching low scurry up to the skimmer. Quickly peaking in, I see the three raiders asleep in the skimmer.

I move back to the other cab and alert Star Law of their capture. 

I pay the cab.

Star Law arrives and captures the three raiders. 

I find out later that the dralasite was taken to the hospital in critical condition.

Pan-Galactic is please that I captured the raiders and that the raids have been stopped. The cubes had contained information concerning all PGC security systems. 

Later, I try to interrogate the raiders. During interrogation, they each smile and touch their collars uncomfortably. Then then star dumbly at me. I later find out that their collars injected a chemical to turn them into idiots.

Star Law finds a message from a Satharian with instructions to meet at an asteroid with plans to steal a new weapon of mass hysteria to use on the planet.

The end of this adventure!

The End

Rewards.

Credits = for total raiders captured 4 x 20 = 80 credits,
retrieving the cube = 50 credits,
alerting Star Law during the battle = 20 credits.
total = 150 credits.

The basic game doesn't show experience points, but I know the expanded game has it. I'll use the expanded book for experience.

I'll give 3 exp for the security building confrontation and 3 exp for stopping the fleeing raiders. = 6 exp

I'll save the exp and credits to spend for the next Alpha Dawn Expanded adventure when I upgrade my character to the full original game.

Here is my current character sheet

B. Character Sheet


Character Name: Ethest
Race: Human
Handedness: Right
Sex: Male
Walk: 2
Run: 6
Hourly:

Physical Data
STR/STA: 55 / 55
DEX/RS: 70 / 70
INT/LOG: 60 / 60
PER/LEAD: 55 / 55
IM: 7

Medical Records
Current STA: 55

Weapons
Weapon             Damage    Basic to Hit #    PB S-10  M-20   L-40   E-80     Ammo
Laser Pistol        1d10                   70              1     4       10     20       40        8


Defenses
Suit:
Screen:

Energy Record


Personal File
Racial Abilities:


Experience: 6 Exp

Credits: 150 credits

Pay/Day:

Skills
Primary Skill Area:
PSA Skill                     Level


Secondary Skill          Level


Subskills


Equipment
Item                                                        Mass
Chronograph/ communicator
Coveralls
First Aid Pack
Stimdose 1 dose
Staydose 1 dose
Id Card
Pocket Tool
Survival Rations 5 days


Robots
Type                         Move      Level             Mission              Program


Vehicle
Type                         AC/DC/TN/SP/CR     Pass        Cargo


Computers
Level        EN Pts     Mass     Program

Tuesday, March 21, 2017

Star Frontiers Game Play: part 2: first adventure

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary

Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

With the character created in the last post, I'm going to try doing the first Basic adventure, which is a storylike structure with numbered sections.

The book says for me to control 4 characters, but I don't want to do that.

After reading the Start it mentions that I'm in the Security Service building with the chief of security, head programmer, and 4 technicians. It mentions the security break in which happened. The programmer shows the security info and command crystals and that nothing is wrong. When given the choices of waiting for the raiders, investigating the scene of the crime, or asking the computer for raid patterns, I choose the computer.

The computer shows a circle of lights around this planet.

The chief realizes that it is an inside job.

Suddenly there is a soft pop and the chief and programmer are  surrounded by gas.

The technicians surround me.

The vrusk commands one to watch me. The game has two surrounding the group but I will just do one, Kochinho the dralasite.

As the others do stuff elsewhere, sound is coming down from the hall.

One technician, the Yazarian reappears and as the door opens throws a black blob.

The blob hits a guard that was entering and strangles the guard down.

Options given are to wait and watch, try to talk to, or attack the raider.

I pick try to talk to it (the dralasite) first.

The raider says that I better keep quiet if I know what's good for me.

I can either wait or attack.

I choose to attack.

The dralasite is 2 squares = 10 meters away and the notes say we all have cover -10.

Round 1
I roll a 1 +6 IM = 8
I pick a card of 7 + 5 = 12 for the raiders.

The dralasite goes first.
45 Dex, 35 Sta, move 1, 4 has laser pistol

45 Dex - 10 cover, -10 short range= 25 to hit
I draw two cards = 32; a miss barely. The laser hits a desk nearby, sending sparks across my arm.

I draw my laser and fire.
70 Dex - 10 cover, -10 short range = 50 to hit.
I roll a 79 and miss by a good distance. In my hurry and being in experienced I miss the dralasite.

Round 2
Initiative
dralasite 4 + 5 = 9
I roll a 10 + 6 = 16, I go first.

Ethest tries again.
I roll a 28, a good solid hit.
Lasers do 1d10 damage, rolling a 3, maybe to an arm since it isn't much damage. Stamina is now 32.

The dralasite shoots.
88, a miss by far. the pain of getting shot in the arm.

The others are letting the dralasite continue to fight alone despite having been shot once. They have moved off to another section of the building.

Round 3
Initiative
dralasite 7 + 5 = 12
me 6 + 6 = 12
Tie, the rules says to the side with the highest RS attacks first though damage occurs simultaneous.

I have higher RS, 70 vs 45.

I fire again.
84, a miss.

The dralasite picks 65, a miss.

Round 4
Initiative 9 + 6 = 15
dralasite 3 + 5 = 8

I fire again.
30, a hit.
4 damage, = 28 Sta.

dralasite, 28, a miss barely.


Round 5
Initiative 7
dralasite 8

dralasite  79, miss

me 24, hit.
3 damage, = 25 hit points remaining.

Round 6
Initiative me 13 , dralasite 15

dralasite 12, hit.
2 damage, 53 remaining.

me 95, miss

Round 7
Initiative me 14, dral 15

dralasite 56, miss

me 80, miss.

I decide to move closer, next round.

Round 8
Initiative me 16, dral 9

I move two squares eliminating cover and range.
I then fire, now at point blank range somewhere around 5 meters or so for . To hit is now 70. For the dralasite it will be 45 to hit me.

I fire.
09, a hit doing 9 damage. The dralasite has 16 hit points remaining.

dralasite 49, a miss barely.

Round 9
Initiative me 10, dral 11

dralasite 61, misses

I 77, miss

Round 10
Initiative me 16, dral 9

I 68, hit. 10 damage. the dralasite only has 6 hp.

dralasite 91 miss.

Round 11
Initiative me 7, dral 11

dralasite 91 miss.

me 59, hit . doing 3 damage. The dralasite is shot up with holes and is weak, nearly collapsing.

Round 12
Initiative me 14, dral 13

me 07, rolling 8 damage. This laser hits the dralasite in the chest and it falls to the ground.

Dralasite Konchinho is unconscious shot up with many holes.

I have 53 remaining HP, escaping with just one small wound.

The book has shooting each once as a trigger for causing the next action. I'll change it to defeating the dralasite as the cause.

One of the raiders, Gramlic grabs a bag that he put the cube into and the other three join him and run out the door.

Having had a head start, two jump into a skimmer and one splits up and runs across the road.

Do I call Star Law and alert them, pursue the lone runner, or pursue the skimmer.

I call Star Law.

They alert the spaceport.

I then either look to see what they were after, pursue the lone runner, or pursue the skimmer.

I pursue the lone runner.

The runner runs to the monorail.

I decide to get a cab and pursue the monorail.

At the government building terminal the raider emerges and runs to a waiting skimmer.

To Be Continued

In the next post I will do a chase scene on skimmers.

Monday, March 20, 2017

Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary

I'm going back to the first game that I ever owned.

Star Frontiers.



I had played Basic D&D several years prior, but had never actually owned that game myself. Rather, my brother taught me the rules and the neighbor friends owned the rules.

I'd like to relearn the SF rules, in order of how they were made. My goal is to begin with the Star Frontiers Alpha Dawn Basic book, and work my way little-by-little through the series just for fun.

When I had bought it back then, I only was able to play the basic stuff and began to play the Crash on Volturnus module before I bought MERP and switched my gaming to it.

Where to get Star Frontiers

Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines which has carried on the game through to the more recent years. I'll begin with the original books. I like seeing the quick start stuff in the original, which teaches the basics first - so I will do that again.

So I will begin back where I started and see if the game means something different than it did when I was very young.

A. Game Universe

A quick summary setting up this game, the setting of this game is the center of the Milky Way Galaxy. There are two other species that the humans come into contact. The Vrusk (Insect like) and the Dralasites - which the Vrusk found a few years ago. The Vrusk send information to the humans teaching them the basic technology for rapid space travel. They meet in a section of the space called the Frontier and find the Yazirians (a gliding monkey like species) .

The Pan-Galactic corporation forms to supply to the needs of the new mixed species worlds.

And then the Sathar (survivors describe as worm-like species) appear from somewhere and destroy settlements on the edge of the Frontier.

The four races form the United Planitary Federation (UPF) which have the Star Law Rangers aimed at taking down Sathar Agents which have been hired by the Sathar to cause trouble and sabotage.

With this, I'll try making a character for a solo game. I'll try making a human at first just to get to know the universe from a human perspective first.

However, I seem to find myself likening the scifi races compared to fantasy core races.

Human = human
Dralasite = dwarf , strong and sturdy
Yazirians = elf , smart and quick with unusual abilities of dim light vision and gliding
Vrusk = halfling, both love art and music and are shorter than humans (Vrusk are under 5' tall and 5' long insectoids.

I've copied the expanded character sheet below and filled out the amounts as I read the character creation for the Basic game. Several slots are not yet used and I imagine will be used in the Expanded version of the game.

 

B. Character Sheet


Character Name: Ethest
Race: Human
Handedness: Right
Sex: Male
Walk: 2
Run: 6
Hourly:

Physical Data
STR/STA: 55 / 55
DEX/RS: 70 / 70
INT/LOG: 60 / 60
PER/LEAD: 55 / 55
IM: 7

Medical Records
Current STA: 55

Weapons
Weapon             Damage    Basic to Hit #    PB S-10  M-20   L-40   E-80     Ammo
Laser Pistol        1d10                   70              1     4       10     20       40        20
Doze Grenade Unconscious 1 hr   70                    1        3       5        10          1

Defenses
Suit:
Screen:

Energy Record


Personal File
Racial Abilities:


Experience:

Credits: 10

Pay/Day:

Skills
Primary Skill Area:
PSA Skill                     Level


Secondary Skill          Level


Subskills


Equipment
Item                                                        Mass
Chronograph/ communicator
Coveralls
First Aid Pack
Stimdose 1 dose
Staydose 1 dose
Id Card
Pocket Tool
Survival Rations 5 days


Robots
Type                         Move      Level             Mission              Program


Vehicle
Type                         AC/DC/TN/SP/CR     Pass        Cargo


Computers
Level        EN Pts     Mass     Program


Along with the character creation, the Basic game mentions some basic rules. Here is my summary.

 

C. Basic Rules

Combat cycle is 
  1. With initiative move.
  2. With initiative attack.
  3. Without initiative move.
  4. Without initiative attack. 

Initiative
  1. Initiative is by sides rather than individuals.
  2. Roll 1d10 plus highest initiative. Reroll every turn.

Movement
Movement is by 5 meter spaces based on race

Monorails take 1turn to arrive. They move 10 spaces per turn. 1 credit per day.
Skimmers move 10 spaces, reduce to 7 before corner, stop,  but 5 spaces after corners. 10 credits per day rent.

Combat
Dexterity, chance of hitting target.
Stamina, health and life.

Must have sight and range.
Find range, subtract from Dexterity to find chance to hit. If on moving skimmer or running -10.
A roll of 01 to 05 always hits as long as in range and in sight.
Grenades bounce if they miss.
Roll less than or equal to chance of hitting to hit.
If hit, roll for damage for that type of weapon  xd10.

Reloading takes one full turn.

Recovery
1 credit per hit point.
Temporary 10 hit points for 3 hours from Stimdose.

Actions
Use appropriate ability
Easy +5, +10, +15
Difficult -5, -10, -15

Reaction
Roll Personality score or less for favorable reaction.

With that, I am ready for the Adventure included in the Basic game. I may have to modify the game slightly since I will be soloing the game.

Next post in series

In the next post in the series, I plan on beginning the Basic adventure.