Author Topic: Adventures beyond known space  (Read 49346 times)

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Offline Draxas

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Re: Adventures beyond known space
« Reply #600 on: August 10, 2009, 08:52:14 am »
First off, let's see if we can tend to some of Ted's wounds with our meager supplies and ability to do so. Let's do that far enough away from the station that we won't jump with it if it jumps again.

Once that's done, let's salvage anything useful from both the battledroid and the alien corpses. If the droid salvage is going to take some time, let's try to drag that out of jump range before we start, too.

Last, maybe we can put some of that pioneering spirit to use and try to commandeer that steed / pack animal. I think Ted would be much better off if he could ride instead of us having to help him walk.

Most especially, though, we need to keep our eyes open for any mutants or "rescuers" that come our way. If they show up, we grab our stuff, grab Ted, and leg it as fast as possible.

Can Fade by used to hide others close by, or is it for us only? If it creates a "bubble" effect, then we should use that on ourselves and Ted if we need to hide... Assuming we get enough PSI power back to do so. If it only works on us, then why bother? Ted will give our position away even if we Fade.

Offline Lukipela

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Re: Adventures beyond known space
« Reply #601 on: August 10, 2009, 09:58:32 am »
Can Fade by used to hide others close by, or is it for us only? If it creates a "bubble" effect, then we should use that on ourselves and Ted if we need to hide... Assuming we get enough PSI power back to do so. If it only works on us, then why bother? Ted will give our position away even if we Fade.

Fade works only on a person. You suppose you could use it to hide Ted as well, but that would mean that you had to use the power twice.
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Offline Alen

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Re: Adventures beyond known space
« Reply #602 on: August 10, 2009, 11:09:54 am »
I agree with Draxis, and if we can get the steed moving to the refugee camp would be much faster.
And that's all I got to say about that.

Offline Eth

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Re: Adventures beyond known space
« Reply #603 on: August 10, 2009, 01:22:26 pm »
  First we need to rig up a splint for Ted.

Offline Dragon

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Re: Adventures beyond known space
« Reply #604 on: August 11, 2009, 12:31:45 am »
[EDIT] I forgot about the droid and horse thing and need to rethink.  My previous post was:

Quote
First let's get into the forest and away from the psychotic inter-dimensional rift jumping crazy station.  Then let's use the stone knife of healing on Ted.  If we know how to set and splint bones; then see if we can find and hack off some straightish branches and wrap them with either: our bandages, if they're strong enough, or with strips of our spare clothes.

Lastly ask Ted if he has any suggestions on where to go.  If he doesn't then tell him we're heading to the refugee camp.
« Last Edit: August 11, 2009, 12:41:20 am by Dragon »

Offline Bleeding Star

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Re: Adventures beyond known space
« Reply #605 on: August 11, 2009, 03:01:54 am »
1) Drag droid away from jumping station.

2)
Quote
Then let's use the stone knife of healing on Ted.  If we know how to set and splint bones; then see if we can find and hack off some straightish branches and wrap them with either: our bandages, if they're strong enough, or with strips of our spare clothes.

3) Do a quick salvage of the droid to see if there's anything we can nick.

4)
Quote
ask Ted if he has any suggestions on where to go.  If he doesn't then tell him we're heading to the refugee camp.

5) Then cautiously approach one of the mounts to see if we can get it to take us anywhere without getting disemboweled.


Offline Draxas

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Re: Adventures beyond known space
« Reply #606 on: August 11, 2009, 09:41:48 am »
Well, since you guys seem to have good splint-building methods, I'll roll with those. The knife idea is good too.

The above is in response to Luki's request for more details on healing.

Offline Dragon

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Re: Adventures beyond known space
« Reply #607 on: August 11, 2009, 11:48:50 am »
What Bleeding Star said thanks.

Offline Lukipela

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Re: Adventures beyond known space
« Reply #608 on: August 20, 2009, 10:08:13 am »
Not knowing if the monitoring station is here to stay or not, you half carry Ted toward the forest as quickly as you can. When you get there you prop him up against a tree, and run back towards the fallen droid with scavenging intent.

The droid is pretty smashed up. The head and right arm have been completely severed from the body and the rest has mostly been reduced to scrap metal. It’s heavy to boot. You try dragging it, but it quickly becomes obvious that you won’t be able to move it very quickly. To salvage something, you pick up the parts that have been hacked loose and head back towards Ted. You look around for the insect like mount, but it has already moved into the forest. It doesn’t seem to be running away, just moving towards more succulent plants

As you return to Ted you take a good look at his hand. The bones are definitely broken. thehand has swollen up, and it looks like there is some internal bleeding. You quickly collect some sturdy fungal matter and try to splint his hand. Every time you touch it he groans in pain, but you persist. Eventually you think you’ve done the best you can. Now its time for your final trick.

As you pull out the stone knife, you close your eyes and focus. Gently touching Ted’s hand, you attempt to release the energy within. It feels strange at first, as if trying to pull on something you cant quite grasp. Then suddenly, you find it. You sense a latch of some sort that you can swing open with your mind. You can feel power flowing out of the knife, into Ted. It seems to instinctively know where to go and what to do.

Ted inhales sharply, and you open your eyes. His hand looks much better. It is still battered and bruised, but it is no longer as swollen. Examining it carefully, you get the feeling that most of the bone damage has been healed and the bleeding has ceased. Ted looks at you with wonder in his eyes, staring at the knife and his hands.

Trying to not waste time, you head off to collect the mount. As you examine it you realize that it has a rough rope connected to its feeler antennae. By pulling on the rope you easily convince it to stop grazing on the shrubs and follow you. You bring it back to Ted, and quickly help him up. He looks much better, but he is still in shock and pretty out of it. As you climb up on your new mount, he whispers “Sangrilla. We need to go to Sangrilla.” in your ear. Then he sags towards you in the saddle, and you realize he has lost consciousness.

Just as your about to get off and position your unconscious friend better, you get a strong feeling of unease. Something is coming, and it’s time to leave.

Where are we heading?

[spoiler]
Wilf Nemo

Psionic Level 3 / Mechanic Level 2 / Pioneer Level 1
36/39 HP
2/15 MP
9/15 XP

+1 XP for scavening the froid
+1 XP for healing Ted
+1 XP for getting a mount

Psionic powers

Pyrokinetic puff, 1 MP (Mastered)
Comprehend, 2 MP   (Understand foreign languages and symbols)
Telepathy, 4 MP       (Speak with your mind)
Fade, 4 MP, 1 hand, 10 minutes  (Become hard to notice, yet not invisible)

Powers that can be learned

Lightning , 10 MP, 2 hands (Hurl a bolt of lightning from your hands)
True Vision, 2 hands, 4 MP (See hidden things such as spirits and cloaked things)
True Strength, 3 MP/ 5 minutes (Doubles your strength for the duration)
Punishing grasp, 4 MP, 1 hand (Draw power from the air to make your enemies muscles convulse helplessly)
Induced Panic, 4 MP (Sends the target (one person or creature) into a powerful panic for 2 minutes)
Telekinetic manipulation, 3 MP (Use your mind instead of your fingers, basically a floating hand)
Mind Freeze, 5 MP (Target unit/creatures mind locks up for 2 minutes leaving them vulnerable)
Psionic charm, 4 MP (Makes a neutral unit/creature friendlier towards you)


Mechanic skills

Repair 3 pt
Modify 1 pt
Improvise 4 pt
Computers 6 pt
Low tech 2 pt
High tech 2 pt

Inventory

Backpack ~100% full
Nurses Key card & Identity card
Bandages & Small scissors
Tuft of Shofixti hair
Food&Water for 10 days (Beef jerky, Canned Vegetables, Chocolate bars, Rat Stew, Disgusting Vegetables) ~40% of Backpack space
Compass system (unknown amount of power left) ~5% of Backpack space
Bottle of Whiskey (one sixth full)
Spare clothes ~10% of Backpack space
Sleeping bag
Energy Rifle (13 shots)
Rifle clip (25 shots)
Knife
Stone Knife of Minor Healing (+5 HP/ 2 days)
Rope (15 meters) ~10% of Backpack space
Portable data drive
Multi tool
Droid head
Droid arm

Current Destination: Refugee Camp. Can be reached in ~8,5 days on foot. You don't yet know how much the mount will shorten this journey.
Alternative destination proposed by Ted: Sangrilla, can be reached in about 6 days on foot.
[/spoiler]
Round and round it goes, where it stops nobody knows

Offline Alen

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Re: Adventures beyond known space
« Reply #609 on: August 20, 2009, 03:20:18 pm »
Is Sangrilla in the general direction of the refugee camp? If so then I say you go to Sangrilla.
And that's all I got to say about that.

Offline Dragon

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Re: Adventures beyond known space
« Reply #610 on: August 21, 2009, 01:17:11 am »
My main goal is to get to Launch Site Alpha.  As the refugee camp is on the the way I opt we go there first.  I don't think we know where Sangrilla is so we'll have to ask Ted when he regains consciousness, ask him about Launch Site Alpha too and why we'd want to go to this Sangrilla also.

Right now let's just get the hell out of here.  Rope Ted onto the mount with our own rope if the uneasy feeling is'nt getting stonger to fast.  Then lead it as fast as we can towards the refugee camp.

OC: I'm going to be away for awhile so I'll join again when I next have internets.

Offline Draxas

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Re: Adventures beyond known space
« Reply #611 on: August 21, 2009, 06:54:20 am »
I guess heading in the general direction of LS Alpha would be a good idea. More improtant is to get the hell out of here NOW.

Let's get that mount moving ASAP. Lash Ted in with rope if we can't keep him steady by ourselves. And have our gun ready, since trouble is obviously on the way.

MUSH!

Offline Lukipela

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Re: Adventures beyond known space
« Reply #612 on: August 21, 2009, 07:52:00 am »
Is Sangrilla in the general direction of the refugee camp? If so then I say you go to Sangrilla.

Ted mentioned earlier that Sangrilla is where XOr headquarters is, and where the monitoring station send it's reports to. As you recall, the position you found in the logs corresponded to one fo the xenobordercities Sander told you about, though he used no names. Here's how things look on the map


The green things are supposed to be refugee tents btw.
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Offline Alen

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Re: Adventures beyond known space
« Reply #613 on: August 21, 2009, 10:09:01 pm »
I say we head north and when Ted regains consciousness we ask him about Sangrilla. If his urgency to go there is valid we go there.
And that's all I got to say about that.

Offline Rider

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Re: Adventures beyond known space
« Reply #614 on: August 22, 2009, 03:15:43 am »
Oh yeah sure, sounds like a plan.

Let's try to keep near the foliage though, we might encounter more 'natives' and it might be better to avoid combat.
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