Welcome to the 2015 Steam Battle Thread.
Here's a table of contents to the completed contest.
This is a game giveaway contest/event from the Games & Technology forum Steam thread. It generally gets a bit too busy to keep in the Steam thread itself, and it ends up hard to follow on its own mixed in with other posts.
So since it's basically a mini-rpg I've set it up as it's own thread here in Critical Failures. The tail end of the 2014 Battle was posted here as well.
What is Steam Battle?
Last year I wanted to build an rpg-lite framework for a games-giveaway contest. That ended up being a gladiatorial-themed story where those who signed up competed against each other, with essentially random outcomes and a game would be given to the loser of each battle as they were eliminated, with prizes improving a bit as the event went on. Fifty gladiators competed down to one final winner who got some fancier prizes. People who signed up for the contest but didn't get to play as gladiators, I tried to work into the story surrounding the gladiator fights. This year the only real carry-over from the previous contest is that it's going to be an rpg-lite games giveaway contest with mostly random outcomes.
What's the contest this time?
Participants are split up into teams. Each team is the crew of a spaceship in unknown territory, hunting for a resource we're just gonna call Steam. Think original series Star Trek and a random blend of other space travel TV shows. The goal is to collect more Steam than the other teams by the end of the contest, which has a set time limit. The ship that gathers the most wins the grand prize. But, like last time, I want everyone who joins in to get a game. It won't be anything too fancy, but won't be a "Bad Rats" scenario, either. Expect a fair amount of randomness in outcomes, and try not to take it too seriously.
What do I need to know about the gameplay
Each ship will have a Captain, five Officers, and then additional crew. Each Officer has a particular focus which also corresponds to the five types of challenges in the game. These are Science, Engineering, Culture, Martial, and Weird. Science covers, well, Science, including medical needs for the ship. Engineering is the more technical end of things, maintenance of the ship, and the practical usage of machines, etc. Culture covers diplomacy, anthropology, the arts. Pretty much knowing about people and dealing with people apart from trying to hurt them. Which is Martial. Martial covers combat in all varieties, ship-to-ship, hand-to-hand, tactics and strategies for fighting. Weird is kind of a mirror of Science. It covers the spiritual, psychic, and the strange unknown. When you fill out the survey you'll choose which of those areas to focus on, and what type of role you want to fill on a ship.
What do the different positions on a team mean?
The Captain of the ship chooses each turn where to move the ship and who to send on missions. But they don't actively participate in the missions themselves. They also choose a single Officer's ability to use each turn which have a variety of effects. Officers are the same a regular crew members, except they have a special ability they've chosen that their Captain can choose to use. So the Captain will always have 5 different abilities to choose from based on who their Officers are. Regular crew and Officers will be assigned to go on missions to try and obtain Steam and they'll have to solve challenges that arise in the process to succeed. So Captains will require some back and forth input with me at certain intervals, whereas officers and crew will not. But crew could always offer up advice and suggestions to their Captain.
What are Challenges?
Challenges are either Science, Engineering, Culture, Martial, or Weird in focus. The challenge will have a difficulty number. Geth will roll 1d10 to determine the results. The goal is to have your final modified roll be higher than the difficulty number. A natural roll of 1 is always a critical failure however, and a natural roll of 10 is always a critical success regardless of the modifiers.
Here's a rough example of a challenge in action:
CorriganX, the beleaguered ensign, has found himself in a tough situation. Three geese have cornered him on the fiery planet Gorp. Behind him is a ledge dropping down into a sea of molten lava, churning and spewing toxic fumes. With no other options he's going to have to use force. His Martial skill is ok, and his ship's Security Officer has been trying to help him improve his aim. CorriganX draws his laser blaster and opens fire.
Martial Challenge (Difficulty 5)
Due to his training and the help of the Security Officer he gets a +2 to his roll. So he just needs to roll a 4 or higher to succeed. Rolling a 3 will be considered a failure - in order to overcome a challenge, your total roll must be higher than the difficulty. If he succeeds, then he'll have fought off the geese. If he fails, he'll be injured, possibly badly and forced to retreat back to the ship for medical attention. I mean, they're not going to kill him, they're just geese. Oh no! He's rolled a 1. That's critical failure. He misses with the first shot and the geese are enraged, tearing at him with their razor-sharp beaks. The laser blaster falls to the ground as the geese knock him to the ground and ravage him mercilessly.
In the end, CorriganX rolls off the ledge into the sea of lava, just to stop the pain.
What are Missions?
Each turn your ship will encounter a new location and have a new event to deal with, or area to explore. With little to no information about what they're going to have to deal with, the Captain will assign specific crew to tackle the job and hope they come back with some Steam. An average Mission will require 3-4 crew members and have a similar number of challenges. The outcome of those challenges will determine the followup challenges, and what if any Steam or other rewards the crew might get out of it.
An example Mission structure:
The ship has arrived in orbit over a populated planet. The sensors show a concentration of Steam located underground in the wilderness and send a team down to recover it. Shortly after arriving and beginning to explore the cavern, soldiers confront the team. They'd been investigating the caverns themselves due to a series of strange seismic activity and reports of flickering lights in the area. The first challenge is a culture challenge to convince the soldiers not to attack. If successful, your team is able to collaborate with the inhabitants of the planet in investigating the caverns. A science challenge follows to pinpoint the exact source of the disturbances. If successful, you'll be obtain a greater amount of Steam from the final challenge - a Weird challenge to extract the Steam from the area and solve the problem for the locals.
If that first culture challenge failed, then things would progress to a Martial challenge to defeat or drive off the soldiers. If that's successful, then it would progress to the final Weird challenge to hurriedly try and extract the Steam before more troops arrive. If the Martial challenge fails, then the ship's team is forced to flee, possibly taking injuries, and the ship is driven away quickly thereafter by the planet's defenses, resulting in no gain of Steam.
Injuries? Incapacitation? Death?
Sometimes encounters result in the team being injured or incapacitated or killed. If an injured person is injured again, they move up to incapacitated. If a incapacitated person is injured, they die.
That's the same as before. Challenge results might be along the lines of 2 injuries spread across the team, if they end up on the same person, that person is incapacitated.
Here's what's somewhat new. If someone if injured in the course of a mission, but it is not over yet, they suffer -2 to their rolls going forward. Who is rolling for what will still be weighted to whoever has the best chance of success, so the injured +1 science guy won't be favored over the unhurt science novice. If the person is incapacitated, they're not completely incapable, but they're going to suffer a -4, so they're unlikely to be the best shot at something. But they can still get around a bit etc as the story demands. They're just very hurt, and once back on the ship will need to serious recovery time.
Injury will go away with one mission passing. I'm gonna go ahead and change that to whether they're left out of it or not. If you want to send an injured person on a mission they'll still recover in the same amount of time. But will have that -2 to deal with. Incapacitated people have the same chance to get better as each mission passes. 50% chance the first time. 75% chance the second time. And then it just stays at 75% chance to get better each round instead of death being the followup. Getting better in this instance is just improving to injured. So that's a small change to the percentages, and removing the death option. You also still can't send them on a mission, they can complete one they're already on with the roll penalty.
What needs some reworking is Thick Skinned. It's difficult to take a degree less of injury when there's so few degrees. So I'm going to change that.
Thick Skinned instead will reduce your die roll penalty by half. So an injured person is only at -1 to their rolls. And they continue to heal quicker, injury will be gone in time for the next mission. If they're incapacitated they start at the 75% chance of recovery instead of the 50%. And that also still only implies to physical damage.
Strong Willed will remain a little bit nebulous. It will on the surface be the non-physical equivalent of Thick Skinned for injury considerations. But non-physical injuries will tend to be less common so in come instances it will come in handy above and beyond that. Such as if Bloodatonement had turned on the alien's proper air supply and the crew went crazy with hallucinations, Strong Willed would provide a benefit for someone affected.
Can we fight other ships?
Kind of, but you may have better things to do. Each turn, Captains choose a new destination on the map. Everyone is aware of where the other ships have been, but not where they're going. But movement speed is generally limited to one space at a time, so it may be possible to deliberately intercept one of the other ships. More likely however is for the ship to accidentally run into another competitor or maybe another ship that's out there that's also less-than-friendly. Any encounter with player ships, and some other types that are encountered, will result in ship-to-ship combat.
Space battles are resolved with a best 2-out-of-3 series of Martial challenges. Both ships roll 1d10 and add their Security Officer's Martial skill to the roll. The side that rolls higher deals 1 damage to the opposing ship and avoids damage themselves. Once one side has won twice, the losing side is forced to move away. A tie results in both ships taking 1 damage and does not count as a win for either side. A critical failure roll means you take an extra point of damage. A critical success roll means you deal an extra point of damage. Player ships start off with 10 hull points. If that drops to zero, the ship is destroyed and it's game over for that team.
The side that loses the battle is forced to move away in a random direction (excluding already explored spaces). They would then continue their turn normally from there. There is a outside chance that they could end up moving directly into another ship-to-ship battle if that new space is also occupied.
What if we move to a spot we or someone else has already been to and explored?
You don't want to do that. The ships you're using arrive in new zones in specific places. As they linger in an area to explore, the arrival zone is corrupted and becomes dangerous to return to. Ships moving into a space where a mission has already been done will suffer 1d4 damage to their hull and then be forced to move again. This does allow for some quicker map travel and can be done deliberately but is quite risky and ill-advised. These corrupted zones are easily detectable and are marked on the map so they can be avoided. This is also why the past movements of your opponents can be detected.
Assorted other questions that have come up in the meantime
Q.Is there any way to see what we submitted for the Steam battle, because I only sort of remember.
A.I sent all the relevant info to each Captain I can send it to you as well. It probably doesn't matter if it's public or not, but felt like it may as well stay each ships own business for now.
Q.So i haven't been keeping up. This team battle is being decided by which group gets furthest in FTL right? And people who die in the course of the fight lose too I assume?
A.Basically. It's about gathering up Steam through successful exploration, conflicts, whatever. Lasts 12 turns (weeks essentially). Team with the most at the end wins. Team loses if the ship goes kablooey. BUT if you die and your ship still wins you still get the undefined prizes.
Q.Do your chosen perks apply if you're just a crewmember, and not an officer?
A.The positive/negative traits apply. The officer skill thing doesn't. I probably should have put the do you want to be an officer, regular crew or captain question at the start instead of the end of the survey and not made everyone pick the officer skill. Although it'll probably come into play if someone gets promoted up after a death in the officer pool.
The game is expected to start on March 1st with some prologue info arriving before then. Signups are done and teams are formed. Building in some basic info posts. Will grab the next few posts for team pages.
Posts
ISS Rougelike Hull : 10 03 01
Officers:
Master of Hugs Iolo
Chief Cupcake Baker Talus9952
Master of Probes Zavian
Shooter of the Big Pink Gun Ghlinn
Keymaster Madican
+2 to Culture +1 to Weird
Special Ability:
Hailing Frequencies Open: A challenge roll to try and lower the difficulty rating of an upcoming mission challenge. Difficulty will vary based on the circumstances of the area's challenges. But on average it will be against difficulty 5. If successful one of the mission challenges will have its difficulty reduced by 1 (by more if circumstances favor a cultural solution). If critically successful this benefit extends to all the mission challenges this turn. If failed there is no change. If critical failure then a mission this turn will be more difficult. Generally by 1, but more again if it is appropriate to a cultural solution.
Traits:
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder)
Talus9952
+2 to Engineering and +1 to Martial
Special Ability:
Transporters Locked On: Challenge roll as a crew member is about to die. If difficulty 5 is beaten, the crew member is returned to ship but incapacitated. If difficulty 7 is beaten the crew member is returned to the ship unharmed. Crit success you're able to return him to help finish the mission. Failure they die as they would have without intervention. Critical failure they die but in a horrible transporter accident, and the transporters have to be taken offline for two turns. If multiple people are about to die they can all be saved but each has a separate roll for success of retrieval.
Traits:
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Lizard Brain (-2 Culture, +1 Martial)
Zavian
+2 to Science and +1 to Martial
Special Ability:
Sensor Scan : 1d10 challenge roll to determine some details about the area's challenge types. If the toughest challenge present is Science then the difficulty is 4. If Science is present but secondary then difficulty is 5. If there are no Science challenges the difficulty is 7. A success tells you what the highest difficulty challenge is as well as that Science is one or not. A crit success gives you the type of another one of the challenges. A fail doesn't tell you anything although you may be able to deduce is Science is present or not. A crit fail doesn't tell you anything as well as raising each challenge's difficulty by one due to the bad intel.
Traits:
Strong Willed (Greatly resistant to mental attack/ailments. Half the penalty from non-physical injury. Heal faster from it)
Safety in Numbers (-1 to challenge rolls if by yourself. This will generally be dependent on the plot of the mission)
Crystal Science (+1 Science from learning a new field of study)
Ghlinn
+2 to Martial and +1 to Engineering
Special Ability:
Ready for Trouble: No Challenge roll needed. The team assigned to this turns mission get +1 on all martial rolls whether you are present or not.
Traits:
Sixth Sense (+2 to a challenge roll that if failed or crit failed could cause your demise) Once per mission only
Skeptic (-1 to Weird challenges. Less affected by Weird damage sources)
Madican
+2 to Weird and +1 to Martial
Special Ability:
Strange Knowledge: The Captain uses this skill when he plans on assigning The Stranger to a mission. When on the mission, if Strange is not a useful skill bonus to have, he or she will have come prepared with a different skill set. Randomly re-assign the +2 specialization bonus to another skill for the duration of the turn. 1d5 is rolled, 1=Weird (a failure essentially) 2=Science 3=Engineering 4=Martial 5=Culture.
Traits:
Meditation (+1 to Weird rolls if you can be alone and undisturbed)
Green (-2 to all challenge rolls until you've completed a mission. After that no effect) Cleared.
Antoshka
SanderJK
Orivon
Emberquick
LoveisUnity
F3rret
+2 to Engineering and +1 to Weird
The Reddest Shirt (If a crew mate is about to die you take the hit instead. 40% chance you survive it but are incapacitated
Poor Winner (Success goes to your head and makes you overconfident. -1 to your next challenge roll of any kind after a successful roll. Even if is a long time before your next roll.)
SanderJK
+2 to Science and +1 to Culture
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Sore Loser (You dwell on your failures but don't learn from them. -1 to your next challenge roll of any kind after a failed roll. Even if it is some time before your next roll.)
Sensor Scan : 1d10 challenge roll to determine some details about the area's challenge types. If the toughest challenge present is Science then the difficulty is 4. If Science is present but secondary then difficulty is 5. If there are no Science challenges the difficulty is 7. A success tells you what the highest difficulty challenge is as well as that Science is one or not. A crit success gives you the type of another one of the challenges. A fail doesn't tell you anything although you may be able to deduce is Science is present or not. A crit fail doesn't tell you anything as well as raising each challenge's difficulty by one due to the bad intel.
Orivon
+2 to Weird and +1 to Engineering
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Trust in The Force (+1 to Weird rolls. -1 on all else)
Emote Basics (+1 Weird)
Emberquick
+2 to Culture +1 to Science
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Wanted (25% when on a mission in an applicable place that an additional challenge interrupts the mission. Happens a max of twice in the game)
LoveisUnity
+2 to Culture and +1 to Martial
Tomb Raider (+1 to challenge rolls on missions involving ancient ruins/artifacts/civilizations)
Technophobe (-1 Engineering involving computers, robots, AI etc)
F3rret
+2 to Martial and +1 to Science
Close Combat (+1 to all Martial challenges involving melee combat)
Ready to Rumble (-1 to anyone on your mission team's rolls that involve trying to avoid combat)
Firebird Captain of the Kiss Her Plenty
Kiss Her Plenty Hull: 09 05 03
Officers:
Chef MTS
Second Mate Elvenshae
Security Officer Corsini
Entertainer Lindsey Lohan
The Mechanic Jazz
+2 to Science and +1 to Martial
Special Ability:
Sensor Scan : 1d10 challenge roll to determine some details about the area's challenge types. If the toughest challenge present is Science then the difficulty is 4. If Science is present but secondary then difficulty is 5. If there are no Science challenges the difficulty is 7. A success tells you what the highest difficulty challenge is as well as that Science is one or not. A crit success gives you the type of another one of the challenges. A fail doesn't tell you anything although you may be able to deduce is Science is present or not. A crit fail doesn't tell you anything as well as raising each challenge's difficulty by one due to the bad intel.
Traits:
Close Combat (+1 to all Martial challenges involving melee combat)
Green (-2 to all challenge rolls until you've completed a mission. After that no effectMission completed.
Elvenshae
+2 to Weird and +1 to Martial
Special Ability:
Strange Destiny: A hidden challenge roll is made. If it beats difficulty 6 then something about the mission incrementally improves. If it beats difficulty 8 that improvement is more signifigant etc. The same is true in reverse. The more the roll fails by the more the situation worsens. This is the full on gamble roll. Critical failure and successes are just more extreme results. The impact of this skill usage will not be immediately apparent.
Traits:
In a Pinch (+1 to the next challenge roll you make this turn if the previous mission challenge roll by your team this turn was a failure or critical failure)
Green (-2 to all challenge rolls until you've completed a mission. After that no effect) Mission completed
Good Karma (Automatically re-roll first critical failure. Works only once.)
Corsini (incapacitated as of round 12)
+2 to Martial and +1 to Culture
Special Ability:
No Mercy: Challenge roll to force a fight to continue for another round. Normally ship combat ends when someone has won 2 rounds. The difficulty is 3 plus the opponent Security Officer's Martial bonus. Success means another round of combat happens. Failure means it ends normally. Critical success means another round of combat happens and the difficulty to continue the fight another round doesn't increase. Critical failure the combat ends and your ship takes an extra point of damage in the battle. If you succeed in continuing the battle you can try to make it last another round but the difficulty increases by 2.
Traits:
Close Combat (+1 to all Martial challenges involving melee combat)
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder)
Lindsey Lohan (incapacitated as of round 12)
+2 to Culture +1 to Engineering
Special Ability:
Hailing Frequencies Open: A challenge roll to try and lower the difficulty rating of an upcoming mission challenge. Difficulty will vary based on the circumstances of the area's challenges. But on average it will be against difficulty 5. If successful one of the mission challenges will have its difficulty reduced by 1 (by more if circumstances favor a cultural solution). If critically successful this benefit extends to all the mission challenges this turn. If failed there is no change. If critical failure then a mission this turn will be more difficult. Generally by 1, but more again if it is appropriate to a cultural solution.
Traits:
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Ready to Rumble (-1 to anyone on your mission team's rolls that involve trying to avoid combat)
Dimensional Frequencies +1 Science
Jazz
+2 to Engineering and +1 to Culture
Special Ability:
Transporters Locked On: Challenge roll as a crew member is about to die. If difficulty 5 is beaten, the crew member is returned to ship but incapacitated. If difficulty 7 is beaten the crew member is returned to the ship unharmed. Crit success you're able to return him to help finish the mission. Failure they die as they would have without intervention. Critical failure they die but in a horrible transporter accident, and the transporters have to be taken offline for two turns. If multiple people are about to die they can all be saved but each has a separate roll for success of retrieval.
Traits:
Shut In (+2 to all challenge rolls on board the ship. -1 to all rolls off it)
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
Crew:
CoolJammer00
Berylline
SoundsPlush
CroakerBC
HyphyKezzy
Bedlam
+1 to all
Comic Relief (75% chance your critical failures are merely regular failures)
Wanted (25% when on a mission in an applicable place that an additional challenge interrupts the mission. Happens a max of twice in the game)
Berylline (incapacitated as of round 12)
+2 to Science and +1 to Culture
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
SoundsPlush
+2 to Science and +1 to Engineering
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Frail Nerves (-1 to challenge rolls when danger seems imminent)
Scientific Certainty +1 Science
Sensor Scan : 1d10 challenge roll to determine some details about the area's challenge types. If the toughest challenge present is Science then the difficulty is 4. If Science is present but secondary then difficulty is 5. If there are no Science challenges the difficulty is 7. A success tells you what the highest difficulty challenge is as well as that Science is one or not. A crit success gives you the type of another one of the challenges. A fail doesn't tell you anything although you may be able to deduce is Science is present or not. A crit fail doesn't tell you anything as well as raising each challenge's difficulty by one due to the bad intel.
CroakerBC
+2 to Culture +1 to Weird
Tomb Raider (+1 to challenge rolls on missions involving ancient ruins/artifacts/civilizations)
Technophobe (-1 Engineering involving computers, robots, AI etc)
HyphyKezzy
+1 to all
Meditation (+1 to Weird rolls if you can be alone and undisturbed)
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder
Bedlam
+2 to Weird and +1 to Culture
Thick Skinned (Half the penalty from physical injury. Heal faster from it)
Magnets, How do they work (-3 to science rolls. +1 to Culture and +1 to Weird)
CorriganX Captain of the U Wot M8
Officers:
Level 2 Security Officer Brutal J
Science Officer ReverseCreations
Chief Engineer Destroyah87
Stranger Bathtubb
Communications Officer Initiatefailure
+2 to Martial and +1 to Weird
Special Ability:
Ready for Trouble: No Challenge roll needed. The team assigned to this turns mission get +1 on all martial rolls whether you are present or not.
Traits:
Close Combat (+1 to all Martial challenges involving melee combat)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Level 2 (Just better)
Reverse Creations
+2 to Science and +1 to Culture
Special Ability:
Superior Medical Care: 1d10 challenge to heal an injured crew member. Beat Difficulty 5 to improve someone's condition by one level. Injured to Fine. Incapacitated to Injured. Beat Difficulty 7 to improved someone's condition by two levels. Crit success allows a second use of Superior Medical Care in the same turn. Failure is no change in condition. Crit Fail lowers the patients condition by one level. Injured becomes Incapacitated. Incapacitated dies.
Traits:
Only Logical (+2 to Science and Engineering rolls. -1 to Culture rolls. -2 to Weird rolls.)
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
Alchemist's Apprentice +1 Science
destroyah87
+2 to Engineering and +1 to Science
Special Ability:
Transporters Locked On: Challenge roll as a crew member is about to die. If difficulty 5 is beaten, the crew member is returned to ship but incapacitated. If difficulty 7 is beaten the crew member is returned to the ship unharmed. Crit success you're able to return him to help finish the mission. Failure they die as they would have without intervention. Critical failure they die but in a horrible transporter accident, and the transporters have to be taken offline for two turns. If multiple people are about to die they can all be saved but each has a separate roll for success of retrieval.
Traits:
In a Pinch (+1 to the next challenge roll you make this turn if the previous mission challenge roll by your team this turn was a failure or critical failure
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder)
Voodoo Curse (Can curse another player once in the game between turns. Not mid mission. The next time that player rolls a mission challenge if they fail, instead they crit fail. If they succeed they have to reroll the challenge. If they crit succeed, instead they just normally succeed. if they crit fail, they or someone else horribly dies, which is appropriate. This is also not openly announced to have happened until the curse takes effect.)
Clockwork Mechanic +1 Engineering
bathtubb
+2 to Weird and +1 to Culture
Special Ability:
Strange Destiny: A hidden challenge roll is made. If it beats difficulty 6 then something about the mission incrementally improves. If it beats difficulty 8 that improvement is more signifigant etc. The same is true in reverse. The more the roll fails by the more the situation worsens. This is the full on gamble roll. Critical failure and successes are just more extreme results. The impact of this skill usage will not be immediately apparent.
Traits:
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Trust in The Force (+1 to Weird rolls. -1 on all else)
Jazz Hands +1 Weird
initiatefailure
+2 to Culture +1 to Science
Special Ability:
Hailing Frequencies Open: A challenge roll to try and lower the difficulty rating of an upcoming mission challenge. Difficulty will vary based on the circumstances of the area's challenges. But on average it will be against difficulty 5. If successful one of the mission challenges will have its difficulty reduced by 1 (by more if circumstances favor a cultural solution). If critically successful this benefit extends to all the mission challenges this turn. If failed there is no change. If critical failure then a mission this turn will be more difficult. Generally by 1, but more again if it is appropriate to a cultural solution.
Traits:
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder)
KoopahTroopah
Dyvim Tvar
Mudzgut
Heartfinder
Smokestacks
Dyasalure
+2 to Martial and +1 to Science
Strong Willed (Greatly resistant to mental attack/ailments. Half the penalty when injured by non-physical damage)
Ready to Rumble (-1 to anyone on your mission team's rolls that involve trying to avoid combat)
Dyvim Tvar
+2 to Martial and +1 to Culture
Thick Skinned (Half the penalty from physical injury. Heal faster)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Mudzgut
+2 to Weird and +1 to Martial
Sixth Sense (+2 to a challenge roll that if failed or crit failed could cause your demise) Once per mission only
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Heartfinder
+2 to Culture and +1 to Martial
Thick Skinned (Half the penalty from physical injury. Heal faster)
Magnets, How do they work (-3 to science rolls. +1 to Culture and +1 to Weird)
Smokestacks
+2 to Weird and +1 to Martial
Best Friends Forever (+1 to your mission challenge rolls if two or more of your friends are on the mission with you. 50% of the ships crew will be randomly determined to be your friends. Average mission team size is 3, but will vary.) Likes KoopahTroopah, Dyasalure, Brutal J, Dyvim Tvar, and Initiatefailure
Green (-2 to all challenge rolls until you've completed a mission. After that no effect) This has been achieved
dyasalure (incapacitated as of round six)
+2 to Weird and +1 to Culture
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Polaritie Captain of the Wishlist Upon A Star
Wishlist Upon A Star Hull: 08 06 04
Officers:
Ninja Halfazedninja
First Matey Muddbudd
Chief Manipulator DarkPrimus
Crew's Best Friend Bloodatonement
Lone Rangefinder Xiears
+2 to Weird and +1 to Engineering
Special Ability:
Strange Knowledge: The Captain uses this skill when he plans on assigning The Stranger to a mission. When on the mission, if Strange is not a useful skill bonus to have, he or she will have come prepared with a different skill set. Randomly re-assign the +2 specialization bonus to another skill for the duration of the turn. 1d5 is rolled, 1=Weird (a failure essentially) 2=Science 3=Engineering 4=Martial 5=Culture.
Traits:
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Muddbudd
+2 to Martial and +1 to Culture
Special Ability:
Ready for Trouble: No Challenge roll needed. The team assigned to this turns mission get +1 on all martial rolls whether you are present or not.
Traits:
Thick Skinned (Half the penalty from physical injury. Heal faster from it)
Technophobe (-1 Engineering involving computers, robots, AI etc)
Darkprimus (incapacitated as of round 11)
+2 to Culture +1 to Science
Special Ability:
Better Terms: A challenge roll to improve a missions' rewards by some measure. Like other officer actions this is chosen before the turn's mission begins. Beating a difficulty of 6 will cause a minor boost in reward to one of the secondary challenges of the mission. Beating a difficulty of 8 will generate a moderate boost in reward to the primary challenge. A failure produces no result. A critical success will give a large boost to the primary mission's rewards. A critical failure will reduce all rewards for this turn by a moderate amount.
Traits:
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Skeptic (-1 to Weird challenges. Less affected by Weird damage sources)
Bloodatonement
+2 to Engineering and +1 to Culture
Special Ability:
Transporters Locked On: Challenge roll as a crew member is about to die. If difficulty 5 is beaten, the crew member is returned to ship but incapacitated. If difficulty 7 is beaten the crew member is returned to the ship unharmed. Crit success you're able to return him to help finish the mission. Failure they die as they would have without intervention. Critical failure they die but in a horrible transporter accident, and the transporters have to be taken offline for two turns. If multiple people are about to die they can all be saved but each has a separate roll for success of retrieval.
Traits:
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Safety in Numbers (-1 to challenge rolls if by yourself. This will generally be dependant on the plot of the mission)
Open Minded +1 to Culture
Xiears
+2 to Science and +1 to Culture
Special Ability:
Sensor Sweep: 1d10 challenge roll to determine the amount of attainable steam in the surrounding areas. Difficulty is 5 to get a base reading. This will tell you if the amounts present are Low. Medium, or High. Difficulty of 7 gives you some more specific number ranges. Crit success tells you highest achieveable amounts. Failure reveals no information. Crit failure disables Sensor Sweep as an option for two turns.
Traits:
Shut In (+2 to all challenge rolls on board the ship. -1 to all rolls off it)
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
Crew:
Kalnaur
Roycesraphim
Descendant X
Karoz
Krummith
Kid Presentable
+2 to Weird and +1 to Culture
Tomb Raider (+1 to challenge rolls on missions involving ancient ruins/artifacts/civilizations)
Technophobe (-1 Engineering involving computers, robots, AI etc)
Roycesraphim
+2 to Science and +1 to Engineering
Strong Willed (Greatly resistant to mental attack/ailments. Half the penalty from non-physical injury. Heal faster from it)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
DescendantX
+2 to Science and +1 to Weird
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Lizard Brain (-2 Culture, +1 Martial)
Drained Brain (-1 Science. A gentleman in a top hat used a machine to steal some of your knowledge)
Karoz
+2 to Martial and +1 to Engineering
The Reddest Shirt (If a crew mate is about to die you take the hit instead. 40% chance you survive it but are incapacitated)
Hard to work with (-1 to your mission challenge rolls if the team includes one of your rivals. Or just a crew member you despise for likely nonsensical reasons. A quarter of the crew will randomly be chosen as people you don't like.) Dislikes Kalnaur, KidPresentable, and Bloodatonement.
Promoted to Officer.
Special Ability: No Mercy: Challenge roll to force a fight to continue for another round. Normally ship combat ends when someone has won 2 rounds. The difficulty is 3 plus the opponent Security Officer's Martial bonus. Success means another round of combat happens. Failure means it ends normally. Critical success means another round of combat happens and the difficulty to continue the fight another round doesn't increase. Critical failure the combat ends and your ship takes an extra point of damage in the battle. If you succeed in continuing the battle you can try to make it last another round but the difficulty increases by 2.
Krummith
+2 to Weird and +1 to Culture
Meditation (+1 to Weird rolls if you can be alone and undisturbed)
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
Kid Presentable
+2 to Weird and +1 to Science
Best Friends Forever (+1 to your mission challenge rolls if two or more of your friends are on the mission with you. 50% of the ships crew will be randomly determined to be your friends. Average mission team size is 3, but will vary.) Likes DescendantX, Bloodatonement, Xiears, Kalnaur, and Roycesraphim
Hard to work with (-1 to your mission challenge rolls if the team includes one of your rivals. Or just a crew member you despise for likely nonsensical reasons. A quarter of the crew will randomly be chosen as people you don't like.) Dislikes Dark Primus, Krummith, and Karoz
USS Birds are Fucking Terrifying Hull: 09 03 0
Officers:
An_Alt "The Crow"
Ed Gruberman "The Parrot"
Kanden "The Penguin"
TeeMan "The Velociraptor"
Shdwcaster "The Cassowary"
+2 to Engineering and +1 to Martial
Special Ability:
Push the Engines: No challenge roll. Simply double the ships possible movement range.
Traits:
Sixth Sense (+2 to a challenge roll that if failed or crit failed could cause your demise) Once per mission only
Comfort Zone (-1 to challenge rolls when in a uncomfortable environment)
Ed Gruberman
+2 to Culture +1 to Science
Special Ability:
Hailing Frequencies Open: A challenge roll to try and lower the difficulty rating of an upcoming mission challenge. Difficulty will vary based on the circumstances of the area's challenges. But on average it will be against difficulty 5. If successful one of the mission challenges will have its difficulty reduced by 1 (by more if circumstances favor a cultural solution). If critically successful this benefit extends to all the mission challenges this turn. If failed there is no change. If critical failure then a mission this turn will be more difficult. Generally by 1, but more again if it is appropriate to a cultural solution.
Traits:
Talk it out (+1 to challenge rolls that are trying to avoid a fight)
Magnets, How do they work (-3 to science rolls. +1 to Culture and +1 to Weird)
Kanden
+2 to Weird and +1 to Engineering
Special Ability:
Strange Wisdom: Suggest what crew members would be good to assign to the mission. A hidden challenge roll is made. If it beats difficulty 6 then provide a suggestion of who would work well for the most difficult or most rewarding challenge. If it beats difficulty 8 then suggest two crew members to assign. Critical success make a good suggestion for all three. Critical failure suggests the worst three. Regular failure suggests someone who would be poor for the most difficult/most rewarding challenge.
Traits:
Tinkerer (+1 to challenge rolls that involve assembling/disassembling/modifying machines)
Magnets, How do they work (-3 to science rolls. +1 to Culture and +1 to Weird)
TeeMan
+2 to Science and +1 to Culture
Special Ability:
Superior Medical Care: 1d10 challenge to heal an injured crew member. Beat Difficulty 5 to improve someone's condition by one level. Injured to Fine. Incapacitated to Injured. Beat Difficulty 7 to improved someone's condition by two levels. Crit success allows a second use of Superior Medical Care in the same turn. Failure is no change in condition. Crit Fail lowers the patients condition by one level. Injured becomes Incapacitated. Incapacitated dies.
Traits:
Strong Willed (Greatly resistant to mental attack/ailments. Half the penalty from non-physical injury. Heal faster from it)
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
shdwcaster
+2 to Martial and +1 to Science
Special Ability:
Ready for Trouble: No Challenge roll needed. The team assigned to this turns mission get +1 on all martial rolls whether you are present or not.
Traits:
Strong Willed (Greatly resistant to mental attack/ailments. Half the penalty from non-physical injury. Heal faster from it)
Ready to Rumble (-1 to anyone on your mission team's rolls that involve trying to avoid combat)
Sorce
Drovek
Sumanai
HiT BiT
Mr. Mojo Risin
Drake
+1 to all
Shut In (+2 to all challenge rolls on board the ship. -1 to all rolls off it)
Wanted (25% when on a mission in an applicable place that an additional challenge interrupts the mission. Happens a max of twice in the game)
Drovek
+2 to Martial and +1 to Engineering
Thick Skinned (Half the penalty from physical injury. Heal faster from it)
Skeptic (-1 to Weird challenges. Less affected by Weird damage sources)
Sumanai
+2 to Science and +1 to Weird
Sixth Sense (+2 to a challenge roll that if failed or crit failed could cause your demise) Once per mission only
Honor Bound (Honor rules your behavior. You automatically fail attempts to deceived or flee a fair fight)
Combat Pilot +1 to Martial
HiT BiT
+2 to Engineering and +1 to Science
Well Rounded (50% chance to get a +1 to a challenge rolls that are not one of your primary specializations. Not useable if you are unspecialized)
Addiction (25% chance every mission that your addiction will cause a challenge roll you make to be 1 difficulty harder
Banana in the Tailpipe +1 Engineering.
Mr. Mojo Rising
+2 to Science and +1 to Engineering
Thick Skinned (Half the penalty from physical injury. Heal faster from it)
Skeptic (-1 to Weird challenges. Less affected by Weird damage sources)
Drake
+2 to Culture +1 to Weird
Close Combat (+1 to all Martial challenges involving melee combat)
Ready to Rumble (-1 to anyone on your mission team's rolls that involve trying to avoid combat)
Wishlist Upon A Star : 60 (4 hull)
ISS Rougelike : 56 (1 Hull)
Kiss Her Plenty : 56 (3 Hull)
Round Eleven Map
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
It's the Wishlist upon a Star.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
That MAY be because I had them busy training with Electro-Pulse Grenades all day yesterday, in case of the ship being boarded by robots. A few of the less skilled are still being treated for concussion-burns.
*salutes*
The harder the rain, honey, the sweeter the sun.
O.O
Captain Polaritie I have a requisitions request!
The harder the rain, honey, the sweeter the sun.
Captain Polarite, the crew has a request to deny MuddBudd's requisition request . . . :eek:
On behalf of the crew of the ISS Rougelike, please accept this gift of a crate of cattle prods we found in a dusty corner of our cargo hold. We are confident you'll find good use for them.
Warmly,
Captain Pixie
You laugh now, but when you get attacked by the spark-things from Gammalon 7, our crew will be ready.
The harder the rain, honey, the sweeter the sun.
You think sparkly things scare us?
No, I expect hurty things scare you.
I accept this crate of cattle prods. Men, begin calculations to teleport prods to Pixie's chair.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Gift chair to Corrigan.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Woot Woot @corriganX reporting in sir. Lets be carefull out there. I hear this space is full of space sharks.. I am a lowly red shirt and don't want to be num numed by them. On a side note, as I have a red shirt, at least my blood stains won't show. Also, down with @pixelated pixie and her pink ship.
Edit:
I can't find the map. My red shirt is showing.
I have changed my avatar in order to better represent my serving as an Chief Manipulator Negotiation Officer onboard Captain Polarite's fine vessel.
And before you ask, yes, it's still Optimus Prime.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Steam ID: Good Life
That's not going to play nice with my space allergies. I'll just get the food processors to create me some space gruel.
Also, does this red shirt make my butt look more like a target? Be honest.
Spacegluten space allergy?
I'll see if I can requisition some space gluten free space pizza or at least space benadryl.
Steam ID: Good Life
https://www.youtube.com/watch?v=piWCBOsJr-w
Before the crew starts griping, the Flebarian Hyper-Banana can weigh up to 4 tons and the natives use them as clubs.
The harder the rain, honey, the sweeter the sun.
Well shit.
Uh, hey, crew? Reverse course. That commission we took to pick up a crate of Flebarian Hyper-Bananas for the Tyrrasian Fruit Market was a scam...
Updated. Crew assigned to positions. Whether they like it or not.
Ready to go where others have gone before, avoiding the mistakes that horrifically killed them in the process.
Holy crap, we have a /me. I haven't seen that in years!
Okay I was wondering what happened there.
The harder the rain, honey, the sweeter the sun.
Reporting for duty Capt Polaritie! I've watched the training video, I'm prepped, time to do some Muhfuckin' SCIENCE.
Steam ID: Good Life
Science.
The harder the rain, honey, the sweeter the sun.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar