Last year you were just an ordinary bum on the street, but then the planetary government went and conscripted you into their exploration service. After a six month training program you are ready. You get given your assignment, find a rare metal, rumored to exist on a distant planet, and bring it back. But, right before you set out, you learn that the governments of other planets as well as space pirates are also after this metal, you must beat them to it.
character sheat:
Name: (your name) Sex: (male or female) (50 points to use) Health: (how much damage you will survive, x10 the number of points put) Intelligence: (how much you know, helps determine good places to spend the night and which prospecting sites look most promising. Strength: (How much weight you can carry, those spaceship parts and your equipment can be heavy.) Charisma: (this will help you haggle down the prices of stuff you buy, and haggle up the stuff you sell.) Weapon(s): (choose from below) Ship: (choose from below) Ship HP. (i choose) Ship Damage. (i choose) Ship travel speed. (i choose) Gov. of Homeworld: (choose from below) Cash: 0
Weapons: You are brought to a room filled with weapons, choose wisely, because new ones are expensive. Pistol: portable and easy to bring to bear, great accuracy. 6 damage. SMG: Low accuracy but great fire rate. 4 damage Rifle: Great accuracy and damage, but harder to bring to bear and slow fire rate. 12 damage.
Ship: After choosing your weapon you are brought to the hanger, each ship has different advantages.
Fox: Great maneuverability, mid-range damage, but low health. Neptune: Made for exploration, gives a planet exploration bonus, but poor maneuverability and firepower, high health. Veuian Corsair: Has a great hyperdrive, as well as high damage, but low maneuverability, mid-range health.
Government of Homeplanet: Democracy: The people are kind and freindly, buff to exploration, but nerf to damage. Dictatorship: The people are ruled with an iron fist, conscription is common, buff to damage, but nerf to spaceship health. Capitalist: The Planet is ruled by the rich, because of this you have an easier time finding goods, but prices are more likely to be high.
Name: Birch Teoner Sex: male Health: 50 Intelligence: 20 Strength: 10 Charisma: 5 Weapon(s): Rifle 12 damage Ship: Fox Ship HP. 150 Ship Damage. 25 Ship travel speed. 35 Gov. of Homeworld: Democracy Univerchips: 0 Supplies: 150/150 (5 used per day.) Allies: 0
you land in a cave where you are quite safe from the pirates. It is the early morning, so the pirates are very active, and the mineral source is guarded by them, however, there activity should go down at night. (they don't mine, they have just been hired to keep watch, but they don't pay close attention in the evening) What do you do?
Name: Jace Shade Sex: male Health: 100 Intelligence: 15 Strength: 10 Charisma: 10 Weapon(s): Assault Rifle 10 damage, Hunting Rifle 10 damage, Energy Sword, one-hit kill, two foot range. Ship: Veuian Corsair Ship HP. 200/200 Ship Damage. 40 Ship travel speed. 50 Gov. of Homeworld: democracy Univerchips: 25 Supplies: 200/200 (10 used a day) Allies: 3 Zane Chandra: Converted Freighter, Mid-damage, low maneuverability, high cargo space and health. Argon Walker: Corsair, high damage, mid-range maneuverability, health and cargo space. Damon Seki: Fighter, High Damage and maneuverability, mid-health but no cargo space.
You manage to make it a fair distance when the bombs go off. There turned out to be enough of them to destroy the planet. There are potential mineral sites on nearby planets.
one has no life, and its atmosphere is toxic. another has plenty of animal life, but they are all likely to kill you. Also the pirates fleet is going to be out for blood when they get back, so you might want to leave the system. What do you do?
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
You get in the Wolf and start strafing. Your run on the already landed troops is ineffective, but your run on the still loaded ships is devastating. The troops already landed lay down there weapons and the ones that survived your strafing try to flee. If you want you can finish them up, or land and try to negotiate with the natives. What do you do?
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
I radio der boys to give them warning shots to encourage them to retreat. Meanwhile, I strafe at the rear, being careful not to hit any Native soldiers.
If the translator had their language, I would land in behind the guys who already landed, but stay in my cockpit. Then I would negotiate with them. However, that's not the case, is it?
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
They have already started to lock the prisoners up (they laid down their weapons). However you still can't talk to the natives. (although you could try using images?) What do you do?
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
Ja, I noticed.
I walk up to the native who looks like he's in charge of the prisoners (or village). I point at the prisoners, then make a door opening motion. I then intertwine my fingers to show peace, then point at the prisoners again.
Name: Birch Teoner Sex: male Health: 50 Intelligence: 20 Strength: 10 Charisma: 5 Weapon(s): Rifle 12 damage Ship: Fox Ship HP. 150 Ship Damage. 25 Ship travel speed. 35 Gov. of Homeworld: Democracy Univerchips: 0 Supplies: 150/150 (5 used per day.) Allies: 0
I see if I'm far enough to use weapons without them noticing if I am, I go hunting trying to keep to open clearings and wait for evening to come. Once it has I see whether it would be more beneficial to go on foot and attack or whether to fly by on the wolf and fire down.
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
You manage to communicate with them, they let the prisoners go and under their watchful eye put them to work, treating them like allies. Over the next few weeks you have programmed their language into the translator and rehabilitated the prisoners. The mineral source is nearby, and the tribesmen will help you sample. What do you do?
Name: Birch Teoner Sex: male Health: 50 Intelligence: 20 Strength: 10 Charisma: 5 Weapon(s): Rifle 12 damage Ship: Fox Ship HP. 150 Ship Damage. 25 Ship travel speed. 35 Gov. of Homeworld: Democracy Univerchips: 0 Supplies: 150/150 (5 used per day.) Allies: 0
You scout out pirate positions, you can't shoot them because that would alert the entire planet to your presence. The sun goes down and all but a few of the pirates go back, and the remaining ones are very spread out and only make checks every 6 hours. You have already been here a couple days, and the mineral source is wide open, but you can't fly because the radar is still running. What do you do?
p.s. you can name your ship, but you must keep the class and you can't use the same name as anybody else.
Name: Ludwig Von Heichner Sex: male Health: 100 Intelligence: 10 Strength: 10 Charisma: 10 Weapon(s): Rifle 12 Damage Ship: The Wolf (Fox class) Ship HP. 100/100 Ship Damage. 35 Ship travel speed. 35 Gov. of Homeworld: Dictatership Univerchips: 150 Supplies: 100/100 Allies: 2 Zago Rrwil: freelance explorer; Corsair class ship; middle maneuverability; damage, and cargo space; high health. Keer Antilles: former privateer, Fighter class ship, high maneuverability; middle damage and health; low cargo space.
I ask the tribe for permission to bring their newfound allies. I bring the guys outside of the mineral source. "Okay, I'll be needing your help mining a mineral here. IF I find it, you guys'll help me bring the mineral to my flying machine. (I say this 'cus I doubt they know WTF the Wolf is) If it ain't here, you can go back to the village."