Let's Play Fighting Fantasy #12: Space Assassin

Stories about games that you run and/or have played in.

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What book should I run next?

#1 The Warlock of Firetop Mountain
3
50%
#3 The Forest of Doom
0
No votes
#16 Seas of Blood
2
33%
#44 Spectral Stalkers
1
17%
 
Total votes: 6

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Darth Rabbitt
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Let's Play Fighting Fantasy #12: Space Assassin

Post by Darth Rabbitt »

Image
Looming above your home planet is the vast hulk of the starship Vandervecken. Aboard, the crazed scientist Cyrus is planning to unleash a gruesome experiment upon your world, destroying all life as it is known, leaving only hideous mutations in its wake.

YOU are an assassin, an expert in the martial arts of twenty-seven different human and alien species. YOU have been chosen to find Cyrus on board the Vandervecken and bring his evil plans to an end. Do you dare confront the terrifying creatures - part robots, part mutants - awaiting you there?

Introduction

In this book you play the part of a futuristic assassin sent to capture a tyrannical despot bent on the destruction of your world. You must find the way through the mazes and hazards of his giant spacecraft, the Vandervecken, and eventually confront and capture him.

Before you can begin, however, you must determine your strengths and weaknesses and select your weapons and armor.

Your Abilities

Your ability to fight, withstand damage and escape from tricky situations is determined by your SKILL, STAMINA and LUCK. These attributes are derived as follows:

Roll one die. Add 6 to the result. This is your SKILL score.

Roll two dice. Add 12 points to the result. This is your STAMINA score.

Roll one die. Add 6 to the result. This is your LUCK score.

(Rolled SKILL 7, STAMINA 19, LUCK 10. Back to statistic mediocrity)

Using Luck

On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky. Each time you Test Your Luck, reduce your LUCK score by 1 point. Thus, the more you use your LUCK, the riskier it becomes.

Armor
Being a high-technology assassin you are equipped with the latest in protective equipment - this being a sensomatic armored pressure-suit which may absorb damage from blasters, grenades or similar weapons. To determine the strength of your armor, roll one die, add 6 to the result and enter the total under the appropriate section on your Adventure Sheet. (8).

Whenever you engage in a gunfire duel with an opponent and receive a hit, roll two dice. If the result is equal to or less than your current ARMOR score, then your opponent's shot has not penetrated hour armor and thus does not wound you. If the result exceeds your current ARMOR score, then your opponent's shot penetrates your armor and wounds you (see the weapon list below for the effects of wounding). Each time you roll two dice to determine if an opponent's shot has penetrated your armor, reduce your ARMOR score by 1 point. Note the similarity of the above procedure to Test your Luck.
Selecting Weapons
Roll one die: this represents how many points you have to spend on weapons and to gain additional ARMOR points. consult the list below for the cost and effect of arms and armor.

(rolled a 5. So we can buy all kinds of shit.)

WEAPON/ARMOR COST
Electric Lash 1
Assault Blaster 3
Grenade 1 each
Gravity Bomb 3
Armor 1/2 per additional point

Note that you must buy either an electric lash or assault blaster before purchasing anything else. So, for instance, if you roll a 3, you may acquire one assault blaster or an electric lash, a grenade and two additional ARMOR points. The effects in combat of different weapons are as follows:
Electric Lash - a small hand gun which projects an electric pulse, inflicting 2 points of damage on your opponent's STAMINA.
Assault Blaster - a heavy duty military weapon which inflicts varying amounts of damage. The amount is determined by rolling one die and deducting the result from your opponent's STAMINA. Thus an assault blaster will cause from 1 to 6 points of damage against a target's STAMINA.
Grenade - an area-effect weapon which will cause varying amounts of damage on all your opponents in the blast area. The amount of damage is determined by rolling one die for each target and deducting the result from that target's STAMINA. Grenades can be used only when the book specifies that it is possible.
Gravity Bomb - a heavy duty demolition bomb for blasting doors, immovable objects, etc. It consists of a microscopic black hole suspended in a time-stasis field. When the stasis field is switched off at detonation, the black hole sucks in and annihilates everything within a ten-foot radius. THe black hole then evaporates into hyperspace, leaving the blast area completely safe.
Hand-to-Hand Combat
Hand to hand combat is conducted in the same manner as other Fighting Fantasy books. If you are already familiar with this system you can skip this part of the rules. Otherwise:

1. Combat is simultaneous. Hand to Hand fighting is a series of clashes in which one combatant will do damage to the other.
2. Roll two dice. Add your opponent's SKILL score to the roll. The total is your opponent's Attack Strength.
3. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
4. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
5. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
6. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
7. Continue this combat until either your opponent's or your STAMINA is reduced to zero.

NOTE: If you are fighting more than one opponent, you fight them one at a time.
Gunfire
The combat sequences for blasters, grenades and electric lashes are as follows:

1. If you are instructed by the book that it is possible to throw a grenade, you may do so. If so, roll one die for each opponent in the target area and deduct any damage inflicted.
2. After throwing a grenade, if any of your opponents are still alive, you engage them with gunfire or hand to hand combat (whichever the book specifies).
3. A gunfire combat round is conducted as follows:
4. Roll two dice. If the result is greater than or equal to your SKILL, you have missed. If the result is less than your SKILL, you have hit your opponent and inflicted damage n it - deduct as much damage as the weapon you are using causes.
5. If your opponent's STAMINA has reached zero, then your opponent has died.
6. If your opponent is still alive, then your fire will be returned: roll two dice. If the result is greater than or equal to your opponent's SKILL, your opponent has missed. If the result is less than your opponent's SKILL, your opponent has hit you - if the blast penetrates your armor, deduct as much damage as your opponent's weapon causes from your STAMINA. If your opponent's weapon is not specified, then treat it as if it were armed with an assault blaster.
7. Repeat step 6 for each opponent still alive (if you are faced by more than one opponent).
8. If you have not been killed, a new combat round starts from step 4.

Note: If you are faced by more than one opponent, you must direct your fire against the first listed until it is killed, then change to the second listed, and so on. Also, if you are involved in a gunfire battle without a weapon, the amount of damage you inflict upon your opponent will be 1 point per hit: you are expert in unarmed combat as well.
Recovering Stamina

If you become involved in any gun battles or other combat, you will almost certainly lose some STAMINA. These may be recovered by taking PEP PILLS. Each PILL will restore 5 points to your stamina and may be taken at any time. You begin your adventure with 4 pep pills. Your STAMINA may never be made to exceed its Initial level.

Carrying Equipment

During the course of your adventure you are likely to come across certain items which you may wish to take with you. The maximum number of items (not including weapons) that you may carry at any one time is 5.

(I also assume Pep Pills do not count towards carrying capacity.)

MISSION BRIEFING
For some time, Cyrus, the tyrannical ruling scientist of Od (your local sector) has been harassing your home planet with his warped minions - destructive robots and evil creatures almost certainly of mutant origin. His most unusual crime has been to descend upon your planet and kidnap innocent victims upon whom, it is reputed, he practices malign experiments and surgery. In any event, his victims are never seen again.

Now, however, word has been received that he intends to use your entire world for one gruesome biological experiment in which he will cover the surface of the planet with radioactive isotopes while showering deadly viruses upon all living creatures. The time has obviously come to stop him. To this end, the authorities have selected you to penetrate into Cyrus' huge starship, the Vandervecken, capture him and bring him to justice.

So, armed with the latest and deadliest weapons, trained in twenty-seven different schools of alien and human martial arts, protected by the best in sensomatic armored pressure-suits, you set off, searching for the Vandervecken throughout the local star systems and eventually catching up with it in a relatively isolated system some light years from your home world. It seems to be in the process of refueling and taking on supplies. You decide that your best bet is to smuggle on board the ship's supply shuttle and let that take you to the Vandervecken.
NOW TURN OVER
Image
Secreting yourself aboard the Vandervecken's supply shuttle, you travel from the planet's surface to dock with the main ship. As the shuttle approaches the enormous spacecraft you clamber into an emergency escape airlock and await the sounds of contact. You check your spacesuit and weapons, then rest your hand upon the door release - its hair trigger mechanism ready to snap down and hurl you into the void. In your headset you can hear the ship's computer counting off the seconds until contact. When it reaches zero you pull the door release and fly out low over the Vandervecken's silver hull, while behind you the shuttle rests like a tiny dart beside the bloated ovoid of its mothership.

As you skim a few metres over the hull you notice a small iris airlock - your target - ahead of you, protruding slightly like a black disk. Throwing out a magnetic clamp you bring yourself to a halt, floating lazily over the airlock, your shadow cast starkly in front of you. After a few deft movements on the airlock mechanism the iris dilates. You step inside, seal the entrance and fill the airlock with air.

You are in the Vandervecken. Stepping out of the airlock, you find yourself at the end of a short corridor which is blocked in front by an impassable security door. Each wall has a small maintenance hatch, across which the legend CAUTION is boldly stenciled. On the steel floor, by the security door, is a small pile of what seems to be organic refuse. If you have a gravity bomb you could use it to blast your way through the security door; otherwise you could examine the left or right maintenance hatch, or take a look through the pile of refuse.

(Also, we have to pick weapons; our choices are conveniently available under the "Selecting Weapons" section. We have 5 points. What do we want?)

Space Assassin, World's Luckiest Stormtrooper (placeholder name)
SKILL 7/7
STAMINA 19/19
LUCK 10/10
ARMOR 8/8 (may be higher)
Weapons: (to be determined)
Pep Pills: 4 (+5 STAMINA each)
Items (0/5):
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Post by Whatever »

Assault blaster and four points of armor. Examine the refuse.
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Post by angelfromanotherpin »

Assault blaster and 2 grenades. Examine.

Also, I think Space Assassin is a great name. It's like Speed Racer.

"I get my mail at Assassin comma S."
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Post by Dean »

Whatever wrote:Assault blaster and four points of armor. Examine the refuse.
This.
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Post by MisterDee »

Assault Blaster and grenades (that we should probably keep to avoid "You have no grenades lol instadeath".)

And of course we search through the refuse.
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Post by Darth Rabbitt »

(Assault Blaster is unanimous, as is searching through the refuse. However, there's a tie for other equipment: 2 votes for 4 points of armor, 2 for 2 grenades. 2 points of armor and 1 grenade seems like a fair solution.)
Image
The pile of refuse, on closer inspection, turns out to be the body of a tiny, hunchbacked, alien critter; rags that were once clothes wrap its skin, and its six bony limbs lie tangled beneath it. A trail of blood indicates that it must have crawled out of the right-hand maintenance hatch. Rolling the creature over, you notice that it has an electronic device clasped in once hand; its finger is on the button, and bright wires lead up the arm and disappear into the remnants of a sleeve. Will you remove this device from the body or leave it alone?

Space Assassin
SKILL 7/7
STAMINA 19/19
LUCK 10/10
ARMOR 10/10
Weapons: Assault Blaster, 1 Grenade
Pep Pills: 4 (+5 STAMINA each)
Items: None
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Post by Dean »

Obviously remove, obviously. More doing is preferable to less.
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Post by Darth Rabbitt »

The device is a small black square with a large red button set into it; the wires leading from it attach to a portable power source. Nothing happens when you press the button and, as you can see several other places where some other widget is meant to plug in, you deduce that the device is incomplete. You put it in your pack. Leaving the alien, will you examine the left maintenance hatch or the right maintenance hatch?

Space Assassin
SKILL 7/7
STAMINA 19/19
LUCK 10/10
ARMOR 10/10
Weapons: Assault Blaster, 1 Grenade
Pep Pills: 4 (+5 STAMINA each)
Items: Unknown Power Source
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Post by Dean »

Def right, lets piece this Macguffin together!
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Post by Darth Rabbitt »

This hatch opens easily to reveal a long, dark access tunnel crammed with conduits and aluminum lattice-work cutting through the shop. You climb into it and work your way slowly forwards, coming, eventually, to another maintenance hatch through which you can hear a muffled gurgling voice. The tunnel leads on into the darkness. Will you open the hatch or continue down the tunnel?
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Post by Dean »

Are there any signs of where the alien went? Perhaps a blood trail or something?

Oh wait, not D&D. Open the hatch!
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Post by Darth Rabbitt »

The hatch leads into a small lock-up occupied by a faceless humanoid robot armed with an assault blaster and guarding two cells - the gurgling voice you heard is emanating from the first of these. The robot does not seem to have noticed your intrusion. Will you ignore the room and continue up the tunnel or attempt to destroy the robot? Alternatively, you could attract the robot's attention and try to engage it in a conversation concerning what it is guarding.
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Post by Korgan0 »

Trick it by telling it a paradox! Or just talk, I guess.
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Post by Dean »

Wait till it sleeps, then see if it dreams about electric sheep! No, talk to it!
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Post by Darth Rabbitt »

"I say..." you say, to attract its attention. Before you can finish, however, the robot spins, aims and fires. The blast smashes into the tunnel behind you and showers the area with molten metal. You will have to fight it.

As you have the hatch for cover you may lob a grenade in at the machine.

GUARD ROBOT SKILL 7 STAMINA 6

(For this fight I assume we save the grenade. We should probably figure out under what circumstances we want to use it.)

Combat Log:
Space Assassin 7. Miss.
Guard Robot 9. Miss.
Space Assassin 2. Hit! 6 damage. Guard Robot is destroyed.
The robot terminates. If you don't already possess one, you may add the machine's assault blaster to your weaponry. You climb into the room, the only sounds now being the crackle of small circuits popping in the robot's chest and the odd stifled cough from the first cell. Which cell will you look in first, the one with sounds emanating from it or the silent one?
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Post by Dean »

I say we only use the grenade in weird plot based circumstances were we die if we can't throw a grenade to scatter the dozen soldiers that just showed up from hiding with no warning, or whatever.

Also sounds, obviously.
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Post by Korgan0 »

Sound and Vision!
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Post by Darth Rabbitt »

The cell is occupied by a battered old man, with scars covering his arms, and bandages and stitches the rest. He starts apprehensively when you open the cell door, but upon seeing the smoking remains of the robot through the narrow entrance he brightens remarkably, telling you of his kidnap and torture by Cyrus and giving you words of encouragement. He doesn't yield much useful information, though, but he knows a little about the pilot of the Vandervecken. 'He's a canny machine, that pilot,' the old fellow cackles; 'worries about the strangest things - heh, heh. Mind, if he asks you anythin' 'bout thinkin' or feelin', say you don't know, that's the safest course.' If you haven't already, you can look in the other cell, otherwise you leave the room via the maintenance hatch and tunnel.
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Post by Whatever »

"if we haven't already" = it's not an automatic death. We investigate.
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Post by Darth Rabbitt »

Image
The second cell appears to be empty, but when you enter, a screaming little ball of fur and legs drops from above the door and onto your shoulder. It is an Imp! You knock it off with a sharp clout, but not before it has damaged your armor with its fangs - lose 1 ARMOR point. It scuttles back up the wall and glares down at you with red eyes. If you haven't already, you can look in the other cell; otherwise you can leave the room via the maintenance hatch and tunnel.

(Ouch. We've already looked in the first cell, so down the hatch we go.)

A few meters down the tunnel you find another small hatch. Listening, you can hear nothing - the hatch just feels rather warm. You may continue along the access tunnel or open the hatch.

Space Assassin
SKILL 7/7
STAMINA 19/19
LUCK 10/10
ARMOR 9/10
Weapons: Assault Blaster, 1 Grenade
Pep Pills: 4 (+5 STAMINA each)
Items: Unknown Power Source
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Post by MisterDee »

Let's open it.

And as suggested, we keep the grenade for plot points until we find a few more (hey, we just picked up a second assault blaster, there might be spare grenades around. :) )
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Post by Darth Rabbitt »

Through the hatch is a small room with several large steel conduits rising out of the floor and disappearing into the ceiling. It is from these conduits that the heat you could feel through the hatch emanates. Crossing the room, you come to a sliding door, which you open a fraction and peer through the gap. Before you is a large and (for aliens) fashionably furnished room - odd couches and chairs, tables at just the wrong heights and lights set to just this side of too blue. Seated, reading from electronic resource sheets, are two rodent-like Fossniks; their white lab coats and tiny pince-nez (for their equally tiny eyes) betray them as being technical types. Will you enter the room and either threaten or attack these hench-beings of Cyrus, or leave them alone and return to the access tunnel?

("hench-being of Cyrus" is a great phrase.)
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Post by Dean »

I vote threaten
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Post by Darth Rabbitt »

You take them completely by surprise. They fall to the floor, raise their paws in supplication and beg for mercy. "We are but humble scientists," they squeak. "Have mercy; don't kill us!" You ask them where Cyrus is, but they claim ignorance, saying that they just work in a lab down the corridor (here they indicate a security door behind a decorative screen) and that Cyrus seeks them out when he wants, not they him. You force them to strip and then tie them up. While they are stripping, you notice that each wears a small, narrow cylinder on a long chain around its neck. When you inquire what these devices are, they inform you that they are electronic keys to open the security doors on board the ship. Using these keys, will you proceed through the security door in this room or will you return to the access tunnel?

(Adding any humorous commentary here would be too easy. It's like the Joker's Boner comic.)
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Post by Dean »

Go through the security door, odds seem high that it's a trick but whatever. We've got a laser gun and a grenade, if we can't handle the situation no man should.
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