[Let's Play] Fighting Fantasy 4 - Starship Traveller

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[Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

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Greetings everyone. Since I have time from the Christmas weekend, I will be starting a FF Let’s Play. Since there is a gaping omission for Fighting Fantasy book #4 and I happened to have a copy with me, I decided to choose it for my first FF Let’s Play. Anyone wishing to join in is welcome. I will try to update this series on a once per day basis, but my busy schedule due to being an essential worker will probably get in the way of this. I hope that everyone can understand this.

Preface:
Sucked through the appalling nightmare of the Seltsian Void, the starship Traveller emerges at the other side of the black hole into an unknown universe. YOU are the captain of the Traveller and her fate lies in your hands. Will you be able to discover the way back to Earth from the alien peoples and planets you encounter, or will you and your crew be doomed to roam uncharted space forever?

Steve Jackson, co-founder of the highly successful Games Workshop, has created a thrilling adventure amongst the stars. There are three new forms of combat to be used, a full ship’s crew and an adventure sheet to record your gains and losses. All you need is two dice, a pencil and an eraser.

Many dangers lie ahead and your success is by no means certain. It’s up to YOU to decide which route to follow, which dangers to risk and which adversaries to fight!
Prepare For Your Mission
You are Captain of the Starship Traveller. The ship itself is the pride of your AstroNavy. Its weapons and defence systems are the most technically advanced in the fleet and its crew are first-rate.

Before you begin your voyage, you must determine the strengths and weaknesses of yourself as Captain and your crew members. The journey through the black hole will do some damage to the weapons and defence systems on the ship.

To determine your starting characteristics, you will need two dice and a pencil to record scores on the Adventure Sheet on page 16. Before writing on the Adventure Sheet, you may wish to take photocopies for use in future adventures. It is unlikely that you will find the way back to Earth in your first adventure.

Unlike previous Fantasy Gamebooks, you will not find rules for fighting alien creatures and ships here at the beginning of the book. Rules for ship-to-ship, hand-to-hand and phaser (laser pistol) combat are given in the text of the book, to allow you to start playing with minimal delay. As you come across combat situations, you will be referred to sections describing the appropriate combat rules. All you need to do here is roll dice to determine the initial scores on your Adventure Sheet.
For the purpose of this series, the Adventure Sheet will be hand-made and will be periodically displayed.

Your Ship
Roll one die. Add 6 to the roll. Enter this total in the WEAPONS STRENGTH section of your Adventure Sheet. When shooting at enemy ships, you will need to roll lower than this score to make a hit.

Roll one die. Add 12 to this roll. Enter this total in the SHIELDS section of your Adventure Sheet. When enemy ships hit you, you will lose points from this SHIELDS score. Your SHIELDS will weaken significantly after a few hits have been taken. If your ship is ever hit when your SHIELDS score is zero, your ship will be destroyed instantly.
Making the appropriate rolls and modifications yielded the following initial scores for the ship:
WEAPONS STRENGTH: 9
SHIELDS: 16

You and Your Crew
Personnel will perform according to their SKILL and STAMINA scores. Their SKILL score reflects their abilities within their own profession, i.e. your Science Officer's skill with computers, your Medical Officer's skill as a doctor, your Security Officer's combat ability and your own leadership and decision-making skills as Captain.

On your Adventure Sheet you will see entries for your key staff (Captain, Science Officer, Medical Officer, Security Officer and Engineering Officer, together with two security Guards). Repeat the following procedure for each in turn:

Roll one die. Add 6 to the result. Enter the total as that person's SKILL score.
Roll two dice. Add 12 to the result. Enter the total as that person's STAMINA score.

You may now see how each crew member is likely to perform at his/her job; the higher the SKILL score, the better.
So making the appropriate rolls and modifications yielded the following initial scores for the crew:
Captain SKILL: 11
Captain STAMINA: 18
Science Officer SKILL: 9
Science Officer STAMINA: 22
Medical Officer SKILL: 8
Medical Officer STAMINA: 21
Security Officer SKILL: 7
Security Officer STAMINA: 18
Engineering Officer SKILL: 8
Engineering Officer STAMINA: 21
Security Guard 1 SKILL: 9
Security Guard 1 STAMINA: 19
Security Guard 2 SKILL: 7
Security Guard 2 STAMINA: 21

So our Security Officer and second Security Guard are complete wimps.

Combat
Only security staff are skilled in combat. They will be your obvious choice in hand-to-hand or phaser fighting. Non-security staff may fight, but their skills lie in other areas. If, by choice or through necessity, you wish a non-security crew member to fight an alien, you must deduct 3 points from his or her SKILL score during the battle. This rule applies to your Science Officer, Medical Officer and Engineering Officer only. It does not apply to you, as the ship's Captain. Your own fighting skills are equal to your professional skills, as befits a true hero.
Luck
Every true hero is at the mercy of the forces of chance. You will find a LUCK box on your Adventure Sheet. Roll one die, add 6 to the roll and enter the total in this LUCK box.

Call it acts of God, The Force or whatever you will – LUCK will play an important part in your adventure.
Performing the LUCK roll yielded the following LUCK score for our hero:
LUCK: 12
So our hero is super lucky, which partially makes up for the poor SKILL scores of our Security Officer and second Security Guard.

Beaming Down on to Planets
When you arrive at a planet, you will be given the option of 'beaming down' on to the surface. Sometimes only you will beam down, but often you will be instructed to choose two or three crew members to accompany you. When given this choice, you may choose only crew members listed on your Adventure Sheet (there are some other restrictions limiting your choice – see the 'Losing an Officer' section below). Your Science Officer is a problem solver, your Medical Officer is a doctor, your Engineering Officer has a knowledge of mechanics and geology and your Security Officer and Guards are your fighters. Record your choices before you land on the planet and remember that only those staff actually in the landing party will be able to act for you while on the surface.
Restoring Stamina
On some planets you may become involved in fights and other situations which drain your STAMINA scores. There are two ways of restoring STAMINA. You may find a planet with superior medical technology able to restore STAMINA. Instructions will be given in the text. You may also restore 2 STAMINA points to each crew member listed on your Adventure Sheet every time you leave a planet. However, you may only gain the advantage of this medical treatment if you have your original Medical Officer. If your Medical Officer dies, you may not restore STAMINA in this way. Crew members' STAMINA scores may never exceed their initial value.
Losing an Officer or Security Guard
If, during your adventure, one of the Officers or Guards listed on your Adventure Sheet dies or is lost, you must cross him off your Adventure Sheet and he may play no further part in the adventure. His position is taken over by his assistant. You must determine the SKILL and STAMINA scores of this newly promoted assistant and then record them on the Adventure Sheet. The assistant's SKILL score is equal to the SKILL score of the lost Officer minus 2 points, as this assistant is not as skilful as the Officer he replaces. The assistant's STAMINA score is determined in the normal way, i.e. roll two dice and add 12 to the result.

This newly promoted replacement may not be beamed down on to planets or used in any missions where you are instructed to choose a crew member. Being the last available candidate for his particular position, you cannot risk losing him. However, you may use him for routine duties (i.e. where no option is given in the text). A replacement Medical Officer may restore STAMINA to injured crew members on leaving planets (see 'Restoring Stamina' above), but at the reduced rate of 1 STAMINA point per planet.
Your Adventure Is About To Begin!
The scores you have recorded on your Adventure Sheet will give you an indication of the strengths and weaknesses of yourself, your crew and your ship. You need know nothing of how these scores will come into play – all will be explained as necessary as your adventure unfolds.

In the adventure which follows, you are the Captain of the Traveller, lost in an unknown universe. Your own skill as a Captain will determine whether you and your crew will ever see Earth again. You are about to be flung through a black hole into unknown space. Your only chance of return will be to find another suitable black hole and guide the ship through it back to your own universe.

You are now ready to set off. Take your seat on the bridge and prepare yourself for the adventure ahead.
NOW TURN OVER

Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.

One final thing: If we die in this Let’s Play, we’re brown bread. We will not be coming back, as there will be no resurrections here. That is because I do want to introduce that element of real life, and I do want all of us to take this Let’s Play seriously.

1
(Note: I cannot figure out how to directly post illustrations from the book itself. Using the img tags with imgur doesn't work. If anyone knows a better way to share the illustrations, I would highly appreciate such assistance.)
https://imgur.com/a/bvsbSMV
Panic!

From your seat at the helm of the Starship Traveller you study the VDU anxiously. Engineering Section has reported an overdrive malfunction which has locked the warp engines at a 10 per cent velocity gain. You are watching the velocity indicator advancing rapidly through the safe region towards overload. You hit the communicator button and call Engineering for further news ...

It is not good. The malfunction cannot be traced and it will take another thirteen minutes for a system check to provide a full analysis.

You are heading towards the Seltsian Void, a known black hole. You may or may not avoid it, but your Science Officer has another plan. If you swing the ship through its immense gravitational pull, its gravity drag may help reduce your speed as you travel away from it. This is worth a try, but the navigational tuning will have to be precise...

You swing the starship hard to starboard as you enter the Seltsian's gravitational field and fasten your eyes on the velocity indicator. To your great relief the plan seems to be working! The gain comes down from 10 per cent to 5 per cent to zero, to -5 per cent!

Loud cheers come from the crew, but you are still watching the velocity indicator. It is now showing -15 per cent, then -25 per cent and still falling. The ship is being sucked into the Seltsian Void!

You hit the red alert button and instruct all ship's personnel to strap themselves down. The ship begins to whine and shake as it rapidly accelerates towards the black hole. There is nothing you can do to avert the impending disaster.

An almighty explosion rocks the ship and all the crew, including you, lose consciousness. Turn to 256.

256
https://imgur.com/a/9V8GFvz
You and the other members of the crew are regaining consciousness. Again you hit the communicator and call for systems damage reports. All systems appear to be intact, until Engineering reports that the warp drive engines are dead. You are floating in space! But your drive reactors should be operational in twenty to thirty minutes.

Your navigation officer is bewildered. He cannot identify your whereabouts and the computer reports you are in uncharted space. Your Science Officer has run an event analysis and you appear to have gone through the black hole, through a dimension warp, and you are now in what seems to be a parallel universe.

After some delay you regain warp drive. Long-range scan indicates three solar systems ahead, of which two may have intelligent life. Will you:

Press on towards the life-bearing system ahead? Turn to 86
Turn to port towards the other life-bearing system? Turn to 273
Turn to starboard towards the barren system? Turn to 142

In addition to choosing which solar system to visit, we need some names for the crew members. Please make your decisions before 6:00 PM PST to guarantee that your votes will be counted.
Last edited by JourneymanN00b on Sat Jan 08, 2022 7:33 am, edited 1 time in total.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Could have sworn TGD did this one before, must have been thinking of someone else.

No backsies? Cannot remember if there's lots of stupid insta death in this one.

Anyhoo, vote for turning to port, and for naming characters after people in ST: Voyager or Lost in Space.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Thaluikhain wrote:
Mon Dec 27, 2021 9:47 am
Could have sworn TGD did this one before, must have been thinking of someone else.

No backsies? Cannot remember if there's lots of stupid insta death in this one.

Anyhoo, vote for turning to port, and for naming characters after people in ST: Voyager or Lost in Space.
The Let's Play Threads Thread does not have this book listed, so I assumed that Starship Traveller was not done before.

And no, there is not too many stupid insteadeaths for this one. It is actually fair in that department, and a brief look at the entire book reveals that there are only 340 (working) paragraphs, which makes this journey one of the shorter ones. So I feel a "one life" rule is fair.

I have registered your vote to turn to port, since we are apparently going a clear left as a strong stance against fascism. I am also open to any names you (or anyone else) propose, so list away.

273
https://imgur.com/a/bU5e4Xj
You travel ahead at sub-warp speed to allow your sensors to scan for information. They pick up a small object several thousand kilometres ahead and travelling towards you. You continue cautiously.

At five kilometres it stops – and you do likewise. Sensors report a Class D starcruiser and you prepare yourself with shields up. A message comes in and you transfer it to the screen.

A reptilian face appears in a uniform of authority. As your translator tunes in, the alien’s message becomes clear:

‘I am Commander M’k Tel of the Imperial Ganzig Confederation. You are a non-registered ship trespassing within Imperial territory. Identify yourself and state your purpose.’

What will your reply be?

Identify yourself as he wishes Turn to 281
Run an InfoScan on the Imperial Ganzig Confederation Turn to 51
Open fire Turn to 135

Please make your decisions before 6:00 PM PST to guarantee that your votes will be counted.

Adventure Sheet
CREW:

CAPTAIN: ???
SKILL: 11/11
STAMINA: 18/18

SCIENCE OFFICER: ???
SKILL*: 9/9
STAMINA: 22/22

MEDICAL OFFICER: ???
SKILL*: 8/8
STAMINA: 21/21

ENGINEERING OFFICER: ???
SKILL*: 8/8
STAMINA: 21/21

SECURITY OFFICER: ???
SKILL: 7/7
STAMINA: 18/18

SECURITY GUARD 1: ???
SKILL: 9/9
STAMINA: 19/19

SECURITY GUARD 2: ???
SKILL: 7/7
STAMINA: 21/21

SHIP:

WEAPONS STRENGTH: 9/9
SHIELDS: 16/16

NOTES:

LUCK: 12

*Deduct 3 points from SKILL in combat
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Normally I'd say identify, but may as well run an InfoScan first.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Sure. Info Scan seems cheap and unlikely to trigger hostilities.

For names I'd go with DuckTales: Huey, Dewey and Louie for the security team, Gizmoduck for the science officer, Quack for the medical officer and Launchpad for the engineering officer.

But could also be sold on:
Security - Riker, Worf and Red
Science - Data
Medical - Troy
Engineering - LaForge
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Votes registered, InfoScan running.

51
The ship’s computer has no information on the Imperial Ganzig Confederation. Impatient at your delay, the starcruiser fires a carefully placed shot across your bows; it is absorbed by your shields – but at a cost of 2 SHIELD points (cross these off on your Adventure Sheet). Will you:

Reply to Commander M’k Tel’s request? Turn to 281
Return his fire? Turn to 135

Possible sets of names for the crew also acknowledged. In addition to your decision on how to respond to the warning shot, please also vote on either the StarTrek, DuckTales, or some other set of names before 6:00 PM PST to guarantee that your votes will be counted. We also need a name for our captain, so please get your votes on the captain's name before that time as well.

Adventure Sheet
CREW:

CAPTAIN: ???
SKILL: 11/11
STAMINA: 18/18

SCIENCE OFFICER: ???
SKILL*: 9/9
STAMINA: 22/22

MEDICAL OFFICER: ???
SKILL*: 8/8
STAMINA: 21/21

ENGINEERING OFFICER: ???
SKILL*: 8/8
STAMINA: 21/21

SECURITY OFFICER: ???
SKILL: 7/7
STAMINA: 18/18

SECURITY GUARD 1: ???
SKILL: 9/9
STAMINA: 19/19

SECURITY GUARD 2: ???
SKILL: 7/7
STAMINA: 21/21

SHIP:

WEAPONS STRENGTH: 9/9
SHIELDS: 14/16

NOTES:

LUCK: 12

*Deduct 3 points from SKILL in combat
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Second the ducktales names, and half vote for returning fire.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Vote for reply. I think this was just a reminder that we're in a different universe.

Donald is the obvious choice for the captains name.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Votes registered, replying to Commander M’k Tel’s request since it won by a half vote. Also assigned the Ducktales set to the crew, and chose Donald for the captain’s name.

281
You explain to the Commander who you are and how you came to be in his territory. He is suspicious. He claims you as a prisoner and says he will escort you back to his starbase where your story can be considered by his superiors. He instructs you to prepare your Transmatter Unit to receive his First Officer, who will accompany you. Will you:

Comply with his wishes? Turn to 168
Switch off the screen and activate phasers? Turn to 135

Please make your votes before 6:00 PM PST to guarantee that they will be counted.

Adventure Sheet
CREW:

CAPTAIN: Donald
SKILL: 11/11
STAMINA: 18/18

SCIENCE OFFICER: Gizmoduck
SKILL*: 9/9
STAMINA: 22/22

MEDICAL OFFICER: Quack
SKILL*: 8/8
STAMINA: 21/21

ENGINEERING OFFICER: Launchpad
SKILL*: 8/8
STAMINA: 21/21

SECURITY OFFICER: Huey
SKILL: 7/7
STAMINA: 18/18

SECURITY GUARD 1: Dewey
SKILL: 9/9
STAMINA: 19/19

SECURITY GUARD 2: Louie
SKILL: 7/7
STAMINA: 21/21

SHIP:

WEAPONS STRENGTH: 9/9
SHIELDS: 14/16

NOTES:

LUCK: 12

*Deduct 3 points from SKILL in combat
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

I guess comply. I signed up for this peaceful approach and should see it through.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

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Vote registered, complying with the Commander’s wishes.

168
You leave the bridge and await the arrival of the Ganzigite in the Transmatter Unit. Within minutes, a body begins to materialize. The brown, scaly body of a reptilian being takes shape in front of you. You move forward to welcome the new arrival, but the creature snarls at you and draws a weapon. Through your translator, the Ganzigite commands you to lead him straight to the computer room. Your ship is following the alien starcruiser through space.

You are a little suspicious of this intruder. Will you:

Take him to the computer room as he wishes? Turn to 26
Attempt to sidetrack him by taking him to a lower deck? Turn to 99
Leap on him and try to overpower him? Turn to 36

Please make your votes before 6:00 PM PST to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Side track. I don't like the drawn weapon, so don't want to take him where he wants. I also am not 100% convinced this isn't a miscommunication.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Yeah, side tracking seems wise.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

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Votes registered, sidetracking the Ganzigite.

99
You engage the Ganzigite in a conversation and give him a conducted tour of the ship, stalling for time. You show him the cargo hold, shuttle dock, recreation area and science laboratories. In the animal behaviour lab, the alien shrieks as it sees an eagle chained to a perch. You deduce that, on the Ganzigite’s world, similar creatures are deadly enemies. Will you:

Ignore the incident and continue the tour via the computer room? Turn to 26
Release the eagle? Turn to 245
Make use of the distraction to capture the alien? Turn to 36

Please make your votes before 6:00 PM PST to guarantee that they will be counted.

Also, which hours are all of you generally active? I might consider speeding up the frequency of my updates for this weekend, since I believe that I will have much more time during that time to post.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Zaranthan »

Might be early for open hostilities, but inter-biosphere mischief sounds fun. Release the hounds eagle!
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

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Vote registered, releasing the kraken eagle.

245
The eagle flies from its perch and swoops down on the intruder. In abject terror, the alien swipes at the bird as it attacks. You watch the battle. For personal combat rules, turn to 342 – but remember this reference so that you can return afterwards.

Eagle SKILL 6 STAMINA 5
Ganzigite SKILL 10 STAMINA 10

Deduct 2 points from the Ganzigite’s SKILL for its fear of the eagle. As soon as the alien inflicts any damage on the eagle, turn to 188.

342
https://imgur.com/a/KakyMCR
IMPORTANT! Note the number of the reference you have just come from before you read on. You will need to return to that reference.

Hand-to-hand combat is conducted as follows:
1. Combat is simultaneous. Non-weapon fighting is a series of clashes in which one combatant will do damage to the other. In the following steps the term ‘alien’ applies to any creature which is fighting against you or a member of your crew. The term ‘you’ applies either to you personally if you are fighting the alien yourself or to any of your crew members, etc., that you have chosen to fight against the alien.
2. Roll two dice. Add the alien's SKILL score to the roll. The resulting total is the alien’s Attack Strength.
3. Roll two dice again. Add your SKILL score to the roll. The resulting total is your Attack Strength.
4. If the alien’s Attack Strength is higher than yours, it has inflicted damage on you.
5. If your Attack Strength is higher than the alien’s, you have inflicted damage on it.
6. If both Attack Strengths are equal, both attacks have missed. Start the next attack round starting from Step 2 above.
7. Damage (injury, wounds) is represented by deductions from the injured party’s STAMINA score. If you have damaged the alien, deduct 2 points from its STAMINA score. If it has damaged you, deduct 2 points from your own STAMINA score.
8. Start the next attack round (repeat Steps 2-7 above) and continue until one of the combatants’ STAMINA score is reduced to zero (death).
9. If an option to surrender is given in the text, you may stop the battle so as to save you from further damage.

If a hand-to-hand combat situation has odd numbers (i.e. the sides are not equal) you will have to determine who attacks who. Everyone must fight an opponent, but if, for example, three of you fight four aliens, there will be one alien left over and you must dice to decide who the spare alien attacks. You do this by rolling a die for each of your party; the highest roll is attacked by the spare alien in addition to the one he is already fighting. If there are more crew members than aliens (e.g. after you have already killed an alien in the battle), you yourself may decide which of the aliens your spare crew member fights.

If two (or more) crew or aliens are attacking a single opponent, you must treat this as ‘a normal battle with an extra attack’. Decide who the ‘normal battle’ will take place between (your choice) and resolve this Attack Round in the normal way. Then throw dice to determine the extra attacker’s Attack Strength and compare this with the Attack Strength you have just rolled for the defender. If the extra attacker’s Attack Strength is higher, normal damage has been inflicted. If the defender has a higher Attack Strength, nothing happens – the extra attacker does not take damage. Try this out; it is not as complicated as it sounds.

Now return to the reference you have just come from and fight your battle.

The battle:
Round 1:
Ganzigite’s Attack Strength: 18, Eagle’s Attack Strength: 13;
Eagle Stamina: 3, Ganzigite Stamina: 10
Alien has inflicted damage on the Eagle

188
https://imgur.com/a/tXzu3LC
The alien injures the eagle, but wails pitifully and begs you to call off the bird, which you do. Apparently eagles are sacred to the Ganzig culture, and injuring them is a mortal sin. You command guards to take the alien to the brig.

Calling up the Ganzigite starcruiser Captain, you relate the incident, threatening the life of your captive if your ship is not freed. The alien Captain agrees to your terms, realizing that he cannot harm a ship carrying sacred animals.

You take your captive to the Transmatter Unit and send him back to his ship. You are now free to leave. Turn to 16.

16
You probe ahead into space with your long-range scanners. On the fringe of your scan radius, to port, is a small star with an orbiting solar system which you may head for (turn to 180). Otherwise you may increase speed to warp and head off into deep space (turn to 93).

Please make your votes before 8:30 AM PST to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Huh, ok.

Anyway, port is left, so go there.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Vote registered, heading to the small star in order to take a stand against fascism.

180
As you approach the small star your scanners pick up two planets in orbit. One is a large red planet, which you may approach by turning to 258. The other planet is dull blue and you may approach it by turning to 86.

Please make your votes before 1:00 PM PST to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Dull blue planet, please! Might have life.
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Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Vote registered, heading to the dull blue planet.

86
You increase speed towards a dull blue planet and start to orbit it. Short-range scanners indicate that it is a life-bearing planet. The most heavily populated area appears to be a city in the centre of a large island. You may beam down into the center of this city taking any other three crew members from the Adventure Sheet with you (turn to 209) or you may leave orbit and continue onwards (turn to 321).

Please make your votes whether to enter the city or not and who to take if the decision is to enter before 3:00 PM PST to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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JourneymanN00b
Prince
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Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Since nobody voted, my decision is to leave orbit and continue onwards.

I looked ahead on what lies ahead on that particular planet, and it apparently had nothing of value for us, and can be in fact misleading, depending on the choices that we make there.
321
Long-range scanners indicate another planet ahead, orbiting the same sun but some distance further out. You may continue to investigate this planet (turn to 258) or you may plot a course to avoid it (turn to 44).

Please make your votes before 6:00 PM PST to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
pragma
Knight-Baron
Posts: 822
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Investigate.
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JourneymanN00b
Prince
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Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by JourneymanN00b »

Vote registered, investigating the planet.

258
You approach the large red planet at sub-light speed and set an orbiting course. Scanning the surface, you find no trace of intelligent life, but signs of civilization – and a fairly advanced one at that – are apparent. As you observe the planet through your macro-telescope, you see that the surface is covered in a network of roadways and canals, focused every so often at what must be a population centre of some sort. You try various radio frequencies but there is no response. Will you beam down on to the planet’s surface (turn to 300) or ignore this planet and continue onwards (turn to 163)?

Please make your votes before 8:30 AM PST to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
pragma
Knight-Baron
Posts: 822
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by pragma »

Beam down. Bring Gizmoduck and Dewey on the away team if prompted.
Thaluikhain
King
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Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantasy 4 - Starship Traveller

Post by Thaluikhain »

Beam down of course, didn't need an "are you sure?" section.
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