Crooked Bee
(no longer) a wide-wandering bee
TABLE OF CONTENTS
Prologue
Chapter 1: A mysterious appointment
Chapter 2: In da club
Chapter 3: This is the end
B.A.T., or Bureau of Astral Troubleshooters, is a single-character cyberpunk RPG/adventure game hybrid developed by Computer's Dream and published by Ubisoft in 1989. Combat is, alas, real-time, with dodging and stuff. But it has stats, so it's an RPG! I'm not sure if this thread will even go anywhere, but since the Codex Playground has gone cyberpunk, I may as well claim this game for myself to LP. I'll be playing the DOS version, but there are also Amiga, Atari and C64 ones.
The game takes place in the beginning of the 22nd century, on a planet called Selenia.
You are an agent for B.A.T., an ultra-secret organization serving the Confederation of the Galaxies in the 22nd century, and you are assigned various missions covering a wide range of spy activities.
Your current mission is to prevent the terrorists from setting off some powerful bombs in Terrapolis, the largest city on Selenia, and you have only 10 days to accomplish it.
The manual also claims this game is very dynamic and flexible in its nature.
But enough quoting the background stuff, let's now go onto character creation.
It's all as simple as it gets. You're given 78 points to distribute among 6 attributes: Force, Intelligence, Charisma, Perception, Energy and Reflexes, each ranging from 0 to 20.
Also, as you can see from the above pic, distributing attribute points in various ways influences the level of your skills, or aptitudes, of which there are 14: Chatter, Pick locks, Detection, Electronics, Climbing, Evaluate, Mechanics, Steal, Track, Locate, Vigilance, Firing, Precision, Psychology, ranging from 0 to 100%.
And that's where you, dear potential readers, come in. I'd like some reader participation as to who, what, in what manner our character should be. That's why I ask you to:
1. Suggest a suitable name (8 characters max)
Or unsuitable, whatever. Or support a name that has already been nominated. Wanna name our character Codexer or Tranny or Cleve or Kuroneko or, I dunno, Obama? Go ahead, say so.
2. Say how you would distribute 78 points among the attributes
Make the character as inept or skilled as you wish. Should he be a physically frail monocled gentleman, or a sturdy dumb oaf? Perceptive or half-deaf? Charismatic or ugly? Oh, the power of choice! Keep in mind that each attribute ranges from 0 to 20.
The most popular options will win. Alternatively, some kind of compromise will be reached. In any case, I'll be struggling with whatever character I get. So go ahead, voice your preference. Or come up with some preferences even if you don't really have any. Oh, and this LP is very low priority to me, but the more readers participate, the greater my enthusiasm, so go ahead if you want to see this thread alive and kickin'. In a way, I want this to be your LP as much as mine.
Prologue
Chapter 1: A mysterious appointment
Chapter 2: In da club
Chapter 3: This is the end
Mobygames said:B.A.T. is cyberpunk romp through the underworld of crime and corruption.
B.A.T., or Bureau of Astral Troubleshooters, is a single-character cyberpunk RPG/adventure game hybrid developed by Computer's Dream and published by Ubisoft in 1989. Combat is, alas, real-time, with dodging and stuff. But it has stats, so it's an RPG! I'm not sure if this thread will even go anywhere, but since the Codex Playground has gone cyberpunk, I may as well claim this game for myself to LP. I'll be playing the DOS version, but there are also Amiga, Atari and C64 ones.
The game takes place in the beginning of the 22nd century, on a planet called Selenia.
SELENIA
(Extract from "Galactica Encyclopaedia", new edition)
Temporal bridge JERICHO VII (B15)
Distance from the bridge: 0,96 AL (8 months)
Planet information
diameter: 19 143 miles
mass: 9 (Earth = 1)
temperature: 165 °C average
atmospheric pressure: 10000 mb
time: 23h 42' 44"
atmosphere: carbon dioxide
Selenia was not the first planet to be coveted in the B15 solar system. In fact, the millionaire Gordon Berghaz, who had taken this temporal passageway, first entered into contact with the population of Josephine 6, a neighboring planet. The Tetrabucs, as they were called, did not authorize Berghaz to land on their planet, and he had to resign himself to landing on Selenia...
Selenia is part of a vast solar system made up of six planets (Miriez, Selenia, Josephine 6, Pretoriusjrma, Irmall) all rotating aroundBorea, a dwarf star more than 10 million years old.
On the whole surface of Selenia, the same climate prevails; very hot, barren...
The surface is varied, but not exciting. There are many mountains, arid plains and immense plateaus like that of the area of Svorkoff, where Terrapolis, the only town on the whole planet, was built. The intensive exploitation of the Selenian subsurface (pumping of dytroxyne and extraction of licox, a material used for the composition of Khergol) transformed Terrapolis into a vast industrial complex, defying the extreme surface conditions...
Gordon Berghaz died in 2163 and his son, Stan, took control of Terrapolis.
Relations with the Tetrabucs have improved a lot since the first meeting and a colony has been established on Josephine 6, Zartrop 1. Stan Berghaz and an elite group live in Zartrop, while the administration of the city of Terrapolis has been left to a governor... This governor is assisted in his task by advisors in charge of various sectors of activity in the city.
Thanks to its policies of low tax and other favorable measures, Terrapolis has become a large commercial center, and that's why you find an incredible variety of alien races here. The dominant population is human but extremely eccentric (notably in its amazing style of dress). It lives mainly by night in total decadence, and the Terranean police forces sometimes have difficulty in maintaining law and order.
The general ambiance of the city is fairly industrial, especially since the Great Fire of 2150 when a whole area of old buildings dating from the beginning of the XXIst century was destroyed. The visitor will therefore find few tourist attractions. Nevertheless, there are some remarkable Post-Rythjuian constructions and even, in a more classical style, the magnificent governor'spalace and the Museum of Natural History. The visitor can also take a walk around the marvelous gardens of the artificial park, created to soothe the mind but also stocked with innumerable species of rare animals.
You are an agent for B.A.T., an ultra-secret organization serving the Confederation of the Galaxies in the 22nd century, and you are assigned various missions covering a wide range of spy activities.
B.A.T.
The Bureau of Astral Troubleshooters was created in 2126 by a delegation of the N.T.C. (New Terrestrial Confederation). Originally, this organization was only to be an action unit with the right to intervene in all colonized worlds. Constructed in 2128 on a moon base, the B. A.T. was developing into a true coordinator of the police of every galaxy. In 2165, following their first major case and their first major failure, B.A.T. was officially dissolved and became an ultrasecret organization in orbit around Earth, masquerading as a medical center. Since then, several cases have been solved successfully. The B.A.T. makes use of an important information network. This information is collected throughout the known Universe by bloodhounds and the SAAR. The latter have no direct right of intervention in a case, this being reserved for specialized agents. These agents are trained to undergo all sorts of physical and moral tests. They can face the most dangerous situations and emerge victorious. Moreover, they are endowed with a personal computer, model B.O.B. (Bio-directional Organic Bioputer), implanted in their right forearm. This is designed to assist the agent in his mission, by taking charge of his physical faculties and by supplying him with useful information.
Since 2173, more than 200 agents have been posted in the Universe.
SAAR
These are small robots capable of storing all kinds of information. Their systems of acquisition and communication have been perfectly designed for their missions. The SAAR are always used in areas inaccessible to human beings. They are equipped with a very effective artificial intelligence system (survival instinct, deduction) measuring over 0,7 on the OD AB scale (the organization for the defense of artificial beings created in 2134). The SAAR, continuously perfected, are destined to be used more often.
Your current mission is to prevent the terrorists from setting off some powerful bombs in Terrapolis, the largest city on Selenia, and you have only 10 days to accomplish it.
THE WORLD OF B.A.T.
The B.A.T. is an ultrasecret organization, originally earth-based, of which you are an agent. The action takes place at the beginning of the XXIInd century. Earth, disrupted by various events, reformed a world government, the C.F.G. (Confederation of the Galaxies), directed by nine savants. The known Universe is scattered with worlds having no, or virtually no, topological concentration. This phenomenon, essentially due to the type of propulsion used for very long distance voyages (artificial black holes), resulted in the extreme political development of the independent worlds, despite themselves. Spatial colonization currently extends to the solar system and its suburbs (less than twenty light years away, like Alpha of Centaur) belonging to the Tertian district and the hundreds of other worlds colonized by the millionaires (or aliens!) scattered in space and linked uniquely by temporal bridges.
To coordinate the action of the hundreds of different worlds, an organization has been created, the U.M.R. (Union of Worlds for Assembly). However, significant problems remain and the measures taken by the U.M.R. are often stifled by the veto of one government or another.
That's why the C.F.G. prefers to use its personal action organization, the B.A.T., to resolve problems in utter secrecy...
As a B.A.T. agent, you will travel around various worlds, all different from each other, meeting strange or frightening characters. You will have to achieve perilous missions but you will have the fabulous chance to visit an integral world and to discover mysteries throughout the adventures that we offer you.
Your adventure will take place on Selenia, a very cosmopolitan planet, a crossroads of civilization...
The climatic conditions of this planet are very severe. No flora or fauna exist (you may get the chance to fly over the plateaus and dunes of the desert in a DRAG!). A Terrian colony has been set up in a town protected by an enormous dome: TERRAPOLIS.
The very industrial nature of this city has made it extremely lively. A large number of different beings meet night and day (Appendix 1 describes the main creatures). You will notice the heavy atmosphere, resulting from this world which influences its inhabitants and where violence is common. We advise you to blend in with the surroundings and not to disturb the equilibrium that makes the city tick, as aggressiveness is not always the best solution...
Don't forget that this is a real world in which you'll evolve. Don't hesitate to go for a drink or have some fun; adventure isn't the only attraction of the game, and you'll rarely be at a dead end. Once you've reached your goal, you can still carry on playing.
The manual also claims this game is very dynamic and flexible in its nature.
So that the player feels free, so that he can totally immerse himself in the adventure without any restrictions, we have conceived a system where appearance, interaction and even the very framework of the game have been rethought.
The structure of the game is based on what we call a "distributed adventure." The player can reach a solution in various ways, enabling him to be blocked only rarely in the adventure. The adventure is therefore resumed by a "main backbone" composed of branches and knots. The branches can be parallel or concurrent, they converge towards the knots which lead to the next step in the adventure by logical relations.
Moreover, we needed an interactive system of high quality to communicate with the player. As far as the graphics were concerned, we opted for a completely free screen where images take shape and follow each other freely. In consequence, some screens are entirely graphical, in a "cartoon" style, destined to make the game come alive.
But enough quoting the background stuff, let's now go onto character creation.
It's all as simple as it gets. You're given 78 points to distribute among 6 attributes: Force, Intelligence, Charisma, Perception, Energy and Reflexes, each ranging from 0 to 20.
FORCE. This characteristic is the physical potential of your character. The figure chosen during the creation is the maximum level that your force can reach (when you're in very good physical condition). A minimum of 15 is advised.
INTELLIGENCE. This competence reflects your mental capacities. It enables you to resolve complex problems or, for example, to take the lead in a conversation with a less intelligent individual. You could class as a genius by attaining 20 in intelligence, while the minimum is fatal (clinically dead).
CHARISMA. Charisma constitutes your main attractive power, whether physical or mental. This competence could be very useful during bargaining, or during friendly meetings. The maximum could be to the point of pure and simple hypnotism, whereas a minimum would be a consequence of ugliness and other peoples' indifference to your character.
PERCEPTION. Perception is the development of your principle senses (hearing, touch, sight, smell, taste). It is obviously important, as a high level of perception enables you to avoid the effect of surprise, to anticipate an attack, to rapidly detect a fatal poison. With a level of 20 your character will be an exceptionally perceptive individual. It will be very difficult to surprise him. With a minimum level your character will have a considerable deficiency of the senses (blind, deaf...).
ENERGY. Vitality also includes your willpower. It is an energy potential reflecting not only your vivacity but also the speed of your intervention when faced with an action. A lifeless person has hardly any energy, whereas a lively and nervous character has considerable energy.
REFLEXES. This competence is your capacity to react to an event without letting your deductive competences intervene. Very useful during fights, your character would be desperately slow on the draw with a low level. On the other hand, if you have a high level, not even a killer robot will be able to surprise you.
Also, as you can see from the above pic, distributing attribute points in various ways influences the level of your skills, or aptitudes, of which there are 14: Chatter, Pick locks, Detection, Electronics, Climbing, Evaluate, Mechanics, Steal, Track, Locate, Vigilance, Firing, Precision, Psychology, ranging from 0 to 100%.
Aptitudes are calculated depending on your competences and other parameters too numerous to describe. They reflect your capacity to carry out certain actions. Resulting from your personal talents but also from the training that you've received, these will enable you to carry out certain actions with greater ease. Thus, your aptitudes will determine your character's disposition (scientific, manual, calculative, instinctive, etc...). They are expressed as a percentage (from 0 to 100%).
Chatter: Very useful for confusing or convincing a seller or to obtain information from an indicator. This aptitude is frequently found in resourceful, vicious individuals.
Pick locks: This capacity reveals whether you are talented at understanding and picking all kinds of locks (from simple locks to the most complex electronic system).
Detection: To detect a trap, find the invisible clue that will uncover the workings of a Machiavellian plan, an essential characteristic of all major detectives.
Electronics: Above 70% you can consider yourself to be a very good electrician. This aptitude could get you out of tricky situations.
Climbing: To cross all heights without equipment. If your percentage is low, don't attempt the impossible, take the elevator...
Evaluate: Do you have a realistic attitude? This aptitude will enable you, among other things, to avoid buying a replica of a Kar-had vase at the same price as an original.
Mechanics: To avoid having to take public transport. Below 10%, we advise you not to touch any machine, otherwise we won't be responsible for the consequences.
Steal: Speaks for itself.
Track: If you think you're Davy Crockett, you should have a good percentage of this aptitude. It will enable you to follow your prey and even react in the same way as he does.
Locate: This capacity will enable you to discover hidden objects.
Vigilance: In this violent, cowardly world, it's useful to be on your guard. A high percentage of this aptitude will keep you from finding yourself without a credit card, whereas with a low percentage, you will be ideal prey for all bandits and robbers.
Firing: In case of attack and with a high percentage you can send a band of vicious skunks packing, without even aiming. Below 20%, you should ask all those around you to go several miles away before firing (if you have a Nova, we're not responsible for the holes in the disk...).
Precision: Above 80%, you're a marksman of considerable talent. Below 20%, buy yourself some glasses...
Psychology: To carefully apprehend a fragile creature (and not rush at him wildly), we advise you not to neglect this aptitude. It could be useful to know about certain civilizations and not to provoke them. Below 10%, you're a brute...
And that's where you, dear potential readers, come in. I'd like some reader participation as to who, what, in what manner our character should be. That's why I ask you to:
1. Suggest a suitable name (8 characters max)
Or unsuitable, whatever. Or support a name that has already been nominated. Wanna name our character Codexer or Tranny or Cleve or Kuroneko or, I dunno, Obama? Go ahead, say so.
2. Say how you would distribute 78 points among the attributes
Make the character as inept or skilled as you wish. Should he be a physically frail monocled gentleman, or a sturdy dumb oaf? Perceptive or half-deaf? Charismatic or ugly? Oh, the power of choice! Keep in mind that each attribute ranges from 0 to 20.
The most popular options will win. Alternatively, some kind of compromise will be reached. In any case, I'll be struggling with whatever character I get. So go ahead, voice your preference. Or come up with some preferences even if you don't really have any. Oh, and this LP is very low priority to me, but the more readers participate, the greater my enthusiasm, so go ahead if you want to see this thread alive and kickin'. In a way, I want this to be your LP as much as mine.