Serenity RPG campaign

Started by Elven Sex Goddess, February 20, 2008, 12:51:18 AM

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Elven Sex Goddess

Looking to start up a game in the 'verse' of the 'Serenity RPG game. 

It will follow the exploits of a Firefly class cargo ship.    I am looking for five individuals with myself to join in this campaign.  I will start out the first scenario / story arc.   However, like a book with chapters.  I am looking for others that will contribute and take turns in pushing a story arc in the game.  A cooperative storytelling venture. 

Some basic need to know information;

Starting level is 'greenhorn'   

Only one character can have these assets. (not meaning both of them.) 'Reader', 'register companion'.

Restrictions, the ship and crew live on the edge.  So this precludes no operatives, or lawmen of any type.  So restricted is the asset 'Wears a badge'.  This does not mean you cannot be a veteran from the alliance as well as the independent forces from the war of unification. 

Available slots open;   Their our three slots open right now, still needed is a Captain/pilot,  Doctor/medic,  and a socialite.   Filled already are the ship's mechanic, one of the mercenary's with skill in planet vehicle driving.  An the third is yet to be determined. 



LordAnubis

Got to love a game where the Prostitues are more reputable and respected then law enforcement agents. *chuckles*

Someone go for broke, make a Companion reader with friends in high and low places.  Most connected person in the Galaxy.

Dragoondawg25

*scratches chin and hmmms a little bit*very interesting, must do more reading on the subject matter at hand.
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Garreth

The Firefly verse hmm? Always a very stimulating environment.

I'd be interested, assuming this is a freeform game, in the role of either the captain, or the medic.
Judge one's character not from the options he's given, but from the choice he makes from them.

Elven Sex Goddess

#4
Quote from: Garreth on February 20, 2008, 03:27:17 AM
The Firefly verse hmm? Always a very stimulating environment.

I'd be interested, assuming this is a freeform game, in the role of either the captain, or the medic.

The game is in a system.  Using the Serenity RPG game system published by Marget Weis productions.  The rules and mechanics of the game are nice and easy to use and still comprehensive enough.   If interested still I have it in pdf file. 

An both the captain and medic are open.   

Max

Hm, tempting, tempting....  Not really sure I would want to be the Captain, but maybe the medic, or Companion if that is open. 
"Are you into whips and chains too?"
"No, chainsaws."  (just kidding)

Ons and offs:
https://elliquiy.com/forums/index.php?topic=4738.new#new

RubySlippers

I LOVE FIREFLY! Lets see I would be willing to go for Companion (I loved Inara maybe one of the new Companions from a Border Companion Training Temple). If that is filled a doctor might fit but think border trained so is likely rough and tumble, carries a gun and has some medical knowledge akin to a ship's doctor in the Age of Sail. Be afraid if you get really hurt....  ;)  (lets see where are my leeches that will clean out the infection, maybe, its all I have on hand)

If I did do a Reader she would likely be gifted at it, not nuts but rather normal, save she earns a living perhaps as a negotiator for hire using her talents to gain the advantage so she might be on the ship as that role. Kind of like a Commercial Telepath in Babylon 5 without the knowing she has certain talents being public.  ;)

Rayve13

I loved the show, and was always curious about the game. If you could direct me at the pdf, I'd be happy to give it a whirl in some capacity.

Elven Sex Goddess

Quote from: Max on February 20, 2008, 09:38:31 AM
Hm, tempting, tempting....  Not really sure I would want to be the Captain, but maybe the medic, or Companion if that is open. 
Quote from: RubySlippers on February 20, 2008, 01:02:47 PM
I LOVE FIREFLY! Lets see I would be willing to go for Companion (I loved Inara maybe one of the new Companions from a Border Companion Training Temple). If that is filled a doctor might fit but think border trained so is likely rough and tumble, carries a gun and has some medical knowledge akin to a ship's doctor in the Age of Sail. Be afraid if you get really hurt....  ;)  (lets see where are my leeches that will clean out the infection, maybe, its all I have on hand)

If I did do a Reader she would likely be gifted at it, not nuts but rather normal, save she earns a living perhaps as a negotiator for hire using her talents to gain the advantage so she might be on the ship as that role. Kind of like a Commercial Telepath in Babylon 5 without the knowing she has certain talents being public.  ;)

Well all three are open, regarding captain, the doctor and a companion.  I will leave that up to you two, Max and Rubyslippers to decide who wants what to play.   

Quote from: Rayve13 on February 20, 2008, 01:24:47 PM
I loved the show, and was always curious about the game. If you could direct me at the pdf, I'd be happy to give it a whirl in some capacity.

I sent you a private message hun. 

RubySlippers

Companion, the eldest daughter of Niska (yep THAT Niska) that was sent at his expense and pulling lots of strings to the Compaion Training School on whichever border planet that one was Inara ended up teaching at after she left the ship. She will though be respectful, law-abiding and well pleasant to be around with some odd skills like criminal ones she picked up when young. Should lead to some fun role-playing he may be a sadistic thug but he has a code of honor and seems to like his family unless they screw him over.

Max

#10
What time would the game be set in?  Am not trying to sabotage your idea Ruby, but if the game is set along the same time frame, Inara wouldn't be there to be teaching you.  From what I gather, there is an eight month seperation between the end of the series of the movie.  Of course, it is very likely the Training House was there before Inara showed up. 

Guess I will play the medic, unless no one else really wants to run the Captain.  Just wondering, how mixed a group will this be?  Ex-Alliance, ex-Browncoats?  Mercs like Jayne, with little or no preference with either side.
"Are you into whips and chains too?"
"No, chainsaws."  (just kidding)

Ons and offs:
https://elliquiy.com/forums/index.php?topic=4738.new#new

RubySlippers

No I said its the school she taught at not TEACHING at, the school was easily likely to be opened after the war was over and the Guild was moving to increase its power. I just noted that was the likely school she was trained at since they had a short training program compared to the central planets.

She will be neutral its likely daddy kept the view whichever side made him money at the time go for it. lol  My character likely will be pro-Alliance after all being a Companion they are good for her and the mores stable things are the better things are for her in principle. Not that the Browncoats were not noble and put up a justified effort they just lost.

Elven Sex Goddess

Nice concept with using the daughter angle of Niska from Ezra,  It will help generate alot of material to work with.  Especially since the alliance is trying to figure out how to place a new governor on the planet with Niska, Ruby.


Max a medic be good if that is what you want to play. 

Rayve13

I got the pdf (thanks for the link  :) )

I'll try to read it tonight, and get something worked up. I guess the Captain's position is the open one. A bit daunting for a first character in a system, but I'm willing to give it a go.

RubySlippers

Need the pdf to I loved the series and movie but don't have the rules.

Dragoondawg25

guess that leaves me as the pilot lol hmmm ill have to really read over the pdf a little and form an idea but i think pilot will suit me best
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LordAnubis

So you know Max, the ship has an infirmery stocked with Emergancy medical supplies.

I'm your Ships Mechanic and Asherah let me build the ship.

Welcome to the Crew of Destiny's Breath.

Rayve13

#17
Who's the owner of the ship? I'm working out concept details, and just want to know if I'm serving as a freelance Captain (since we have someone else wanting a separate pilot's position), or if I'm some kind of financial backer or something.

Update: I'm currently working under the concept of being a hired captain. Let me know if that's horribly off, and I'll adjust accordingly.

Garreth

I think I'll withdraw myself from this game then. I like the serenity universe, but I'm not really into system roleplay. Besides, it seems there are plenty of other volunteers ready and willing to take my place.
Judge one's character not from the options he's given, but from the choice he makes from them.

RubySlippers

Ok I have basic everyday dial-up for my internet and can't download the pdf it would literally take hours to get it all done if my poor computer doesn't blow up.

Anyone know of a short cheat sheet version of character creation on html I could just read somewhere on-line or a easy to download character creator?

Max

This was a quick primer I did when I tried to run a game using the Serenity rules.  Hope it can help you.

https://elliquiy.com/forums/index.php?topic=5338.0
"Are you into whips and chains too?"
"No, chainsaws."  (just kidding)

Ons and offs:
https://elliquiy.com/forums/index.php?topic=4738.new#new

RubySlippers

(runs up and kisses Max)

Now that is what I wanted. I did play before at a convention just needed the character creation rules.

LordAnubis

Worth noting that as a green horn you get 42 points to spend on attributes and assets and 62 points for skills.  Since the link you gave was for a big damn hero.

LordAnubis

OH, anyone intending on making a character who will be getting in fire fights or brawls.  Take the asset Fighting type.  it is a major asset and costs 4 points, but it gives you a free dodge roll, instead of it being only a 7 to hit you that it normally is.

Elven Sex Goddess

Also to elaborate on the greenhorn starting credits is 750 not the 3000 for a big dam hero.



RubySlippers

#25
Noted. Its not biggy I couldn't find places to spend all those points in any case, I like lower powered people more real.

Oh I forget which stas most effect social skills like conversation and seduction?

Here is what I have so far:

ASSETS
-Allure (major)
-Friends in High Places (minor)
-Friends in Low Places (minor)
-Registered Companion (minor)
-Sweet and Cheerful (minor)

~going for the hot looking and approachable companion not uptight but fun to be with and with oogles of connections some up on top and other from her family background~

COMPLICATION
-Credo: Code Against Killing Except in Self-defense (minor)  ~not fond of violence but if she is in danger like from Reavers all bets are off if such can't be avoided using other tactics~
-Loyal: The Guild (minor)
-Loyal: Niska Family (minor)
-Memorable (minor)  ~Inara had this and frankly she likes repeat business so kind of fits and she is gorgeous and fun to be with.~
-Prejudice: By Guild Members Educated in the Central Planets (minor)  ~is to these grand ladies very undertrained and provincial for the title so faces prejudice from them~

ATTRIBUTES (2 left)
-Agility (1d6)
-Strength (1d6)
-Vitality (1d6)
-Alertness (1d8)
-Intelligence (1d8)
-Willpower (1d8)
I think I did these right if so I have one 1d10 I can place where it will do the most damage in a good way.)


LordAnubis

Will power if your going to be influency and seductive.

And predjudice is the reverse.  There are people you can't stand and think they are not worth your time.

RubySlippers

I'm had two GM's do it either way and frankly its up to her if she allows it but it fits, even Inara and she was worldly as hell for a Companion, commented the Companions at the school were undertrained by her standards (from the central planets). So its likely they would as a rule not treat her as a proper Companion and might actually be catty about her getting clients. Of course her view is they are utterly arrogant and have no clue what life is like out in the border of the Alliance it takes more than just looks and charms but connections and being adaptable. Like the whole refusing a client because their aura is not right is stupid its about the money and making contacts if its a client others might refuse its one she can add to her list. Unless they have a black mark in the Registry even she must respect Guild law and custom to some degree.

So I for one could go either way on this its more likely they will not like her even if she is an asset to the Guild to fill a need and she would not like them as a rule (unless she gets to know them or they are well like Inara) as following an impractical business model. She is a Niska after all she is as ruthless as her father in her profession just far less violent and more ravishing doing it.

Rayve13

#28
Still need to buy stuff, but here's what I have so far:

Name: Jefferson Atrello (a-tray-yo)

Attributes:
Agility d8
Strength d6
Vitality d6
Alertness d8
Intelligence d6
Willpower d8
Initiative: d6 + d8
Life Points: 16

Traits:
Tough as Nails (minor asset): Jeff has learned to take a punch and keep dishin' 'em out.
Leadership (major asset): Though he has a more quiet and aloof demeanour than he once did, Jeff is still capable of bringing out the best in those who work with him.
Steady Calm (major asset): He lost his calm once, and lost damn near everything. Never again.
Nose for Trouble (minor asset): After what he's been through, Jeff has an almost unnatural ability to spot a bad situation. Or he's just paranoid and makes that work for him.
Credo (major complication): Fear made him take the "easy" road before, but he can't go back there again. He'll lie to everyone about why he won't let his crewmembers be lost (including himself), but in the end he just can't leave them again.
Memorable (minor complication): Stark white hair is strange on a young man, and the livid scar across his left cheek makes his a face you just don't forget.
Hooked (minor complication, tobacco): He won't drink again, but Jeff still needs something to calm his nerves. The pipe is his prefered method, but he'll take what he can get.
Phobia (minor complication, big blades): Seeing a man's limbs hacked off can make you a bit nervous around a big blade. In this case, it did.
Traumatic Flashes (minor complication): Sometimes there are things you just can't forget. Jeff's mistakes plague him, and sometimes they demand attention at the worst times.


Skills:
Athletics d4
Discipline d6 
- leadership d10
Artistry d2
Guns d6
- rifles d10
- pistols d8
Influence d4
Linguist d4
Perception d6
- intuition d10
- deduction d8
Pilot d6
Mechanical Engineering d4
Unarmed Combat d4

Equipment:
NewTech rifle (120 credits) stage up damage (d10) & enhanced magazine (45 rounds)
- This is a high powered flechette rifle, firing slivers of depleted uranium at high velocity called the Manticore. Jeff bought it for protection following the incident, and carries it basically everywhere. It looks like a sleek black rifle with the trigger located near the front and a clip of ammunition behind that (bullpup configuration).
Pistol (18 credits)
Plate vest (30 credits)
Balistic mesh long coat (46 credits)
500 rounds pistol ammo (10 credits)
2000 rounds rifle ammo (80 credits)
Stun baton (12 credits)
Brass knuckles (.8 credits, woven into gloves)
Personal Access Cortex Terminal (100 credits)
Data Library, standard (22.8 credits)
Debugger (20 credits)

Cash: 290.4 credits

Appearance: Jeff is not the biggest person in most situations. He's of average height and average weight. He tends to dress in dark colors, usually those unconnected with either side of the Alliance/Independent conflict. But he is hard to miss due to his stark white hair and a thin diagonal scar running horizontally across his left cheek. The hair he was born with, the scar is a reminder of something he'd like to forget. He typically carries both his rifle and his pistol, the former slung across his back, the later at his hip. His skin tone is slightly dark, a product of his mixed Hispanic heritage.

History: Born on Beaumonde, Jeff started life in a farming community, but his family moved almost immediately to the city to find a "better life". That better life meant factory work, a life Jeff quickly discovered he had no interest in. He took to hanging around the docks, talking to crewmen and getting an idea about life in the black. The more he heard, the more he wanted to be there too, and one day he just didn't come home, waiting until he was far away to send word back. He started as a cook's assistant before working into a position as mechanic's helper, then training as a pilot before finally being promoted to first mate. His crew worked as a neutral trade vessel during the Unification War, though they were more sympathetic to the Independents than they were the Alliance. It wasn't long after the war that Jeff became the captain. And it wasn't long after that when he and his crew set down at an outpost on the Rim for a little R&R. Something didn't seem right about what was going on, but the crew needed downtime. And so they went to the bar and drank, with Jeff ignoring the growing feeling that things were going to go horribly wrong. And then the worst possible thing happened. The Reavers came. Most everything is blurry after that. He knows that they managed to hide, and that the Reaver group who found them must have been the last ones out before they left the outpost town. He remembers his mechanic being cut into pieces. He remembers throwing a grenade into a mass that contained at least two of his own crewmen before he fled. It was days before he really came back to himself, on another planet, his ship sold and himself filthy and nearly broke, a line of stitches in his cheek that he didn't remember getting (a shrapnel wound when the grenade went off). It was at that moment that he changed. He knows it was his fault things turned out the way they did. He quit drinking, and started to work his way back into life, selling his services. He was not the man he was. The laughing, friendly captain of old had been replaced by a much more distant, hard edged man. He tries to keep himself distant from his crew, but inside he knows he will never allow what happened before to happen again.

Update: Added equipment

Elven Sex Goddess

Ok first on your gal Rubyslippers.   Nice concept, points look good with the one minor exception.  Your assets do not match up to complications or other points from attributes.  As a major is 4pts and minor 2 pts.  You have a total of 12 spent in assets and 10 in complications and none from the 42 all spent on attributes.  My suggestion is the non fighting credo with exception of reavers should be a major complication.   Skills need them.   

Rayve13 character is over spent on the attributes by 12 points at 54 pts (42 is greenhorn), skills look good. As does your traits of assets and complications.   

Through both of you don't forget to do your secondary attributes of initiative and life points.

Rubyslippers

initiative d6 + d8
Life points 14

Rayve13  the initiative is agility + alertness,  life points vitality + willpower.

Also both don't forget to buy equipment.   


 

Elven Sex Goddess

On the complication prejudice.  I see it and read it as one's own prejudice.   Yet I can also see it working the other way.  I would see a religiousity type especially in the Christain or Islam aspect.  To be the ones prejudice towards a register companion (cough cough harlot).  So can see it as working that way in complications. 

Elven Sex Goddess

Still 2 pts over hun with attributes Rayvee13 and your life points should be 16.  The asset tough as nails gives a +2 to it.   

Rayve13

Sorry, had it right for figuring Initiative, but forgot to change it on the stat line.

Elven Sex Goddess

No sweat hun, it all looks good.  Great character.    ;)

RubySlippers

That's ok I will touch up the character but if I go for not a fighting type she is going all the way on it no killing any sentient creature, leave out knocking out and shooting kneecaps if necessary.  ;)

I'm just checking the points out and seeing if the first part was ok, its not a complete character yet.

Elven Sex Goddess

I would like to note on  equipping your characters with equipment.  That illegal items can be purchased at creation.  However, I only ask that such items be kept with in the realm of the character concept.   A socialite is not going to purchase a grenade launcher or a squad killer missile.  Plus that you have the contacts with such traits within applicable assets. 

Also in thinking of your character background.  Consider yourself a part of the ship crew.  At least for a few months to have established loyalties for such complications as being loyal.    As the basic gist and tone of the campaign is to follow the deeds and exploits of a ship and its crew.   

The game will be put up in a a day or so in NCNS - Non-Consensual Normal System. 

Finally their is room for one more player and the most glaring need it looks like is the ship's medic from what I am seeing.

RubySlippers

I was curious I don't see any non-lethal guns how much would a Taser Gun cost you know like we have now maybe more advanced that firess a wire connected to a powerful electrical charge battery or a self-contained dart that does the same thing. She may be against killing now tazering is well an option. ;)

Its supposed to be centuries in the future they must have such technology pretty much around by now. Not talking a laser weapon just a tazer like weapon that would let her defend herself. Reavers might be a problem however...

Elven Sex Goddess

Here RubySlippers 

Taser - Damage d8 S, Range increments 10', Max ROF/Charges  2/10, Cost €18 (credits), Weight 2 lbs, Availability E

HairyHeretic

Another option you could take is martial arts. My old Serenity character was an ex-Browncoat medic, a somewhat devout buddhist who wouldn't kill, but had about d10 or d12 in martial arts. I explained it was Aikido he studied, so he could still defend himself, even if he wouldn't hurt others (deliberately).

He was also something of a lech who'd chase anything in a skirt, but that's another story  :D Come to think of it he'd probably fit in quite nicely here.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Elven Sex Goddess

QuoteHe was also something of a lech who'd chase anything in a skirt, but that's another story  Cheesy Come to think of it he'd probably fit in quite nicely here.

Hun your more then welcome to join.  Though if going to work the same character concept.  Need him to start at greenhorn, if want to play the medic aboard the crew. 

LordAnubis

Quote from: RubySlippers on February 22, 2008, 12:44:57 PM
I was curious I don't see any non-lethal guns how much would a Taser Gun cost you know like we have now maybe more advanced that firess a wire connected to a powerful electrical charge battery or a self-contained dart that does the same thing. She may be against killing now tazering is well an option. ;)

Its supposed to be centuries in the future they must have such technology pretty much around by now. Not talking a laser weapon just a tazer like weapon that would let her defend herself. Reavers might be a problem however...

You also have the sonic rifle

d8S range 15 ROF/Mag 2/50 140 credits.  Just need a reason to have a gun usually meant for core world cops.

also stun baton
d2 12 credits.

Best part about them is all damage is in stun, even the damage form beeting their defense.

Also gas grenades for 3d6

And kotine posion.  1d8of stun a round.

For the non lethals.

LordAnubis

Took longer then I thought to be able to sit down and write up his bckground info


Name: Deacon Rothchild
Appearance:
   Deacon looks like any number of scruffy mechanics you see in the back of a firefly or in a non Alliance space dock.  He has shoulder length black hair that would look nice if he ever did anything with it.  He is usually in the middle stages between having a beard and clean shaven, varying shades of scruff as he trims it when it begins to itch, but doesn’t try to completely shave it clean.  His best quality is  his eyes, a deep azure blue.  Most women who see them wish they could put those eyes in someone else, given his usual need to clean up.  He usually wears his miniaturized armor under a set of dirty cover all, so he doesn’t make them a mess, but is ready for any surprises, a little hard to move around.  If a girl could clean him up he’d look pretty respectable and if she kept him from talking would fit right in with the society types, if you had enough to blackmail him into going.

History:
Deacon Rothchild, of the Osirus Rothchilds, has been a bit of a black sheep for the family.  He is very smart, but he seemed to lack some of the social graces the rest of his family had naturally.  His natural talent for fixing or building things, while impressive, didn’t fit too well with the family’s social climbing, so an arrangement was made.  The family gave him access to the family accounts to do with what he wished, as long as he kept  clear of the society circles and tried to keep out of the cortex news reports for anything questionable.    He rarely if ever introduces himself as Deacon Rothchild, usually just Deacon, and brushes off attempts at getting his last name, or says Smith.
As far as the crew is concerned, he was already on the ship when they were hired, working on the systems, making sure everything was up and running.  Depending on how much work the crew did before they signed up on the ship they might have heard of him, he was a fairly accomplished ship Mechanic and during the war kept a number of Browncoat shuttles running.  He wouldn’t set foot on them when they left, but he was a safe one to go to for an emergency fix usually only charging costs.  He didn’t agree with the alliance, but wasn’t going to take up real arms against them.
Deacon doesn’t have many contacts on the shadier side of things, but his name might occasionally come up along the lines of “the engineer who is looking for a block aid runner,” though what he actually wants it for is up for speculations.
Strength      6
Agility         8
Vitality          6
Alertness       6
Intelligence      10
Will power      8

Skill   points   Specialty
Mech   6   
repair      8
Create      8
      
tech   6   
repair      8
Create      8
hacking      8
      
Precip   4   
Medical   2   
      
Guns   6   
Rifles      8
      
Influence   6   
      
Accounting   8
Linguistics   4   
Pilot   2   
athletics   6   

Survival   4   
      

(complications)
Amorous (minor)
They are women, they are beautiful and he doesn’t see a reason not to be attached to them.  Granted his unilateral attraction might cause some issues, but he just can’t help himself sometimes.
Credo (major)
He won’t harm innocent people, directly or indirectly.  Stealing credits from a bank or alliance payroll is fine, medicines from a colony suffering from a plague is not. 
Exploitation is not okay, under any circumstance.
Corrupt officials should not get away with it, regardless of what the law says.
Straight shooter (minor)
He has never been much of a liar, and while he knows sometimes there are things people don’t need to be informed of, but those can be dodged by misdirection instead of lying.  If you lie, it’s because you’re not smart enough to work around it.
Hooked (Major) (smoker)
He has spent the better part of his life working on ships as a mechanic on the rim worlds, sometimes you just need a smoke to calm your nerves, and once you start it’s hard to stop. He is up to two packs a day at this point.
Memorable (minor)
He has a rugged look about him and the smell of smoke makes him easy to remember.  Not to mention his occasional lack of tact when it comes to conversations.  Most people who talk to him for any length of time remember him.

Assets
Talented (Tech engineering)(major)  since he was little he has always had a knack for  technology, he just understood how circuits worked and he picked up on the advanced classes quickly.
Math whiz(minor)  If it involved numbers he has had an easy time understanding it.  He just needed to get a look at the problem and it seemed like everything just clicked before his eyes.
Moneyed (major) It is not something he has shared with the crew, but his family is fairly wealthy.  He is given access to the family fortune as long as he doesn’t make appearances at the social functions of the inner planets.  A deal he is more than willing to make.
Friends in high places (minor) His family is willing to use its influence to help him out, as long as he continues with the arrangement agreed upon.  They haven’t yet had to fight over anything since what they want him to avoid he’d gladly do.
Gear
Vac case for sniper
Gun cleaning kit
Newtech plate vest (full body, enhanced wounds 5W, miniaturized to look more like normal clothes)
Personal access cortex terminal
Fed band Scanner
Cutting torch
Tools
   Basic
   New tech x2 Electronic (+1 step  when used, minturized)
   Mechanic
10X scrapper gel
New Tech Assault rifle (Magnetic firing(no flash or bang.  Fires in space) +1 damage step ROF increased to 5)
Ammo 2000 rifle rounds.

HairyHeretic

Quote from: Asherah on February 22, 2008, 07:04:09 PM
Hun your more then welcome to join.  Though if going to work the same character concept.  Need him to start at greenhorn, if want to play the medic aboard the crew. 

I appreciate the offer, but I have to wonder if I'm already strecthing myself on games. It takes me more time than I'd like to post on everything I'm playing in presently, and while I always have more ideas for games, I'm not sure I have the time to do justice to them.

How often would you want to see posting in this one?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Elven Sex Goddess

That would depend on the group.  Through I say, safe to say at least once a day as general guide.  Give or take a day or two here and there.  However, nothing is set in stone.  For the most part I figure let the pace be dictated by the whole of the group. 


RubySlippers

Quote from: LordAnubis on February 23, 2008, 04:05:34 AM
You also have the sonic rifle

d8S range 15 ROF/Mag 2/50 140 credits.  Just need a reason to have a gun usually meant for core world cops.

also stun baton
d2 12 credits.

Best part about them is all damage is in stun, even the damage form beeting their defense.

Also gas grenades for 3d6

And kotine posion.  1d8of stun a round.

For the non lethals.

Sorry she needs somethin small, portable and with range she is no soldier, just make up something you can't tell me simple technology we use now is not available maybe more advanced a bit in the future. She is a Companion and likely not to fight much I hope but its kind of silly not to carry something under her dress in a leg holster just in case or in a purse.

Just not riot gear.

Rayve13

#45
As far as equipment goes, a couple of quick questions:
- For NewTech weapons, how do you figure out the ammo costs? And in general, how does one build a NewTech device (i.e. how many modifications do you allow per cost multiplier level).
- Is there anything we need for the ship, or is that already built and commissioned and all that?

I'll try to flesh that stuff out tonight!

The Great Triangle

I might be interested in playing the ship's medic, my basic character concept would be a low life "chop shop" sort of surgeon who performs unlicenced medical procedures.  He grew up on the street, but managed to be one of the lucky ones, raised by a gang of organized thugs and getting excellent grades in school and going to medical school on a scholarship.  Unfortunately, under pressure from his old life, he helped provide his "family" with painkillers and other narcotics from the medical school, and was kicked out. 

He then put his medical skills to use fixing up injured street soldiers of the crime syndacate, but after a "change of management" his role was redefined to include removing the organs of those who failed to pay their debts.  Unable to do this because of his hippocratic oath, he ran for the nearest ship with an open crew slot for a man with medical skills.
Meow!  I'm a kitty; made of fire.

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The Great Triangle

Heres my Character Design:

Ying Ran

Height: 6' 4''
Weight: 168 lbs.

Description: Ran is a very tall and thin asain man with long black hair and terrible teeth, he rarely goes anywhere without his trusty combat knife, which he prefers to display prominently when legal.     

Assets:
Tough as Nails (minor): Although it was not as bad as it could have been, Ran had a terrible childhood, and toughened up quite a bit from the experience.
Highly Educated (minor): Ran performed very well in school, and tends to speak very eloquently as a result, tending to offend and confuse the lowlifes he now tends to work with and around.
Intimidatin' Manner (minor): With his height and the look in his eyes, Ran definately isn't the kind of guy one would want to mess with.  Add in his skill with the knife, and he becomes terrifying.
Heavy Tolerance (minor): The one benefit Ran has gained from his years of drug abuse is an incredible ability to shake off poisons and the negative effects of drugs.
Steady Calm (major): Thanks to his experiences and nature, Ran can work just as effectively ankle deep in a pool of blood on the middle of a battlefeild as he can in the best lit and secured operating room on the core worlds.

Complications:
Chip on the Shoulder (Organized Crime) (minor): Ran does not like the Yakuza for their immoral behavior, and has grown to distrust organized crime in general.
Credo (Hippocratic Oath) (minor): The hippocratic oath is important to Ran, and in the context of his duties he will refuse to engage in euthenasia or refuse treatment to an injured person merely because he is an enemy.
Sadistic (Major): This may be his stance as a doctor, but not as a human being; in combat Ran endevors to make the killing blow, and has something of a dark side in other things as well.
Hooked (Stimulants) (major): In college, Ran got addicted to Methanphetamine, and has pretty much required stimulants of one kind or another every day since.  When he can get away with it, he's even injected himself with adrenaline once or twice.
Deadly Enemy (Yakuza) (minor): The organized crime syndacate which he refused to work for stil holds a grudge against him for his blatant disrespect, and will make little effort to spare his life if they have him at their mercy.


Agility d6
Strength d8
Vitality d6
Alertness d6
Intellegence d10
Willpower d8


Athletics d6
Dodge d10
Running d8

Covert d6
Steetwise d8

Dicipline d4

Medical Expertise d6
Forensics d8
Pharmacology d8
General Medicine d10
Sugery d10

Knowledge d4

Melee Weapon Combat d6
Knives d10

Scientigic Expertise d4

Unarmed Combat d4

Posessions: Combat Knife, Feild Surgery Kit, Drugs
Meow!  I'm a kitty; made of fire.

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Elven Sex Goddess

Quote from: Rayve13 on February 23, 2008, 04:07:39 PM
As far as equipment goes, a couple of quick questions:
- For NewTech weapons, how do you figure out the ammo costs? And in general, how does one build a NewTech device (i.e. how many modifications do you allow per cost multiplier level).
- Is there anything we need for the ship, or is that already built and commissioned and all that?

I'll try to flesh that stuff out tonight!

Ok the general rule of thumb for ammo is .02 credits in cost.  So a clip of ten would cost 1 credit. 

Now in regards to cost multipier level. It is pretty self explanatory in what the level of multiplier is applied.  But the rule of thumb is one.  For example you want to 2 step advance the damage of your weapon.  That is a x4 mod in cost.  However you also want to double the clip in amount of rounds it holds.  That would be another x4 to the multiplier. 

Now on new tech items, as with equipping with illegal gear.  The character should have either/or both the skills to create or obtain such new tech gear with assets.  Such as friends in high places. 

QuoteHeres my Character Design:

Ying Ran

Great Triangle the character looks good.  Welcome to the campaign. 


Rayve13

x2 modifier NewTech is listed as not too difficult to find, just expensive. Would that be reasonable for me, even though I don't have contacts? Or a single piece of more advanced New Tech (Jeff is paranoid about attack, and went weapon shopping after he got his nerve back).

The Great Triangle

What forum is this game going to be hosted in and when will it start?
Meow!  I'm a kitty; made of fire.

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RubySlippers

#51
Name: Catherine Niska
Age: 20
Occupation: Registered Companion (Persephone Companion Training Temple)
Appearance: A younger version of the actress Lena Headey from 300 and the mother in Terminator: The Sarah Connor Chronicles often dressed impeccibly but favors lounging clothes when just hanging out away from clients.

ASSETS
-Allure (major)
-Friends in High Places (minor)
-Friends in Low Places (minor)
-Registered Companion (minor)
-Sweet and Cheerful (minor)

COMPLICATION
-Credo: Non-fightin' Type is Morally Opposed to Using Lethal Force Against Livin' Things Even Reavers (major)
-Loyal: The Guild (minor)
-Loyal: Niska Family (minor)
-Memorable (minor)
-Prejudice: Companions trained in the central planets, some very religious types and a few potential clients that put her in the camp of common whores just don't like her properly for her station. (minor)

ATTRIBUTES
-Agility (1d6)
-Strength (1d4)
-Vitality (1d6)
-Alertness (1d8)
-Intelligence (1d8)
-Willpower (1d10)

Initiative d6 + d8
Life points 16

SKILLS  62
-Artistry d6
-Athletics d2
-Covert d2
-Craft d2
-Discipline d6
-Influence d6
#Conversation d10
#Seduction d10
-Knowledge d2
-Linguist d2
#Russian d4
-Mechanical Engineering d2
-Medical Expertise d2
-Perception d6
-Performance d6
-Pilot d6
-Planetary Vehicles d2
-Technical Engineering d2

Plot Points: 6

Equipment: Ornate Box with an Ornate Needle with Two Doses of Cyanol (used to commit suicide if needed, like if Reavers will get her), First-Aid Kit, 10 Packets Immunization Packets (standard Guild issue),  Microtransmitter, Wardrobe, Grrooming Items, Beauty Supplies, Silver Ring (gift from her father, was her mothers, Niska's first wifes), 150 Credits (coins).

Backstory: Born the tha Niska family with the gangsters beautiful first wife and his eldest child, she was also his most exceptional. Having beauty, a keen mind and a great deal of talent she could have surpassed her father and head the family if it wasn't for her complete dislike of violence. As she was beautiful and of keen mind she was also as devoted to peace as her father into violent crime. After three thugs killed her mother and she refused to fight back when her father arrived he realized nothing will force her to commit violence. He decided she needed a suitable vocation and worthy of a Niska so pulled numerous strings to get her into the new Companion Training Temple and she excelled save for refusing the combat training classes but a Companion often relies on other resources and talents to do well. And her knack for those far outpaced her limitations not that she did not pick up some minor knack for unsavory skills from her background. Newly released two years ago she spent time in the central systems on the pleasure liner Nova Star where she did well completing her Guild apprenticeship requirement and even with some discrimination tossed at her managed to earn a good living.  Returning she decided to stay mobile decided to lease a shuttle on a transport, after all she is an asset most wouldn't get to land at the better parts without a Companion on board.



Elven Sex Goddess

Ok first Catherine Niska,  attributes over spent by 4 pts at 46.   For greenhorn it is 42 points.  Otherwise skills, traits look good.   

Now to answer your question Rayve13, that is a yes. 

Now to answer your question Great Triangle.

NCNS Small Games

Serenity RPG Destiny's Breath (Ship Roster)
https://elliquiy.com/forums/index.php?topic=13161.0

Serenity RPG Destiny's Breath (OOC)
https://elliquiy.com/forums/index.php?topic=13162.0

Serenity RPG Destiny's Breath - The Verse
https://elliquiy.com/forums/index.php?topic=13163.0

Elven Sex Goddess

#53
Actually  she is off, the four pts too much in her attributes.

  I am sorry for the prior disposition of this post.  I had received an pm from a source I trust in regards to game mechanics of the Serenity game.  However, as I look over it, he is wrong and you are over spent by the four pts. That the points did not come from the complications and they are offset with equal amount from your assets.

Thanks Asherah

RubySlippers

Okee Dokey I dropped Strength to 1d4 (hell she doesn't fight anyway) and her Willpower to 1d10 (still her highest stat for obvious reasons) so she should be good then. I'll have to do a description and a bit of a backstory so will work on that. Likely she just didn't have a heart for the family business and so her father arranged for a proper profession where she could help the family maybe not being "in the life" so to speak. And being a Companion gives him assets and connections that he couldn't dream of getting perhaps. That and she is the spitting image of her mother.

Elven Sex Goddess

Thankyou Rubyslippers, it looks good. 

Dragoondawg25

Name: Orion “OT” Taylor
Age: 28
Race: Human
Occupation: Ex Military Pilot now Renegade Pilot
Attributes:
•   Strength    d10
•   Agility     d8
•   Vitality     d8
•   Intelligence    d4
•   Alertness    d6
•   Willpower    d6

Life Points:        d14

Skills:
•   Unarmed       d6     
o   Brawling         d10
•   Discipline       d6     
o   Intimidation      d8
•   Guns          d6     
o   Pistol              d8
•   Pilot         d6     
o   Firefly              d10
•   Athletics        d6     
o   Dodge            d8
•   Perception        d4     
•   Planetary        d6     
•   Survival        d4     
•   Hvy weapons   d4     


Traits:
Assets:
Mean Left hook (2asset): Benefit: Your unarmed attacks inflict Basic damage (split between Stun and Wound) instead of Stun. See Chapter Five: Keep Flyin’ for more information on unarmed combat.

Fighting type (4asset): Benefit: You may take one non-attack action each combat turn without penalty. For example, if you move and shoot in the same turn, your shot will not suffer the normal –1 step Skill penalty.

Military rank (2asset): Benefit: You are or were either an enlisted man or an officer. An enlisted military member or veteran gains a +2 step Attribute bonus to Willpower on all Discipline-based actions. Officers gain an equivalent bonus on all Influence-based actions

Intimidating manner (2asset): Benefit: You gain a +2 step Attribute bonus to Willpower on any action that involves intimidating, interrogating, bullying, frightening, and all manner of awing other folks. You can also use this on your rolls to resist similar attempts made against you.

Born behind the Wheel-Space (4 assets): Benefit: Choose either land or air/space vehicles. You gain a +2 step bonus to your Agility Attribute whenever you are at the controls of your chosen vehicle type. As a Major Trait, any Plot Points spent on actions involving your chosen vehicle type improve as if you had spent 2 additional points.

Complications:
Chip on the shoulder (4 complications): Penalty: You’re ready for a fight at the slightest provocation. You can’t walk away from insults or taunts. You suffer a –2 step Skill penalty to all peaceable social actions with even a hint of tension. As a Major Trait, any time you suffer Wound damage you go completely berserk, concentrating only on taking down the wang bao dahn who hurt you—until someone else tags you, then you switch to that chin-wah tsao duh liou mahng.

Over confident (2 complication): Penalty: You know that you’re up for any challenge. You’ll run, not walk, into deadly altercations. You’ll pick a fight even when you’re outnumbered. You’ll bet all the credits you have on a single throw of the dice. You’ll risk attempting a dangerous action even if you’re not the least bit skilled at it.

Branded (4 complications) Penalty: You’ve got a bad reputation—fairly earned or not—in your home region. You suffer a –2 step Skill penalty to any social interaction when the story of your terrible misdeeds comes into play. As a Major Trait, virtually everyone in the ‘Verse has heard bad things about you and the penalty applies almost all the time. You suffer no penalty when dealing with folks who know you personally, or those who feel you got a raw deal.

Loyal (2 complications) Captain: Penalty: Pick a group that can count on your loyalty. You will do anything short of sacrificing your own life to help and protect them (and you might even do that). With the GM’s permission, you can be loyal to an individual—provided this person is another Player Character or an NPC who is a constant presence in the campaign.

Memorable (2 complications): Penalty: You’re easily identified. Others gain a +2 step Alertness Attribute bonus when attempting to spot you or recognize your likeness.

Plot Points: 6

Gear:

•   Multiband: The evolution of the digital watch has led, at long last, to the Multiband. It’s an all-in- one watch, digital compass, calculator, alarm, radio receiver, generic remote control, and voice memo. Unfortunately, multibands break easily and are mostly popular among students as a fashion accessory. The varieties range from cheap versions in plastic cases to gold-plated ones sold out of suitcases by shady men on street corners. 4.8 credits
•   Purification Crystals: Frontier settlers and soldiers usually stock packets of these powdery, pale blue crystals. One packet (a box has 20) can cleanse up to a gallon of water for human consumption, killing pretty much all bacteria and parasites, just as if you’d boiled it. Box of 20 = 8 credits
•   Ballistic Mesh: Used much like the bulletproof vests of Earth-That-Was, ballistic mesh is a finely woven cloth of metal and plastic over polymer sheeting. In basic dummy-talk, the mesh stops bullets, and it isn’t as heavy or bulky as other armors. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armor. 46 credits
•   2x Brass Knuckles * ₡ 0.8 / 2p 1 E Brass Knuckles: This little piece of hand hardware converts unarmed damage into Basic damage instead of Stun damage (see Chapter Five: Keep Flyin’ for information on unarmed combat). A nasty little surprise in a bar fight.
•   2x Pistol d6 W 100 3 (8) ₡ 18 / 45p 2 E
•   Rifle d8 W 225 3 (30) ₡ 30 / 75p 9 E

Credits: 623.6

Background/Description:
   One look at Orion means bad news especially if you’re on his bad side.  With a short fuse for a temper and a bad reputation to boot, its no wonder that this guys been in more bar fights then most people have their entire life.  Standing about 6’2 and well muscled down from his years in the military and barroom brawls.  OT is hardly the kind of pushover one would expect a pilot to fill out.  Very capable of handling himself in given situations he brings his calm cool presence when the heat is on.  But mark my words, all it takes is for his beer to be stale and somebody’s going to pay with their face kissing the bar top. 

Orion Taylor, called OT for short (stands for Overtime.)  Is an ex military pilot for the alliance.  During his tenure with the alliance he had many experiences with dog fighting and piloting in space.  Earned himself a moniker OT because of his never say die attitude even in the face of defeat, and always managing to pull out of even the toughest of situations.  But because of this never say die attitude there was always a bit of cockiness to his methods.  Thus one day during a break down from his military superiors OT subsequently was terminated from the military for violating conduct of an officer and assault in battery which resulted in death of a former officer of the military.  Since then OT has been in doing odd jobs for underground and cargo freighters and virtually anybody that will hire him.  It wasn’t till he happened upon a ragtag crew looking for a pilot to fly them in and out of danger, that he had finally made it home.
Heterosexual Switch: Humor DLC included
My Discord: Dragoondawg2582
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Elven Sex Goddess

Good to go with character hun, listed in the roster in the game boards.