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A Savage 'Verse

 
 
Old Jun 21 '12, 4:02pm
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Join Date: Oct 2011
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A Savage 'Verse

A Savage 'Verse - Forum
Savage Worlds
Ad Closes: Jul 7 '12
Estimated Members Requested: 6


Please read the game forum for details.

Game Description:

Big damn heroes. That’s you and your crew, although you might not know it yet. Don’t matter where you are in the ‘Verse or how you aim to pay for those Fruity Oaty bars. Could be you’re fly’in a ship held together by spit and duct tape, haulin’ cargo that the Feds would consider a mite questionable. Could be you’re fly’in in a Piao Leong cruiser, doin’ righteous work for the Alliance. You and yours are Big Damn Heroes and, if you're off to change the 'Verse, some things bear a little rememberin'.

So, here’s how it is. The Earth got used up. We found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point… After the War of Unification many Independents drifted to the edges of the system, far from Alliance control. Out on the Rim, people struggle to get by with the most basic technologies.

These days, there is only one central government in the ‘Verse. Leastways, that’s what the Alliance wants you to believe. It’s hard work to rule over a whole star system of trillions of people and hundreds of worlds, especially when so many of those worlds are so very far away from the Core. Some in the Alliance might be starting to wonder if maybe they bit off more than they can chew by trying to extend their control over the outer planets. Some might be thinking they made a mistake. If they do, they’re keepin’ mighty quiet about it. These days the Alliance military – Purple Bellies – are all about keepin’ things quiet.

There are local governments on the Border and Rim planets. Cities have mayors. Planets have governors. Moons have magistrates. All these answer to the Alliance. At least, that’s the way it’s supposed to work. Local officials on the outer worlds tend to wield masses more power than their counterparts on the Core, just because no one’s close enough by to tell them they can’t. The Syndicate controls most of the organized crime in the system. Only a few people are aware the Syndicate even exists, and they know better than to start mouthing off. The Syndicate does not demand money from its members, but they do expect to be paid in other ways: receiving preferential treatment, getting cut-in on sweet deals, warned of any potential problems with the law, doing favors for the board or other members.

Everyone knows who the Browncoats were: volunteers who fought for their independence against the Alliance, known for their trademark brown leather dusters. Less well known are the Blackjacks. Bunch of… strong-minded folk, back during the war. Well, mostly just after. My definition; imagine the Alliance would give you another. Terrorists most like. Whatever their name, those who continue the Independent cause to this day have traded in their coats for jackets and kept fighting after their side stood down. They make it that much harder for a unified peace to take hold. The Alliance gets a bead on a few now and again, and they want it known these crimes are never forgiven. The term ‘Blackjack’ is spoken with pride out here on the rim. You and I both know it doesn’t become terrorism until one side wins.

Those folk living their safe comfortable lives on the Core planets don’t believe in Reavers, thinking them tales dreamed up by illiterate hicks. Those on the outer worlds know better. Ships, farms, and entire communities have been lost to the Reavers’ savage appetites. Reavers send raiding parties out to steal ships, technology, and supplies. Unfortunate folk who get in the Reavers’ way are captured, raped to death, eaten and skinned—in no particular order. Sometimes they force one victim to watch their reavings, then they leave him behind to go mad.

How Reavers came to be, no one really knows, and no one is about to ask them. It is said that they are the travellers who went too far from humanity. Out there on the edge of space, cut off from their own kind, they looked into the great void beyond and went mad. All that’s truly known is that the Reavers have carved out a territory on the outer reaches of the Burnham quadrant and no one has a guess of just how many are out there.

They say a ship will bring you work and a gun will help you keep it. Problem is, with all manner of ships sailing the black and more people carrying weapons than you can shake a rain-stick at, you never know what kind of work that might be. So, when you’re flyin’ the black, just keep this in mind: not all Core people are good-for-nothing snobs and not all those who dwell on the Rim are good-old-boys. Don’t matter where you travel. Folks is folk. Might be a good idea to watch your back no
matter where you are. So when you next think it’s time for some thrillin’ heroics… remember, it’s A Savage ‘Verse.

Good to see everyone brainstorming together. Just to let you guys know, someone has sent me a PM expressing interest in playing a Companion. I won't be choosing players to form a "balanced" crew; but it is important to think about how characters will "mesh" together.

One extra thing to consider is whether or not you want someone to be the nominated Captain. Whilst it may feel "unfair" it has the advantage of spurring some interesting character interactions and allows for a quick way to prevent split party decisions from bogging down the game.

I'll just give you a little more information about Blackjacks so you know what your signing up to before you commit to it. They are basically Independent terrorists who resort to guerrillas tactics. This includes hi-jacking space craft, loading them with explosives and setting them adrift on a collision coarse with a target. Although they do not specifically target civilians, they are often acceptable collateral damage. They take part in covert missions and objectives, sabotaging Alliance terraforming operations or military facilities. I imagine this was the "underground organisation" that Simon paid to rescue River. Most members live a double life so as to remain undetected; often working as sleeper agents for many years within the Alliance government, using the information they gather to bring the machine down from the inside.

I'd be fine with nominating a captain, so long as we make the decision as a group - more the point, having defined roles within the crew will help flesh out characters and interactions.

Blackjacking could be interesting, in that I think if all of our characters are Blackjacks, it will create a very definite "Us versus the 'Verse" mentality - the only people we can rely on are the ones on this ship, etc.

Personally, I think I'd prefer browncoats - the character I have in mind is a little too much of a mercenary to get involved with the Blackjacks - as far as I can tell, they're essentially terrorists/freedom fighters (always a question of semantics.) That sort of operation doesn't really attract the mercenary type - it tends to be a commitment for (shortened) life, and all the glitter 'n gold in the 'Verse don't do you any good if you're too busy floatin' around as a cloud of martyr-bits.

I also was planning on making a fighter type, but I see no reason why a crew can't have more than one (Hell Serenity did). Depending on how we decide to continue I'd be willing to just start off as a hired hand, or perhaps an old war buddy. Either works.

Also, I'm for the nomination of a captain, but I don't particularly want the role.

For the record, Kas (my character's tentative name) is also a more violent type, but mostly more with fists than with guns and knives and whatnot. Although as was pointed out, the more fightin' types, the merrier on the Rim.

As far as crew composition, I wouldn't mind running a freelance operation--a boat where a Purplebellies and Browncoats can put their pasts behind them for the purposes of not starving to death or suffocating when the life support goes down. I'd also be game for the nomination of a captain position.

I have a concept for an engineer, shanghaied onto an Alliance privateer in the war, lost a leg, ended up a brown coat. Thought the 'verse would work well for a bounty hunter game. Not really keen on the playing a Blackjack. I like the idea, just don't want to be one.

Do we place sheet links here? This is my first time applying to a game on mythweavers.

Yeah, hearing more on the Blackjacks makes me think we aren't an official part of it but may help out on missions at times if the pay is right or someone has personal reasons.
I am definitely leaning towards a previous browncoat so working with former Alliance would take some work and would probably get little trust.

Quote:
Originally Posted by spazz451 View Post
Yeah, hearing more on the Blackjacks makes me think we aren't an official part of it but may help out on missions at times if the pay is right or someone has personal reasons.
I am definitely leaning towards a previous browncoat so working with former Alliance would take some work and would probably get little trust.
That's possible. Depends on how amenable the organization is to taking on hired hands, whether we can stomach the business they'd be havin' for us. And how much jingle they'd be puttin' in our pockets, of course.

Of course.

I haven't looked at rules yet but I think I will play a character similar to Zoe. I was thinking of even going with her younger sister or brother. And I can sever the link between the two by having the last s/he heard about Zoe is that she was killed int the Battle of Serenity Valley.

Basic mechanics would be a military officer (taking after big sis). It seems like plenty of people are coming in interested in a fighter type so I might have to branch out or change if we are all making it in the game. I could cover captain if no one else was wanting to, having the experience of war to draw on for command. But if someone else is interested in captain that is fine. Voting is probably best so that everyone gets a say. Although in-game I don't know that we'd want it to happen that way. It's more likely the role was thrust upon them or they fell into it.

I also have not heard mention of anyone being interested in pilot or mechanic. While it could be nice to have 5 gamblers and cooks we will also probably need the former two. I've not looked at rules to see how easily they mesh with an officer but I imagine I could pick up one of them or be a backup to a role.

Quote:
Originally Posted by spazz451 View Post
I also have not heard mention of anyone being interested in pilot or mechanic. While it could be nice to have 5 gamblers and cooks we will also probably need the former two. I've not looked at rules to see how easily they mesh with an officer but I imagine I could pick up one of them or be a backup to a role.
Did you read Pumpkin's post? The first one after the OP?

Stack has also expressed interest in an engineering role, so I'll probably shift my focus more towards piloting.




 

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