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Kylen

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  1. I deeply apologize. I've been having a rough couple of months and just haven't had the mental bandwidth to come on here. Thankfully my brain has let up on that and I should have a new post up tomorrow. Thank you everyone for your patience, and if any of y'all are still interested, I'll gladly do what I can to at least get us to the other side of this adventure. Hopefully further, of course, but I want to at least see this through.
  2. I appreciate all patience. I'm honestly out of practice in being regular on posting myself, and I was trying to give a little more time in case anyone else wanted to chime in.
  3. "Rough and Tumble has the right of it. Also," Rodney said, motioning to Jess as his order of beer showed up, "there's a reason we don't have a manager any more. Left him at a Motel 80 on the far side of Zepher 14. We hired him to keep us out of these messes, not get us into them. Sadly, credits are credits." He took a long swig of his drink before putting it down. He wiped his mouth with a gloved hand before reaching into a pocket and pulling out a brochure. "What we can tell you is that Ruprecht Records is near by, on Memphis 6. You can easily spot it as it's the high rise with the giant vinyl on top." He opens the flier, which shows a multi-floored office building.   "Place has six floors, rooftop access, and a parking garage. We know for sure the master recording is in the office of Johan Ruprecht, top floor. He's got it for final sign off before it goes into production." George said with a grunt as he squeezed past Rodney for a moment. "Should be a simple in and out, and you don't have to worry about the details after we start production of our own. Just how you'll spend your cut of the royalties." It seemed the band member thought that little fact would be a bit of a bomb. A take on royalties from sales of the new EP from a nova hot band, and all they had to do was help them break contract. "We have an exit plan for you, a few ideas of where you can probably lay low for a bit. Ruprecht made most of his money off us in recent years, but he's not got the backing of a proper sized office. Even if he comes after us, it'll be lawyers, and that'll be our problem, not yours. You all just need to worry about the tape and not getting the Authority on your asses."
  4. The other gamblers nod as Hondo goes out, pondering their hands and the sheer bluff Molly has put up. One by one they drop out, leaving the meager pot to her, the lot standing up to go refresh their beers, just as another group walks in. This, however, unlike the others, seems to make all but the band pause. Even if someone never saw them in person, everyone here could name who just walked in. A three man band who made their way to stardom in grungy back alley bars just like this one. One might think the only reason the band currently playing didn't stop was because it'd be rude. The Deltas: Rodney Prince, George Ring, and Larry Cold sidle up to the table where the crew was sitting.   "Sorry about the wait. Traffic was hell, as was giving our handler the slip." Larry said, the three sitting down and signaling a beer order. "We'll make it up by covering the tab. God knows we've been doing well enough. So while you all eat, how about you hear out our request." The drummer smiles a bit, as the lead man looks a bit pensive, before picking up where he finished.   "We're looking to drop Ruprecht Records like the lead weight it is. Our ex-manager, in all his wisdom, signed us up and while the money has been well and good, it's just not the same." George said, smiling and giving the waitress a tip as she brings a full round for the table, all the drinks actually right this time. "We're looking to go back to the good times. Places like this, underground shows, pirate radio. Our roots. The problem is, though, we just recently finished recording an EP with the bastards, and it's a damn good tape."
  5. Smoke lingers in the air like a light fog, the band on stage banging out another cover to make sure their bills were paid. Patrons to the bar Lou's Stage came here for exactly that: reminders of a by gone time, when they could tell themselves that leaving home was the path to success. When the stars felt further away, and one could trick themselves into thinking they could live free. It also made a good site for a meet up, as the crew find a corner table and are given drink and food menus.   A friend of a friend of one of them heard word of a easy job that could set them up for quite a while, with an honest employer even. To beat the crowd, the crew were a bit early, so they had time to order up and scope out the crowd, among other things. The potential job giver seemed to be running a bit slow, but given the accident down the freeway on this forsaken rock, no blame could be reasonably given, though it was tempting. Soon enough, a young woman in a dingy apron sidles up. "Alright, what can I get for your group tonight?" she asked, the customer service mask slipping a little bit.
  6. Good news: There's a Plasma Torch you can have that does Armor Piercing in the book, as well as the Mono-Edge Knife, but we can also fluff something out that is a specific tool that does AP if you'd like. Honestly sky is the limit.
  7. Funny enough that's a 9mm Pistol on the random weapon chart, but feel free to describe it as you wish!
  8. I am so very sorry about disappearing as I did. I'd blame the ADHD but it's just as much my own fault without it.   Coming up with a background with the group is a great idea! The starting 'mission' I have in mind is very, very flexible in so much as the job being offered would be offered regardless of where anyone came from, as long as they are willing to do it. Past that, if you'd like your background to come into play more (for example, going to your home system for some reason) we can work that out in the future. Figuring out how the group came to be with the ship they have, however, is a very good idea if only for how you all interact.   Going to get the lead up written up tonight/tomorrow so we can get rolling. Y'all wonderful for waiting on me.
  9. You did, but the ship also has a stat block. 😛 It does look like that's been decided on however, so I'll make a Thread for the Ship and it's Equipment in a bit to record those stats and any bonus stuff your ragtag group gets for upgrades.   Anyways, feel free to roll or simply select a weapon, I have included all the tags and pre-built weapons from the book in the Mechanics thread. Also, feel free to make up a Memento for your characters. Otherwise, I'd just like everyone to have some sort of connection with no less than two other characters in the crew. I'll be writing up the starting post this week (unless my brain shuts down *yet again*) and we can get swinging into trouble.
  10. Inventory: During play, a character can generally carry: ‣ An item in each hand. ‣ Two items in a coat, bandolier or bag. ‣ Two items hung on a belt or tucked into a waistband. Characters are also assumed to have ample pocket space for any number of smaller items, such as credits, chips or smokes. Large and bulky items may take up the space of two items. Ranges: There are 4 Range brackets for skills/combat. Close: is melee range. Close characters can exchange blows or whisper secrets. Nearby/Near is the size of a small room. Nearby characters can talk without shouting, toss things to each other without difficulty, or move to Close at a moment's notice. Far is shooting range. Far characters need to raise their voices to communicate Remote characters have a lot of space between them. Remote characters require specialized weapons or equipment to interact. Remote fighting requires scoped weapons, and communication requires a phone, earpiece, or radio.   Weapon Rules: There are four types of weapons: Improvised, Melee, Personal, and Military. Some Melee weapons are also Martial weapons. If your weapon contains one of these tags in it's description, you have the following effects when using it in combat or other appropriate situations: WEAPON TRAITS Armour-Piercing: The Target Number for Attacks is always 8. Bind: On a hit, the target cannot move or act on their next Turn. Concealable: Small, easy to hide. Roll with the Upper Hand on Checks to conceal. Dangerous: On a hit, automatically takes a Goon out. Deadly: On a hit, takes a Goon out, or reduces a Mob’s Size by an additional 1. Defensive: When defending against Melee Attacks, your enemy’s Target Number is 1 higher. Explosive: Damages nearby structures when fired. On a hit, reduces a Mob’s Size by double the normal amount. Choose Loud or Limited Ammo in addition to any normal drawbacks. Intimidating: Puts the fear in the hearts of lesser folks. Intimidations with this weapon roll with the Upper Hand. Long Ranged: Can shoot Remote targets without penalty. Silent: Doesn’t make a thunderous racket when you fire it. Stun: Targets reduced to zero Heart are unconscious instead of dead. Rapid-Fire: On a hit, reduces a Mob’s Size by an additional 1. Precise: Can Attack a specific location on or near a target without rolling Against The Odds. Shot: Shoots lots of small pellets from a single shell. Roll with the Upper Hand to attack Close and Near targets. Roll Against The Odds against Far targets. Attacks against Remote targets are Impossible. WEAPON DRAWBACKS Conspicuous: Roll Against The Odds on Checks to conceal. Loud: When fired, folks the next moon over probably hear it, too. Enemies come running. Heavy: Requires at least +1 Muscle to lug it around. Limited Ammo: Ammunition is rare, expensive and heavy. Attacking with it imposes a Debt.   MARTIAL WEAPONS A Martial Weapon can be anything from a martial arts weapon, such as a pair of sai to a futuristic vibro-sword or mace. To represent this versatility, a Martial weapon must be one of the following; Armour-Piercing, Concealable, Deadly, Defensive, Intimidating or Precise, and must also be either Conspicuous or Heavy.   Pre-Made Ranged Weapons Pistol, Deringer (Personal—Concealable) Pistol, Tranq (Personal—Stun) Revolver, Snub-Nose (Personal—Concealable) Pistol, Machine (Personal—Rapid Fire) Pistol, 9mm (Personal—Precise) Revolver, Single-Action (Personal—Intimidating) Shotgun, Sawed-Off (Personal—Shot) SMG (Personal—Rapid Fire) Hand Cannon (Military—Armour Piercing, Loud Rifle, Sniper (Military—Long Range, Limited Ammo) Rifle, Assault (Military—Rapid Fire, Loud) Shotgun, 12-Gauge (Military—Intimidating, Loud). Grenade Launcher (Military—Explosive) Lasso (Improvised—Precise, Bind). LMG (Military—Rapid-Fire, Heavy). Pistol, 9mm (Personal—Precise). Pistol, Deringer (Personal—Concealable). Pistol, Heavy (Military—Armour-Piercing, Loud). Pistol, Machine (Military—Rapid-Fire). Pistol, Tranquiliser (Personal—Stun). Revolver (Military—Intimidating, Loud). Revolver, Snub-Nose (Personal—Concealable). Rifle, Anti-Material (Military—Armour Piercing, Long Range, Limited Ammo, Heavy). Rifle, Lever-Action (Personal—Long Range). Rifle, Sniper (Military—Long Range, Limited Ammo). RPG (Military—Intimidating, Explosive, Heavy, Loud, Limited Ammo). Shotgun, Auto (Military—Armour-Piercing, Loud). Shotgun, Double-Barrel (Personal—Shot). Shotgun, Sawed-Off (Personal—Shot, Loud). SMG (Personal—Rapid-Fire). Surface-to-Air Missile Launcher (Military—Explosive, Heavy, Loud, Limited Ammo). Tommy Gun (Military—Rapid-Fire, Loud). Uzi (Personal—Rapid-Fire). Pre-made Melee Weapons Knuckleduster (Improvised—Stun) Switchblade (Improvised—Concealable) Baseball Bat (Improvised—Intimidating) Baton (Improvised—Stun) Tire Iron (Improvised—Stun) Boot Knife (Improvised—Concealable) Crewman’s Wrench (Improvised—Stun) Plasma Torch (Improvised—Armour Piercing) Machete (Melee—Intimidating) Mono-Edge Knife (Melee—Armour Piercing) Stun Gun (Melee—Stun) Baton (Melee—Stun). Captive Bolt Pistol (Personal—Silent). Hatchet (Personal—Armour-Piercing). Knuckle Duster (Improvised—Stun). Mace (Martial—Intimidating). Machete (Melee—Intimidating). Plasma Torch (Improvised—Armour-Piercing). Riot Shield (Improvised—Defensive). Stun Gun (Melee—Stun). Switchblade (Improvised—Concealable). Sword (Martial—Defensive). Sword-Cane (Melee—Concealable). Tonfa (Martial—Defensive). Tools (Improvised—Stun).  
  11. Surprised I didn't think of this thread sooner. Feel free to chatter as you will here. I'll also use this for any 'announcements' about the game. As such: I apologize for not getting more info out just yet. I've been super drained, but I am hoping to get weapon information out to everyone by the end of the weekend, as well as getting the first post out. I do need everyone to decide on ship stats in case of ship-to-ship engagement. Ships have stats of Body, Mobility, and Systems. I need the four of you to sort out which stat gets a +2, a +1, or a 0, and a name for your hopefully beloved hunk of junk.
  12. Also, please decide if you'd like a starting ranged weapon or a starting melee weapon, and if you have nothing in mind (in a generic way) please roll me a d12.
  13. Also, please decide if you'd like a starting ranged weapon or a starting melee weapon, and if you have nothing in mind (in a generic way) please roll me a d12.
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