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The whine of a ricochet rings out in the cargo hold, causing you to flinch and duck behind the crates you’re using as a shelter. Peeking over the top, you see that most of the thugs attacking you are busy hauling off the cargo you’ve been unloading, with one of two taking pot shots at you, forcing you and the rest of the crew to keep your heads down.
The thieves making off with your cargo are hard-eyed men, dressed in rough clothes, their faces under the grime carry the unmistakable marks of desperation; they’re not giving up on this score without a fight. From their appearance, it’s likely that these guys are some opportunistic local scavengers who just happened to spot you unloading your ship and took their chance at some easy cash.
It’s pretty fortunate that you were less than half way through unloading when they attacked; if you hold tight, they’ll probably just take the crates out on the landing pad and clear out before the Ducal Militia arrives, leaving you with half your cargo. Is your cargo really worth getting shot over?
After a little bit of thought, I've realised something; this forum is missing a game set in the Ketty Jay universe - so I've set out to fix that.
For those of you not familiar with Tales of the Ketty Jay, they are a series of books written by Chris Wooding in a wonderful steampunky setting full of adventure and piracy, along with it's own strange magic and I strongly recommend you read them, whether you intend to play this game or not.
On to the crunch stuff;
You guys are a shabby, no-account bunch who cannot tie their own bootlaces. You're the lowest of the low. Maybe you're an old crew who lurch from disaster to fiasco, or maybe you're a new one with your eyes set on adventure and riches. Whatever you are, your story is just beginning.
This is a very sandboxy game, based approximately on the Serenity RPG ruleset.
Your starting rank is Greenhorn.
Your ship... is your own to make. I grant you a budget of 20,000 ducats to make your ship with. This includes any outfliers, unless you wish to pay for them yourself. Be creative as to what the abilities represent - maybe Alertness is magnifying lenses set into the windglass, or a really good telescope and an alert navvie. If you want to go overbudget, we can figure out a mortgage.
What you do? That's up to you. If you want to be pirates, you can. You want to be smugglers, you can. You want to be honest traders, you're very boring but you can. Obviously, some Assests and Complications aren't really appropriate to the setting, so I'll work with you on refluffing them or creating alternatives.
If you want to be a daemonist, you can be. We'll work something out.
If you want to be a Sammie, Dak or Murthian you can be although expect lots and lots of trouble in Vardia - if you choose to be there.
Important changes - "Newtech" is now "Daemon-Thralled" - and can't be purchased without access to a daemonist.
My promise - I will never railroad you. You may stumble back in to a quest you thought you avoided through your own choices, but I will never force you in to it. There will, however, always be consequences. You try and assassinate the Archduke? Well, you will definitely have the Century Knights after you for that.
Posting interest. I'm unfamiliar with Tales of the Ketty Jay and the Serenity RPG, but I love learning about new things, and I love steampunk airships. I don't have time to look into it deeply until tomorrow, but this looks too good to let die.
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Quote:
Originally Posted by Socratov
Predator turned prey
Dangling helplessly at length
Dragons always win
The Serenity rules are out there somewhere, although they may take a little finding I'm afraid.
But if you can think of a different system that would fit, let me know. I'm quite happy to run the Serenity rules and think it suits the theme very well, though.
@Komodo - I recommend reading the books if you can find them, they are very good.
Definitely interested. Would lean towards sky-pirates, a bit, and would probably be interested in filling a face role.
I'll look into the setting, as I haven't read before.
I think it sounds fun! Serenity RPG is always a good time, regardless of the setting.
Would any of the other applicants be up for some kind of collaborative background between our characters?
[Edit:] If it's all right, Mr GM, I'd like to share a couple of resources I found:
For a crash course with the serenity system, this game included a primer in the advertisement (navigate the OP's spoiler boxes to Reference Materials > Serenity Rules Primer). It doesn't have much specific content about "X item has Y bonus", but I found it a pretty good description of the core mechanic. I myself can also help with ship creation.
I also found an in-character blog full of Captains Log entries, that I think was written by the author to serve as a prelude to Retribution Falls. Not having the money to buy the e-books, I know I could use all the information I can get.
__________________
Quote:
Originally Posted by Ragnar0k
Probability has betrayed me, I thought we had a thing.
President, Founder, and Chairman of the Ya-Ta-Hey! Self-Promotion Club
Last edited by Ya Ta Hey! : 09-30-2012 at 11:02 AM.
Is Serenity different from Cortex? Like an edition change or something? Or are they the same?
If they're the same, I can probably pay DriveTrhuRPG five bucks for Cortex.
Serenity uses the system, although I suspect the items and character creation are a bit different.
I don't have a copy of the Cortex rules, though, so can't say for certain.
Quote:
Originally Posted by Ya Ta Hey!
I think it sounds fun! Serenity RPG is always a good time, regardless of the setting.
Would any of the other applicants be up for some kind of collaborative background between our characters?
[Edit:] If it's all right, Mr GM, I'd like to share a couple of resources I found:
This is a crash course with the serenity system this game included a primer in the advertisement (navigate the OP's spoiler boxes to Reference Materials > Serenity Rules Primer). It doesn't have much specific content about "X item has Y bonus", but I found it a pretty good description of the core mechanic. I myself can also help with ship creation.
I also found an in-character blog full of Captains Log entries, that I think was written by the author to serve as a prelude to Retribution Falls. Not having the money to buy the e-books, I know I could use all the information I can get.
That's fine by me. That link is indeed a prelude to Retribution Falls.
Quote:
Originally Posted by gparali
How do you suggest handling the Daemonists?
Still working on that, but at the moment I'm thinking of making it a specialty of Technical Engineering, and using it as a way of determining access to NewTech and custom items and anything setting-inappropriate - such as Daemonically Thralled Earrings in place of radios.
The item you're trying to make would determine the difficulty and time taken to make it. And how unpleasant a botch will be. I'm also open to more creative uses, such as tracking an object or unthralling a thralled object.
Cool, good to see that more people are taking an interest here. I'm thinking I might try to make a pilot for this little expedition, perhaps with a bit of stealth as a secondary trait.
@Ya Ta Hey! - I love collaborative backgrounds. Makes the game world feel much more alive. I'll try to have a character sheet up in the next few days, we can work out specifics then. Oh, and thanks a bunch for those links! The world background log tells me more about the characters and adventures than the actual world's mechanics, but that just makes me all the more intrigued to actually get the books.
__________________
Quote:
Originally Posted by Socratov
Predator turned prey
Dangling helplessly at length
Dragons always win
@Ya Ta Hey! - I love collaborative backgrounds. Makes the game world feel much more alive. I'll try to have a character sheet up in the next few days, we can work out specifics then. Oh, and thanks a bunch for those links! The world background log tells me more about the characters and adventures than the actual world's mechanics, but that just makes me all the more intrigued to actually get the books.
Sure thing, guy!
I've got a PM discussion going with another player regarding backgrounds an stuff right now. I'll go ahead and forward you the conversation so far, so that you can get in on the discussion when you're ready
__________________
Quote:
Originally Posted by Ragnar0k
Probability has betrayed me, I thought we had a thing.
President, Founder, and Chairman of the Ya-Ta-Hey! Self-Promotion Club
Last edited by Ya Ta Hey! : 09-30-2012 at 05:01 PM.
I wont have a lot of time these next few days and I have to read the rules a little before making a character, so I will not be able to have a character up fast. Hope you don't mind.
Alright, I found out some more about the Cortex and Serenity systems.
Cortex is by the same authors, and is a generic system based on the Serenity RPG. Does anyone have both to tell me if I can get by with Cortex?
Also, I read the logbook. All I really derived is that there are airships, other sapient races/species, and a fuel source suspiciously similar to kerium from Bravestarr (think "Wild West meets Native American mysticism meets Golden Age of Superheroes all in a Space Opera setting").
1) Airships move with Ethanol Turbines but the attain lift by using a material (liquid or solid, I am not sure which) that transforms to supra-light gas in presence of strong electromagnetic fields.
2) Airships are large but they often carry small one-man or two-man fighters
3) There are only humans. But they are divided to various ethnicities.
4) There is no magic
5) There is something resembling magic called Daemonism. It works by capturing and binding multidimensional entities. This is done with complex machinery engineered to project sounds and vibrations (not sure if it is done only with sounds) at specific frequencies. The goal is to find the frequency that harmonizes with the daemon you seek, attracting it, and then using opposing frequencies to capture it.
6) Usual steampunk tech-level
Edit:
7) No monsters but sometimes Daemons can possess on inhabit human bodies. There are some instances of freely manifesting daemons too.
Alrightey! I took me a while to figure this all out, but here ya go: My rough character sheet for Kian Aren, a deaf, overly optimistic, kleptomaniacal airship pilot. I think that this well represents the spirit of the the game our GM is hoping to run:
Quote:
Originally Posted by Aneurin
You guys are a shabby, no-account bunch who cannot tie their own bootlaces. You're the lowest of the low.
And even if this fails, the failure is sure to be spectacular.
Since this is my first experience with Serenity RPG and I had to make the character sheet myself, I'm sure to have made a mistake or two, don't hesitate to call me out or give a bit of constructive criticism, I welcome it. I am aware that I have not yet added anything about money or equipment, I'll get to that later, but couldn't wait to post this.
By the way, don't miss the "Biography" tab at the bottom of the document. Unless, of course, the thought of reading through a slog of overly-enthusaistically written backstory makes you reach for the hammer, in which case, feel free to miss it. However, it contains a rough sketch of collaborative background I've been working on with some of the other players (you know who you are.) Looking forward to this!
__________________
Quote:
Originally Posted by Socratov
Predator turned prey
Dangling helplessly at length
Dragons always win
Alrightey! I took me a while to figure this all out, but here ya go: My rough character sheet for Kian Aren, a deaf, overly optimistic, kleptomaniacal airship pilot. I think that this well represents the spirit of the the game our GM is hoping to run:
And even if this fails, the failure is sure to be spectacular.
Since this is my first experience with Serenity RPG and I had to make the character sheet myself, I'm sure to have made a mistake or two, don't hesitate to call me out or give a bit of constructive criticism, I welcome it. I am aware that I have not yet added anything about money or equipment, I'll get to that later, but couldn't wait to post this.
By the way, don't miss the "Biography" tab at the bottom of the document. Unless, of course, the thought of reading through a slog of overly-enthusaistically written backstory makes you reach for the hammer, in which case, feel free to miss it. However, it contains a rough sketch of collaborative background I've been working on with some of the other players (you know who you are.) Looking forward to this!
I have to admit I was a little apprehensive when I saw 'kleptomaniacal', but after reading the bio, I like the character.
1) Airships move with Ethanol Turbines but the attain lift by using a material (liquid or solid, I am not sure which) that transforms to supra-light gas in presence of strong electromagnetic fields.
2) Airships are large but they often carry small one-man or two-man fighters
3) There are only humans. But they are divided to various ethnicities.
4) There is no magic
5) There is something resembling magic called Daemonism. It works by capturing and binding multidimensional entities. This is done with complex machinery engineered to project sounds and vibrations (not sure if it is done only with sounds) at specific frequencies. The goal is to find the frequency that harmonizes with the daemon you seek, attracting it, and then using opposing frequencies to capture it.
6) Usual steampunk tech-level
Edit:
7) No monsters but sometimes Daemons can possess on inhabit human bodies. There are some instances of freely manifesting daemons too.
Right on, this helps a lot. Thanks!
***
Does the book describe people doing a lot of the ship's side functions manually? Like, hand crank landing gear, loading ramp, and so on?
I was thinking of making my character be a bosun's mate, meaning that he is like the building ops guy at your workplace--does a lot of material handling and little maintenance that the main engineer doesn't have time for.
__________________
Quote:
Originally Posted by Ragnar0k
Probability has betrayed me, I thought we had a thing.
President, Founder, and Chairman of the Ya-Ta-Hey! Self-Promotion Club
Everything seems to be pretty automatic. In the book there is a captain that does nothing more than pilot. The navigator that also pilots as well as finding the best courses. The doctor that also mans the main gun. Two pilots that are only concerned with maintaining an flying the fighters. A daemonist who well does his daemonist stuff.
In the whole series I think only one is concerned with the maintenance of the ship, the Mechanic, and what needs to be done is usually done in the engine room.
Yes, most systems seem to be automatic. That's not to say older ships wouldn't need manual control, and that there aren't manual overrides for everything, though.
Also - technically, there are monsters. However, they are not suitable for player characters. Manes and the Beastmen of Kurg do not play nicely with others, and you are very, very unlikely to have seen either and lived through the encounter.
Alright, just got the Cortex book. Looking over the Cortex sheet and Kian's sheet, the only differences seem to be the format (which I think Kian's is laid out as a spreadsheet anyway), and the Planetary Vehicles skill not being on the generic one.
Are there three starting levels in Serenity? If so, I assume that Greenhorn equates to Novice, the lowest rank (the order is Novice-Veteran-Elite).
Could I get some details on the ethnicities, countries, and recent history?
Alright, just got the Cortex book. Looking over the Cortex sheet and Kian's sheet, the only differences seem to be the format (which I think Kian's is laid out as a spreadsheet anyway), and the Planetary Vehicles skill not being on the generic one.
Are there three starting levels in Serenity? If so, I assume that Greenhorn equates to Novice, the lowest rank (the order is Novice-Veteran-Elite).
Could I get some details on the ethnicities, countries, and recent history?
I'd imagine the two books are pretty similar, so if I notice anything majorly different between your sheet and everyone else's I'll let you know. I may pick up the Cortex book in the next few days depending on much it is and if I think I have time to review the rules.
Yes, there are three starting levels - Greenhorn, Veteran and Big Damn Hero with Greenhorn being the lowest rank.
Countries;
Nine Duchies of Vardia
After the Dukes deposed the last king two hundred years ago, Vardia has been ruled over by the Archduke. All the Archdukes have been a part of the Arken dynasty, and have their seat of power in Thesk; the city that contains the Mentenforth Institute, the collecting place of the Archeologists Guild, the Explorer's Guild and is the heart of all commerce in Vardia.
Named Duchies; Rabban, Draki and Lapin. Rabban and Draki fared worst in the Aerium wars, and even now many buildings are bombed out and fire blacked. Draki is also heavily polluted by volcanic ash and the locals referred to as 'scuffers' - it is the closest duchy to Samarla.
Yortland;
Mostly frozen wasteland, Yortland lies to the north of Vardia. The locals are fierce and proud, although their craft are ugly, blockish things designed to suggest the owner is so virile that a woman would need armour-clad ovaries to survive a night with him. Yortland is ruled over by a High Chief.
Yortland suffers heavily from raids by the Manes, inhuman ghouls that dwell behind the Wrack that surrounds the North Pole. To most of the rest of the world, however, Manes are little more than a fairy story.
Samarla, Murthia and Dakkadia;
Five hundred years ago, Samarla swelled its borders and absorbed Murthia and Dakkadia, enslaving their inhabitants. The Dakkadians have, in the centuries since, assimilated to some degree and have some degree of autonomy and may own property, although they are still slaves. The Murthians are treated little better than animals, and still fiercly defy their Samarlan 'masters'. Murthians cannot own property or anything else.
Dakkadians often supervise Murthian slaves, and attempt to ape Samarlan custom in every way.
Samarlans view themselves as superior in every way to the other races. In Samarlan culture, blood is everything. Blood determines station in life, and one fall from grace can destroy an entire bloodline as the family becomes 'untouchable', treated worse than beggars and neither they nor their children or their children's children may rise from their untouchable station.
Known cities: Shasii'th, the Free Trade Zone - built to enable smuggling of Aerium in to Samarla.
Kurg;
An island populated by monsters. While the island is mostly jungle, the weather is very cold during winter due to the isle's latitude. Little is known about Kurg beyond tales of terrible beastmen, but the fact that the Coalition Navy would rather settle lands on the far side of the world than an island a comfortable day's journey off Vardia's shores tells you all you need to know.
New Vardia;
A newly discovered country on the far side of the world. Travel there is difficult, due to the Great Storm Belt, and settlements have only begun to spring up in the last few years. Stories persist, however, of frontier towns just disappearing overnight, and of terrible monsters that wipe out entire villages.
Recent events;
Aerium Wars;
[To Come]
Death of Earl Hengar;
Earl Hengar, the only child of the Archduke was killed when his ship was attacked by pirates over the Hookfells on a return trip from a secret and illicit visit to his Samarlan lover.
Destruction of Retribution Falls;
The hidden pirate city known as Retribution Falls was recently found and destroyed by the Coalition Navy. It is believed they were part of a plot to overthrow the Archduke, and were being bankrolled by the Awakeners and Duke Grephen - an ardent Awakener supporter.
Other important information:
Awakeners;
Daemonism;
Money;
Aerium;
_______
I'll fill out the rest soon, but I hope that's enough to be getting on with.
If I've made any mistakes, please let me know. I've written this largely from memory - I'll check later, but don't have the time right now. Similarly, tell me if I've missed something important that you wish to know about.
I am sorry but I am withdrawing interest. I am in 4 games now and find myself without the time for more. This may change and I may submit a character in the end, but I thought it best to give you a heads up so you can find someone else in case I don't.
...Alright. Now here I did find a difference between the two systems. Cortex generic has a wider variety of Trait levels, based on d# like everything else, rather than minor/major.
Can I just use d#? I like the wider variety of options it gives.
Oh, and how much cash do we get, and how much is it worth in American money? Right now I'm just assuming I have enough or more than enough to pay for a revolver of roughly the power of a Colt Python or an S&W Model 29.
Edit: This is what I have so far. The dice number next to a Trait tells you what to roll to add to my roll (if Asset), or the difficulty (if Complication). D6+ version of Allure also gives me a +2 skill step to plot point rolls where the Trait die is applicable (I think that means the plot point die starts at d6, rather than d2).
Couple of quick questions so that I have a chance of working that out (not that currency conversion is my strong point) - what currency is used in the Cortex system? How much is a bog-standard pistol in the Cortex system?
How does the d# work, exactly? I'm somewhat reluctant to have someone using a different system to everyone else, because it's not necessarily balanced.
@gparali - sorry to hear that. If you feel like joining in at any point, give us a shout. I'm sure we can fit you in somehow, even if we've already started.