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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?
That's the point. It doesn't have any. It's totally generic. So I'm going to have to look up the costs of some of the example weapons in the list (A heavy pistol represents Colt Python, S&W M29, I think Desert Eagle, etc.).
Quote:
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.
In Cortex, you don't get attribute points for complications, or spend them for assets. You start out with a net zero. You get certain versions of Traits, based on dice. With d#, the most basic form is you add the die to either your roll (if the Trait is advantageous in the context, usually an Asset), or to the difficulty (if it's a disadvantage, usually a Complication). Some traits, like the d6+ and d12+ versions of Allure, add extra effects. D6+ of Allure gives a +2 step (so it goes from d2 to d6, d4 to d8, d12+d2 to d12+d6, etc.) on the dice granted by plot points.
So if I'm in a situation where I need a strong will, Unbreakable Will adds a d2 to the roll. Things like resisting torture. With Allure, I add a d6 on seduction, and probably most other social rolls against those who are sexually attracted to me. With Memorable, though, people tend to remember me, so it's hard to keep a low profile, and any attempt to lay low adds d6 to the difficulty (although I honestly think that it should just be that people who've seen me add d6 to rolls to remember how I look).
I whipped up a PNG format character sheet. Dig it!
Spoiler
Font nerds! I used the following.
Major- and Sub-Headers: Copperplate Gothic Light, with a yellow copy nudged slightly aside to create the accents
Handwritten Notes: Tall Paul and Vivaldi
Boldface text: Times New Roman 12pt
Normal text: Times New Roman 12pt
Just because your rage makes me happy: Comic Sans. See if you can find it.
The goal for this guy is to A) depict the skillset that a bosun, or experienced deckhand would have, and B) be a swiss army knife character, who's skills are mostly emergency backup or to bolster someone's roll with Aid if needed/allowed (game manual, p144). I hope no one will see my use of the Pilot, MechE, or Med skills as competition for their desired role
Next go-round, I'm going to add a second page outlining his shared background and then throw in any revisions Aneurin might have. Couple things I wanted to ask:
1. Is there any mention of ground vehicles in the books? I thought I might have Jeye's prize possession be a motorcycle (represented by the "mule" stats in the Serenity handbook) that remains forever is some state of dysfunction/dissassembly. Is this something you'd allow, Mr GM?
2. In that vein, I swapped out "Planetary Vehicles" for Personal Vehicles. My intent was for the skill to work the same way, just with more canonical wording. I was hoping this skill allows him to operate a crane, car, pallet jack, or ice cream truck with equal proficiency.
__________________
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! : 10-07-2012 at 02:14 AM.
While that made me laugh, quite a lot, please don't play Dave Lister - otherwise everyone will be dead. They'll all be dead, Dave.
Haha, it was worth a try
All right, so is it just the character portrait that's offensive, or is there some biographical and personality stuff that should change as well before this looks okay?
__________________
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
So I've been looking this thread over for a while and I feel like I'm ready to throw my hat into the ring. I don't actually own a hat though so we're going to settle for a post.
Aneurin, your rp looks really interesting and I'd like to be a part of it. Forgive me if I don't have a full grasp of the system or the setting yet. I'll give this character my best shot though.
Spoiler
Meet the baddest pirate of a hundred stories never told. Meet Sai, a massive can of ***-whooping disguised as a tiny slip of a girl. She's set out on a noble journey as a sky faring hobo after losing her ship and crew to mutiny. Working on a more detailed shared back story now.
Name: Sai
Gender: Female (player is a dude)
Height: Five nuthin'
Occupation: Ex- Pirate Captain
** I'd like to modify Branded to fit the setting better. I'm calling it "Bridge Burner" for now: For every npc that Sai meets there is a small chance that they have met before. If she is remembered it is not fondly.
* Sai is terrible at first impressions and, because of her size, she is generally dismissed by people first meeting her. She suffers a one step penalty on all rolls where she needs assert her position and every time she attempts to have someone take her seriously. She suffers this same penalty any time she attempts to intimidate, coerce, or otherwise manipulate someone she's met for the first time.
* Steel reinforced gloves, one bearing the inscription Hurt, and the other Pain. Also a matching set of steel reinforced shin guards. For roleplay purposes the set is treated as one item, ie Brass Knuckles.
** Skin tight black mesh suit worn under regular clothing.
Custom items are only custom in appearance and are to be treated normally as far as all stats and rolls are concerned.
Here's a tentatve draft. I'd go into more detail but I have to be up for work in 5 hours. Please let me know if any of this is unacceptable.
One last question: How are unarmed attacks calculated?
I should like to purchase a pheromone spray and commence with making a bunch of things mine, if you please.
***
In any case, I'll curb how much inspiration I drew from Lister and make it less cheesy.
Hey, don't forget to tell us about your investigating feet!
Quote:
Originally Posted by Ragnar0k
Good evening everybody!
So I've been looking this thread over for a while and I feel like I'm ready to throw my hat into the ring. I don't actually own a hat though so we're going to settle for a post.
Aneurin, your rp looks really interesting and I'd like to be a part of it. Forgive me if I don't have a full grasp of the system or the setting yet. I'll give this character my best shot though.
Spoiler
Meet the baddest pirate of a hundred stories never told. Meet Sai, a massive can of ***-whooping disguised as a tiny slip of a girl. She's set out on a noble journey as a sky faring hobo after losing her ship and crew to mutiny. Working on a more detailed shared back story now.
Name: Sai
Gender: Female (player is a dude)
Height: Five nuthin'
Occupation: Ex- Pirate Captain
** I'd like to modify Branded to fit the setting better. I'm calling it "Bridge Burner" for now: For every npc that Sai meets there is a small chance that they have met before. If she is remembered it is not fondly.
* Sai is terrible at first impressions and, because of her size, she is generally dismissed by people first meeting her. She suffers a one step penalty on all rolls where she needs assert her position and every time she attempts to have someone take her seriously. She suffers this same penalty any time she attempts to intimidate, coerce, or otherwise manipulate someone she's met for the first time.
* Steel reinforced gloves, one bearing the inscription Hurt, and the other Pain. Also a matching set of steel reinforced shin guards. For roleplay purposes the set is treated as one item, ie Brass Knuckles.
** Skin tight black mesh suit worn under regular clothing.
Custom items are only custom in appearance and are to be treated normally as far as all stats and rolls are concerned.
Here's a tentatve draft. I'd go into more detail but I have to be up for work in 5 hours. Please let me know if any of this is unacceptable.
One last question: How are unarmed attacks calculated?
I'd like to remind you, that you're a no-account bunch who can't tie your own bootlaces... at least at the moment. Plus, Dread Pirate Queen is already taken in this setting
Oh, and refluff protein packs to dried food or something, please. For the sake of the setting. I'm half-way inclined to just hand-wave most food purchase, or lump it in with maintenance costs to save some book keeping, though.
Other than that, lookin' good.
Unarmed Combat works like regular attacks. Agility+Unarmed/Specialty vs. an opposed roll or an Easy difficulty depending on your foe's reaction.
I'd like to remind you, that you're a no-account bunch who can't tie your own bootlaces... at least at the moment. Plus, Dread Pirate Queen is already taken in this setting
It's kinda hard to be lower than dirt when a roll of d8 (let's assume that this theoretical individual isn't completely average in Attributes) + d8 is considered professional, and my character's highest roll is d6 (attribute) + d6 (asset) + d10 (specialty), with his pistol skill being d8 + d10, and he has a few other d8 + d8 rolls with some d6 + d8 and d6 + d6 rolls as well.
Understood, I'm going to have a better worded bio up a little later. We'll blame fatigue on the first one because my description missed the mark. Basically, Sai was a competent but completely ineffectual leader. She gained no fame or true infamy as a terror of the sky because she really wasn't one despite what she believes.
I can rework it though so that instead of an inept Captain who loses her crew she's an inept raider who loses her place on her ship with an unceremonious boot. Her image of herself is Much grander than the one other people see and she fails to see how others could miss it. Going to have to change a few skills though.
Quick Fast Reply Expansion!
Spoiler
Name: Sai
Gender: Female (player is a dude)
Height: Five nuthin'
Occupation: Ex- Pirate Raider
* Some people like to sew or knit or collect stamps and what-have-you, Sai ikes to work with metal. Her armor is basically stylized bits of steel stuck to a red outfit and a black corset like she took a stroll through a scrap yard wearing powerful magnets. What I mean to say is that using this skill she makes her own bits of armor and weaponry. There's little hearts and skulls and bunnies with X's for eyes, she really does it up.
Making the items herself gives them the same stats that the equivalent item would normally have, no more, but the actual process behind making them ends up costing a little more than if she just out and bought it. Not to mention time investment. Sai can make the most basic level items, so long as they are metal and have no mechanical parts more complex than a pair of scissors. Unless the GM grants otherwise.
** Pirates fight dirty. Sai can wield bottles, broken bits of furniture, bbq tongs, and small animals as if they were low grade weapons like bats or pocket knives and the like. Such weapons would have very limited durability before breaking (or escaping) and require an action to pick up.
Assets
Tough as Nails (minor) +2 hp
Fightin' Type (major)
Things go Smooth (minor)
** I'd like to modify Branded to fit the setting better. I'm calling it "Bridge Burner" for now: For every npc that Sai meets there is a small chance that they have met before. If she is remembered it is not fondly.
* Sai is terrible at first impressions and, because of her size, she is generally dismissed by people first meeting her. She suffers a one step penalty on all rolls where she needs assert her position and every time she attempts to have someone take her seriously. She suffers this same penalty any time she attempts to intimidate, coerce, or otherwise manipulate someone she's met for the first time.
* Steel reinforced gloves, one bearing the inscription Hurt, and the other Pain. Also a matching set of steel reinforced shin guards. For roleplay purposes the set is treated as one item, ie Brass Knuckles.
** bits of stylized metal attached to her regular clothing.
Custom items are only custom in appearance and are to be treated normally as far as all stats and rolls are concerned.
Sorry Jade, but the earliest I'll be able to acquire and go through the Cortex rules is Thursday at the earliest - I just won't have time until then.
Well, there are two things you should know.
1 - Starting money and prices for equipment. There aren't any. It's hard to get an accurate price on those early/mid-20th century revolvers in US dollars, seeing as they're practically functioning antiques now. I really just need the amount we get, and the prices for pistols, rifles, bullets, food, and lodging. There's also no comprehensive rules for ships, so you guys will have to sort that out yourselves.
2 - How Traits work. Various Traits have various levels. Some, like Allure, have the most levels - d2+, just like skills and attributes. Some Traits have less levels. Hooked, for example, has a d4 and a d8 version. At its most basic level, a Trait adds its die to your roll or to the difficulty. Often, they'll give extra effects - Allure d2 and d4 just grant the bonus, but at d6+, if you spend plot points on a roll which Allure gives a benefit to, you get +2 steps to the size of the plot point die, and at d12 (I don't know if it can go higher), you add the bonus against anybody in the relevant situations, even if they wouldn't normally be attracted to you.
Also for Traits, Trait points are a separate thing from Attribute points. Novices start with net zero, and gain more from buying complications. I believe they work like attributes and skills, buy them on a two-for-two basis, but Traits might have a different cost than Attributes in xp (every other system calls it xp, ah'm callin' it xp).
Serenity's currency of choice is the Credit. Starting Greenhorn's get Cr750 unless they modify that with traits. This is way, way, way more than you're actually likely to spend, unless I'm evil and make you buy a ship with that. Which I won't.
According to the Serenity book, one credit is worth about
USD 25. How that translates to equipment depends on that stats in the Cortex system; hence why I want to look it over and check the stats.
For the traits... that sounds like quite a good system. Problem is, you'd be the only one using it and it may not play nicely with everyone else's traits because of that. I don't want you or anyone else feeling you're significantly stronger/weaker because of the different rules you're using. From your description, I don't think there'd be any major problems.
Is there any way for you to get the Serenity ruleset? If not, I'm happy to work with you so long as you want to play; it'll just take a few days before I have time to work out the conversions.
Well, if what the other sheets seem to suggest is correct, then a minor Trait is worth two attribute points and a major Trait is worth four. Guess I'll go for the minor versions of Unbreakable Will and Phobia, and the major versions of Allure and Memorable.
Can you give me the minor and major versions for each of those? Oh, and I also want the effects of Hooked. I might take minor Hooked and minor Memorable instead of major Memorable.
Was around and could get it up immediately. Enjoy.
Allure: Benefit: With minor Allure, you gain a +2 step Skill die bonus on all actions keyed to appearance, such as: seduction, negotiation, persuasion, or winning beauty pageants. If you are gorgeous enough to have major Allure, any
Plot Points spent on such actions are improved as if you had spent 2 additional points. (For example, if you are spending 2 Plot Points to improve a seduction attempt, your additional die is a d8 rather than a d4. If you spend 2 points after the roll is made, your final result is improved by 4 instead of 2.)
Couldn't find unbreakable will, this was my closest guess
STEADY CALM
(MINOR/MAJOR)
Some situations shake up normal folk and have them pissin’ themselves, but not you. You keep a clear head while all around you are losing theirs. Benefit: You gain a +2 step Attribute bonus to Willpower to avoid being shaken, frightened, or startled. As a Major Trait, you are never rattled unless extreme or unusual circumstances apply (such as the influence of drugs, terrifying nightmares, etc.).
HOOKED (MINOR/
MAJOR)
You’re addicted to a substance—be it alcohol, tobacco, or some type of drug. You must get your fix on a regular basis or suffer serious problems.
Penalty: As a Minor Trait, you’re either addicted to something not immediately dangerous (cigarettes, painkillers) or you have your problem somewhat under control (a “functioning” alcoholic). You must get a daily fix of your habit or suffer a –2 step penalty to all Attributes for one week or until you get your fix. As a Major Trait, your problem is more serious. You are abusing a dangerous substance or have a severe drinking problem. Your addiction interferes with everyday life, your relationships with people, and might possibly get you killed. If you go into withdrawal, the penalty is –4 to all Attributes for two weeks or until you get your fix. Note that you cannot “quit” your habit until you buy off this Complication, and when you do have the points necessary to do so, you’ll have to go through a long withdrawal period (determined by the GM).
MEMORABLE (MINOR)
There’s something distinct about you that makes most folk remember you. You are easy to recognize or pick out of a crowd. This could be an unusually large nose, a bushy beard, a thick accent, peculiar mannerisms, striking beauty, recognizable scars, tattoos, etc.
Penalty: You’re easily identified. Others gain a +2 step Alertness Attribute bonus when attempting to spot you or recognize your likeness.
PHOBIA (MINOR)
Something scares the mi tian gohn out of you. Just the mention of this object sends a shiver up your spine, causes your knees to buckle, and your gut to clench. You fall to pieces when having to deal with it.
Penalty: Specify your phobia. The object of your fear is either uncommon and you have an extreme reaction to it (going to pieces at the sight of a corpse), or your phobia is more common (fear of needles, guns, heights, spiders, etc.). You become shaken in its presence, suffering a –2 step Attribute penalty on all actions.
Hm... Hooked looks like the generic system's Addiction. My version is this.
"You are psychologically dependent on something that provides you with physical pleasure or stimulus (as opposed to drugs or alchohol, which comes under the Complication Addiction). You may be hooked on sex, gambling, playing video games, eating, etc."
Nerd-nerds! I removed an asset, added a complication, and raised his ALE and VIT by one step each.
The Life and Times of Jars Jeyejiminy
Spoiler
Age 0 1: Jeye and his brother are born. Jeye's father is so proud to be blessed with twin sons that he gets himself and the doctor drunk, causing the doctor to record the wrong year on Jeye's Proof of Native Birth. Thus, Jeye's age is officially inflated by 1.
Childhood: Countess Charet Larian visits to survey her newly awarded lands, leading to a memorable incident when a pint-sized suitor boldly approaches her with a gift of two trout from the stream, asking her hand in marriage. Mrs. Larian, the center of much skepticism and resentment among her new subjects, showcases her sense of humor by graciously accepting the trout and parodying bad romance literature of the day with a five minute overture about how, alas, she belongs to another--specifically, the Count. Although the audience is delighted by her earthiness and Larian later fondly recalls it as the turning point in her reign, the mysterious suitor does not appreciate the humor and is never seen again, nor is his identity ever found.
Early Teens: Jeye's father and brother pass away within six months of each other, leaving Jeye the man of the house. Being young and rowdy, Jeye does not rise to the occasion, but rather spends his time and wages in town. He stays out later and becomes more distant until, cutting off all ties, he becomes an airman, abandoning his mother and sisters to dire poverty.
Thanks to his inflated age, Jeye becomes a deckhand in the Coalition Navy early. He enjoys a one-month career before he is caught with cigars pilfered from an officer's trunk. What the steely-eyed chief doesn't find out is the part where Jeye started a fire in the ammunition locker while fighting his accomplice for the first puff. Seeing as how he managed to make things right at the mere cost of some .50cal crates, Jeye sees no reason to raise the issue and happily accepts his flogging and subsequent discharge.
Late Teens: Jeye settles in another airport town, doing odd jobs on the docks and crewing for the occasional day voyages. This is also when Jeye meets (okay, he sees her three blocks down the street) a fine young lady attending the region's preeminent charter school, Something-Something-Prissworth-Pithwood Academy. Or whatever. Going to asinine lengths, Jeye overcomes their, uh, difference in class and begins to win her over before suddenly realizing how far he's strayed out of his league. Afraid to present himself to her family (and no, she wasn't his long lost sister or something. This isn't Seinfeld.), Jeye sets himself to the herculean task that every man must face sooner or later; a futile reformation into something he's not.
Being unable to work full time without a license, and in turn, forever barred by the Navy from holding a license, Jeye income is abysmal. However, it is said that no problem can conquer you without your consent--it is in this spirit that Jeye summons his gumption, buckles down, gets someone to forge him a license, and quickly finds work
Early Twenties: A full time airman, Jeye advances by volunteering for every dirty, nasty, non-Health & Safety-Compliant chore he can. His experience with all the smeg-jobs soon elevates him from a despicable deckhand to a despicable boatswain's mate. He even gets to carry a key to something! Whenever Jeye isn't clinging to the outer hull with a scrub brush (while under way) or holding the engineer's beer while the man works, he diligently keeps in touch with his prospective bride, promising to return someday with a dowry that will overcome any father's skepticism.
*Note: Still working on this. Will have it complete on Saturday.*
__________________
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! : 10-10-2012 at 12:42 AM.
I'd be happy to accept that as a variant of Hooked, provide no-one else has a problem with it.
Depending on what the addiction is we may need to extend the time between "fixes", though, as some things just aren't practical to do daily on a ship.
I'm thinking maybe a minor custom Complication, actually... "Hooked on Sex" wouldn't really describe it best. He won't sleep with just any woman, but he will go after any pretty girl, married, courting, or single, if he hasn't had any for a couple weeks or longer, and he sees a pretty girl he can't seduce, he'll take a penalty on social rolls other than seduction as his mood sours.
Let's say that after a couple weeks and seeing an attractive woman or two, he takes a -1 step on all Persuasion rolls other than seduction, and that becomes a -2 step after a month. He can break the habit, but it's hard, taking another two months until the penalty is reduced to -1, than another month until it's gone entirely. Having sex before the penalty disappears sends him straight back, and if it does disappear, he has a 50% chance of reverting back if he has sex, but the chance lowers by ten percent per month that the penalty is gone and the Complication isn't back. This can lower the chance of getting the complication back to 0%.
There should be some sort of trigger to get him hooked again though. I don't know if just having sex would be enough... maybe having sex after a stressful situation to relieve the stress would cause a roll to get him hooked again, like 15% chance or something.
EDIT: Oh, and actually, it can't just be an attractive girl, it has to be his type. So unless you're providing a comprehensive description or picture, I'll roll a d10, with nine and ten being "not his type".
I can't tell if this is an amazing coincidence or just sheer determination on behalf of the Serenity writers to be as comprehensive as possible, but there actually is a Complication in Serenity RPG describing basically exactly what you're describing, but in not so many words.
AMOROUS (minor complication)
Sex might not be the only thing on your mind, but it definitely ranks up there at the top. You’re always chasing skirts (or tight pants) and looking to find intimate companionship whenever possible. Penalty: You’ll make a pass at almost any person of your sexual preference and you don’t put up any barriers when someone is coming on to you. This can cause a –2 step Skill penalty to Influence-based actions when the other party is offended by your advances. You also suffer a –2-step Willpower Attribute penalty when attempting to resist the wiles
of someone who is your “type.”
__________________
Quote:
Originally Posted by Socratov
Predator turned prey
Dangling helplessly at length
Dragons always win
I can't tell if this is an amazing coincidence or just sheer determination on behalf of the Serenity writers to be as comprehensive as possible, but there actually is a Complication in Serenity RPG describing basically exactly what you're describing, but in not so many words.
AMOROUS (minor complication)
Sex might not be the only thing on your mind, but it definitely ranks up there at the top. You’re always chasing skirts (or tight pants) and looking to find intimate companionship whenever possible. Penalty: You’ll make a pass at almost any person of your sexual preference and you don’t put up any barriers when someone is coming on to you. This can cause a –2 step Skill penalty to Influence-based actions when the other party is offended by your advances. You also suffer a –2-step Willpower Attribute penalty when attempting to resist the wiles
of someone who is your “type.”
Yeah, the "type" thing was because I have, in the past month or two, decided that stating someone is attractive isn't enough. I've always had a dislike when someone is described as "very good-looking", then they go on to describe clothes and gear, but now I've decided that there are women described as attractive that I don't really find as such, like Gina Bellman (it's not the age. It's the age plus the facial structure plus the dimples).
Also, I forgot that it was called Influence, and Persuasion was a specialty. -_-
Okay! Just posting to show maintained interest, and to tell you that I've made a few changes in my character sheet. For starters, I moved it to Mythweavers, but I've also taken some time to consider what sort of goals my character might set for himself along the journey. I then realized practically no-one would take any significant level of artistry. Since my character isn't really geared for combat anyway, I thought, why not. Perhaps Kian is, as well as a natural born pilot, a lover of art. It would at least make things a bit more colorful. Throw in his natural kleptomania and we might have the recipe for an arc on art theft.
Also, I thought the chameleon suit would be a good purchase, but the description doesn't really fir the setting. Should we just revamp it to give it a more appropriate feel? Or should I not even have something like that?
And finally, I should mention that I managed to find Retribution Falls at my local library! I've worked my way through the first few chapters and so far, it's got my attention. Thanks for the recommendation, Aneurin!
__________________
Quote:
Originally Posted by Socratov
Predator turned prey
Dangling helplessly at length
Dragons always win
Sorry for the slow replies, but real life's just getting infuriatingly busy right now.
I'm going to grab Cortex tonight and have a read through... tomorrow, or sunday at the latest and get the prices for you then, Jade.
@Komodo - if you can think of a suitable refluff/revamp let me know. The suit described in the book is very setting inappropriate. A daemonically-thralled cloak would work; but would be insanely expensive and rare without a daemonist on the crew. Maybe just a really, really well camouflaged cloak?
And I'm glad you enjoy it
This game takes place just after the first book is set.
I went ahead and cooked up a ship design using the creation rules in the game. This is by no means a submission yet, but I thought it would be a good thing to start the conversation on.
Healthy as a Horse (Minor Asset): The vessel was auctioned off for financial reasons, rather than technical ones, and she is a fundamentally sound vessel. 2-step Bonus to the ship's Vitality on Maintenance Rolls.
Fuel Efficient (Minor Asset): The vessel's aerium tank has multiple chambers that fill incrementally as the pilot demands altitude, preventing the overuse of the valuable gas. The use of outboard turbofan engines, rather than a fuselage installed turbojet, also conserves prothane. The vessel can operate for 800 hours on full provisions, rather than the usual 600.
Seen Better Days (Minor Complication): The vessel's most expensive, critical components are in good order, but the ship is not without wear and a multitude of parts have reached the end of their service lives. Like all older vessels, she requires more time, money, and vigilance to remain airworthy. 1-step penalty to Maintenance Rolls and 50% increased maintenance costs
Choices for the other Complication
Spoiler
Hazardous (Minor Homebrewed Complication, if GM approves): The vessel's work and living spaces are not arranged for crew-friendliness, and accidents are common. At any time the GM decides, a crew member can be "attacked" by the ship in some fashion, such as a falling object, shakey footing, an exposed sheet metal edge, or even an electrical short. This mishap is equivalent to an enemy attacking the player for 2d6 and a damage of d4B. Initiative is not needed. Players may use any appropriate means to defend themselves.
As a Major complication, your ship's record of serious, often fatal accidents begins to stray into the realm of the paranormal. People inch fearfully through the corridors and some hands will not venture into the dark places alone, if at all. Add two steps to the above values, and allow the ship to take called shots.
or...
Memorable (Minor Complication): The ship's roaring, oversized engine nacelles and crane announce you for miles, even in a crowded yard. Efforts to disguise her or to go unnoticed are fruitless.
or...
Branded (Minor Complication): The ship is said to be cursed, poisoning any enterprise it touches. Supporting this is the fact that every captain or business that has ever owned this vessel has gone bankrupt. The last owner tried to get around the bad publicity by rechristening to its current name, only deepening the jinx.
Skills
Knowledge/Material Appraisal, d4 In a past life, the Ivory Wing was a salvage and field repair vessel that rendered service to downed ships. Because the payment often consisted of bartered equipment or cargo rather than coins, the Ivory Wing has an encyclopedia of the going rates for a wide variety of goods and raw materials. Although expansive, the information is old and sometimes not even useful as a baseline.
Gear
Spoiler
1W Armored Skin, 473c ,10 tons of space: Most small airships make their rigid outer shell the chief structural member, which holds the vessel's shape and counters the pressure changes of the aerium tanks, while web of stiffeners and stringers underneath bears the brunt of any collisions or shock loads. This outer skin provides enough of a safety margin that it is proof against small arms fire. The Wing's skin has been reinforced further to defeat shells up to 2lb. No one is eager to see what happens with a 10 pounder.
2lb cannon, turreted, 10 round magazine, 2000c, 1/4 tons of space: The Ivory Wing's latest incarnation, a fast courier of valuables and an opportunity scavenger, often places it in harms way. This turret hangs from the belly, meant to harass enemies on the ground and ward off any outfliers attempting to fire on the vulnerable underside.
2lb cannon, fixed, 10 round magazine, 2000c, 1/4 tons of space: A stopgap solution installed by the ship's former master until money allowed better, this cannon is laughable as a main gun except at the closest margin, where it might score a lucky hit. Its main purpose is to strafe enemies on the ground, or to surprise a passing outflier.
50x 2lb shells, 100 c: They're shells. Put down the cigarette.
10-Ton lifting davit (aka, "crane"), 1000 c, 3 tons space: This davit was taken off a downed flier's ship as payment for sparing him a few liters of fresh aerium, for a profit of roughly 30,000%. The bullet holes in the davit's side can attest to how that news was taken.
Scrapware....5 x 5c = 25 c: A locker full of new and used scrap metal allows the crew to manufacture any bracketry or "dumb" hardware like benches, ladders, or standoffs. Also included is some piping and buckets of fasteners.
Mechanic's Toolset, 284 c, 20 tons space: Another relic from past ventures, this is a well-stocked metal shop built into the machine room, for any needs that might arise while scavenging or repairing. Parts can be welded, machined, and ground here. Sadly, there was not room for a foundry or a forge, meaning that something major, like a landing strut or a drive shaft, could not be fabricated here.
Cutting Torch, 2x 4c: An oxyacetylene system with a focused cutting nozzle, rather than the more broad welding nozzle. Good for carving pieces off a lost ship.
Mining Charge, 8x 20 c: Seriously, put down the cigarette.
Gravcart Lifting Jack, 485 c : Instead of the Serenity game's suggestion of an antigravity thing, I was thinking that this would be a mechanical winch in the cargo bay, with a bunch of detachable pulleys that could be rigged overhead to lift things, or that the cable could hook into a wheeled cart and haul us some stuff up the loading ramp.
Subtotal Cost: 8020.5
Interior Space Allocation
Empty Vessel Displacement: 949 Tons
Intrusion due to armor: 10 tons
Crane: 3 tons
Weapons: .5 tons
Crew Berthing: 80 tons
Machine room: 20 tons
Fuel & Lift Tank: 60 tons
Interior Structure & Joinery: 200 tons
Systems and Machinery: 402.5 Cargo Space: 193 tons (25% of the total non-gear volume, as the manual suggests)
Total Cost
19408 credits. Maybe the rest could be whiskey or something.
The ship is a workhorse, well equipped with all kinds of toys for the mechanic to enjoy, but also fast enough to act as a courier and *reasonably* manueverable. Most pilot characters I've ever seen have Born Behind the Wheel and d12 piloting, meaning that they have more than enough skill to make up for a d6 Agility.
One thing this ship doesn't do is dogfight other ships--a d2W cannon costs 20,000 and the manual implies (to me, at least) that the "Seen Better Days" price reduction only works on a ships base stats, and can't help us with gear. As a concession, I downgraded weaponry to d8W in the vehicle scale (1/10th the cost!), meaning that it will never hurt another airship but will punch a house wide open.
Question for Aneurin: Do outfliers count as vehicle scale or ship scale? I ask because if outfliers are ship scale and impervious to a d8V cannon, then it might not have been such a grand concept to include them in this design.
Also, can I ask another one? How are you approaching unarmed damage? The manual doesn't seem to have anything to say other than the top-level facts that--
1. Unarmed Attacks always inflict stun unless you have Mean Left Hook or Brass Knuckles.
2. The first piece of solving for damage is the Attacker's Roll - Defenders roll, divided among Stun and Wound. The second step is to roll that weapons specific damage die.
So, In the version of the game manual I have (2008 ish), it doesn't give a damage die for fists, nor have anything to say beyond that. Do you have an opinion on what to do there?
***
Also: someone should apply as a fighter pilot. That means you, reader.
__________________
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! : 10-14-2012 at 12:14 AM.
Reason: Edited to use unbiased wording in unarmed damage question
While amusing I'm not overly fond of the Hazardous Complication, let's please not do that, lol, but everything else looks great. Is that scrap metal and a workshop to work it with? That fits the new build very well, intentional? Maybe not.
I haven't been able to find the book at "my" local library. I have a feeling Brooklyn isn't exactly part of the target audience. I'll head into Manhattan though, might find it in a Borders or something and just buy it outright.
Reworked Sai and I'll repost that sheet soon to give it a once over. I'll have her bio up as soon as the shared history details are hammered out.
I've been debating whether outfliers should be vehicle or ship scale. I even briefly wondered if ships should operate in vehicle scale because they're so much smaller than Serenity's spaceships.
I think, though, that outfliers should operate in vehicle scale and aircraft in ship scale.
I'm happy to negotiate on this point if you guys disagree, though.
I like the ship, by the way. Looks good.
Unarmed attacks... Hrmph. The impression I got was that fists don't have damage die; their damage is just basic converted to stun. Looking over the weapons, this seems to fit - one of the batons does d2 damage, and it seems strange a baton would do as much damage as someone's fists.
@Jade - anything else I need to look over in the Cortex system, or is it just gear?
I'm hoping to get an IC backstory thing done before then--I'm four pages into it, and expecting at least four more. I hereby challenge Father Time to a race.
Edit:
Is everybody happy with that ship concept? Firepower or agility could be beefed up upon request, or if the gang decides that bigger is better, I could up the Strength (and thus, tonnage). We could build ourselves a Pocket-Sized Delerium Trigger if you guys are willing to go the mortgage route.
...interest rates aren't crazy in Vardia, right?
I specifically did not write a backstory for it, other than little hints & stuff, because I wanted to make sure everyone had their say.
Does someone want to be the ship's owner, or the appointed steward for the owner? Hell, maybe even a chip-in effort on everyone's part?
__________________
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! : 10-15-2012 at 07:01 PM.
Also, I love the practicality of your character's story. Quartermaster is a believable application of his skills, and I like the bit about him losing his first job because he overstepped his authority. A simple, yet important reason--ships are a business, after all
__________________
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! : 10-16-2012 at 12:16 AM.