Hidden 10 yrs ago Post by AdvancedJ3lly
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In the year 2665, a meta-dimensional pulse known as the Scream erupted from the Veil Nebula. In seconds, it washed over all of human space, killing or maddening every psychic. Modern technology, operated by psychics, was rendered useless, and frontier worlds were cut off from the rest of humanity. Lacking support or trade from other planets, many planets slid into chaos or simply died off. Others, possessing old spike drive ships, managed to remain in contact with their neighboring planets and survive. The year is 3200. Over the past 600 years, humanity has slowly rebuilt from the “Silence”, re-establishing trade routes and exploring with newly built spike drive vessels.

However, ancient nav charts are relatively useless and much of human space is a mystery, lost in the Silence.

You are the crew an old Free Merchant ship in the Themis Lambda Sector. Vast riches, glory, and dangers fill the galaxy around you.

Stars without number await you.
Current Players
Pilot/Navigator: Clyde Idle-Wind
Comms/Gunner: "E"
Quartermaster: Senth Pallamanca

The PDF is available for free here.









I will likely add to this in the future with things such as NPCs, Sector factions, and other important information.
Hidden 10 yrs ago Post by Todd Howard
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Name: Clyde Idle-Wind

Class: Expert
Homeworld: Fatemi

Background (Gameplay): Adventurer (Culture/Spacer, Navigation, Vehicle/Space)
Class Training: Adventuring Expert (Combat/Projectile Weapons, Tech/Postech, Vehicle/Space, Computer, Navigation, Persuade)

Level: 1
Experience: 0
Credits: 90 (Remaining Amount; original sum was 700.)

Hit points: 5 ~ Reinforced Plastic-Bag.
AC: 9(With No Armor) ~ 5(With Current Armor)
Psychic Power Points: 0

Attributes:
Strength: 12
Intelligence: 14 (+1)
Constitution: 4 (-1)
Dexterity: 9
Wisdom: 7 (-1)
Charisma: 7 (-1)

Skills: Culture/Spacer, Navigation(1), Vehicle/Space(1), Combat/Projectile Weapons, Tech/Postech, Computer, Persuade.

Psychic Disciplines: N/A

Equipment: Revolver (50), 60 Ammo (30), Backpack(5), Rations; 10 Days (50), Woven Body Armor (400), Compad.

Background (Fluff): Originally the pilot of a small scavenger ship crew brought together on Fatemi, Clyde ended up being let-off by the crew on a frontier world due to his general weak physical threshold not raising the most confidence among the crew if an on-board attack happened. They were more confident in a strong set of hands rather than a pilot that could fly the ship better than most. He figured it was their lost, and took up small, occasional work that let him get by. He yearned to return to the stars as a pilot once more, but never found the chance until the Free Merchant Ship (I don't feel comfortable naming it... Pretend there's a name there.) And it's crew happened to land on the frontier world he was stuck living on. While spending a lonely evening in the bar, the crew walked in making an offer to anyone that was a decent pilot. One such as himself couldn't refuse. They seemed to be lucky to have made it as far as they did without crashing and burning. Though slurring a little, he made damn sure they knew he was the best they'd find. He sobbed his story out about his last crew, obviously making them skeptical if he was worth it. Though there weren't many options that looked better. He was welcomed aboard, though he wasn't allowed to touch any controls until after he was sober again... Embarrassing times, but ones that brought him back to the stars.

Personality: Generally a decent guy, Clyde has confidence in himself that he can fly circles around most other people. He often will boast of his talent, but that is mostly because it's one of the few he has. He's not as useful in a fight as most people, and that leaves him in the backseat making sure things run smoothly for everyone else. Which he intends to do, as he has a strong appreciation for his crew members due to them welcoming him aboard and allowing for him to travel the stars again. Even if they are probably going to end up dying due to their pipe-dreams of riches and possible fame, he has no plans of backing out simply due to this possibly being the last chance he'll have to fly a ship through the skies.

He does, when the chance arises, drink. Though not too heavy, he can end up being a bit of a babbling mess that isn't worth much until he's sober. That being said, just because nobody trusts him with the ship while drunk doesn't mean he couldn't fly it. He can come off as mildly rude, though it's just the drink venting out his inner frustrations that he more keeps to himself rather than burdening the crew with his complaints. It'd take a rather kind and convincing person to get him to open up while sober. But those who really get to know him may have an comrade forever by their side.

Appearance: Clyde stands at 5'4", being one of the shorter men around generally. Weighing in at around 133 pounds, he sports messy ginger hair and a matching goatee. His eyes are a dark green, and generally when out of his armor he is either in a blue jumpsuit or his casual attire, normally consisting of a T-shirt or a tanktop and short-sleeved jacket with a pair of dark blue jeans, and the occasional ballcap worn backwards. He has more serious working attire, but prefers to be comfortable while flying. Keeps him loose and ready to go at any time, as he'd say. His left ear is pierced, though if it's recent or from his younger years nobody knows. He also has a tattoo on his left arm; a heart with an arrow through it. To the left of the heart is the letter "C", the center has the symbol "&", while the right of the heart under the tip of the arrow has the letter "M". The conclusions most would have are obvious, though questioning him about it without getting to know him first might not be the best of ideas.

Languages: English, Spanish(Homeworld Language), French(Learned with +1INT Modifier. Because those days away from the stars left him really bored.)
Hidden 10 yrs ago Post by AdvancedJ3lly
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You may automatically raise one of your class's primary attributes to 14, for experts that is intelligence or charisma. also, I probably didn't make it clear enough, but you get your classes, max first level health to start, so you don't get killed immediately and lose your character. So your HP would be 5 (6 (expert HD) - 1 (low CON)). That might help your....below average stat rolls.

Also, I just added a Languages section to the CS. I haven't really set languages for the planets yet, so just pick a language for your homeworld, like Spanish, German, Russian, etc.

Otherwise, it looks great.
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As soon as I saw my Constitution roll I could do nothing more than roll my eyes, lol.

I have raised my Intelligence to 14, and fixed my Hit Points. I have also added my languages. Glad I mostly got everything right! :P
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Just added a section for how dice rolls should be handled. If anyone has a better idea for rolling dice, lemme know.
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.

Name: “E”

Class: psychic
Homeworld: A round one.
Background (Gameplay): Gunnery Crew
Class Training: The character’s training. Military Psychic.

Level: Starting at level 1.
Experience: Starts at 0.
Credits: 400+((1d6)100)

Hit points: 5
Psychic Power Points: Psychics only, begins at 2.

Attributes(3d6 rolled in order)
Strength: 8
Intelligence: 11
Constitution: 14(replaced)
Dexterity: 10
Wisdom: 11
Charisma: 8

Skills: What skills does your character have from his/her training and background?
Combat/Gunnery, Culture/Spacer, Computer, Tactics, Combat/Projectile, Combat/Psitech, Stealth, Tactics
Psychic Disciplines: Precognitive Main and teleportation.

Equipment: tech4backpack(50),Revolver(50),SniperRifle(400)Ammunition(50),rations(50)Dataslab(300)

Background (Fluff): A trained scout, E had been more than an asset any time she had been used in the past. Sortie after sortie she simply observed from afar and used her abilities to exit without leaving the slightest trace of her being there. One day she was sent out to a hot zone, on an unlisted assignment, by a off the record benefactor. E had no idea she had been bought but by the time she had pulled the trigger she was being incarcerated from crimes against humanity….E luckily escaped in a rather unbelievable turn of events. A change of style and abandoning her name E has made a quite comfortable life as a up and coming gunner.

Personality: What is your character like? “E” is secretive about her past, but not so much her opinion. Despite her best efforts to act cold or even hostile towards newcomers, she still attempts to prevent premonitions. Plagued by nightmares and guilt she often appears tired or forlorn. In short E Is a wounded warrior who still tries to do what is right in the grand scheme….afterall she is plagued by it in her dreams.

Appearance: Standing at 5’10 E has a fit frame. Dressing in cargo pants black boots and a glorified sports bra she isn’t hiding the fact that she probably didn’t blow dry her hair. Her hair is a unnatural purple, but seems to absorb the light, “Makes you almost invisible on the hill at sunset.” Her features show her youth and superior genes. Her almost porcelain skin and vibrant blue eyes sit upon a face that mimics the Mona Lisa.

Languages: English, your homeworld's language, and one other for each point of INT modifier.

There are a few things im not quite getting, but I figure once we get the ball rolling itll fill in (Oh and lecture away gm im open to change)
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Venom said
(Oh and lecture away gm im open to change)


:D

You forgot to put your credits and health. As a psychic with 14 CON, you would have 5 hit points. And I just realized I forgot to put AC on the character sheet *facepalm*.
With no armor, you have an AC of 9-(Dex mod). I noticed your homeworld isn't listed either, is the link to the sector file screwed up?
Hidden 10 yrs ago Post by Todd Howard
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The sector file is just a jumbled mess for me. I've downloaded it in multiple formats and I haven't been able to view it properly. Hence my lack of a homeworld. :L
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I wasn't sure where to put her XD. Any recommendations?
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Venom said
I wasn't sure where to put her XD. Any recommendations?


Well, your character is a trained military psychic, so that really limits your homeworld to a tech level 4 or 5 planet or one with a psychic academy (Unless you traveled to such a planet for training). You could go with Malavika, it's a feral tech level 3 world (Modern tech) with one of the sector's few psychic academies. Otherwise, I would just recommend picking a TL 4 or 5 world of some kind.

Raddum said
The sector file is just a jumbled mess for me. I've downloaded it in multiple formats and I haven't been able to view it properly. Hence my lack of a homeworld. :L


I don't really know how to help you. I just have it downloaded as a html file and it works fine...
I'll try to figure something out. For now, just let me know what kind of planet you want your character to be from and I'll take a look.

Also, your AC in armor isn't 9+your armor's value, it is just the armor's AC value minus your Dex mod. The lower the AC, the better.
Hidden 10 yrs ago Post by Todd Howard
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AdvancedJ3lly said I don't really know how to help you. I just have it downloaded as a html file and it works fine...I'll try to figure something out. For now, just let me know what kind of planet you want your character to be from and I'll take a look.Also, your AC in armor isn't 9+your armor's value, it is just the armor's AC value minus your Dex mod. The lower the AC, the better.


Woops. I'm silly, my bad. I probably overlooked that. xDD Will fix momentarily.

I'm not to sure of what I'm thinking for a homeworld for him. Probably a Tech 3 world that's somewhat busy. A place with all-around services to offer to those who happen to find their way there. I don't know what my issue is, it's probably something small I'm overlooking.
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How about Fatemi? It's a TL 3 world with breathable atmosphere, cold environment, and is a major shipyard/Industrial center.
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AdvancedJ3lly said
How about Fatemi? It's a TL 3 world with breathable atmosphere, cold environment, and is a major shipyard/Industrial center.


That sounds good, I'll add it to my CS.
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Now we wait for Angstrom and anyone else who want to post a CS.

When we get one or two more crew, you guys are going to need to determine how the ship is run and it's name. You could go with the democratic route where you all decide what happens, earned credits are split equally, and you all pitch in for maintenance and supplies, or one of you could be captain and make all of the decisions and who gets paid what.

Anyone who wants to be captain, don't be a greedy jerk. Mutinies are never fun...unless you are me and get to watch the chaos unfold :P
Hidden 10 yrs ago Post by Angstrom
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As I suspected, my CS will have to go up tomorrow. Is it recommended I take warrior? I was originally going to be a psychic and my stat rolls also happen to suit psychic, but I can see firstly how two psychics on the team may be slightly off storywise as I gather they aren't too common, and secondly it may throw the balance of the team in gameplay, but I don't know the extent to which a range of classes is necessary for survival in SWN like it is for something like D+D.
Hidden 10 yrs ago Post by AdvancedJ3lly
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It shouldn't be a huge deal, but you might suffer in ground combat with a wimpy expert (no offense) and another psychic.
Hidden 10 yrs ago Post by Todd Howard
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None taken. Ground combat is going to be a pain in the ass for Clyde though. Lol.

Honestly as long as everyone is playing the character they want to play, I don't care if we are a bit less effective. Go for whatever you want to do, Angstrom. :)
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If we don't get another player, I can just make an NPC as the hired muscle on the ship to balance it out.
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You reminded me of Raddum's less than overwhelming stats XD I think it might be fun to just try and be the impenetrable wall that takes hits for the team, especially since my best stat roll is Constitution. I'll need to change my initial thoughts on what my backstory was going to be but yeah I think I'll take a warrior.
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Quick question, in the Sector Generator, are the names in the hexes like galaxy.solar system names, and the ones down the sides planets or stations within that galaxy?
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