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#1 bnorton916

bnorton916

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Posted 05 December 2008 - 12:50 PM

Mike_Evans

Website: http://home.comcast.net/~twilightrpg

First off, I don't think there's a game name on here called Privateers, but if I'm mistaken, let me know and I'll change it immediately. I perused the first several pages and didn't see it and the search function didn't bring it up, so I think I'm safe!

Now, I'm not very familiar with RPG's in general, let alone online versions. I'm not sure what the best number of players is. I suppose that the more people we have, the less each person will have to contribute to keep the game moving. However, I don't want people getting bored either because there's not enough for their characters to do.

We will need enough players to crew a small pirate vessel. The ship is essentially a corvette... to large to be considered a "fighter" class but smaller than your typical frigate/destroyer. This means a handful of crew members (pilot, doctor, engineer, etc) and several more "hired hands" in the form of mercenaries. Total crew will be 10-12 at the MOST (and a lot of these guys will be NPC's). Anyway, I welcome your feedback about how many players is too many. If enough people are interested and somebody wants to GM a second game, we can always split into multiple groups.

Also, I am going to keep this game VERY VERY RULES LIGHT. You will all be allowed to design your characters and designate skill/ability points, but I may not even tell you how many points of damage certain weapons do, but instead keep track of it myself and let you know in prose. It'll be clear if you give the Sardakk N'orr warrior the equivalent of a papercut, or blow a hole clean through his abdomen! You'll also have enough knowledge to make informed decisions (such as, a Hardbeam Laserlance is excellent for penetrating combat armor, even at long range, while a mag-blaster pistol is better in a close-quarters firefight against unarmored opponents.

Mike_Evans

Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.

Mike_Evans

You guys can talk about what positions you think should be available on the ship. Some positions could be split or consolidated to make it work.

Remember, this is a smaller vessel. It is primarily a transport vessel (think Firefly) that has been souped up with better sublight engines and some weapon systems. This ship can bully unarmed/lightly armed freighters and other small merchant vessels, maybe even take on a small fighter escort, but that's it. In order to take on anything bigger, for example any military vessel (like the kind you'd see on the board in a game of TI3), you'd need help from your fellow privateers.

As far as positions, we need:

Captain (you get to name the ship too!)
First Mate (can be combined with another position)
Pilot/Navigator
Engineer
Weapons Officer
"Operations" Officer (sensors, communications, etc)
Doctor (Science guy?)

You could also have some kind of Merc commander, and of course, trained mercenaries.

The crew members take a share of the profits (after expenses) made off of a mission. Captain gets double or triple-share, first mate gets a bonus. Mercs (aside from the Merc Commander) get a set fee (basically paid by the hour). In addition, the Mentak Coalition gets a cut as well, in return for providing contacts, information, and a safe haven.

There are several ways to explain the captain having a ship. It may be provided to the captain by the Coalition and is being "paid off" over time. It might be stolen. You guys can brainstorm and let me know.

I'll go into racial details and my suggestions/guidelines in a moment.

Mike_Evans

I will allow players to be the following races:

Human
Hacan
Hylar
Letnev
Xxcha
Saar

I would prefer that nobody be Sardakk N'orr. I have several reasons for this, one being that Sardakk N'orr are supposed to be approximately 200 times as strong as humans!!!! In my vision of this universe, the N'orr are also the most "alien" of the species and least likely to mix with outsiders. There are few, if any, N'orr on Moll Primus (at least in my version of the universe). If you make an absolutely astounding case for your character to be a N'orr, I may reconsider, but I'd really rather not.

In addition, the time period for this game is very early... like turn 1 or 2 at MOST in a game of TI3. The following "Great Races" are members of the Galactic Council and have already established a major presence in the galaxy: Human, Hacan, JolNar, Letnev, Xxcha, Sardakk N'orr (otherwise known as the Original Six!). I will get into details about which planets are controlled by whom and so forth as the game progresses.

The following races are just getting their feet wet in the galaxy and are relatively unknown. These are listed in relative order of power/influence, from greatest to least: Mentak, Winnu, Yssaril, Yin, Saar.

Mentak has made a formal request for a seat on the council and the Winnarran Custodians are in the final stagest of considering their case. Considering that the Mentak have laid claim to several planets, set up trade lanes, and have a respectable military force, it is expected that the Coalition will be formally inducted within the year. The Winnu have made a similar claim but their holdings are much less expansive at the moment. Their request has also caused a stir within the ranks of the Custodians, who are deeply divided in the issue of whether to allow them to join as a separate entity from the Winnarrans on Mecatol. The Yssaril are just making their first forays into space and very, very little is known about them. Most people know that it's best to avoid the space around their planet. The Yin are currently just a bunch of weirdos on a planet and haven't really started their crusade, though they have consolidated their power. The Saar are like humans, widespread throughout the galaxy on almost every planet. Ragh's Call (or whatever it's called, when the Saar all come together in a massive reverse-Diaspora) has not happened yet so they are not really organized.

The following races have not yet revealed themselves to the rest of the galaxy. For in-character purposes, NONE OF YOU ARE AWARE THAT THEY EVEN EXIST:

L1z1x, Naalu, Muatt.


Beren_Erchamion

I think I will be a Letnev mercenary! If no one else wants the merc. commander, I could take a shot at that.

Mike_Evans

Below are the statistics you'll use for your characters. Each race starts with a certain number of points in each statistic, plus some extra you can distribute yourself. You'll also get skill points based on your "profession," which I'll discuss later.

Body (determines hitpoints, strength, etc)
Mind (mental acuity)
Education (learned knowledge)
Charisma (how well you relate to others, etc)
Ability (how well you naturally execute and pick up "learned" skills... like driving, firing a gun, etc)

Quick overview of the in-game advantages to each race plus some very brief physiology below. Some of it is from the rulebook. A lot of it is my own.

Humans: As usual, these guys are the most flexible. They start with lower stats than most everybody else but have more "free points" that they can assign so you have a lot of leeway. Humans learn skills more easily than anyone else.

Hacan: High starting Charisma, low starting education, other scores are average. Prefer warm, dry conditions, lower tolerance for cold/damp. Generally more athletically gifted than humans, but require 10-12 hours of sleep per cycle. Generally do NOT like water (take sand baths). All Hacan have retractible claws which make them more dangerous in hand-to-hand combat. Hacan from the homeworlds tend to be quite vain and spend a lot of time preening and concerning themselves with social status and appearance.

Letnev: Much stronger than humans. Hardy constitution, they can eat almost anything and survive the harshest conditions. Being a naturally subterranean race, they have incredible night vision, but are very sensitive to bright light (and wear goggles most of the time). Prefer cold/damp over hot/dry. Very cranky dispositions most of the time. Letnev physiology kind "gives out" after approximately 45 years, so there are no "old" Letnev. However, they never get old and decrepit; they are are fit and trim, in perfect physical condition up until the day they have a massive heart attack and drop dead. Letnev were genetically engineered to have excellent 3D spatial skills so they receive a bonus to piloting small craft (Fighters and Corvettes).

Xxcha: Strong and solid, but still intelligent and charismatic. Cold blooded, however, and usually dependent on a device called a "personal heating unit" to remain alert and quick-witted. Can go into a hibernation/trance state for long periods of time. Most Xxcha from Archon Tau are vegetarians, pacifists, and deeply artistic/philosophical, but these are all cultural traits, not physical. Mentak-born Xxcha are as varied as humans in personality. Generally live to be quite old, 300 years or so.

Hylar: Small stature, large head (literally and figuratively), soft bones, webbed feet. Worst body scores, but highest mind/education. Low charisma as well. Most subspecies can breathe air but for most it is unpleasant. They are fairly mobile on land but slow and awkward (roughly equivalent to us walking around with flippers). Hylar living out of water usually shed their skin once a month, especially if they don't have access to a water-containment mobile platform or liquid-environment living quarters. Hylar are usually snooty and arrogant, even ones born and raised on Moll Primus. They receive a bonus to roles that concern knowledge about a particular subject (ex: "what do I know about deuton crystals?")

Saar: Short stature, and very hairy... they rat/dog-like appearance. Not as strong as most humans but are fast, have good reflexes. They are wiry and dextrous, sharp-witted and resourceful, but the Saar as a whole are looked down upon by other species, who see them as just a bunch of dirty, scruffy parasites, even though the opposite is generally true. They usually live in large families which are themselves subsets of huge clans that share the same name (clan name comes first... ex Cha'zui Elam and Cha'zui Gertosh are two Saar brothers). They are great at crawling around small spaces, like ventilation shafts or the bowels of spaceships.

A thought on character background: I'm ok with your character being an expatriate who has joined the Mentak for whatever reason, but I would also like to see some characters that were born and bred on Moll Primus. I'd also like to see at least one human... they are the most common species in the galaxy after all (followed closely by Saar)...

Grummore

Mike_Evans wrote:Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.


Ok. I know I said I wouldnt, but I just can't let this pass. If you want me (since you have a lot of peoples already) I would be glad to have a place among you. I know I dont have an extraordinary english and it's not a native tongue.

If there is only a little place, I can do with a small role and I will be very happy with it! Just for example, I wouldnt want to be the captain! Give me a third role, no first, no second, but third!

Thanks

Mike_Evans

I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...

sigmazero13

If possible, I'd like to be a Letnev Weapons Officer?

Beren_Erchamion

Alright Sigmazero wants a Letnevian weapons officer so...


I will be a Saar mercenary. Need someone killed from a distance? Need something blown up? I'm your man... errr... dog-rat thing.

Grummore

Mike_Evans wrote:I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...


Not too many roles for the Grummore! But I do not mind been a PCNPC . If you do have in mind a role you wish to fill in, just tell me. Otherwise, give me a minute and i will try to find you a general idea on a race I might be interested in. I had thought of a Letnev, but everybody wish to be a letnev because they are soooo cool! I will do something else then.

Mike_Evans

Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....

Lothar of the Hill People

Mike, how big are XXcha?


Lothar of the Hill People

Well, that question aside, I will volunteer for a Hacan Captain.

sigmazero13

Mike_Evans wrote:Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....

I wouldn't mind changing mine to Human to make more diversity; I just thought it might be less exciting to have a non-exotic race

Heck, if cybernetic implants, ala the Mentak lady person, are OK, I could diversify using some of those; but I don't want to spoil the atmosphere.

Robofish

I will offer to be Ops/sensors.
I will be Hylar.

Eternal

And I would very much like to be Xxcha. And I will be from Moll Primus. Guess my father or grandfather did something impropriate and was expelled. So I don´t NEED to be peaceful? Hmmm, think I will be pretty peaceful anyway and carry a stungun if avaible.

For position I would be happy to be an engineer. I could be first mate or doctor as well. Or all three.

I do have a schaman concept going. I will summon the great warpspirits in the ion-engine and calm the decalibration-demon with a mighty hymn as we pass through the Great Void.

I approve of Lothar as captain! What rat will you have us to catch today, sir?

PsiComa

Does the Xxcha have natural armor?


I have dozens of character ideas, so I'll hang on and see what the other ones picks. I think I'll end up with a human.

Lothar of the Hill People

Well that first rat would be a group that has more money than they need, and less sense then they should have. Hopefully by both our tribute and the raiding of the other major powers we can bring respect and power to the Mentak Coalition. And if in the process we put a bit of coin in our own pockets, well, all the more the better!

Who knows if we are brave and lucky perhaps we shall have summer homes on Mecentol Rex with servents from the one time ruling elites of the other major races!

Forgotten prison planet indeed, we shall see arrogant ones, we shall see.

As a side note, if you see mispellings, I am typing from work.

Mike_Evans

Xxcha are about human sized, maybe a little shorter. Xxcha are much more solidly built. They don't have any natural armor per se, but generally can take more punishment in a fight than just about anybody except maybe Letnev or definitely N'orr.

For example, there are combat suits that come with a built-in energy weapon that is capable of killing most species in a single hit. It takes two hits to kill a Xxcha. Xxcha also possess a strange immunity to neural stunners... they find the effect "relaxing."

tmp

I'm definitely in as a Hylar doc/scientist. I'm from the Homeworlds but was kidnapped by a pirate crew for ransom and given my shear terror at the event I quickly succumbed to Stockholm syndrome identifying with the plight of the Mentak Coalition. Once my kidnappers realized that I was blocking the electronic transfer of money to their accounts, becuase I couldn't help the cause if I was sent home, they let me go to look for someone who was actually worth something.

Lothar, or whoever winds up being captain, if you don't mind me including your character in my back story, found me wandering around Moll Primus and I've been following him around ever since.

PsiComa

TI universe explains the races in the board game as "the great races". Are more races described in the rule-book? Which brings me to: Is this the official RPG, or have you made the system yourself?

Mike_Evans

We are using the rules from the book, though there is only a very small amount of actual rules compared to, say, a D&D manual. However, the official RPG has been specifically said to be "non-canon" by Chris Petersen, so I am taking liberties with the universe and molding it the way I see fit.

Only the original six races are described in the rulebook. I have subtracted the N'orr and added the Saar as a playable character type. I think the Yssaril are mentioned briefly but there are no rules for them specifically. There are a few other minor races that are mentioned but none of them are playable races in TI3.

In my vision of the universe, I consider the "Great Races" to be any race that has been allowed representation in the Council on Mecatol Rex. At this point in time, only the original 6 have representation. When the Mentak are inducted, which is imminent, they will be considered a "Great Race" at that point.

There are dozens if not hundreds of other minor races among the planets of the imperium, but only governments large enough to own a swath of planets, a sizable military, and a large amount of political influence are allowed by the Custodians to take part in the Council.

PsiComa

The Norr - Saar swap was certainly a good move. They have lots of good character potential as opposed to the Norr, which would be rather... strange.

sigmazero13

So would it be better for me to be Letnev or altered Human? I'm fine either way, though I may play each of them slightly differently.

tmp

Okay before I dig through my gaming room to find my TI RPG rules how much time are you really expecting us to put in per week?

Grummore

Story behind Chz'lor Rachiz

Somewhere on Moll Primus...
[snip a part for the GM]

While conducting business in a bar, I was approached by an Hacanite cargo ship captain for recruitement. I told him I had already a good job and he helped me understand how to trick and cheat my gang for a better profit. I was very curious, indeed.

One day, we had a job to do, steal up some stuff from a cargo ship... you can imagine the end. We stealed the stuff, we went to the hiding place, I killed my two partners and moved away with the stuff I took from the Cargo and what was left of the material that was in the hiding place, to sell it to the Hacan guy.

I was introduced to the peoples there and got myself a place as a mercenary thug.

[snip another part for the GM]


Thoughts?

Robofish

PsiComa wrote:I think maybe more humans would be less "freak-show" and easier to relate to (and humans are more frequent on Moll primus). For example the Operations Officer and maybe the First Mate could do well as humans.
Just a thought, I don't have a problem with any choice.

It's cool with a bunch of Saar mercenaries though!

Sorry, i'd rather be a Hylar.

Lothar of the Hill People

My flavor text is at home. I will need to reread my flavors for both hacan and mentak. I plan on being a native of mol primus, yet mantain a small bit of an honor code of the Hacan. I think I will ignore the prening aspects of the Hacan and mock them for it.

Anyway, I need to find a name yet. Mike does your information say mentakian Hacan would keep hacani names or would they adapt to mentakian naming conventions?

Beren_Erchamion

Basic story for my character (I don't have a a name yet) is as follows:

Rat grew up an orphan on Moll Primus. He never knew his real name and prefers the nickname he was given in any case. His early life was composed mostly of sneaking around and stealing what he needed to survive. When he got older, he joined a group of mercenaries where he used his skill at sneaking around and moving quickly in confined spaces to become an excellent marksman and demolitions expert. His mercenary crew was recently hired to join a Mentak raider.



Anyway, what do you guys think?

Grummore

Hide to the GM what we shouldnt know. At least, have a dark secret! (I love Cthulhu and Shadowrun).

Eternal

PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!

PsiComa

hehe I havent seen that show, but. Bad memories? :P

Beren_Erchamion

Eternal wrote:
PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!


I get a picture of Wash from Firefly. I mean come on. Hotshot human pilot? He is the definition of the word!

Eternal

My name will be Junaq.

I will flesh out the background as I build the character...

I suggest our captain get to appoint the first mate. And for captain I vote for Lothar.

Eternal

PsiComa wrote:Bad memories? :P

Annoying as hell.

Like you want to beat his smug smile from his pretty face.

Eternal

Wait a minute... I take it that engineering feats will be based on Education? The worst stat for a Xxcha? I will still go with it, I am not minmaxing this one...

Mike_Evans

Hmm... I'm pretty sure engineering is a combination of Education and Ability. You should be fine, though, esp. if you dump enough of your extra points into Education.

Mike_Evans

Tmp, as far as how much time I expect out of people per week, I don't have the foggiest idea. I really don't know what I'm doing here.... an online RPG like this could turn out to be a fantastic idea or a spectacular failure. This is really my sister's turf (she does online RPG stuff all the time). I'm sure that certain parts of the story will require much more or less from players at any given moment. For example, if the ship is being chased through a debris field by a cohort of enemy fighters, the Captain, Weapons Officer and Pilot are going to be in the limelight while the ship's doctor twiddles his thumbs waiting for somebody to get motion sickness!

Lothar, as for naming conventions and culture stuff... you have some leeway there. Consider where you character grew up. If he grew up in the city, or was an orphan raised by non-Hacan, he'll likely have a regular Mentak name. However, if he was raised in a segregated area such as a Hacan community or an area of the city that is predominantly one race (like Little China or whatever in today's big cities) then he'll probably have more roots in his original culture. Or perhaps his parents are Mentak but were wealthy enough to ship him to Arretze as a child for formal training...

There are two Hacan in my face-to-face game... one PC and one NPC. The NPC is the Engineer, who is a young male Hacan who grew up in a predominantly Hacan farming community located in a remote and arid region of Moll Primus. He moved to the city when he came of age, and while he speaks fluent Hacani and has a Hacani name, he does not wear any jewelry at all or care much about fancy clothes and social status. This is somewhat weird for a Hacan... but all that junk gets caught in machinery!

The other Hacan is the captain, a young female Hacan named Zarika Mbazi who is the youngest daughter of a wealthy shipping magnate. It became clear to her that her familial duty was simply one of waiting patiently to be married off to some male Hacan as part of a business deal. That didn't sit well with her enterprising spirit, so she "borrowed" one of her daddy's ships and made a break for it. She petitioned the Mentak to join their cause as a privateer and uses her connections, political savvy, and stolen Hacani vessel to pose as a regular Hacan merchant when undercover. Often she will dress up her Engineer, Doma Hrran, in starflower clothing and parade him around as the "actual" owner of the ship (since the Hacan society is somewhat patriarchal and thus biased against women), much to the poor engineer's chagrin.

I tend to think of traditional Hacani names as sounding vaguely African. (Doma, Mbazi, Banatu, etc)

Eternal

Mike_Evans wrote:You should be fine, though, esp. if you dump enough of your extra points into Education.

I thought so.

I hope you all excuse me if I vent my feelings for my deceased dog... She was so cool. Ever had a dog you didn´t had to feed in the summer? When she was younger, Raija hunted her own food - rejecting any food she was given. Catching rodents in the fields like a fox. She grew up in the north of Sweden, in a very sparsley populated area. She ran free and was smart enough to avoid the bears. The first time she met another dog, she was four years old. She was never submissive to any other dog and she dominated dogs four times her size.

Would have put in a pic, but couldn´t figure out how to do it.

Mike_Evans

Wow, sounds like she was she one hell of a dog! My parents' dog digs up moles from the yard and will eat them if my mom can't pry them out of his mouth, but that's nothing like hunting your own food every summer... wow.

A dog in a rural area is a happy dog. It sounds like she was lucky to have you for an owner too.

Eternal

Thanx.

Beren_Erchamion

Yup, my family's dog died this past year. Whenever I get a place of my own, I am going to get a dog. They're just the best, period. Sad to hear about your dog Eternal.

Anyway, Mike, we can talk about this more when I come by your place, but kind of weaponry/equipment would my character have. I am not too familiar with TI3 weapons, especially the specialized ones like sniping weapons and high explosives.

Mike_Evans

Ok, here are the starting ability scores. Extra points may be distributed however you see fit, but you may never have more than 20 points in a single ability. Later tonight I will try to post the list of skills. Also keep in mind that I swapped the Letnev's starting charisma and body scores. Based on the tons of flavor material I have read, it is far more appropriate. Letnev are supposed to be half again as strong as a human, for example!

HACAN
Body: 5
Charisma: 9
Education: 1
Mind: 3
Ability: 7
Extra Points: 33


HYLAR
Body: 1
Charisma: 4
Education: 10
Mind: 10
Ability: 3
Extra Points: 30


LETNEV
Body: 7
Charisma: 3
Education: 3
Mind: 7
Ability: 10
Extra Points: 28


HUMAN
Body: 3
Charisma: 6
Education: 3
Mind: 3
Ability: 6
Extra Points: 37


XXCHA
Body: 5
Charisma: 9
Education: 5
Mind: 5
Ability: 3
Extra Points: 31


SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29

Mike_Evans

To answer your question, Beren, the ship will have an armory with plenty of weapons. Each character may have personal (or customized) weapons. You will probably use the ship's stores for your demolition supplies (the bombs) but you will probably prefer to use your own tools and equipment.

I'll get more specific about equipment a little later. Rather than assigning a dollar amount to everybody I will probably let you have appropriate equipment. This may mean some character have more stuff, some less. Whatever makes a good story.

Eternal

So Ability is a stat you can put extra points in? And give more skills?

Is this legal?:
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

Or can you explain the ability stuff a bit more?
Can I ask more questions?

Mike_Evans

Your proposed distribution is legal. Extra questions are good. Ability is indeed a stat you can put extra points into. In fact, I'll give you a basic rundown of each category:


Body is raw physical potential, all aspects of one's physicality, including but not limited to size, strength, speed, flexibility, and coordination. Body statistic determines hit points, physical damage in hand-to-hand and melee combat.

Charisma reflects a character's facility for social interaction. How well does your character communicate ideas or understand what motivates people? If he or she has a high score in Charisma, quite adeptly.

Education measures how much you have studied in the past. It is what your character has learned and their ability to draw upon that knowledge. Knowledge includes specialized fields such as science or philosophy, but can include less formal learning such as trivia or gaming. High values here mean that the character has studied much in the past.

Mind measures mental capacity, not knowledge. Think of it more as an ability to learn than how much you actually know. If knowledge is water, then Mind is the container - a measure of how much water it can hold and how easy it is to fill. Mind encompasses quick-wittedness, abstract reasoning, memory, and learning aptitude. Your initiative/reaction time is your mind score unless you have the "Reaction" skill, in which case it is the higher of the two.

Abilities are trade skills that must be learned but are learned relatively quickly and can usually only be improved upon by doing, rather than through dedicated study. They determine how a character performs a skill or learned trade such as driving a car or riding a horse. One does not need to be highly intelligent to drive a car. Neither does one need to know how to build or repair a car to drive it. High values here mean that the character easily learns practiced tasks. If you want to be a good shot or capable fighter, this is an important category.

Mike_Evans

I will be uploading a PDF containing the skills section, but here are the basic rules for skills.

Skills are scored from 1-60. 1 is a vague knowledge of the skill, 60 is complete mastery. 30 represents basic competency. A character with a skill of 30 can complete an average task without difficulty if given a reasonable amount of time and no outside stress factors. Each skill is also associated with a specific Category. The Fighter Piloting skill, for example, is associated with the Ability Statistic. You may not start with any skill level higher than 40

When you make a skill roll, you take the skill's point value and ADD IT TO THE CORRESPONDING STATISTIC. For example, let's say you are firing a weapon at an enemy. You have 30 points in the Ability Skill "aimed weapon" and an Ability of 10. 30 + 10 = 40. Roll a D100... if you roll a 40 or LESS it is considered a success.

In this way you can try to do something even if you are untrained. For example, you don't have any skill points in "Climbing" but you have a decent body score and the cliff side isn't all that steep. You could ask to try to climb it. You would roll on your body score alone (but I might give you a good modifier if it's a relatively easy climb). Sometimes it'll be a pass/fail thing. Other times it'll be a degree of success... for example you might fail, but just barely, so I'll tell you that the task will take much longer than it normally would, or it won't be done quite as well when you finish. This is ENTIRELY up to me as GM.

In this system, a roll of 1 or 2 is considered a critical success and a roll of 99 or 100 is a critical failure. In addition, I will usually vary the degree of success based on your roll. So if you rolled a 40 in the above shooting example, you would clip the guy in the arm. If you rolled a 4 you'd absolutely nail him.

SKILLS AND PROFESSIONS
I'll need each of you to choose a profession. I'll consult a chart and dole out a certain number of skill points for each category. You may also start with certain skills as a default, which you can then increase if you like.

Here is a list of available professions. If you don't see something you like or you feel it doesn't quite fit the description of your character, send me a PM and we'll tailor one specifically for you.

Assassin
Bodyguard
Bureaucrat
Doctor
Entertainer
Explorer
Independent Trader
Journalist
Law Enforcer
Scientist
Technician
Fighter Pilot
Soldier
Spaceship Pilot


Beren_Erchamion

ASSASSIN!!!!

although soldier could work too, but I think I will leave that for Grummore.

SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29


Body: 4 + 6 = 10
Charisma: 5 + 3 = 8
Education: 2 + 2 = 4
Mind: 8 + 10 = 18
Ability: 10 + 8 = 18

I think that should be about right for my character. I will definitely post later with his story and stats in the same area.

Also, if Grummore feels like being the Merc. Commander, I would happily just be a normal Merc. I am usually better at taking orders in these types of things than receiving them.

Lothar of the Hill People

HACAN
Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33


Independent Trader??? Maybe?

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.

PsiComa

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.


Personal File: Access level 2 loading....

tmp

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.

Grummore

I'm gonna be the Jayne from Firefly of our team!

Mike_Evans

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.

That kind of tolerance will make you one of the most easy-going Hylar any of the rest of the crew will have met in their travels!

tmp

Yep, but it's all part of the psychological break that Burb suffered when he was kidnapped. Instead of looking down on them he really wants to belong, to be a true Privateer. Don't worry once they step into his Med bay he thinks he's god and bosses people around to no end.

sigmazero13

Wow, this thread is growing fast I'm still getting caught up, but I have a question for Mike first. (PM)

Mike_Evans

I will post a skill list (probably a scan of the book, since there's a LOT of text) when Beren returns my book later today. He borrowed it last night to give it a read-through.

If there is a skill you think you should have that's not on the list, PM me and we'll discuss it.

Beren_Erchamion

So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.

Grummore

Beren_Erchamion wrote:So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.


Well Beren, you could give us information so we could chew on something while waiting for the pdf! I will not be able to download it passed 5 hours from here. I only have dial-up internet connection at home Not that I do not want but it's not available!

Mike_Evans

Beren: It's perfectly fine for you to start the game with your own modified mag rifle. As a sniper it seems fitting you would have your own preferred equipment, esp since you are a paid-by-the-job mercenary. As I said before (either in this thread or in PM, can't remember) you'll also probably have your own set of tools that you use for demolition work. You also held back on owning a ghost knife (which are obscenely expensive) so it shows your restraint.

I'm ok for players having one or more special possessions that enhance the uniqueness of their character, esp. if these possessions aren't overly expensive or powerful. For example, the two Hylar players haven't yet informed us whether their characters are a subspecies that can only breath water or not (a small percentage of Hylar are incapable of surface dwelling) and if that is the case, they probably have a small water-filled gravity platform enclosed with plasteel that they use to get around in. Such a platform would have several robotic arms designed for manipulating objects and one arm would be a computer interface jack. This would be a fairly expensive piece of equipment, but pretty necessary for a Hylar who can't breath air like most of their brethren.

For example, I suggested to Lothar that his character might have a special set of custom vibro-claw implants. Regular vibroclaws are bulky gauntlets that Hacan wear to enhance their natural weaponry, but it seems fitting that the governor would have paid for special modifications/surgery to be made to his favorite prizefighter.

Grummore

Pretty hard to know all these things without the book!

Mike_Evans

Be patient! Or buy your own book on ebay or something...

Lothar of the Hill People

I may do that if this thing looks like it will have legs, too many books bought for games that died within a month. If I do decide to do so Mike, what is the name of the book?

Grummore

Mike_Evans wrote:Be patient! Or buy your own book on ebay or something...


I am patient. Just Anxious to start and build my character

Btw, I am on that, trying to find the book somewhere on the net.

Ugluk

Not available at FFG store.

Good luck on trying to find one.

Mike_Evans

The name of the book is Twilight Imperium: The Roleplaying Game or something like that. It's out of print but a copy occasionally pops up on ebay and there are plenty of online stores that appear to have a copy here and there. There's also a Mecatol Rex expansion book.

As I've said before, the rules are very simple, all you'd be getting the book for is some extra background on each of the Big Six races plus easier access to the skills. I'm giving you guys the stuff you need to play piecemeal... you only really need to own the book if you want something to peruse for fun.

Beren_Erchamion

I have seen them on e-bay. I am working out my characters abilities and then returning the book to Mike within a couple hours if he is around.

Lothar of the Hill People

I dont mind, this break gives us time to create our backstories well. Many characters in ftf games I am in do not have good ones and that leads to less role playing and more roll playing.

Robofish

HYLAR
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

Mike, is this a good set of stats for ops?

I have no idea about Hylar names.

I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water). My gear is ex-navy as I was not drummed out, and as such it is pretty good.


Beren_Erchamion

Ok, my updated stats for my character are as follows:

"Rat" - Saar - Mercenary Sniper/Demolitions

STATS
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

SKILLS - ASSASSIN
BODY -> 30 USED
Strength: 20
Stamina: 20
Climbing: 15 (added all from extra)
Jump: 15 (added all from extra)
Dodge: 30
CHARISMA -> 30 USED
Fast Talk: 20
Haggle: 20
Persuasion: 30 (added all from extra)
EDUCATION -> 20 USED
Biology: 30 (added 20 from extra)
MIND -> 40 USED
Intuition: 20
Reaction: 40
Perception: 40 (added all from extra)
ABILITY -> 150 USED
Aimed Weapon: 40 (added all from extra)
Hide: 40 (added all from extra)
Streetwise: 20 (added all from extra)
Demolition: 30 (added all from extra)
Appraisal: 20 (added all from extra)

Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

The Story of "Rat"

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.

Eternal

We should sort this captian thing out pretty soon, don´t you think?

I will push the issue here... if anyone aspire to the post (besides Lothar), he should let us know within 24 hours. If Lothar is the sole candidate, I will consider him our officially appointed captain. If there are more candidates, they should meet on the roof of the Empire State building and battle it out with colorful plastic swords.

Are you guys okey with this?

Grummore

I think we pretty much gave him the job!

Aye aye Sir!

All hail to our Captain Lothar! Hum... of our Captain Leroy!

Beren_Erchamion

I vote Lothar. I think he would make a good captain. Also, I am interested to see how a Hacan captain handles the crew.

Also, Grummore and Mike, my characters back story has included his merc. unit being hired. Is this okay with both of you. Grummore's character would still work fine, he would have just been hired separately. Might make for some interesting interaction between the mercenaries. Also, I guess the Merc. Commander is an NPC unless our captain decides to put Grummore's character in charge of the Mercs.

Returning the book to Mike now so he will be able to put everything up soon.

sigmazero13

I'm fleshing out my backstory, so I'll hopefully have that tomorrow.

Lothar of the Hill People

I just figured since no one else asked for the role, that I would have it. If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.

LOL, anyone want first mate?

Grummore

Question to our GM : Do we really need a merc commander? We are two thugs. How about just been under the Captain, weapon officer, and first mate orders? As for the First mate, it could be as we said, an double assignment. Why not have a pilot first mate or a engineer first mate?

Mike_Evans

My intention all along was for the first mate to be in addition to somebody's normal job.

You don't really need a Merc Commander.... though it seems to me like the Weapons Officer (Sigma) would be an appropriate person to be your supervisor.

Beren_Erchamion

We have a very mobile merc. team! Two Saar... Sounds good for us to be under the weapons officer. I vote for our Weapons Officer as first mate.

tmp

Lothar of the Hill People wrote:If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.


<burble> Yeah right, that's funny Cap'n Leroy and I fighting in unarmed combat <splosh><splosh><splosh> ha ha ha.<click>

PsiComa

I'll flesh out my character tomorrow or monday I think. Got a whole lot to do this weekend!

Grummore

Pumping up this thread! When do you think we will be able to start up?

Grummore

I will modify my background story. I think it look like too much to "Rat". There's a few things I had sent to the GM before Rat came to life that sound too similar. I have another interesting Saar concept. Working on it.

And no, Beren, I do not allow that you change your background for me.

Beren_Erchamion

Ah, too bad. Mike and I were discussing "Rat" on the night he put this up. Well, him and a possible Letnev Weapons Officer, but that was taken and I like the idea of playing as a mercenary anyway! So, Mike, any time frame on getting everything sent out or up on you site for the RPG. (all the info and stuff)

Mike_Evans

Hopefully by the end of tonight, but I'm pretty busy. If I do it won't be until 10 or 11 tonight.

Grummore

Updated my Character sheet

Time for a little change.

Story behind Chz'lor Rachiz

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Rachiz - Saar SOLDIER

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

Mike_Evans

As I posted previously, Ragh's Call has not happened yet, so the Saar are not organized and do not have their own territory yet. Reference: Post #4 of this thread, near the bottom.

This is the second time that I have had to correct somebody's backstory when it conflicted with something I posted. I know this thread is already long and full of stuff, but please ready my posts carefully, esp. when they have to do with events in-game.

You all know that I can be grumpy at times... just keep in mind that not reading my posts all the way through is the surest way to put me in a bad mood....

Grummore

*slap self*
*slap self*
*slap self*
*slap self*
*slap self*

Just modified a bit the text. Dont tell me why, but I knew that something had to do with the Saar, but I didnt went too far in the searching.

That I will do, next time, my lord.

*bow down*

sigmazero13

OK, here's my character stats. I'll post my story soon.

Korvin the Letnev Soldier/Assassin
Weapons Officer
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20

Beren_Erchamion

Quick question. Weapons officer will be handling all the ship's weaponry correct? If so, our weapons officer might want to boost his education and mind a bit more. (at least from what I know of abilities)

sigmazero13

I guess it depends on where a "baseline" is. I could adjust if needed.

My character doesn't have a lot of formal "education", but has a LOT of "field practice". As for mind, I know it's not the ultra-max, but if a 10 is a Hylar "base stat", I would assume it's relatively high (as I'd assume the base Hylar has a fairly high intellect and mental capacity), and thus a 12 would be pretty intelligent. Maybe not ultra-engineering, but not "average".

This is kind of what I gathered from Mike's post about the stats earlier, though. I could probably boost my Mind stat, but for my background I don't know if more Education would really fit. And a lot of Ability seems to make sense to me as my character is pretty well-skilled in what he does.

IE, I kind of envisioning my character not as one who could engineer a new brand of weapon, but would be able to modify weapons, and certainly be able to use one to the highest ability.

I hope that makes sense If I'm misunderstanding things in terms of what the relative "values" of the numbers mean, maybe Mike can correct me (gently? )

Beren_Erchamion

Yes, you want ability maxed. I would not want you to change that. I am trying to remember the skill sets, but I am pretty sure that the space weaponry is under either mind or education. Again, I could be wrong so you should probably just wait until Mike gets those pages set up.

Mike_Evans

Sorry I haven't gotten the Skills out yet! I would have had them this evening, but chose to play Twilight with Beren and Chrissaril instead.

Regular ship weapons skills (and piloting for that matter) are ability based, so 20 in ability is best. Dreadnought piloting/weapons are education based though, because Dreadnoughts are incredibly complicated and technical. 3D Tactics is an education skill the Weapons officer might want to have, but that's only one skill and you're bound to get enough skill points in education (even with a lower score) to max what you'll need for your job.

So Sigma, unless you want to be a real expert at heavy weapons platforms on Dreadnoughts, your character will be just fine. And considering that it's looking like your character might be the boss of the merc team, you'll want the nice body score so you can keep up with them at least somewhat. So I wouldn't change a thing.

As far as "base" starting points go, 5 base is average, 2-3 is low, 7-8 is good, and 10 of course is best. I would say that once EXTRA skill points are distributed, 10 become the "average," kind of like D&D (I think). Anything higher is good ranging to awesome, anything lower is less stellar to awful. So far everybody's stat distribution looks good for the kind of characters they want to have.

I will really try to get the skill stuff out tomorrow (Wednesday) by the evening.

Grummore

Crewmen of the Starship " N'orr Bane "

LOTHAR - Captain Leroy, Hacan Independent Trader

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.


Stat block

Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33

-------------------------------------------------

ROBOFISH - First mate and Operations Officer Tar'riq Hawkyns, Hylar <Insert class>

My name is Tar'riq Hawkyns, formally of the carrier Renown. I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water).


My gear is ex-navy as I was not drummed out, and as such it is pretty good.

Stat block
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

-------------------------------------------------

PSICOMA - Pilot/Navigator Ian Dykera Antares, Human <Spaceship Pilot - wasnt sure>

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.

Personal File: Access level 2 loading....


Stat block
TBD

-------------------------------------------------

ETERNAL - Engineer Junaqs, Xxcha

Junaqs great great grandfather was Kinn the Starpacer Terrorist. He lived in the Age of Dusk and was a fanatic idealist who did not belive that the cruel and flesh-eating races of other worlds deserved the traditional tolerance of the Xxcha. He participated in the bombing of the luxury cruiser Starpacer that resulted in some 600 deaths, including a Lazax offical and his family. He was sent to Moll Primus for his crimes.

Little is known of Junaqs great grandfather Nojaq, who lived during the chaotic early years of the Mentak Coalition. He was probably a factory worker.

Junaqs grandfather is famous under the Mentak name of Likvat and founded several mining colonies on the moons of Moll Primus. His work have contributed to the rapid growth of the Mentak Coalition and he even gained the title Erwan's Hand.

Junaqs father took the traditional Xxcha name Quanoj and revived many Xxcha customs. In his youth he was considered a spoiled brat, so he took part in a pirate crew to prove himself. He was deeply religious and meshed beliefs from Xxcha, Saar and Letnev mythology into a warped, shamanistic faith.

Junaq have followed in his fathers footsteps. He share Quanojs faith and just like it is for an alchemist, technology and religion is the same to him. Junaq have spent a lot of time at the Spaceport as a boy, fetching stuff, running errands for the crewmembers and listen to exciting stories. He have served on the ship for some years now and have seen a little action.


Stat block
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

-------------------------------------------------

SIGMAZERO13 - Weapons Officer and Mercenary Commander Korvin, Letnev Soldier/Assassin

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.


Stat block
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20

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TMP - Doctor Burb, Hylar Doctor

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.


Stat block
Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

-------------------------------------------------

BEREN - Trained Mercenary "Rat", Saar Sniper/Demolitions

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.


Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

Stat block
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

-------------------------------------------------

GRUMMORE - Trained Mercenary Chz'lor Rachiz, Saar Soldier/Bureaucrat

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Stat block

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)[/i]

Grummore

Damn, took me half an hour to dig and get this ! It will be easier to modify this instead of digging through each time.

Lothar of the Hill People

The ships name is "N'orr's Bane"

Robofish

Robofish wrote:My name is Tar'riq Hawkyns, formally of the carrier Renown

I posted my name, right at the end of a post. Don't know what my class is yet

sigmazero13

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.

Grummore

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.


Yes my young padawan!

Mike_Evans

Skills are coming along nicely... I am done with all but Ability. I will probably post them here on the forum and later put them together into a pdf and put that up on the net somewhere.

Once that is done I'll get down to the business of allocating points to each of you, but at least you'll have something to read in the meantime!

Mike_Evans

Alright, here we go! I'll post according to skill statistic. Also, as I said I will put together a PDF with all the skills so that you can print out something easier to read. Right now the stuff below will probably be filled with typos as I have been typing like a crazy person!

If you have an idea for a skill that isn't below, let me know, we may be able to work it out.

Your characters will have 450 skill points to spend. You may not have more than 40 skill points in a single skill at this time. You have TWO choices for character creation:

1) Tell me which profession you would like to have (make up one if the list doesn't have it) and I will dole out how many skill points go into each skill category. I may also give you certain skills that you must take at least a few points in.

2) Design your character's skills completely from scratch yourself. However, this comes with some warnings: First of all, you MUST send your choices to me in a PM before you post to the forum. Also, try not to just give yourself max points in every skill you need to be the most powerful character... rather, make your character a little more well-rounded and interesting. It's ok to max out the skills necessary to be an awesome pilot or scientist if that's your thing, but take some other skills too (like Art or whatever) in order to give some flavor to yourself. More skills at lower values will make you less powerful overall, but capable of taking on more varied challenges.

Lothar of the Hill People

PM Sent for abilities.

Mike_Evans

I just had an idea about skills.

Obviously I know when somebody is good at something, but I don't think to myself, "Hey, Lothar has a TI3 skill of 43 points," or "that plumber's skill level is 3 points higher than that one, but he's much more expensive so I'll go with the other guy."

Therefore, I'm thinking about having skills be like this... you PM me with your specific skill values, so you and I know exactly how many points you have in what. But then rather than posting the distribution to everybody else, you simply describe your character's strengths (and weaknesses). You can be as specific or as vague as you like depending on how much you want the other characters to know about you.

After all, everybody has talents that others don't necessarily know about them. I'm fairly certain that most of you aren't aware that I'm somewhat proficient in martial arts, for example, because it's never come up. Most of you probably do know that I'm a musician by trade, but none of you, not even Beren, have heard me play.

Anyway, I like this idea a lot and though it's a little more work for you guys, I think it'll add to the experience.

Those of you who have posted your skill lineup already (Beren only, I think) can just do your writeup describing yourself, or even tweak your skills if you like.

Grummore

I will remove it and send it to you by PM. Beren skills I mean.

Grummore

And btw, it's a good idea that nobody know your character too much!

Lothar of the Hill People

Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".

Mordred24

Lothar of the Hill People wrote:Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".


You're supposed to describe your character! Not yourself!!!



- an interested reader

tmp

Burb blends into the background in most occasions there are three exceptions. One, when he's working on "patching" someone up. Two, when he's tinkering with computers. Three, when a political discussion comes up about the Coalition's application to become a recognized race. In the first two his superior skills shine and he becomes very forceful with orders. The third has actually led to several fights between himself and people who would ultimately regret tangling with Leroy, who Burb ultimately hides behind when the fighting actually starts. Everyone on the crew knows that it's Burbs excellent care that helped Leroy recover from his famous fight with the N'orr and that given time and equipment he can probably even fix the limp, something that has been frustrating him to no end. The crew has never had such great medical care.

Burb seems to be almost as good at fixing and programming computers as he is at people. It's obvious that both of these areas are his expertise. When it comes to general science he's decent, in combat he's a slippery customer, but can't handle a weapon to, well, save his life. He'll definitely leave that aspect of the ship to those scary mean who spend their time polishing their weapons.

OOC: As I have the rule book, I'll probably pm the actual skill stats when I get home tonight.

Grummore

Found a book on ebay! Just bought it and on it's way home!

Eternal

Have sent a PM with the skills. Must sleep now, will write something later.

Mike_Evans

While those of you who have completed your character's skills are waiting for the others to catch up, I thought I'd post this for your viewing pleasure (and information). This is a small blurb on the languages of the Imperium. You should consider which of these languages your character knows, and to what degree. We won't assign skill points to the language, but it would be good to know whether your character is a master, fluent, semi-fluent, passable, somewhat familiar with, or completely clueless on each of these languages. I suppose there are literacy issues as well... esp for your non-edjamacated folk!

Most independent planets (and even some that have been absorbed the Great Races) have their own local languages, but the following tongues are by far the most prevalent in the Imperium. They are listed in order of popularity, based on the number of beings who speak the languages.

Lazic - Ancient language of the Lazax. Spoken as a native language by the Letnev and Mentak. Official language of the Galactic Council on Mecatol Rex. Almost all beings in the Imperium have at least some proficiency in this language.

Solar - Also known as Esperanto. Official language of the Federation of Sol. Spoken on virtually every planet in the Imperium. If the person you’re talking to doesn’t understand Lazic, try Solar.

Hacani - Language of the trade routes. The written language is constant, but consists of many spoken dialects, most common being Arretzi. Virtually every merchant in the Imperium is proficient enough to conduct business deals in this language. Business contracts are almost always written in Hacani due to the lack of ambiguity in this language. Lawyers and businessmen who are remotely competent are always fluent in this language.

Hylic - Language of the Universities of Jol Nar, but only used by the Hylar when submerged in water (they usually speak Lazic or Solar when surface-dwelling). It is virtually impossible for non-aquatic species to comprehend or replicate this language without translation software. The written form is somewhat difficult but accessible to all species. Most computer programmers are proficient in the written form, considering the amount of computer components and programs that hail from the Twin Oceans.

Xxanoq - Language of the Xxcha. Not widely spoken outside of Xxcha borders, but studied and admired by scholars of every race for its complex structure and beauty, as well as its superlative ability to convey multiple meanings simultaneously in a single sentence. This makes for powerful poetry, but for this reason, even the Xxcha write their legal contracts in Hacani!

Sardakkai - Spoken only by the N’orr. Consists of an extremely complex grammar that can befuddle even the most astute exo-linguist. It sounds like a series of rapid hisses and clicks. Non-insect species lack the physiology to replicate the sounds and most require translation software to converse. Conversely, the N'orr don't have appropriate tissues to speak most other languages themselves, so they rely heavily on translator boxes in order to communicate with other species. In fact, N'orr-manufactured translators are even more reliable and contain more language libraries than Hylar models. The written form of Sardakkai can be learned by non-N'orr, but only the most dedicated and intelligent pupils can make heads or tails of it.

A careful reader may wonder why the language of the Saar is not on the list, even though this species is the second most numerous in the galaxy after humans. The Saar did indeed have their own language at one time, but it has degraded over the millenia due to the lack of a central home system and the wide dispersion of the race. Today, most Saar speak the most prevalent language in their area. Scholars and exo-anthropologists have pieced together enough of the ancient language to create a fairly comprehensive database, but virtually no living beings are fluent in this dead language. However, recently Saar shamans have been seen using the database to teach classes in the language to small groups of younger Saar, usually between work shifts. The language is spoken very rapidly, and takes on a musical lilt when spoken by someone of moderate proficiency.

Eternal

Character Description
Junaq is a bit larger than your average Xxcha and doesn´t use any unnecessary gestures. He doesn´t inspire the trust a Xxcha usually emit. This strange technichian does not participate in the social community of the ship and nobody have seen him eat. He can disappear for hours or even days – which is quite a feat on a small ship.

The ship is considered a living being by Junaq, or rather a hive of interacting entities. He is familiar with all systems and can comfortably fill the seat of the pilot or operations officer. Not to shabby with the ship weaponry eigther. He can handle computers or at least take them apart. And will of course fix things when they broke down…

At times, the deep voice of Junaq will resound in all quarters as the shaman sings to the ship.

When you struggle with a difficult matter and don´t know what to do, you will get the advice to seek out Junaq. He doesn´t speak a lot, but when he do Junaq will show an insight in the matters of the galaxy as well as in the universe of the mind.

There is a rumor that Junaq have a cousin in the government, but nonody know for sure.
Overall, Junaq is reliable and stable. Someone to count on when things goes bad.

Languages
Lazic - Master
Solar - Somewhat familiar with
Hacani - Proficient
Hylic - Proficient (written)
Xxanoq - Fluent

sigmazero13

I'll try to have my skills PMed to Mike soon. This week has just been crazy between family illnesses and trying to catch up with work.

Mike_Evans

Don't worry... it is kinding boggling my mind how much stuff I really should do to make this the best experience, so I'm fine with people taking their time with this. I don't see any real need to rush... unlike a TI3 game, there's no real "end" to an RPG, really...

Edit: Please note that somehow I missed putting the "Tracking" skill into the Ability Skill section. It's there now, let me know if you want to modify your profiles.

tmp

Lazic - Fluent.

Solar - Fluent.

Hacani - Fluent.

Hylic - Master.

Xxanoq - Clueless

Sardakkai - clueless.

PsiComa

Cool. I might need a few days to complete the character myself. Got way much my hands out the week-end.

Grummore

Rachiz - Saar

I have a very moderate education.

Saarii? - Fluent

Lazic - Fluent
Solar - Semi-Fluent
Hacani - Passable
Hylic - Clueless
Xxanoq - Somewhat Familiar
Sardakkai - Clueless

Lothar of the Hill People


Leroy

Saarii None
Lazic - Fluent
Solar - None
Hacani - Fluent
Hylic - None
Xxanoq - None
Sardakkai - None

Beren_Erchamion

Rat - Saar

Saarii - None
Lazic - Fluent
Solar - Fluent
Hacani - Fluent
Hylic - None
Xxanoq - Just a bit from stolen documents
Sardakkai - None

Eternal

A slow pace won´t bother me at all... though I have plenty of time to spend on this at the moment.

Mike_Evans

I just had a very satisfying rpg session with my face-to-face group. It only served to make me even more excited about this group, with its larger crew and the extra time one can take to write out cool descriptions of in-game events.

sigmazero13

SOrry for my delay, guys... once we get past the character creation into the RPG it should be easier, it's just been tough to devote time to plugging the numbers together.

sigmazero13

Korvin:

Saarii - None
Lazic - Fluent
Solar - Passable
Hacani - Can understand basic phrases, not able to "speak" it worth anything.
Hylic - None
Xxanoq - None
Sardakkai - None

Mike_Evans

I got Sigma's skills and they are good. Now all we need is Psi's character, if I'm not mistaken!

PsiComa

While I think of my abilities I made this small text where mr. Antares himself explains the short version of his background.



"So why did you decide to become a pilot, Ian?"

<looks out through the window and gazes to the distance, making his serious-face> -"It must have been that time, when I was a kid. Remember this as it was yesterday. The thunder.. the ground shaking beneath us as the earthquake swallowed our town bit by bit. Nowhere to run, we watched the ground around us were falling into the abyss. The families all stood cramp up together in the last safe place, if only to meet their fate together. Then this roaring overhead, different than the thunder we heard. A shadow in the dusty air above. Then a bright powerful spotlight hit us, and a voice told us to calm down. He would get us out of there. A freelancer pilot in his own ship, stopping to save us, people he didn't even know. He came outside, risked his life saving an old man from falling down the cracks while our families, young and old, ran up the ramp into his hovering ship. At that moment, I knew... <Ian bursts out into a surpressed laugh> Sorry, I couldn't go on. Really. That wasn't what happened at all. I'd like to tell you a heroic tale of why I chose this, but there simply arent' one. .

<The young woman smiles and shakes her head> " and I almost believed you were a deep, sensitive, interesting man and a hero".

-"What can I say. Honesty always fails you in the end" <Ian takes a sip of his beer>.
-"Works so far, though" <She winks, both chuckles>
-"But for real, one day I realized that.. flying is the only way to get anywhere in this trash galaxy. <raises an eyebrow> I mean that literally as much as figuratively For me, the stars was the way to look to get out of my scarce environment. Up there was glory, new frontiers. Adventure. Down there was.. Well, mostly trouble. Not that I have a real reason to complain. My parents was relatively wealthy, and I had several good opportunities to get a good education. All blown. You see, as a kid I was.. really smart. It's true, I was a friggin bright little brat, picking things up really fast. Once I even participated on this test to determine if I was in fact a genius. It turned out I wasn't'... but still, I was a damn smart kid. So my parents had great belief in sending me to schools and universities and all in my late teens. And so I did. Well, so I did many times...
When I moved to Enteria Complex (large city on Moll Primus) I guess I found the wrong people -or right people, depending on your situation. Anyways, I slowly got dragged into the underground, making an enemy for every ally. There was a period of unrest, to put it like that. Trouble with the wrong kind of people. A lot of fights. A lot of drinking.. smoking. And all this while I studied music composition. That was just before I gave a throw at advanced physics. I was also at economy and journalism to name a few. Thing was, I mostly didn't quit because I wouldn't manage it. I learned a whole lot, and I feel that was all I needed. For my exams.. well, either I had a hangover, was beaten up, simply overslept, or had my attention to some project I couldn't put down. I think that was my problem exactly; the god damn attention and interest. The papers meant nothing to me, but the knowledge did. The knowledge I could USE in my down-to-earth or rather down-under-earth activities. I was the god damn street academic. I did some good business for a time.
But hey, things got worse as they always do. And I had never planned to stay in Enteria forever, and especially not when I always had to sleep with an eye open for enemies. I grew sick of the entire place and planned my leave for either another city or off-world. Then some day a starship pilot by the name Sprys Mulgren I had a conversation over some beer on a bar. He asked if I knew hacani, and if I would mind to join for a trip through the Exerron Star Lanes, into the Stellamaine sector. I had a business partner from Arretze or something he would deal with. Having studied a little Hacani, I accepted immediately. I figured it was about time to leave the city anyways, for my own damn sake. I had recently angered some crime lord I wouldn't be fond to meet. So we left the atmosphere as soon as Sprys had slept off the worst drunkenness. Nice guy, that one. He was from some off-sector planet and kept telling stories in his strange dialect. He taught me the basics of piloting in the meantime though. I suddenly felt like THAT was my arena. Navigate the stars and being able to move to endless worlds and wonders. THAT caught my attention. Funny thing is, or tragic thing, is that I had to learn most by myself. After a week the poor master Mulgren had a heart attack and died during flight. Can you believe it? There I sat, trying to fly this heavy ass freighter of his. I luckily I found a small space station some fifty hours off. If I was to pilot that thing in into that station I had to practice. And I did, hour after hour intil I simply dropped. I woke up by the monitor that it was time to go manual. Here goes. Of course, this being to heroic story, I DID crash the ship into something I shouldn't. And I did lose the ship shortly after. But that's part of another story. But from that time, I've simply been a fortune seeker. Money talks for this guy <points at himself> money, adventure, flying.. women, maybe.
And of course, I have to jump at the word of my current fluffy captain. As of now, he runs the show. But I'm okay with it. So far it's going well. So far.. But I have a feeling we'll end in trouble or true glory. But most probably the serious kind of trouble, and I have a really bad feeling about it. You know, that's what drives me. THAT keeps my attention and makes the blood boil for me. And yes, if you haven't noticed yet, I am just a tiny bit o' crazy".


PsiComa

He is a great starship pilot but more so a jack-of-all-trades. Are we keeping the skills secret to each other, since some of you PM'ed it?


#2 bnorton916

bnorton916

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Posted 06 December 2008 - 01:32 AM

0

Mike_Evans

Website: http://home.comcast.net/~twilightrpg

First off, I don't think there's a game name on here called Privateers, but if I'm mistaken, let me know and I'll change it immediately. I perused the first several pages and didn't see it and the search function didn't bring it up, so I think I'm safe!

Now, I'm not very familiar with RPG's in general, let alone online versions. I'm not sure what the best number of players is. I suppose that the more people we have, the less each person will have to contribute to keep the game moving. However, I don't want people getting bored either because there's not enough for their characters to do.

We will need enough players to crew a small pirate vessel. The ship is essentially a corvette... to large to be considered a "fighter" class but smaller than your typical frigate/destroyer. This means a handful of crew members (pilot, doctor, engineer, etc) and several more "hired hands" in the form of mercenaries. Total crew will be 10-12 at the MOST (and a lot of these guys will be NPC's). Anyway, I welcome your feedback about how many players is too many. If enough people are interested and somebody wants to GM a second game, we can always split into multiple groups.

Also, I am going to keep this game VERY VERY RULES LIGHT. You will all be allowed to design your characters and designate skill/ability points, but I may not even tell you how many points of damage certain weapons do, but instead keep track of it myself and let you know in prose. It'll be clear if you give the Sardakk N'orr warrior the equivalent of a papercut, or blow a hole clean through his abdomen! You'll also have enough knowledge to make informed decisions (such as, a Hardbeam Laserlance is excellent for penetrating combat armor, even at long range, while a mag-blaster pistol is better in a close-quarters firefight against unarmored opponents.
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Mike_Evans

Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.
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Mike_Evans

You guys can talk about what positions you think should be available on the ship. Some positions could be split or consolidated to make it work.

Remember, this is a smaller vessel. It is primarily a transport vessel (think Firefly) that has been souped up with better sublight engines and some weapon systems. This ship can bully unarmed/lightly armed freighters and other small merchant vessels, maybe even take on a small fighter escort, but that's it. In order to take on anything bigger, for example any military vessel (like the kind you'd see on the board in a game of TI3), you'd need help from your fellow privateers.

As far as positions, we need:

Captain (you get to name the ship too!)
First Mate (can be combined with another position)
Pilot/Navigator
Engineer
Weapons Officer
"Operations" Officer (sensors, communications, etc)
Doctor (Science guy?)

You could also have some kind of Merc commander, and of course, trained mercenaries.

The crew members take a share of the profits (after expenses) made off of a mission. Captain gets double or triple-share, first mate gets a bonus. Mercs (aside from the Merc Commander) get a set fee (basically paid by the hour). In addition, the Mentak Coalition gets a cut as well, in return for providing contacts, information, and a safe haven.

There are several ways to explain the captain having a ship. It may be provided to the captain by the Coalition and is being "paid off" over time. It might be stolen. You guys can brainstorm and let me know.

I'll go into racial details and my suggestions/guidelines in a moment.
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Mike_Evans

I will allow players to be the following races:

Human
Hacan
Hylar
Letnev
Xxcha
Saar

I would prefer that nobody be Sardakk N'orr. I have several reasons for this, one being that Sardakk N'orr are supposed to be approximately 200 times as strong as humans!!!! In my vision of this universe, the N'orr are also the most "alien" of the species and least likely to mix with outsiders. There are few, if any, N'orr on Moll Primus (at least in my version of the universe). If you make an absolutely astounding case for your character to be a N'orr, I may reconsider, but I'd really rather not.

In addition, the time period for this game is very early... like turn 1 or 2 at MOST in a game of TI3. The following "Great Races" are members of the Galactic Council and have already established a major presence in the galaxy: Human, Hacan, JolNar, Letnev, Xxcha, Sardakk N'orr (otherwise known as the Original Six!). I will get into details about which planets are controlled by whom and so forth as the game progresses.

The following races are just getting their feet wet in the galaxy and are relatively unknown. These are listed in relative order of power/influence, from greatest to least: Mentak, Winnu, Yssaril, Yin, Saar.

Mentak has made a formal request for a seat on the council and the Winnarran Custodians are in the final stagest of considering their case. Considering that the Mentak have laid claim to several planets, set up trade lanes, and have a respectable military force, it is expected that the Coalition will be formally inducted within the year. The Winnu have made a similar claim but their holdings are much less expansive at the moment. Their request has also caused a stir within the ranks of the Custodians, who are deeply divided in the issue of whether to allow them to join as a separate entity from the Winnarrans on Mecatol. The Yssaril are just making their first forays into space and very, very little is known about them. Most people know that it's best to avoid the space around their planet. The Yin are currently just a bunch of weirdos on a planet and haven't really started their crusade, though they have consolidated their power. The Saar are like humans, widespread throughout the galaxy on almost every planet. Ragh's Call (or whatever it's called, when the Saar all come together in a massive reverse-Diaspora) has not happened yet so they are not really organized.

The following races have not yet revealed themselves to the rest of the galaxy. For in-character purposes, NONE OF YOU ARE AWARE THAT THEY EVEN EXIST:

L1z1x, Naalu, Muatt.


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Beren_Erchamion

I think I will be a Letnev mercenary! If no one else wants the merc. commander, I could take a shot at that.
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Mike_Evans

Below are the statistics you'll use for your characters. Each race starts with a certain number of points in each statistic, plus some extra you can distribute yourself. You'll also get skill points based on your "profession," which I'll discuss later.

Body (determines hitpoints, strength, etc)
Mind (mental acuity)
Education (learned knowledge)
Charisma (how well you relate to others, etc)
Ability (how well you naturally execute and pick up "learned" skills... like driving, firing a gun, etc)

Quick overview of the in-game advantages to each race plus some very brief physiology below. Some of it is from the rulebook. A lot of it is my own.

Humans: As usual, these guys are the most flexible. They start with lower stats than most everybody else but have more "free points" that they can assign so you have a lot of leeway. Humans learn skills more easily than anyone else.

Hacan: High starting Charisma, low starting education, other scores are average. Prefer warm, dry conditions, lower tolerance for cold/damp. Generally more athletically gifted than humans, but require 10-12 hours of sleep per cycle. Generally do NOT like water (take sand baths). All Hacan have retractible claws which make them more dangerous in hand-to-hand combat. Hacan from the homeworlds tend to be quite vain and spend a lot of time preening and concerning themselves with social status and appearance.

Letnev: Much stronger than humans. Hardy constitution, they can eat almost anything and survive the harshest conditions. Being a naturally subterranean race, they have incredible night vision, but are very sensitive to bright light (and wear goggles most of the time). Prefer cold/damp over hot/dry. Very cranky dispositions most of the time. Letnev physiology kind "gives out" after approximately 45 years, so there are no "old" Letnev. However, they never get old and decrepit; they are are fit and trim, in perfect physical condition up until the day they have a massive heart attack and drop dead. Letnev were genetically engineered to have excellent 3D spatial skills so they receive a bonus to piloting small craft (Fighters and Corvettes).

Xxcha: Strong and solid, but still intelligent and charismatic. Cold blooded, however, and usually dependent on a device called a "personal heating unit" to remain alert and quick-witted. Can go into a hibernation/trance state for long periods of time. Most Xxcha from Archon Tau are vegetarians, pacifists, and deeply artistic/philosophical, but these are all cultural traits, not physical. Mentak-born Xxcha are as varied as humans in personality. Generally live to be quite old, 300 years or so.

Hylar: Small stature, large head (literally and figuratively), soft bones, webbed feet. Worst body scores, but highest mind/education. Low charisma as well. Most subspecies can breathe air but for most it is unpleasant. They are fairly mobile on land but slow and awkward (roughly equivalent to us walking around with flippers). Hylar living out of water usually shed their skin once a month, especially if they don't have access to a water-containment mobile platform or liquid-environment living quarters. Hylar are usually snooty and arrogant, even ones born and raised on Moll Primus. They receive a bonus to roles that concern knowledge about a particular subject (ex: "what do I know about deuton crystals?")

Saar: Short stature, and very hairy... they rat/dog-like appearance. Not as strong as most humans but are fast, have good reflexes. They are wiry and dextrous, sharp-witted and resourceful, but the Saar as a whole are looked down upon by other species, who see them as just a bunch of dirty, scruffy parasites, even though the opposite is generally true. They usually live in large families which are themselves subsets of huge clans that share the same name (clan name comes first... ex Cha'zui Elam and Cha'zui Gertosh are two Saar brothers). They are great at crawling around small spaces, like ventilation shafts or the bowels of spaceships.

A thought on character background: I'm ok with your character being an expatriate who has joined the Mentak for whatever reason, but I would also like to see some characters that were born and bred on Moll Primus. I'd also like to see at least one human... they are the most common species in the galaxy after all (followed closely by Saar)...
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Grummore

Mike_Evans wrote:Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.


Ok. I know I said I wouldnt, but I just can't let this pass. If you want me (since you have a lot of peoples already) I would be glad to have a place among you. I know I dont have an extraordinary english and it's not a native tongue.

If there is only a little place, I can do with a small role and I will be very happy with it! Just for example, I wouldnt want to be the captain! Give me a third role, no first, no second, but third!

Thanks
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Mike_Evans

I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...
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sigmazero13

If possible, I'd like to be a Letnev Weapons Officer?
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Beren_Erchamion

Alright Sigmazero wants a Letnevian weapons officer so...


I will be a Saar mercenary. Need someone killed from a distance? Need something blown up? I'm your man... errr... dog-rat thing.
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Grummore

Mike_Evans wrote:I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...


Not too many roles for the Grummore! But I do not mind been a PCNPC . If you do have in mind a role you wish to fill in, just tell me. Otherwise, give me a minute and i will try to find you a general idea on a race I might be interested in. I had thought of a Letnev, but everybody wish to be a letnev because they are soooo cool! I will do something else then.

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Mike_Evans

Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....
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Lothar of the Hill People

Mike, how big are XXcha?


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Lothar of the Hill People

Well, that question aside, I will volunteer for a Hacan Captain.
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sigmazero13

Mike_Evans wrote:Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....

I wouldn't mind changing mine to Human to make more diversity; I just thought it might be less exciting to have a non-exotic race

Heck, if cybernetic implants, ala the Mentak lady person, are OK, I could diversify using some of those; but I don't want to spoil the atmosphere.
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Robofish

I will offer to be Ops/sensors.
I will be Hylar.
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Eternal

And I would very much like to be Xxcha. And I will be from Moll Primus. Guess my father or grandfather did something impropriate and was expelled. So I don´t NEED to be peaceful? Hmmm, think I will be pretty peaceful anyway and carry a stungun if avaible.

For position I would be happy to be an engineer. I could be first mate or doctor as well. Or all three.

I do have a schaman concept going. I will summon the great warpspirits in the ion-engine and calm the decalibration-demon with a mighty hymn as we pass through the Great Void.

I approve of Lothar as captain! What rat will you have us to catch today, sir?
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PsiComa

Does the Xxcha have natural armor?


I have dozens of character ideas, so I'll hang on and see what the other ones picks. I think I'll end up with a human.
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Lothar of the Hill People

Well that first rat would be a group that has more money than they need, and less sense then they should have. Hopefully by both our tribute and the raiding of the other major powers we can bring respect and power to the Mentak Coalition. And if in the process we put a bit of coin in our own pockets, well, all the more the better!

Who knows if we are brave and lucky perhaps we shall have summer homes on Mecentol Rex with servents from the one time ruling elites of the other major races!

Forgotten prison planet indeed, we shall see arrogant ones, we shall see.

As a side note, if you see mispellings, I am typing from work.
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Mike_Evans

Xxcha are about human sized, maybe a little shorter. Xxcha are much more solidly built. They don't have any natural armor per se, but generally can take more punishment in a fight than just about anybody except maybe Letnev or definitely N'orr.

For example, there are combat suits that come with a built-in energy weapon that is capable of killing most species in a single hit. It takes two hits to kill a Xxcha. Xxcha also possess a strange immunity to neural stunners... they find the effect "relaxing."
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tmp

I'm definitely in as a Hylar doc/scientist. I'm from the Homeworlds but was kidnapped by a pirate crew for ransom and given my shear terror at the event I quickly succumbed to Stockholm syndrome identifying with the plight of the Mentak Coalition. Once my kidnappers realized that I was blocking the electronic transfer of money to their accounts, becuase I couldn't help the cause if I was sent home, they let me go to look for someone who was actually worth something.

Lothar, or whoever winds up being captain, if you don't mind me including your character in my back story, found me wandering around Moll Primus and I've been following him around ever since.
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PsiComa

TI universe explains the races in the board game as "the great races". Are more races described in the rule-book? Which brings me to: Is this the official RPG, or have you made the system yourself?
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Mike_Evans

We are using the rules from the book, though there is only a very small amount of actual rules compared to, say, a D&D manual. However, the official RPG has been specifically said to be "non-canon" by Chris Petersen, so I am taking liberties with the universe and molding it the way I see fit.

Only the original six races are described in the rulebook. I have subtracted the N'orr and added the Saar as a playable character type. I think the Yssaril are mentioned briefly but there are no rules for them specifically. There are a few other minor races that are mentioned but none of them are playable races in TI3.

In my vision of the universe, I consider the "Great Races" to be any race that has been allowed representation in the Council on Mecatol Rex. At this point in time, only the original 6 have representation. When the Mentak are inducted, which is imminent, they will be considered a "Great Race" at that point.

There are dozens if not hundreds of other minor races among the planets of the imperium, but only governments large enough to own a swath of planets, a sizable military, and a large amount of political influence are allowed by the Custodians to take part in the Council.
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PsiComa

The Norr - Saar swap was certainly a good move. They have lots of good character potential as opposed to the Norr, which would be rather... strange.
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sigmazero13

So would it be better for me to be Letnev or altered Human? I'm fine either way, though I may play each of them slightly differently.
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tmp

Okay before I dig through my gaming room to find my TI RPG rules how much time are you really expecting us to put in per week?
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Grummore

Story behind Chz'lor Rachiz

Somewhere on Moll Primus...
[snip a part for the GM]

While conducting business in a bar, I was approached by an Hacanite cargo ship captain for recruitement. I told him I had already a good job and he helped me understand how to trick and cheat my gang for a better profit. I was very curious, indeed.

One day, we had a job to do, steal up some stuff from a cargo ship... you can imagine the end. We stealed the stuff, we went to the hiding place, I killed my two partners and moved away with the stuff I took from the Cargo and what was left of the material that was in the hiding place, to sell it to the Hacan guy.

I was introduced to the peoples there and got myself a place as a mercenary thug.

[snip another part for the GM]


Thoughts?
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Robofish

PsiComa wrote:I think maybe more humans would be less "freak-show" and easier to relate to (and humans are more frequent on Moll primus). For example the Operations Officer and maybe the First Mate could do well as humans.
Just a thought, I don't have a problem with any choice.

It's cool with a bunch of Saar mercenaries though!

Sorry, i'd rather be a Hylar.
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Lothar of the Hill People

My flavor text is at home. I will need to reread my flavors for both hacan and mentak. I plan on being a native of mol primus, yet mantain a small bit of an honor code of the Hacan. I think I will ignore the prening aspects of the Hacan and mock them for it.

Anyway, I need to find a name yet. Mike does your information say mentakian Hacan would keep hacani names or would they adapt to mentakian naming conventions?
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Beren_Erchamion

Basic story for my character (I don't have a a name yet) is as follows:

Rat grew up an orphan on Moll Primus. He never knew his real name and prefers the nickname he was given in any case. His early life was composed mostly of sneaking around and stealing what he needed to survive. When he got older, he joined a group of mercenaries where he used his skill at sneaking around and moving quickly in confined spaces to become an excellent marksman and demolitions expert. His mercenary crew was recently hired to join a Mentak raider.



Anyway, what do you guys think?
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Grummore

Hide to the GM what we shouldnt know. At least, have a dark secret! (I love Cthulhu and Shadowrun).
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Eternal

PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!
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PsiComa

hehe I havent seen that show, but. Bad memories? :P
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Beren_Erchamion

Eternal wrote:
PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!


I get a picture of Wash from Firefly. I mean come on. Hotshot human pilot? He is the definition of the word!
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Eternal

My name will be Junaq.

I will flesh out the background as I build the character...

I suggest our captain get to appoint the first mate. And for captain I vote for Lothar.
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Eternal

PsiComa wrote:Bad memories? :P

Annoying as hell.

Like you want to beat his smug smile from his pretty face.
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Eternal

Wait a minute... I take it that engineering feats will be based on Education? The worst stat for a Xxcha? I will still go with it, I am not minmaxing this one...
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Mike_Evans

Hmm... I'm pretty sure engineering is a combination of Education and Ability. You should be fine, though, esp. if you dump enough of your extra points into Education.
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Mike_Evans

Tmp, as far as how much time I expect out of people per week, I don't have the foggiest idea. I really don't know what I'm doing here.... an online RPG like this could turn out to be a fantastic idea or a spectacular failure. This is really my sister's turf (she does online RPG stuff all the time). I'm sure that certain parts of the story will require much more or less from players at any given moment. For example, if the ship is being chased through a debris field by a cohort of enemy fighters, the Captain, Weapons Officer and Pilot are going to be in the limelight while the ship's doctor twiddles his thumbs waiting for somebody to get motion sickness!

Lothar, as for naming conventions and culture stuff... you have some leeway there. Consider where you character grew up. If he grew up in the city, or was an orphan raised by non-Hacan, he'll likely have a regular Mentak name. However, if he was raised in a segregated area such as a Hacan community or an area of the city that is predominantly one race (like Little China or whatever in today's big cities) then he'll probably have more roots in his original culture. Or perhaps his parents are Mentak but were wealthy enough to ship him to Arretze as a child for formal training...

There are two Hacan in my face-to-face game... one PC and one NPC. The NPC is the Engineer, who is a young male Hacan who grew up in a predominantly Hacan farming community located in a remote and arid region of Moll Primus. He moved to the city when he came of age, and while he speaks fluent Hacani and has a Hacani name, he does not wear any jewelry at all or care much about fancy clothes and social status. This is somewhat weird for a Hacan... but all that junk gets caught in machinery!

The other Hacan is the captain, a young female Hacan named Zarika Mbazi who is the youngest daughter of a wealthy shipping magnate. It became clear to her that her familial duty was simply one of waiting patiently to be married off to some male Hacan as part of a business deal. That didn't sit well with her enterprising spirit, so she "borrowed" one of her daddy's ships and made a break for it. She petitioned the Mentak to join their cause as a privateer and uses her connections, political savvy, and stolen Hacani vessel to pose as a regular Hacan merchant when undercover. Often she will dress up her Engineer, Doma Hrran, in starflower clothing and parade him around as the "actual" owner of the ship (since the Hacan society is somewhat patriarchal and thus biased against women), much to the poor engineer's chagrin.

I tend to think of traditional Hacani names as sounding vaguely African. (Doma, Mbazi, Banatu, etc)
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Eternal

Mike_Evans wrote:You should be fine, though, esp. if you dump enough of your extra points into Education.

I thought so.

I hope you all excuse me if I vent my feelings for my deceased dog... She was so cool. Ever had a dog you didn´t had to feed in the summer? When she was younger, Raija hunted her own food - rejecting any food she was given. Catching rodents in the fields like a fox. She grew up in the north of Sweden, in a very sparsley populated area. She ran free and was smart enough to avoid the bears. The first time she met another dog, she was four years old. She was never submissive to any other dog and she dominated dogs four times her size.

Would have put in a pic, but couldn´t figure out how to do it.
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Mike_Evans

Wow, sounds like she was she one hell of a dog! My parents' dog digs up moles from the yard and will eat them if my mom can't pry them out of his mouth, but that's nothing like hunting your own food every summer... wow.

A dog in a rural area is a happy dog. It sounds like she was lucky to have you for an owner too.
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Eternal

Thanx.
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Beren_Erchamion

Yup, my family's dog died this past year. Whenever I get a place of my own, I am going to get a dog. They're just the best, period. Sad to hear about your dog Eternal.

Anyway, Mike, we can talk about this more when I come by your place, but kind of weaponry/equipment would my character have. I am not too familiar with TI3 weapons, especially the specialized ones like sniping weapons and high explosives.
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Mike_Evans

Ok, here are the starting ability scores. Extra points may be distributed however you see fit, but you may never have more than 20 points in a single ability. Later tonight I will try to post the list of skills. Also keep in mind that I swapped the Letnev's starting charisma and body scores. Based on the tons of flavor material I have read, it is far more appropriate. Letnev are supposed to be half again as strong as a human, for example!

HACAN
Body: 5
Charisma: 9
Education: 1
Mind: 3
Ability: 7
Extra Points: 33


HYLAR
Body: 1
Charisma: 4
Education: 10
Mind: 10
Ability: 3
Extra Points: 30


LETNEV
Body: 7
Charisma: 3
Education: 3
Mind: 7
Ability: 10
Extra Points: 28


HUMAN
Body: 3
Charisma: 6
Education: 3
Mind: 3
Ability: 6
Extra Points: 37


XXCHA
Body: 5
Charisma: 9
Education: 5
Mind: 5
Ability: 3
Extra Points: 31


SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29

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Mike_Evans

To answer your question, Beren, the ship will have an armory with plenty of weapons. Each character may have personal (or customized) weapons. You will probably use the ship's stores for your demolition supplies (the bombs) but you will probably prefer to use your own tools and equipment.

I'll get more specific about equipment a little later. Rather than assigning a dollar amount to everybody I will probably let you have appropriate equipment. This may mean some character have more stuff, some less. Whatever makes a good story.
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Eternal

So Ability is a stat you can put extra points in? And give more skills?

Is this legal?:
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

Or can you explain the ability stuff a bit more?
Can I ask more questions?
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Mike_Evans

Your proposed distribution is legal. Extra questions are good. Ability is indeed a stat you can put extra points into. In fact, I'll give you a basic rundown of each category:


Body is raw physical potential, all aspects of one's physicality, including but not limited to size, strength, speed, flexibility, and coordination. Body statistic determines hit points, physical damage in hand-to-hand and melee combat.

Charisma reflects a character's facility for social interaction. How well does your character communicate ideas or understand what motivates people? If he or she has a high score in Charisma, quite adeptly.

Education measures how much you have studied in the past. It is what your character has learned and their ability to draw upon that knowledge. Knowledge includes specialized fields such as science or philosophy, but can include less formal learning such as trivia or gaming. High values here mean that the character has studied much in the past.

Mind measures mental capacity, not knowledge. Think of it more as an ability to learn than how much you actually know. If knowledge is water, then Mind is the container - a measure of how much water it can hold and how easy it is to fill. Mind encompasses quick-wittedness, abstract reasoning, memory, and learning aptitude. Your initiative/reaction time is your mind score unless you have the "Reaction" skill, in which case it is the higher of the two.

Abilities are trade skills that must be learned but are learned relatively quickly and can usually only be improved upon by doing, rather than through dedicated study. They determine how a character performs a skill or learned trade such as driving a car or riding a horse. One does not need to be highly intelligent to drive a car. Neither does one need to know how to build or repair a car to drive it. High values here mean that the character easily learns practiced tasks. If you want to be a good shot or capable fighter, this is an important category.
0

Mike_Evans

I will be uploading a PDF containing the skills section, but here are the basic rules for skills.

Skills are scored from 1-60. 1 is a vague knowledge of the skill, 60 is complete mastery. 30 represents basic competency. A character with a skill of 30 can complete an average task without difficulty if given a reasonable amount of time and no outside stress factors. Each skill is also associated with a specific Category. The Fighter Piloting skill, for example, is associated with the Ability Statistic. You may not start with any skill level higher than 40

When you make a skill roll, you take the skill's point value and ADD IT TO THE CORRESPONDING STATISTIC. For example, let's say you are firing a weapon at an enemy. You have 30 points in the Ability Skill "aimed weapon" and an Ability of 10. 30 + 10 = 40. Roll a D100... if you roll a 40 or LESS it is considered a success.

In this way you can try to do something even if you are untrained. For example, you don't have any skill points in "Climbing" but you have a decent body score and the cliff side isn't all that steep. You could ask to try to climb it. You would roll on your body score alone (but I might give you a good modifier if it's a relatively easy climb). Sometimes it'll be a pass/fail thing. Other times it'll be a degree of success... for example you might fail, but just barely, so I'll tell you that the task will take much longer than it normally would, or it won't be done quite as well when you finish. This is ENTIRELY up to me as GM.

In this system, a roll of 1 or 2 is considered a critical success and a roll of 99 or 100 is a critical failure. In addition, I will usually vary the degree of success based on your roll. So if you rolled a 40 in the above shooting example, you would clip the guy in the arm. If you rolled a 4 you'd absolutely nail him.

SKILLS AND PROFESSIONS
I'll need each of you to choose a profession. I'll consult a chart and dole out a certain number of skill points for each category. You may also start with certain skills as a default, which you can then increase if you like.

Here is a list of available professions. If you don't see something you like or you feel it doesn't quite fit the description of your character, send me a PM and we'll tailor one specifically for you.

Assassin
Bodyguard
Bureaucrat
Doctor
Entertainer
Explorer
Independent Trader
Journalist
Law Enforcer
Scientist
Technician
Fighter Pilot
Soldier
Spaceship Pilot


0

Beren_Erchamion

ASSASSIN!!!!

although soldier could work too, but I think I will leave that for Grummore.

SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29


Body: 4 + 6 = 10
Charisma: 5 + 3 = 8
Education: 2 + 2 = 4
Mind: 8 + 10 = 18
Ability: 10 + 8 = 18

I think that should be about right for my character. I will definitely post later with his story and stats in the same area.

Also, if Grummore feels like being the Merc. Commander, I would happily just be a normal Merc. I am usually better at taking orders in these types of things than receiving them.
0

Lothar of the Hill People

HACAN
Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33


Independent Trader??? Maybe?

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.

0

PsiComa

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.


Personal File: Access level 2 loading....

0

tmp

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.
0

Grummore

I'm gonna be the Jayne from Firefly of our team!
0

Mike_Evans

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.

That kind of tolerance will make you one of the most easy-going Hylar any of the rest of the crew will have met in their travels!
0

tmp

Yep, but it's all part of the psychological break that Burb suffered when he was kidnapped. Instead of looking down on them he really wants to belong, to be a true Privateer. Don't worry once they step into his Med bay he thinks he's god and bosses people around to no end.
0

sigmazero13

Wow, this thread is growing fast I'm still getting caught up, but I have a question for Mike first. (PM)
0

Mike_Evans

I will post a skill list (probably a scan of the book, since there's a LOT of text) when Beren returns my book later today. He borrowed it last night to give it a read-through.

If there is a skill you think you should have that's not on the list, PM me and we'll discuss it.
0

Beren_Erchamion

So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.
0

Grummore

Beren_Erchamion wrote:So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.


Well Beren, you could give us information so we could chew on something while waiting for the pdf! I will not be able to download it passed 5 hours from here. I only have dial-up internet connection at home Not that I do not want but it's not available!
0

Mike_Evans

Beren: It's perfectly fine for you to start the game with your own modified mag rifle. As a sniper it seems fitting you would have your own preferred equipment, esp since you are a paid-by-the-job mercenary. As I said before (either in this thread or in PM, can't remember) you'll also probably have your own set of tools that you use for demolition work. You also held back on owning a ghost knife (which are obscenely expensive) so it shows your restraint.

I'm ok for players having one or more special possessions that enhance the uniqueness of their character, esp. if these possessions aren't overly expensive or powerful. For example, the two Hylar players haven't yet informed us whether their characters are a subspecies that can only breath water or not (a small percentage of Hylar are incapable of surface dwelling) and if that is the case, they probably have a small water-filled gravity platform enclosed with plasteel that they use to get around in. Such a platform would have several robotic arms designed for manipulating objects and one arm would be a computer interface jack. This would be a fairly expensive piece of equipment, but pretty necessary for a Hylar who can't breath air like most of their brethren.

For example, I suggested to Lothar that his character might have a special set of custom vibro-claw implants. Regular vibroclaws are bulky gauntlets that Hacan wear to enhance their natural weaponry, but it seems fitting that the governor would have paid for special modifications/surgery to be made to his favorite prizefighter.
0

Grummore

Pretty hard to know all these things without the book!
0

Mike_Evans

Be patient! Or buy your own book on ebay or something...
0

Lothar of the Hill People

I may do that if this thing looks like it will have legs, too many books bought for games that died within a month. If I do decide to do so Mike, what is the name of the book?
0

Grummore

Mike_Evans wrote:Be patient! Or buy your own book on ebay or something...


I am patient. Just Anxious to start and build my character

Btw, I am on that, trying to find the book somewhere on the net.
0

Ugluk

Not available at FFG store.

Good luck on trying to find one.
0

Mike_Evans

The name of the book is Twilight Imperium: The Roleplaying Game or something like that. It's out of print but a copy occasionally pops up on ebay and there are plenty of online stores that appear to have a copy here and there. There's also a Mecatol Rex expansion book.

As I've said before, the rules are very simple, all you'd be getting the book for is some extra background on each of the Big Six races plus easier access to the skills. I'm giving you guys the stuff you need to play piecemeal... you only really need to own the book if you want something to peruse for fun.
0

Beren_Erchamion

I have seen them on e-bay. I am working out my characters abilities and then returning the book to Mike within a couple hours if he is around.
0

Lothar of the Hill People

I dont mind, this break gives us time to create our backstories well. Many characters in ftf games I am in do not have good ones and that leads to less role playing and more roll playing.
0

Robofish

HYLAR
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

Mike, is this a good set of stats for ops?

I have no idea about Hylar names.

I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water). My gear is ex-navy as I was not drummed out, and as such it is pretty good.


0

Beren_Erchamion

Ok, my updated stats for my character are as follows:

"Rat" - Saar - Mercenary Sniper/Demolitions

STATS
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

SKILLS - ASSASSIN
BODY -> 30 USED
Strength: 20
Stamina: 20
Climbing: 15 (added all from extra)
Jump: 15 (added all from extra)
Dodge: 30
CHARISMA -> 30 USED
Fast Talk: 20
Haggle: 20
Persuasion: 30 (added all from extra)
EDUCATION -> 20 USED
Biology: 30 (added 20 from extra)
MIND -> 40 USED
Intuition: 20
Reaction: 40
Perception: 40 (added all from extra)
ABILITY -> 150 USED
Aimed Weapon: 40 (added all from extra)
Hide: 40 (added all from extra)
Streetwise: 20 (added all from extra)
Demolition: 30 (added all from extra)
Appraisal: 20 (added all from extra)

Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

The Story of "Rat"

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.
0

Eternal

We should sort this captian thing out pretty soon, don´t you think?

I will push the issue here... if anyone aspire to the post (besides Lothar), he should let us know within 24 hours. If Lothar is the sole candidate, I will consider him our officially appointed captain. If there are more candidates, they should meet on the roof of the Empire State building and battle it out with colorful plastic swords.

Are you guys okey with this?
0

Grummore

I think we pretty much gave him the job!

Aye aye Sir!

All hail to our Captain Lothar! Hum... of our Captain Leroy!
0

Beren_Erchamion

I vote Lothar. I think he would make a good captain. Also, I am interested to see how a Hacan captain handles the crew.

Also, Grummore and Mike, my characters back story has included his merc. unit being hired. Is this okay with both of you. Grummore's character would still work fine, he would have just been hired separately. Might make for some interesting interaction between the mercenaries. Also, I guess the Merc. Commander is an NPC unless our captain decides to put Grummore's character in charge of the Mercs.

Returning the book to Mike now so he will be able to put everything up soon.
0

sigmazero13

I'm fleshing out my backstory, so I'll hopefully have that tomorrow.
0

Lothar of the Hill People

I just figured since no one else asked for the role, that I would have it. If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.

LOL, anyone want first mate?
0

Grummore

Question to our GM : Do we really need a merc commander? We are two thugs. How about just been under the Captain, weapon officer, and first mate orders? As for the First mate, it could be as we said, an double assignment. Why not have a pilot first mate or a engineer first mate?
0

Mike_Evans

My intention all along was for the first mate to be in addition to somebody's normal job.

You don't really need a Merc Commander.... though it seems to me like the Weapons Officer (Sigma) would be an appropriate person to be your supervisor.
0

Beren_Erchamion

We have a very mobile merc. team! Two Saar... Sounds good for us to be under the weapons officer. I vote for our Weapons Officer as first mate.
0

tmp

Lothar of the Hill People wrote:If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.


<burble> Yeah right, that's funny Cap'n Leroy and I fighting in unarmed combat <splosh><splosh><splosh> ha ha ha.<click>
0

PsiComa

I'll flesh out my character tomorrow or monday I think. Got a whole lot to do this weekend!
0

Grummore

Pumping up this thread! When do you think we will be able to start up?
0

Grummore

I will modify my background story. I think it look like too much to "Rat". There's a few things I had sent to the GM before Rat came to life that sound too similar. I have another interesting Saar concept. Working on it.

And no, Beren, I do not allow that you change your background for me.
0

Beren_Erchamion

Ah, too bad. Mike and I were discussing "Rat" on the night he put this up. Well, him and a possible Letnev Weapons Officer, but that was taken and I like the idea of playing as a mercenary anyway! So, Mike, any time frame on getting everything sent out or up on you site for the RPG. (all the info and stuff)
0

Mike_Evans

Hopefully by the end of tonight, but I'm pretty busy. If I do it won't be until 10 or 11 tonight.
0

Grummore

Updated my Character sheet

Time for a little change.

Story behind Chz'lor Rachiz

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Rachiz - Saar SOLDIER

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)
0

Mike_Evans

As I posted previously, Ragh's Call has not happened yet, so the Saar are not organized and do not have their own territory yet. Reference: Post #4 of this thread, near the bottom.

This is the second time that I have had to correct somebody's backstory when it conflicted with something I posted. I know this thread is already long and full of stuff, but please ready my posts carefully, esp. when they have to do with events in-game.

You all know that I can be grumpy at times... just keep in mind that not reading my posts all the way through is the surest way to put me in a bad mood....
0

Grummore

*slap self*
*slap self*
*slap self*
*slap self*
*slap self*

Just modified a bit the text. Dont tell me why, but I knew that something had to do with the Saar, but I didnt went too far in the searching.

That I will do, next time, my lord.

*bow down*
0

sigmazero13

OK, here's my character stats. I'll post my story soon.

Korvin the Letnev Soldier/Assassin
Weapons Officer
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20
0

Beren_Erchamion

Quick question. Weapons officer will be handling all the ship's weaponry correct? If so, our weapons officer might want to boost his education and mind a bit more. (at least from what I know of abilities)
0

sigmazero13

I guess it depends on where a "baseline" is. I could adjust if needed.

My character doesn't have a lot of formal "education", but has a LOT of "field practice". As for mind, I know it's not the ultra-max, but if a 10 is a Hylar "base stat", I would assume it's relatively high (as I'd assume the base Hylar has a fairly high intellect and mental capacity), and thus a 12 would be pretty intelligent. Maybe not ultra-engineering, but not "average".

This is kind of what I gathered from Mike's post about the stats earlier, though. I could probably boost my Mind stat, but for my background I don't know if more Education would really fit. And a lot of Ability seems to make sense to me as my character is pretty well-skilled in what he does.

IE, I kind of envisioning my character not as one who could engineer a new brand of weapon, but would be able to modify weapons, and certainly be able to use one to the highest ability.

I hope that makes sense If I'm misunderstanding things in terms of what the relative "values" of the numbers mean, maybe Mike can correct me (gently? )
0

Beren_Erchamion

Yes, you want ability maxed. I would not want you to change that. I am trying to remember the skill sets, but I am pretty sure that the space weaponry is under either mind or education. Again, I could be wrong so you should probably just wait until Mike gets those pages set up.
0

Mike_Evans

Sorry I haven't gotten the Skills out yet! I would have had them this evening, but chose to play Twilight with Beren and Chrissaril instead.

Regular ship weapons skills (and piloting for that matter) are ability based, so 20 in ability is best. Dreadnought piloting/weapons are education based though, because Dreadnoughts are incredibly complicated and technical. 3D Tactics is an education skill the Weapons officer might want to have, but that's only one skill and you're bound to get enough skill points in education (even with a lower score) to max what you'll need for your job.

So Sigma, unless you want to be a real expert at heavy weapons platforms on Dreadnoughts, your character will be just fine. And considering that it's looking like your character might be the boss of the merc team, you'll want the nice body score so you can keep up with them at least somewhat. So I wouldn't change a thing.

As far as "base" starting points go, 5 base is average, 2-3 is low, 7-8 is good, and 10 of course is best. I would say that once EXTRA skill points are distributed, 10 become the "average," kind of like D&D (I think). Anything higher is good ranging to awesome, anything lower is less stellar to awful. So far everybody's stat distribution looks good for the kind of characters they want to have.

I will really try to get the skill stuff out tomorrow (Wednesday) by the evening.
0

Grummore

Crewmen of the Starship " N'orr Bane "

LOTHAR - Captain Leroy, Hacan Independent Trader

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.


Stat block

Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33

-------------------------------------------------

ROBOFISH - First mate and Operations Officer Tar'riq Hawkyns, Hylar <Insert class>

My name is Tar'riq Hawkyns, formally of the carrier Renown. I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water).


My gear is ex-navy as I was not drummed out, and as such it is pretty good.

Stat block
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

-------------------------------------------------

PSICOMA - Pilot/Navigator Ian Dykera Antares, Human <Spaceship Pilot - wasnt sure>

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.

Personal File: Access level 2 loading....


Stat block
TBD

-------------------------------------------------

ETERNAL - Engineer Junaqs, Xxcha

Junaqs great great grandfather was Kinn the Starpacer Terrorist. He lived in the Age of Dusk and was a fanatic idealist who did not belive that the cruel and flesh-eating races of other worlds deserved the traditional tolerance of the Xxcha. He participated in the bombing of the luxury cruiser Starpacer that resulted in some 600 deaths, including a Lazax offical and his family. He was sent to Moll Primus for his crimes.

Little is known of Junaqs great grandfather Nojaq, who lived during the chaotic early years of the Mentak Coalition. He was probably a factory worker.

Junaqs grandfather is famous under the Mentak name of Likvat and founded several mining colonies on the moons of Moll Primus. His work have contributed to the rapid growth of the Mentak Coalition and he even gained the title Erwan's Hand.

Junaqs father took the traditional Xxcha name Quanoj and revived many Xxcha customs. In his youth he was considered a spoiled brat, so he took part in a pirate crew to prove himself. He was deeply religious and meshed beliefs from Xxcha, Saar and Letnev mythology into a warped, shamanistic faith.

Junaq have followed in his fathers footsteps. He share Quanojs faith and just like it is for an alchemist, technology and religion is the same to him. Junaq have spent a lot of time at the Spaceport as a boy, fetching stuff, running errands for the crewmembers and listen to exciting stories. He have served on the ship for some years now and have seen a little action.


Stat block
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

-------------------------------------------------

SIGMAZERO13 - Weapons Officer and Mercenary Commander Korvin, Letnev Soldier/Assassin

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.


Stat block
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20

-------------------------------------------------

TMP - Doctor Burb, Hylar Doctor

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.


Stat block
Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

-------------------------------------------------

BEREN - Trained Mercenary "Rat", Saar Sniper/Demolitions

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.


Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

Stat block
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

-------------------------------------------------

GRUMMORE - Trained Mercenary Chz'lor Rachiz, Saar Soldier/Bureaucrat

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Stat block

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)[/i]
0

Grummore

Damn, took me half an hour to dig and get this ! It will be easier to modify this instead of digging through each time.
0

Lothar of the Hill People

The ships name is "N'orr's Bane"
0

Robofish

Robofish wrote:My name is Tar'riq Hawkyns, formally of the carrier Renown

I posted my name, right at the end of a post. Don't know what my class is yet
0

sigmazero13

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.
0

Grummore

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.


Yes my young padawan!
0

Mike_Evans

Skills are coming along nicely... I am done with all but Ability. I will probably post them here on the forum and later put them together into a pdf and put that up on the net somewhere.

Once that is done I'll get down to the business of allocating points to each of you, but at least you'll have something to read in the meantime!
0

Mike_Evans

Alright, here we go! I'll post according to skill statistic. Also, as I said I will put together a PDF with all the skills so that you can print out something easier to read. Right now the stuff below will probably be filled with typos as I have been typing like a crazy person!

If you have an idea for a skill that isn't below, let me know, we may be able to work it out.

Your characters will have 450 skill points to spend. You may not have more than 40 skill points in a single skill at this time. You have TWO choices for character creation:

1) Tell me which profession you would like to have (make up one if the list doesn't have it) and I will dole out how many skill points go into each skill category. I may also give you certain skills that you must take at least a few points in.

2) Design your character's skills completely from scratch yourself. However, this comes with some warnings: First of all, you MUST send your choices to me in a PM before you post to the forum. Also, try not to just give yourself max points in every skill you need to be the most powerful character... rather, make your character a little more well-rounded and interesting. It's ok to max out the skills necessary to be an awesome pilot or scientist if that's your thing, but take some other skills too (like Art or whatever) in order to give some flavor to yourself. More skills at lower values will make you less powerful overall, but capable of taking on more varied challenges.
0

Lothar of the Hill People

PM Sent for abilities.
0

Mike_Evans

I just had an idea about skills.

Obviously I know when somebody is good at something, but I don't think to myself, "Hey, Lothar has a TI3 skill of 43 points," or "that plumber's skill level is 3 points higher than that one, but he's much more expensive so I'll go with the other guy."

Therefore, I'm thinking about having skills be like this... you PM me with your specific skill values, so you and I know exactly how many points you have in what. But then rather than posting the distribution to everybody else, you simply describe your character's strengths (and weaknesses). You can be as specific or as vague as you like depending on how much you want the other characters to know about you.

After all, everybody has talents that others don't necessarily know about them. I'm fairly certain that most of you aren't aware that I'm somewhat proficient in martial arts, for example, because it's never come up. Most of you probably do know that I'm a musician by trade, but none of you, not even Beren, have heard me play.

Anyway, I like this idea a lot and though it's a little more work for you guys, I think it'll add to the experience.

Those of you who have posted your skill lineup already (Beren only, I think) can just do your writeup describing yourself, or even tweak your skills if you like.
0

Grummore

I will remove it and send it to you by PM. Beren skills I mean.
0

Grummore

And btw, it's a good idea that nobody know your character too much!
0

Lothar of the Hill People

Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".
0

Mordred24

Lothar of the Hill People wrote:Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".


You're supposed to describe your character! Not yourself!!!



- an interested reader
0

tmp

Burb blends into the background in most occasions there are three exceptions. One, when he's working on "patching" someone up. Two, when he's tinkering with computers. Three, when a political discussion comes up about the Coalition's application to become a recognized race. In the first two his superior skills shine and he becomes very forceful with orders. The third has actually led to several fights between himself and people who would ultimately regret tangling with Leroy, who Burb ultimately hides behind when the fighting actually starts. Everyone on the crew knows that it's Burbs excellent care that helped Leroy recover from his famous fight with the N'orr and that given time and equipment he can probably even fix the limp, something that has been frustrating him to no end. The crew has never had such great medical care.

Burb seems to be almost as good at fixing and programming computers as he is at people. It's obvious that both of these areas are his expertise. When it comes to general science he's decent, in combat he's a slippery customer, but can't handle a weapon to, well, save his life. He'll definitely leave that aspect of the ship to those scary mean who spend their time polishing their weapons.

OOC: As I have the rule book, I'll probably pm the actual skill stats when I get home tonight.
0

Grummore

Found a book on ebay! Just bought it and on it's way home!
0

Eternal

Have sent a PM with the skills. Must sleep now, will write something later.
0

Mike_Evans

While those of you who have completed your character's skills are waiting for the others to catch up, I thought I'd post this for your viewing pleasure (and information). This is a small blurb on the languages of the Imperium. You should consider which of these languages your character knows, and to what degree. We won't assign skill points to the language, but it would be good to know whether your character is a master, fluent, semi-fluent, passable, somewhat familiar with, or completely clueless on each of these languages. I suppose there are literacy issues as well... esp for your non-edjamacated folk!

Most independent planets (and even some that have been absorbed the Great Races) have their own local languages, but the following tongues are by far the most prevalent in the Imperium. They are listed in order of popularity, based on the number of beings who speak the languages.

Lazic - Ancient language of the Lazax. Spoken as a native language by the Letnev and Mentak. Official language of the Galactic Council on Mecatol Rex. Almost all beings in the Imperium have at least some proficiency in this language.

Solar - Also known as Esperanto. Official language of the Federation of Sol. Spoken on virtually every planet in the Imperium. If the person you’re talking to doesn’t understand Lazic, try Solar.

Hacani - Language of the trade routes. The written language is constant, but consists of many spoken dialects, most common being Arretzi. Virtually every merchant in the Imperium is proficient enough to conduct business deals in this language. Business contracts are almost always written in Hacani due to the lack of ambiguity in this language. Lawyers and businessmen who are remotely competent are always fluent in this language.

Hylic - Language of the Universities of Jol Nar, but only used by the Hylar when submerged in water (they usually speak Lazic or Solar when surface-dwelling). It is virtually impossible for non-aquatic species to comprehend or replicate this language without translation software. The written form is somewhat difficult but accessible to all species. Most computer programmers are proficient in the written form, considering the amount of computer components and programs that hail from the Twin Oceans.

Xxanoq - Language of the Xxcha. Not widely spoken outside of Xxcha borders, but studied and admired by scholars of every race for its complex structure and beauty, as well as its superlative ability to convey multiple meanings simultaneously in a single sentence. This makes for powerful poetry, but for this reason, even the Xxcha write their legal contracts in Hacani!

Sardakkai - Spoken only by the N’orr. Consists of an extremely complex grammar that can befuddle even the most astute exo-linguist. It sounds like a series of rapid hisses and clicks. Non-insect species lack the physiology to replicate the sounds and most require translation software to converse. Conversely, the N'orr don't have appropriate tissues to speak most other languages themselves, so they rely heavily on translator boxes in order to communicate with other species. In fact, N'orr-manufactured translators are even more reliable and contain more language libraries than Hylar models. The written form of Sardakkai can be learned by non-N'orr, but only the most dedicated and intelligent pupils can make heads or tails of it.

A careful reader may wonder why the language of the Saar is not on the list, even though this species is the second most numerous in the galaxy after humans. The Saar did indeed have their own language at one time, but it has degraded over the millenia due to the lack of a central home system and the wide dispersion of the race. Today, most Saar speak the most prevalent language in their area. Scholars and exo-anthropologists have pieced together enough of the ancient language to create a fairly comprehensive database, but virtually no living beings are fluent in this dead language. However, recently Saar shamans have been seen using the database to teach classes in the language to small groups of younger Saar, usually between work shifts. The language is spoken very rapidly, and takes on a musical lilt when spoken by someone of moderate proficiency.
0

Eternal

Character Description
Junaq is a bit larger than your average Xxcha and doesn´t use any unnecessary gestures. He doesn´t inspire the trust a Xxcha usually emit. This strange technichian does not participate in the social community of the ship and nobody have seen him eat. He can disappear for hours or even days – which is quite a feat on a small ship.

The ship is considered a living being by Junaq, or rather a hive of interacting entities. He is familiar with all systems and can comfortably fill the seat of the pilot or operations officer. Not to shabby with the ship weaponry eigther. He can handle computers or at least take them apart. And will of course fix things when they broke down…

At times, the deep voice of Junaq will resound in all quarters as the shaman sings to the ship.

When you struggle with a difficult matter and don´t know what to do, you will get the advice to seek out Junaq. He doesn´t speak a lot, but when he do Junaq will show an insight in the matters of the galaxy as well as in the universe of the mind.

There is a rumor that Junaq have a cousin in the government, but nonody know for sure.
Overall, Junaq is reliable and stable. Someone to count on when things goes bad.

Languages
Lazic - Master
Solar - Somewhat familiar with
Hacani - Proficient
Hylic - Proficient (written)
Xxanoq - Fluent

0

sigmazero13

I'll try to have my skills PMed to Mike soon. This week has just been crazy between family illnesses and trying to catch up with work.
0

Mike_Evans

Don't worry... it is kinding boggling my mind how much stuff I really should do to make this the best experience, so I'm fine with people taking their time with this. I don't see any real need to rush... unlike a TI3 game, there's no real "end" to an RPG, really...

Edit: Please note that somehow I missed putting the "Tracking" skill into the Ability Skill section. It's there now, let me know if you want to modify your profiles.
0

tmp

Lazic - Fluent.

Solar - Fluent.

Hacani - Fluent.

Hylic - Master.

Xxanoq - Clueless

Sardakkai - clueless.
0

PsiComa

Cool. I might need a few days to complete the character myself. Got way much my hands out the week-end.
0

Grummore

Rachiz - Saar

I have a very moderate education.

Saarii? - Fluent

Lazic - Fluent
Solar - Semi-Fluent
Hacani - Passable
Hylic - Clueless
Xxanoq - Somewhat Familiar
Sardakkai - Clueless
0

Lothar of the Hill People


Leroy

Saarii None
Lazic - Fluent
Solar - None
Hacani - Fluent
Hylic - None
Xxanoq - None
Sardakkai - None
0

Beren_Erchamion

Rat - Saar

Saarii - None
Lazic - Fluent
Solar - Fluent
Hacani - Fluent
Hylic - None
Xxanoq - Just a bit from stolen documents
Sardakkai - None
0

Eternal

A slow pace won´t bother me at all... though I have plenty of time to spend on this at the moment.
0

Mike_Evans

I just had a very satisfying rpg session with my face-to-face group. It only served to make me even more excited about this group, with its larger crew and the extra time one can take to write out cool descriptions of in-game events.
0

sigmazero13

SOrry for my delay, guys... once we get past the character creation into the RPG it should be easier, it's just been tough to devote time to plugging the numbers together.
0

sigmazero13

Korvin:

Saarii - None
Lazic - Fluent
Solar - Passable
Hacani - Can understand basic phrases, not able to "speak" it worth anything.
Hylic - None
Xxanoq - None
Sardakkai - None
0

Mike_Evans

I got Sigma's skills and they are good. Now all we need is Psi's character, if I'm not mistaken!
0

PsiComa

While I think of my abilities I made this small text where mr. Antares himself explains the short version of his background.



"So why did you decide to become a pilot, Ian?"

<looks out through the window and gazes to the distance, making his serious-face> -"It must have been that time, when I was a kid. Remember this as it was yesterday. The thunder.. the ground shaking beneath us as the earthquake swallowed our town bit by bit. Nowhere to run, we watched the ground around us were falling into the abyss. The families all stood cramp up together in the last safe place, if only to meet their fate together. Then this roaring overhead, different than the thunder we heard. A shadow in the dusty air above. Then a bright powerful spotlight hit us, and a voice told us to calm down. He would get us out of there. A freelancer pilot in his own ship, stopping to save us, people he didn't even know. He came outside, risked his life saving an old man from falling down the cracks while our families, young and old, ran up the ramp into his hovering ship. At that moment, I knew... <Ian bursts out into a surpressed laugh> Sorry, I couldn't go on. Really. That wasn't what happened at all. I'd like to tell you a heroic tale of why I chose this, but there simply arent' one. .

<The young woman smiles and shakes her head> " and I almost believed you were a deep, sensitive, interesting man and a hero".

-"What can I say. Honesty always fails you in the end" <Ian takes a sip of his beer>.
-"Works so far, though" <She winks, both chuckles>
-"But for real, one day I realized that.. flying is the only way to get anywhere in this trash galaxy. <raises an eyebrow> I mean that literally as much as figuratively For me, the stars was the way to look to get out of my scarce environment. Up there was glory, new frontiers. Adventure. Down there was.. Well, mostly trouble. Not that I have a real reason to complain. My parents was relatively wealthy, and I had several good opportunities to get a good education. All blown. You see, as a kid I was.. really smart. It's true, I was a friggin bright little brat, picking things up really fast. Once I even participated on this test to determine if I was in fact a genius. It turned out I wasn't'... but still, I was a damn smart kid. So my parents had great belief in sending me to schools and universities and all in my late teens. And so I did. Well, so I did many times...
When I moved to Enteria Complex (large city on Moll Primus) I guess I found the wrong people -or right people, depending on your situation. Anyways, I slowly got dragged into the underground, making an enemy for every ally. There was a period of unrest, to put it like that. Trouble with the wrong kind of people. A lot of fights. A lot of drinking.. smoking. And all this while I studied music composition. That was just before I gave a throw at advanced physics. I was also at economy and journalism to name a few. Thing was, I mostly didn't quit because I wouldn't manage it. I learned a whole lot, and I feel that was all I needed. For my exams.. well, either I had a hangover, was beaten up, simply overslept, or had my attention to some project I couldn't put down. I think that was my problem exactly; the god damn attention and interest. The papers meant nothing to me, but the knowledge did. The knowledge I could USE in my down-to-earth or rather down-under-earth activities. I was the god damn street academic. I did some good business for a time.
But hey, things got worse as they always do. And I had never planned to stay in Enteria forever, and especially not when I always had to sleep with an eye open for enemies. I grew sick of the entire place and planned my leave for either another city or off-world. Then some day a starship pilot by the name Sprys Mulgren I had a conversation over some beer on a bar. He asked if I knew hacani, and if I would mind to join for a trip through the Exerron Star Lanes, into the Stellamaine sector. I had a business partner from Arretze or something he would deal with. Having studied a little Hacani, I accepted immediately. I figured it was about time to leave the city anyways, for my own damn sake. I had recently angered some crime lord I wouldn't be fond to meet. So we left the atmosphere as soon as Sprys had slept off the worst drunkenness. Nice guy, that one. He was from some off-sector planet and kept telling stories in his strange dialect. He taught me the basics of piloting in the meantime though. I suddenly felt like THAT was my arena. Navigate the stars and being able to move to endless worlds and wonders. THAT caught my attention. Funny thing is, or tragic thing, is that I had to learn most by myself. After a week the poor master Mulgren had a heart attack and died during flight. Can you believe it? There I sat, trying to fly this heavy ass freighter of his. I luckily I found a small space station some fifty hours off. If I was to pilot that thing in into that station I had to practice. And I did, hour after hour intil I simply dropped. I woke up by the monitor that it was time to go manual. Here goes. Of course, this being to heroic story, I DID crash the ship into something I shouldn't. And I did lose the ship shortly after. But that's part of another story. But from that time, I've simply been a fortune seeker. Money talks for this guy <points at himself> money, adventure, flying.. women, maybe.
And of course, I have to jump at the word of my current fluffy captain. As of now, he runs the show. But I'm okay with it. So far it's going well. So far.. But I have a feeling we'll end in trouble or true glory. But most probably the serious kind of trouble, and I have a really bad feeling about it. You know, that's what drives me. THAT keeps my attention and makes the blood boil for me. And yes, if you haven't noticed yet, I am just a tiny bit o' crazy".


0

PsiComa

He is a great starship pilot but more so a jack-of-all-trades. Are we keeping the skills secret to each other, since some of you PM'ed it?


#3 bnorton916

bnorton916

    Member

  • Members
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Posted 06 December 2008 - 01:36 AM

Post #0

Mike_Evans

Website: http://home.comcast.net/~twilightrpg

First off, I don't think there's a game name on here called Privateers, but if I'm mistaken, let me know and I'll change it immediately. I perused the first several pages and didn't see it and the search function didn't bring it up, so I think I'm safe!

Now, I'm not very familiar with RPG's in general, let alone online versions. I'm not sure what the best number of players is. I suppose that the more people we have, the less each person will have to contribute to keep the game moving. However, I don't want people getting bored either because there's not enough for their characters to do.

We will need enough players to crew a small pirate vessel. The ship is essentially a corvette... to large to be considered a "fighter" class but smaller than your typical frigate/destroyer. This means a handful of crew members (pilot, doctor, engineer, etc) and several more "hired hands" in the form of mercenaries. Total crew will be 10-12 at the MOST (and a lot of these guys will be NPC's). Anyway, I welcome your feedback about how many players is too many. If enough people are interested and somebody wants to GM a second game, we can always split into multiple groups.

Also, I am going to keep this game VERY VERY RULES LIGHT. You will all be allowed to design your characters and designate skill/ability points, but I may not even tell you how many points of damage certain weapons do, but instead keep track of it myself and let you know in prose. It'll be clear if you give the Sardakk N'orr warrior the equivalent of a papercut, or blow a hole clean through his abdomen! You'll also have enough knowledge to make informed decisions (such as, a Hardbeam Laserlance is excellent for penetrating combat armor, even at long range, while a mag-blaster pistol is better in a close-quarters firefight against unarmored opponents.
Post #1

Mike_Evans

Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.
Post #2

Mike_Evans

You guys can talk about what positions you think should be available on the ship. Some positions could be split or consolidated to make it work.

Remember, this is a smaller vessel. It is primarily a transport vessel (think Firefly) that has been souped up with better sublight engines and some weapon systems. This ship can bully unarmed/lightly armed freighters and other small merchant vessels, maybe even take on a small fighter escort, but that's it. In order to take on anything bigger, for example any military vessel (like the kind you'd see on the board in a game of TI3), you'd need help from your fellow privateers.

As far as positions, we need:

Captain (you get to name the ship too!)
First Mate (can be combined with another position)
Pilot/Navigator
Engineer
Weapons Officer
"Operations" Officer (sensors, communications, etc)
Doctor (Science guy?)

You could also have some kind of Merc commander, and of course, trained mercenaries.

The crew members take a share of the profits (after expenses) made off of a mission. Captain gets double or triple-share, first mate gets a bonus. Mercs (aside from the Merc Commander) get a set fee (basically paid by the hour). In addition, the Mentak Coalition gets a cut as well, in return for providing contacts, information, and a safe haven.

There are several ways to explain the captain having a ship. It may be provided to the captain by the Coalition and is being "paid off" over time. It might be stolen. You guys can brainstorm and let me know.

I'll go into racial details and my suggestions/guidelines in a moment.
Post #3

Mike_Evans

I will allow players to be the following races:

Human
Hacan
Hylar
Letnev
Xxcha
Saar

I would prefer that nobody be Sardakk N'orr. I have several reasons for this, one being that Sardakk N'orr are supposed to be approximately 200 times as strong as humans!!!! In my vision of this universe, the N'orr are also the most "alien" of the species and least likely to mix with outsiders. There are few, if any, N'orr on Moll Primus (at least in my version of the universe). If you make an absolutely astounding case for your character to be a N'orr, I may reconsider, but I'd really rather not.

In addition, the time period for this game is very early... like turn 1 or 2 at MOST in a game of TI3. The following "Great Races" are members of the Galactic Council and have already established a major presence in the galaxy: Human, Hacan, JolNar, Letnev, Xxcha, Sardakk N'orr (otherwise known as the Original Six!). I will get into details about which planets are controlled by whom and so forth as the game progresses.

The following races are just getting their feet wet in the galaxy and are relatively unknown. These are listed in relative order of power/influence, from greatest to least: Mentak, Winnu, Yssaril, Yin, Saar.

Mentak has made a formal request for a seat on the council and the Winnarran Custodians are in the final stagest of considering their case. Considering that the Mentak have laid claim to several planets, set up trade lanes, and have a respectable military force, it is expected that the Coalition will be formally inducted within the year. The Winnu have made a similar claim but their holdings are much less expansive at the moment. Their request has also caused a stir within the ranks of the Custodians, who are deeply divided in the issue of whether to allow them to join as a separate entity from the Winnarrans on Mecatol. The Yssaril are just making their first forays into space and very, very little is known about them. Most people know that it's best to avoid the space around their planet. The Yin are currently just a bunch of weirdos on a planet and haven't really started their crusade, though they have consolidated their power. The Saar are like humans, widespread throughout the galaxy on almost every planet. Ragh's Call (or whatever it's called, when the Saar all come together in a massive reverse-Diaspora) has not happened yet so they are not really organized.

The following races have not yet revealed themselves to the rest of the galaxy. For in-character purposes, NONE OF YOU ARE AWARE THAT THEY EVEN EXIST:

L1z1x, Naalu, Muatt.


Post #4

Beren_Erchamion

I think I will be a Letnev mercenary! If no one else wants the merc. commander, I could take a shot at that.
Post #5

Mike_Evans

Below are the statistics you'll use for your characters. Each race starts with a certain number of points in each statistic, plus some extra you can distribute yourself. You'll also get skill points based on your "profession," which I'll discuss later.

Body (determines hitpoints, strength, etc)
Mind (mental acuity)
Education (learned knowledge)
Charisma (how well you relate to others, etc)
Ability (how well you naturally execute and pick up "learned" skills... like driving, firing a gun, etc)

Quick overview of the in-game advantages to each race plus some very brief physiology below. Some of it is from the rulebook. A lot of it is my own.

Humans: As usual, these guys are the most flexible. They start with lower stats than most everybody else but have more "free points" that they can assign so you have a lot of leeway. Humans learn skills more easily than anyone else.

Hacan: High starting Charisma, low starting education, other scores are average. Prefer warm, dry conditions, lower tolerance for cold/damp. Generally more athletically gifted than humans, but require 10-12 hours of sleep per cycle. Generally do NOT like water (take sand baths). All Hacan have retractible claws which make them more dangerous in hand-to-hand combat. Hacan from the homeworlds tend to be quite vain and spend a lot of time preening and concerning themselves with social status and appearance.

Letnev: Much stronger than humans. Hardy constitution, they can eat almost anything and survive the harshest conditions. Being a naturally subterranean race, they have incredible night vision, but are very sensitive to bright light (and wear goggles most of the time). Prefer cold/damp over hot/dry. Very cranky dispositions most of the time. Letnev physiology kind "gives out" after approximately 45 years, so there are no "old" Letnev. However, they never get old and decrepit; they are are fit and trim, in perfect physical condition up until the day they have a massive heart attack and drop dead. Letnev were genetically engineered to have excellent 3D spatial skills so they receive a bonus to piloting small craft (Fighters and Corvettes).

Xxcha: Strong and solid, but still intelligent and charismatic. Cold blooded, however, and usually dependent on a device called a "personal heating unit" to remain alert and quick-witted. Can go into a hibernation/trance state for long periods of time. Most Xxcha from Archon Tau are vegetarians, pacifists, and deeply artistic/philosophical, but these are all cultural traits, not physical. Mentak-born Xxcha are as varied as humans in personality. Generally live to be quite old, 300 years or so.

Hylar: Small stature, large head (literally and figuratively), soft bones, webbed feet. Worst body scores, but highest mind/education. Low charisma as well. Most subspecies can breathe air but for most it is unpleasant. They are fairly mobile on land but slow and awkward (roughly equivalent to us walking around with flippers). Hylar living out of water usually shed their skin once a month, especially if they don't have access to a water-containment mobile platform or liquid-environment living quarters. Hylar are usually snooty and arrogant, even ones born and raised on Moll Primus. They receive a bonus to roles that concern knowledge about a particular subject (ex: "what do I know about deuton crystals?")

Saar: Short stature, and very hairy... they rat/dog-like appearance. Not as strong as most humans but are fast, have good reflexes. They are wiry and dextrous, sharp-witted and resourceful, but the Saar as a whole are looked down upon by other species, who see them as just a bunch of dirty, scruffy parasites, even though the opposite is generally true. They usually live in large families which are themselves subsets of huge clans that share the same name (clan name comes first... ex Cha'zui Elam and Cha'zui Gertosh are two Saar brothers). They are great at crawling around small spaces, like ventilation shafts or the bowels of spaceships.

A thought on character background: I'm ok with your character being an expatriate who has joined the Mentak for whatever reason, but I would also like to see some characters that were born and bred on Moll Primus. I'd also like to see at least one human... they are the most common species in the galaxy after all (followed closely by Saar)...
Post #6

Grummore

Mike_Evans wrote:Right now the following people are interested for sure:

Eternal
PsiComa
Lothar
sigmazero
tmp
robofish
Beren

Let me know if I missed any of you. This is already feeling like my "upper limit" for a single game.


Ok. I know I said I wouldnt, but I just can't let this pass. If you want me (since you have a lot of peoples already) I would be glad to have a place among you. I know I dont have an extraordinary english and it's not a native tongue.

If there is only a little place, I can do with a small role and I will be very happy with it! Just for example, I wouldnt want to be the captain! Give me a third role, no first, no second, but third!

Thanks
Post #7

Mike_Evans

I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...
Post #8

sigmazero13

If possible, I'd like to be a Letnev Weapons Officer?
Post #9

Beren_Erchamion

Alright Sigmazero wants a Letnevian weapons officer so...


I will be a Saar mercenary. Need someone killed from a distance? Need something blown up? I'm your man... errr... dog-rat thing.
Post #10

Grummore

Mike_Evans wrote:I think we could work you in, Grummore. I might even give you various walk-on roles that I might otherwise do myself as a non-player-character, if you're interested...


Not too many roles for the Grummore! But I do not mind been a PCNPC . If you do have in mind a role you wish to fill in, just tell me. Otherwise, give me a minute and i will try to find you a general idea on a race I might be interested in. I had thought of a Letnev, but everybody wish to be a letnev because they are soooo cool! I will do something else then.

Post #11

Mike_Evans

Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....
Post #12

Lothar of the Hill People

Mike, how big are XXcha?


Post #13

Lothar of the Hill People

Well, that question aside, I will volunteer for a Hacan Captain.
Post #14

sigmazero13

Mike_Evans wrote:Heh, yeah, for a minute there I was worried that this game would be nothing but Hylars and Letnev....

I wouldn't mind changing mine to Human to make more diversity; I just thought it might be less exciting to have a non-exotic race

Heck, if cybernetic implants, ala the Mentak lady person, are OK, I could diversify using some of those; but I don't want to spoil the atmosphere.
Post #15

Robofish

I will offer to be Ops/sensors.
I will be Hylar.
Post #16

Eternal

And I would very much like to be Xxcha. And I will be from Moll Primus. Guess my father or grandfather did something impropriate and was expelled. So I don´t NEED to be peaceful? Hmmm, think I will be pretty peaceful anyway and carry a stungun if avaible.

For position I would be happy to be an engineer. I could be first mate or doctor as well. Or all three.

I do have a schaman concept going. I will summon the great warpspirits in the ion-engine and calm the decalibration-demon with a mighty hymn as we pass through the Great Void.

I approve of Lothar as captain! What rat will you have us to catch today, sir?
Post #17

PsiComa

Does the Xxcha have natural armor?


I have dozens of character ideas, so I'll hang on and see what the other ones picks. I think I'll end up with a human.
Post #18

Lothar of the Hill People

Well that first rat would be a group that has more money than they need, and less sense then they should have. Hopefully by both our tribute and the raiding of the other major powers we can bring respect and power to the Mentak Coalition. And if in the process we put a bit of coin in our own pockets, well, all the more the better!

Who knows if we are brave and lucky perhaps we shall have summer homes on Mecentol Rex with servents from the one time ruling elites of the other major races!

Forgotten prison planet indeed, we shall see arrogant ones, we shall see.

As a side note, if you see mispellings, I am typing from work.
Post #19

Mike_Evans

Xxcha are about human sized, maybe a little shorter. Xxcha are much more solidly built. They don't have any natural armor per se, but generally can take more punishment in a fight than just about anybody except maybe Letnev or definitely N'orr.

For example, there are combat suits that come with a built-in energy weapon that is capable of killing most species in a single hit. It takes two hits to kill a Xxcha. Xxcha also possess a strange immunity to neural stunners... they find the effect "relaxing."
Post #20

tmp

I'm definitely in as a Hylar doc/scientist. I'm from the Homeworlds but was kidnapped by a pirate crew for ransom and given my shear terror at the event I quickly succumbed to Stockholm syndrome identifying with the plight of the Mentak Coalition. Once my kidnappers realized that I was blocking the electronic transfer of money to their accounts, becuase I couldn't help the cause if I was sent home, they let me go to look for someone who was actually worth something.

Lothar, or whoever winds up being captain, if you don't mind me including your character in my back story, found me wandering around Moll Primus and I've been following him around ever since.
Post #21

PsiComa

TI universe explains the races in the board game as "the great races". Are more races described in the rule-book? Which brings me to: Is this the official RPG, or have you made the system yourself?
Post #22

Mike_Evans

We are using the rules from the book, though there is only a very small amount of actual rules compared to, say, a D&D manual. However, the official RPG has been specifically said to be "non-canon" by Chris Petersen, so I am taking liberties with the universe and molding it the way I see fit.

Only the original six races are described in the rulebook. I have subtracted the N'orr and added the Saar as a playable character type. I think the Yssaril are mentioned briefly but there are no rules for them specifically. There are a few other minor races that are mentioned but none of them are playable races in TI3.

In my vision of the universe, I consider the "Great Races" to be any race that has been allowed representation in the Council on Mecatol Rex. At this point in time, only the original 6 have representation. When the Mentak are inducted, which is imminent, they will be considered a "Great Race" at that point.

There are dozens if not hundreds of other minor races among the planets of the imperium, but only governments large enough to own a swath of planets, a sizable military, and a large amount of political influence are allowed by the Custodians to take part in the Council.
Post #23

PsiComa

The Norr - Saar swap was certainly a good move. They have lots of good character potential as opposed to the Norr, which would be rather... strange.
Post #24

sigmazero13

So would it be better for me to be Letnev or altered Human? I'm fine either way, though I may play each of them slightly differently.
Post #25

tmp

Okay before I dig through my gaming room to find my TI RPG rules how much time are you really expecting us to put in per week?
Post #26

Grummore

Story behind Chz'lor Rachiz

Somewhere on Moll Primus...
[snip a part for the GM]

While conducting business in a bar, I was approached by an Hacanite cargo ship captain for recruitement. I told him I had already a good job and he helped me understand how to trick and cheat my gang for a better profit. I was very curious, indeed.

One day, we had a job to do, steal up some stuff from a cargo ship... you can imagine the end. We stealed the stuff, we went to the hiding place, I killed my two partners and moved away with the stuff I took from the Cargo and what was left of the material that was in the hiding place, to sell it to the Hacan guy.

I was introduced to the peoples there and got myself a place as a mercenary thug.

[snip another part for the GM]


Thoughts?
Post #27

Robofish

PsiComa wrote:I think maybe more humans would be less "freak-show" and easier to relate to (and humans are more frequent on Moll primus). For example the Operations Officer and maybe the First Mate could do well as humans.
Just a thought, I don't have a problem with any choice.

It's cool with a bunch of Saar mercenaries though!

Sorry, i'd rather be a Hylar.
Post #28

Lothar of the Hill People

My flavor text is at home. I will need to reread my flavors for both hacan and mentak. I plan on being a native of mol primus, yet mantain a small bit of an honor code of the Hacan. I think I will ignore the prening aspects of the Hacan and mock them for it.

Anyway, I need to find a name yet. Mike does your information say mentakian Hacan would keep hacani names or would they adapt to mentakian naming conventions?
Post #29

Beren_Erchamion

Basic story for my character (I don't have a a name yet) is as follows:

Rat grew up an orphan on Moll Primus. He never knew his real name and prefers the nickname he was given in any case. His early life was composed mostly of sneaking around and stealing what he needed to survive. When he got older, he joined a group of mercenaries where he used his skill at sneaking around and moving quickly in confined spaces to become an excellent marksman and demolitions expert. His mercenary crew was recently hired to join a Mentak raider.



Anyway, what do you guys think?
Post #30

Grummore

Hide to the GM what we shouldnt know. At least, have a dark secret! (I love Cthulhu and Shadowrun).
Post #31

Eternal

PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!
Post #32

PsiComa

hehe I havent seen that show, but. Bad memories? :P
Post #33

Beren_Erchamion

Eternal wrote:
PsiComa wrote:I'll be your hot shot human pilot

ARRG! I get a picture of that snarky guy from Crusade (the rather miserable follow-up on B5)!


I get a picture of Wash from Firefly. I mean come on. Hotshot human pilot? He is the definition of the word!
Post #34

Eternal

My name will be Junaq.

I will flesh out the background as I build the character...

I suggest our captain get to appoint the first mate. And for captain I vote for Lothar.
Post #35

Eternal

PsiComa wrote:Bad memories? :P

Annoying as hell.

Like you want to beat his smug smile from his pretty face.
Post #36

Eternal

Wait a minute... I take it that engineering feats will be based on Education? The worst stat for a Xxcha? I will still go with it, I am not minmaxing this one...
Post #37

Mike_Evans

Hmm... I'm pretty sure engineering is a combination of Education and Ability. You should be fine, though, esp. if you dump enough of your extra points into Education.
Post #38

Mike_Evans

Tmp, as far as how much time I expect out of people per week, I don't have the foggiest idea. I really don't know what I'm doing here.... an online RPG like this could turn out to be a fantastic idea or a spectacular failure. This is really my sister's turf (she does online RPG stuff all the time). I'm sure that certain parts of the story will require much more or less from players at any given moment. For example, if the ship is being chased through a debris field by a cohort of enemy fighters, the Captain, Weapons Officer and Pilot are going to be in the limelight while the ship's doctor twiddles his thumbs waiting for somebody to get motion sickness!

Lothar, as for naming conventions and culture stuff... you have some leeway there. Consider where you character grew up. If he grew up in the city, or was an orphan raised by non-Hacan, he'll likely have a regular Mentak name. However, if he was raised in a segregated area such as a Hacan community or an area of the city that is predominantly one race (like Little China or whatever in today's big cities) then he'll probably have more roots in his original culture. Or perhaps his parents are Mentak but were wealthy enough to ship him to Arretze as a child for formal training...

There are two Hacan in my face-to-face game... one PC and one NPC. The NPC is the Engineer, who is a young male Hacan who grew up in a predominantly Hacan farming community located in a remote and arid region of Moll Primus. He moved to the city when he came of age, and while he speaks fluent Hacani and has a Hacani name, he does not wear any jewelry at all or care much about fancy clothes and social status. This is somewhat weird for a Hacan... but all that junk gets caught in machinery!

The other Hacan is the captain, a young female Hacan named Zarika Mbazi who is the youngest daughter of a wealthy shipping magnate. It became clear to her that her familial duty was simply one of waiting patiently to be married off to some male Hacan as part of a business deal. That didn't sit well with her enterprising spirit, so she "borrowed" one of her daddy's ships and made a break for it. She petitioned the Mentak to join their cause as a privateer and uses her connections, political savvy, and stolen Hacani vessel to pose as a regular Hacan merchant when undercover. Often she will dress up her Engineer, Doma Hrran, in starflower clothing and parade him around as the "actual" owner of the ship (since the Hacan society is somewhat patriarchal and thus biased against women), much to the poor engineer's chagrin.

I tend to think of traditional Hacani names as sounding vaguely African. (Doma, Mbazi, Banatu, etc)
Post #39

Eternal

Mike_Evans wrote:You should be fine, though, esp. if you dump enough of your extra points into Education.

I thought so.

I hope you all excuse me if I vent my feelings for my deceased dog... She was so cool. Ever had a dog you didn´t had to feed in the summer? When she was younger, Raija hunted her own food - rejecting any food she was given. Catching rodents in the fields like a fox. She grew up in the north of Sweden, in a very sparsley populated area. She ran free and was smart enough to avoid the bears. The first time she met another dog, she was four years old. She was never submissive to any other dog and she dominated dogs four times her size.

Would have put in a pic, but couldn´t figure out how to do it.
Post #40

Mike_Evans

Wow, sounds like she was she one hell of a dog! My parents' dog digs up moles from the yard and will eat them if my mom can't pry them out of his mouth, but that's nothing like hunting your own food every summer... wow.

A dog in a rural area is a happy dog. It sounds like she was lucky to have you for an owner too.
Post #41

Eternal

Thanx.
Post #42

Beren_Erchamion

Yup, my family's dog died this past year. Whenever I get a place of my own, I am going to get a dog. They're just the best, period. Sad to hear about your dog Eternal.

Anyway, Mike, we can talk about this more when I come by your place, but kind of weaponry/equipment would my character have. I am not too familiar with TI3 weapons, especially the specialized ones like sniping weapons and high explosives.
Post #43

Mike_Evans

Ok, here are the starting ability scores. Extra points may be distributed however you see fit, but you may never have more than 20 points in a single ability. Later tonight I will try to post the list of skills. Also keep in mind that I swapped the Letnev's starting charisma and body scores. Based on the tons of flavor material I have read, it is far more appropriate. Letnev are supposed to be half again as strong as a human, for example!

HACAN
Body: 5
Charisma: 9
Education: 1
Mind: 3
Ability: 7
Extra Points: 33


HYLAR
Body: 1
Charisma: 4
Education: 10
Mind: 10
Ability: 3
Extra Points: 30


LETNEV
Body: 7
Charisma: 3
Education: 3
Mind: 7
Ability: 10
Extra Points: 28


HUMAN
Body: 3
Charisma: 6
Education: 3
Mind: 3
Ability: 6
Extra Points: 37


XXCHA
Body: 5
Charisma: 9
Education: 5
Mind: 5
Ability: 3
Extra Points: 31


SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29

Post #44

Mike_Evans

To answer your question, Beren, the ship will have an armory with plenty of weapons. Each character may have personal (or customized) weapons. You will probably use the ship's stores for your demolition supplies (the bombs) but you will probably prefer to use your own tools and equipment.

I'll get more specific about equipment a little later. Rather than assigning a dollar amount to everybody I will probably let you have appropriate equipment. This may mean some character have more stuff, some less. Whatever makes a good story.
Post #45

Eternal

So Ability is a stat you can put extra points in? And give more skills?

Is this legal?:
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

Or can you explain the ability stuff a bit more?
Can I ask more questions?
Post #46

Mike_Evans

Your proposed distribution is legal. Extra questions are good. Ability is indeed a stat you can put extra points into. In fact, I'll give you a basic rundown of each category:


Body is raw physical potential, all aspects of one's physicality, including but not limited to size, strength, speed, flexibility, and coordination. Body statistic determines hit points, physical damage in hand-to-hand and melee combat.

Charisma reflects a character's facility for social interaction. How well does your character communicate ideas or understand what motivates people? If he or she has a high score in Charisma, quite adeptly.

Education measures how much you have studied in the past. It is what your character has learned and their ability to draw upon that knowledge. Knowledge includes specialized fields such as science or philosophy, but can include less formal learning such as trivia or gaming. High values here mean that the character has studied much in the past.

Mind measures mental capacity, not knowledge. Think of it more as an ability to learn than how much you actually know. If knowledge is water, then Mind is the container - a measure of how much water it can hold and how easy it is to fill. Mind encompasses quick-wittedness, abstract reasoning, memory, and learning aptitude. Your initiative/reaction time is your mind score unless you have the "Reaction" skill, in which case it is the higher of the two.

Abilities are trade skills that must be learned but are learned relatively quickly and can usually only be improved upon by doing, rather than through dedicated study. They determine how a character performs a skill or learned trade such as driving a car or riding a horse. One does not need to be highly intelligent to drive a car. Neither does one need to know how to build or repair a car to drive it. High values here mean that the character easily learns practiced tasks. If you want to be a good shot or capable fighter, this is an important category.
Post #47

Mike_Evans

I will be uploading a PDF containing the skills section, but here are the basic rules for skills.

Skills are scored from 1-60. 1 is a vague knowledge of the skill, 60 is complete mastery. 30 represents basic competency. A character with a skill of 30 can complete an average task without difficulty if given a reasonable amount of time and no outside stress factors. Each skill is also associated with a specific Category. The Fighter Piloting skill, for example, is associated with the Ability Statistic. You may not start with any skill level higher than 40

When you make a skill roll, you take the skill's point value and ADD IT TO THE CORRESPONDING STATISTIC. For example, let's say you are firing a weapon at an enemy. You have 30 points in the Ability Skill "aimed weapon" and an Ability of 10. 30 + 10 = 40. Roll a D100... if you roll a 40 or LESS it is considered a success.

In this way you can try to do something even if you are untrained. For example, you don't have any skill points in "Climbing" but you have a decent body score and the cliff side isn't all that steep. You could ask to try to climb it. You would roll on your body score alone (but I might give you a good modifier if it's a relatively easy climb). Sometimes it'll be a pass/fail thing. Other times it'll be a degree of success... for example you might fail, but just barely, so I'll tell you that the task will take much longer than it normally would, or it won't be done quite as well when you finish. This is ENTIRELY up to me as GM.

In this system, a roll of 1 or 2 is considered a critical success and a roll of 99 or 100 is a critical failure. In addition, I will usually vary the degree of success based on your roll. So if you rolled a 40 in the above shooting example, you would clip the guy in the arm. If you rolled a 4 you'd absolutely nail him.

SKILLS AND PROFESSIONS
I'll need each of you to choose a profession. I'll consult a chart and dole out a certain number of skill points for each category. You may also start with certain skills as a default, which you can then increase if you like.

Here is a list of available professions. If you don't see something you like or you feel it doesn't quite fit the description of your character, send me a PM and we'll tailor one specifically for you.

Assassin
Bodyguard
Bureaucrat
Doctor
Entertainer
Explorer
Independent Trader
Journalist
Law Enforcer
Scientist
Technician
Fighter Pilot
Soldier
Spaceship Pilot


Post #48

Beren_Erchamion

ASSASSIN!!!!

although soldier could work too, but I think I will leave that for Grummore.

SAAR
Body: 4
Charisma: 5
Education: 2
Mind: 8
Ability: 10
Extra Points: 29


Body: 4 + 6 = 10
Charisma: 5 + 3 = 8
Education: 2 + 2 = 4
Mind: 8 + 10 = 18
Ability: 10 + 8 = 18

I think that should be about right for my character. I will definitely post later with his story and stats in the same area.

Also, if Grummore feels like being the Merc. Commander, I would happily just be a normal Merc. I am usually better at taking orders in these types of things than receiving them.
Post #49

Lothar of the Hill People

HACAN
Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33


Independent Trader??? Maybe?

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.

Post #50

PsiComa

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.


Personal File: Access level 2 loading....

Post #51

tmp

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.
Post #52

Grummore

I'm gonna be the Jayne from Firefly of our team!
Post #53

Mike_Evans

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.

That kind of tolerance will make you one of the most easy-going Hylar any of the rest of the crew will have met in their travels!
Post #54

tmp

Yep, but it's all part of the psychological break that Burb suffered when he was kidnapped. Instead of looking down on them he really wants to belong, to be a true Privateer. Don't worry once they step into his Med bay he thinks he's god and bosses people around to no end.
Post #55

sigmazero13

Wow, this thread is growing fast I'm still getting caught up, but I have a question for Mike first. (PM)
Post #56

Mike_Evans

I will post a skill list (probably a scan of the book, since there's a LOT of text) when Beren returns my book later today. He borrowed it last night to give it a read-through.

If there is a skill you think you should have that's not on the list, PM me and we'll discuss it.
Post #57

Beren_Erchamion

So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.
Post #58

Grummore

Beren_Erchamion wrote:So, was it alright that I started my character with his own mag-rifle? It makes sense since he IS a sniper and would want a weapon that he is used to firing. Also, I would urge our captain (Lothar I believe?) to sock some grapple cartridges in the armory for use on any missions requiring sniper cover. Mike, I will get that book back to you around 5:00 or so. I might even have my skills picked out by then.


Well Beren, you could give us information so we could chew on something while waiting for the pdf! I will not be able to download it passed 5 hours from here. I only have dial-up internet connection at home Not that I do not want but it's not available!
Post #59

Mike_Evans

Beren: It's perfectly fine for you to start the game with your own modified mag rifle. As a sniper it seems fitting you would have your own preferred equipment, esp since you are a paid-by-the-job mercenary. As I said before (either in this thread or in PM, can't remember) you'll also probably have your own set of tools that you use for demolition work. You also held back on owning a ghost knife (which are obscenely expensive) so it shows your restraint.

I'm ok for players having one or more special possessions that enhance the uniqueness of their character, esp. if these possessions aren't overly expensive or powerful. For example, the two Hylar players haven't yet informed us whether their characters are a subspecies that can only breath water or not (a small percentage of Hylar are incapable of surface dwelling) and if that is the case, they probably have a small water-filled gravity platform enclosed with plasteel that they use to get around in. Such a platform would have several robotic arms designed for manipulating objects and one arm would be a computer interface jack. This would be a fairly expensive piece of equipment, but pretty necessary for a Hylar who can't breath air like most of their brethren.

For example, I suggested to Lothar that his character might have a special set of custom vibro-claw implants. Regular vibroclaws are bulky gauntlets that Hacan wear to enhance their natural weaponry, but it seems fitting that the governor would have paid for special modifications/surgery to be made to his favorite prizefighter.
Post #60

Grummore

Pretty hard to know all these things without the book!
Post #61

Mike_Evans

Be patient! Or buy your own book on ebay or something...
Post #62

Lothar of the Hill People

I may do that if this thing looks like it will have legs, too many books bought for games that died within a month. If I do decide to do so Mike, what is the name of the book?
Post #63

Grummore

Mike_Evans wrote:Be patient! Or buy your own book on ebay or something...


I am patient. Just Anxious to start and build my character

Btw, I am on that, trying to find the book somewhere on the net.
Post #64

Ugluk

Not available at FFG store.

Good luck on trying to find one.
Post #65

Mike_Evans

The name of the book is Twilight Imperium: The Roleplaying Game or something like that. It's out of print but a copy occasionally pops up on ebay and there are plenty of online stores that appear to have a copy here and there. There's also a Mecatol Rex expansion book.

As I've said before, the rules are very simple, all you'd be getting the book for is some extra background on each of the Big Six races plus easier access to the skills. I'm giving you guys the stuff you need to play piecemeal... you only really need to own the book if you want something to peruse for fun.
Post #66

Beren_Erchamion

I have seen them on e-bay. I am working out my characters abilities and then returning the book to Mike within a couple hours if he is around.
Post #67

Lothar of the Hill People

I dont mind, this break gives us time to create our backstories well. Many characters in ftf games I am in do not have good ones and that leads to less role playing and more roll playing.
Post #68

Robofish

HYLAR
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

Mike, is this a good set of stats for ops?

I have no idea about Hylar names.

I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water). My gear is ex-navy as I was not drummed out, and as such it is pretty good.


Post #69

Beren_Erchamion

Ok, my updated stats for my character are as follows:

"Rat" - Saar - Mercenary Sniper/Demolitions

STATS
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

SKILLS - ASSASSIN
BODY -> 30 USED
Strength: 20
Stamina: 20
Climbing: 15 (added all from extra)
Jump: 15 (added all from extra)
Dodge: 30
CHARISMA -> 30 USED
Fast Talk: 20
Haggle: 20
Persuasion: 30 (added all from extra)
EDUCATION -> 20 USED
Biology: 30 (added 20 from extra)
MIND -> 40 USED
Intuition: 20
Reaction: 40
Perception: 40 (added all from extra)
ABILITY -> 150 USED
Aimed Weapon: 40 (added all from extra)
Hide: 40 (added all from extra)
Streetwise: 20 (added all from extra)
Demolition: 30 (added all from extra)
Appraisal: 20 (added all from extra)

Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

The Story of "Rat"

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.
Post #70

Eternal

We should sort this captian thing out pretty soon, don´t you think?

I will push the issue here... if anyone aspire to the post (besides Lothar), he should let us know within 24 hours. If Lothar is the sole candidate, I will consider him our officially appointed captain. If there are more candidates, they should meet on the roof of the Empire State building and battle it out with colorful plastic swords.

Are you guys okey with this?
Post #71

Grummore

I think we pretty much gave him the job!

Aye aye Sir!

All hail to our Captain Lothar! Hum... of our Captain Leroy!
Post #72

Beren_Erchamion

I vote Lothar. I think he would make a good captain. Also, I am interested to see how a Hacan captain handles the crew.

Also, Grummore and Mike, my characters back story has included his merc. unit being hired. Is this okay with both of you. Grummore's character would still work fine, he would have just been hired separately. Might make for some interesting interaction between the mercenaries. Also, I guess the Merc. Commander is an NPC unless our captain decides to put Grummore's character in charge of the Mercs.

Returning the book to Mike now so he will be able to put everything up soon.
Post #73

sigmazero13

I'm fleshing out my backstory, so I'll hopefully have that tomorrow.
Post #74

Lothar of the Hill People

I just figured since no one else asked for the role, that I would have it. If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.

LOL, anyone want first mate?
Post #75

Grummore

Question to our GM : Do we really need a merc commander? We are two thugs. How about just been under the Captain, weapon officer, and first mate orders? As for the First mate, it could be as we said, an double assignment. Why not have a pilot first mate or a engineer first mate?
Post #76

Mike_Evans

My intention all along was for the first mate to be in addition to somebody's normal job.

You don't really need a Merc Commander.... though it seems to me like the Weapons Officer (Sigma) would be an appropriate person to be your supervisor.
Post #77

Beren_Erchamion

We have a very mobile merc. team! Two Saar... Sounds good for us to be under the weapons officer. I vote for our Weapons Officer as first mate.
Post #78

tmp

Lothar of the Hill People wrote:If you would like to try and take it from me, just challenge me to unarmed combat and we shall award the victor the spoils.


<burble> Yeah right, that's funny Cap'n Leroy and I fighting in unarmed combat <splosh><splosh><splosh> ha ha ha.<click>
Post #79

PsiComa

I'll flesh out my character tomorrow or monday I think. Got a whole lot to do this weekend!
Post #80

Grummore

Pumping up this thread! When do you think we will be able to start up?
Post #81

Grummore

I will modify my background story. I think it look like too much to "Rat". There's a few things I had sent to the GM before Rat came to life that sound too similar. I have another interesting Saar concept. Working on it.

And no, Beren, I do not allow that you change your background for me.
Post #82

Beren_Erchamion

Ah, too bad. Mike and I were discussing "Rat" on the night he put this up. Well, him and a possible Letnev Weapons Officer, but that was taken and I like the idea of playing as a mercenary anyway! So, Mike, any time frame on getting everything sent out or up on you site for the RPG. (all the info and stuff)
Post #83

Mike_Evans

Hopefully by the end of tonight, but I'm pretty busy. If I do it won't be until 10 or 11 tonight.
Post #84

Grummore

Updated my Character sheet

Time for a little change.

Story behind Chz'lor Rachiz

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Rachiz - Saar SOLDIER

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)
Post #85

Mike_Evans

As I posted previously, Ragh's Call has not happened yet, so the Saar are not organized and do not have their own territory yet. Reference: Post #4 of this thread, near the bottom.

This is the second time that I have had to correct somebody's backstory when it conflicted with something I posted. I know this thread is already long and full of stuff, but please ready my posts carefully, esp. when they have to do with events in-game.

You all know that I can be grumpy at times... just keep in mind that not reading my posts all the way through is the surest way to put me in a bad mood....
Post #86

Grummore

*slap self*
*slap self*
*slap self*
*slap self*
*slap self*

Just modified a bit the text. Dont tell me why, but I knew that something had to do with the Saar, but I didnt went too far in the searching.

That I will do, next time, my lord.

*bow down*
Post #87

sigmazero13

OK, here's my character stats. I'll post my story soon.

Korvin the Letnev Soldier/Assassin
Weapons Officer
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20
Post #88

Beren_Erchamion

Quick question. Weapons officer will be handling all the ship's weaponry correct? If so, our weapons officer might want to boost his education and mind a bit more. (at least from what I know of abilities)
Post #89

sigmazero13

I guess it depends on where a "baseline" is. I could adjust if needed.

My character doesn't have a lot of formal "education", but has a LOT of "field practice". As for mind, I know it's not the ultra-max, but if a 10 is a Hylar "base stat", I would assume it's relatively high (as I'd assume the base Hylar has a fairly high intellect and mental capacity), and thus a 12 would be pretty intelligent. Maybe not ultra-engineering, but not "average".

This is kind of what I gathered from Mike's post about the stats earlier, though. I could probably boost my Mind stat, but for my background I don't know if more Education would really fit. And a lot of Ability seems to make sense to me as my character is pretty well-skilled in what he does.

IE, I kind of envisioning my character not as one who could engineer a new brand of weapon, but would be able to modify weapons, and certainly be able to use one to the highest ability.

I hope that makes sense If I'm misunderstanding things in terms of what the relative "values" of the numbers mean, maybe Mike can correct me (gently? )
Post #90

Beren_Erchamion

Yes, you want ability maxed. I would not want you to change that. I am trying to remember the skill sets, but I am pretty sure that the space weaponry is under either mind or education. Again, I could be wrong so you should probably just wait until Mike gets those pages set up.
Post #91

Mike_Evans

Sorry I haven't gotten the Skills out yet! I would have had them this evening, but chose to play Twilight with Beren and Chrissaril instead.

Regular ship weapons skills (and piloting for that matter) are ability based, so 20 in ability is best. Dreadnought piloting/weapons are education based though, because Dreadnoughts are incredibly complicated and technical. 3D Tactics is an education skill the Weapons officer might want to have, but that's only one skill and you're bound to get enough skill points in education (even with a lower score) to max what you'll need for your job.

So Sigma, unless you want to be a real expert at heavy weapons platforms on Dreadnoughts, your character will be just fine. And considering that it's looking like your character might be the boss of the merc team, you'll want the nice body score so you can keep up with them at least somewhat. So I wouldn't change a thing.

As far as "base" starting points go, 5 base is average, 2-3 is low, 7-8 is good, and 10 of course is best. I would say that once EXTRA skill points are distributed, 10 become the "average," kind of like D&D (I think). Anything higher is good ranging to awesome, anything lower is less stellar to awful. So far everybody's stat distribution looks good for the kind of characters they want to have.

I will really try to get the skill stuff out tomorrow (Wednesday) by the evening.
Post #92

Grummore

Crewmen of the Starship " N'orr Bane "

LOTHAR - Captain Leroy, Hacan Independent Trader

Leroy was found as a cub by a gang of orphans on Moll Primus. They kept him as a pet early on feeding him scraps of meat if he preformed tricks for them, and gave him his name. As he grew, he learned first to defend himself from other groups of children on the streets, and then how to protect his own clan which had taken to calling themselves the "Raidin Wolves" As he grew in physical stature, he also grew in charisma and over time assumed a leadership roll in the orphan band. He became the kid who would barter with the fences in the area to offload any stolen or found items they had around for food money. When he had grown into a young adult, a raid for food turned bad. Many of the Raidin Wolves were killed by the local governors forces when they stepped into the crossfire of a governor's "election" (assassination of the old local governor) Leroy escaped with a few of the other Wolves and he decided to find a better way to feed himself.
As he had grown into young adulthood he entered into street fighting to earn his daily food. His performances were masteries of both skill in the kill and in motivating the crowd. He quickly became a fan favorite and soon was taken into the pay of a rival governor to the one whom mistakenly killed so many of the Raidin Wolves. Remembering the kindness of the orphans he gave a percentage of his winnings back to the downtrodden in the streets. It was during this time of celebrity prestige that he met a lost looking Hylar named "Burb". Recognizing a person in need and a potential future partner in a person that had skills Leroy so very badly lacked with formal education and the ability to scheme plans with vision Leroy took "Burb" in and let him stay with him.
Over several years he was able to gain enough money which "Burb" not only set up an organized orphanage, which used profits from both begging and small time thieving to feed the younger members, they also saved up enough money to place a bet on Leroy in a massively promoted fight. Leroy was to take on in unarmed combat an Adolescent N'orr who had failed to earn membership in the Tekklar order and was exiled. "Burb" researched a weakness in this N'orr and found that in the failure to enter the Tekklar order his right arm was damaged and had not recovered full strength yet. With this knowledge, in a savage display of cunning brutal fighting Leroy not only survived the fight, but won. His winnings were enough to finance (Mike fill in) percent of the cost to buy the ship he christened the "N'orr's Bane", but the cost was high. Leroy was wounded badly in the fight and will forever walk with a limp caused when the N'orr crushed his right knee during the fight.
Leroy once recovered began to see to finding the rest of a crew to man the new ship. He arranged with his former sponsor the Govenor "Mike fill in Name" to get a privateers agreement, and began recruiting a crew to lead into the most lethal battlefield, the stars.


Stat block

Body: 5 + 15 = 20
Charisma: 9 + 11 = 20
Education: 1 = 1
Mind: 3 +0 =3
Ability: 7 + 7 = 14
Extra Points: 33

-------------------------------------------------

ROBOFISH - First mate and Operations Officer Tar'riq Hawkyns, Hylar <Insert class>

My name is Tar'riq Hawkyns, formally of the carrier Renown. I was the ops officer on one of the Jol Nar fleet carriers. I round afoul of fleet politics: I supported the implementation of Human style cybernetic fighter implants, but another faction championed advanced miniaturised technology. As they were favoured by the Headmasters, I was forced to resign. There maybe a future for me in the fleet, but not now. I am still in touch with my fellow officers in the fleet, but only to keep everyone's options open.
I have moved to Moll Primus to get a job, I am good at what I do, and the attraction of having another Hylar on the crew is probably what made me join. I can breathe air, but I have my own Hydro suit and keep my quarters wet (as in full of water).


My gear is ex-navy as I was not drummed out, and as such it is pretty good.

Stat block
Body: 1+3=4
Charisma: 4+6=10
Education: 10+5=15
Mind: 10+5=15
Ability: 3+11=14
Extra Points: 30-30=0

-------------------------------------------------

PSICOMA - Pilot/Navigator Ian Dykera Antares, Human <Spaceship Pilot - wasnt sure>

Personal File: Access level 1 Granted.

Ian Dykera Antares

Species: Human
Gender: Male
Age: 26, birthplace: Kasdruun, Moll Primus.

Residence/Settlement: Moll Primus, nomadic nature.
Occupation: 'Freelancer', Pilot. Diverse.
Education: Diverse. Few officially finished grades.
Social Status: Unmarried.
Debt: Moderate.

Personal File: Access level 2 loading....


Stat block
TBD

-------------------------------------------------

ETERNAL - Engineer Junaqs, Xxcha

Junaqs great great grandfather was Kinn the Starpacer Terrorist. He lived in the Age of Dusk and was a fanatic idealist who did not belive that the cruel and flesh-eating races of other worlds deserved the traditional tolerance of the Xxcha. He participated in the bombing of the luxury cruiser Starpacer that resulted in some 600 deaths, including a Lazax offical and his family. He was sent to Moll Primus for his crimes.

Little is known of Junaqs great grandfather Nojaq, who lived during the chaotic early years of the Mentak Coalition. He was probably a factory worker.

Junaqs grandfather is famous under the Mentak name of Likvat and founded several mining colonies on the moons of Moll Primus. His work have contributed to the rapid growth of the Mentak Coalition and he even gained the title Erwan's Hand.

Junaqs father took the traditional Xxcha name Quanoj and revived many Xxcha customs. In his youth he was considered a spoiled brat, so he took part in a pirate crew to prove himself. He was deeply religious and meshed beliefs from Xxcha, Saar and Letnev mythology into a warped, shamanistic faith.

Junaq have followed in his fathers footsteps. He share Quanojs faith and just like it is for an alchemist, technology and religion is the same to him. Junaq have spent a lot of time at the Spaceport as a boy, fetching stuff, running errands for the crewmembers and listen to exciting stories. He have served on the ship for some years now and have seen a little action.


Stat block
Body 5+5 =10
Charisma 9+0 =9
Education 5+11 =16
Mind 5+5 =10
Ability 3+10 =13

-------------------------------------------------

SIGMAZERO13 - Weapons Officer and Mercenary Commander Korvin, Letnev Soldier/Assassin

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.


Stat block
Body: 7 + 8 = 15
Charisma: 3 + 2 = 5
Education: 3 + 3 = 6
Mind: 7 + 5 = 12
Ability: 10 + 10 = 20

-------------------------------------------------

TMP - Doctor Burb, Hylar Doctor

My Hylar's name is Burb, shortened from the nickname burble that Cap'n Leroy gave him from the weird noises that his translator water vibrations to air vibrations, juryrigged job, makes when he's in his hydrosuit. His old Hylar name would be Aki Nobuno, figure Hylar names would be japanese.

As for the attitude, Burb reserves it for anyone coming into his realms of expertise doctoring and general science. Any lack of refinement on the part of the crew is seen as just part of the Mentak way and having dedicated his life to the Mentak way he's fine with it.


Stat block
Body: 1
Charisma: 4 +5 = 9
Education: 10+5 = 15
Mind: 10+10 = 20
Ability: 3+10 = 13
Extra Points: 30 -30 = 0

-------------------------------------------------

BEREN - Trained Mercenary "Rat", Saar Sniper/Demolitions

Rat does not know where he was born or even when. He knows that he is approximately 25 years old. He grew up, an orphan, on the streets of Moll Primus. During the earlier years of his life, he earned a living by his quick wits and even quicker hand. He knew all the out of the way paths to travel, through the various utility shafts and sewers so as to never be seen too long.
About halfway though his life, he was caught, after a long and ardurous chase, by a mercenary band who had been hired to guard a particularly well-off diplomat visiting the planet. The mercenaries, impressed by his elusiveness gave him the option of being imprisoned or joining their number. True to his nature, Rat joined them and soon found his niche in the group, that of an assassin. His peculiar intuition, quick reflexes and ability to move quickly through small areas made him the perfect choice.
The mercenaries supplied him with a mag-rifle for his work and as the years have passed and he has earned more money, he purchased the weapon from them himself and has modified it to suit his work. His "baby" has been modified with a lengthened barrel for better accuracy and an impressive optical sight with IR capabilities. He also carries a thin bladed, but strong knife in a sheath strapped to his right boot. He has always dreamed of owning a ghost knife, but has not yet had the fortune of coming across such a wonderful weapon.
Recently, his mercenary band was hired by a group of Mentak privateers. He has, of course, come along for the ride and the excitement. Incidentally, Rat has a deep hatred for others of his race due to his abandonment when young. The only way to really prove yourself to him is to fight alongside him in one way or another.


Also, if possible, my character will be bringing his own weapon that he has been using in his previous mercenary jobs. He basically puts all his money into his weaponry. Weapon would be a mag-rifle modified for extended range and mounted with an sight capable of IR vision when necessary. He also wears a utility belt that he keeps stocked with with three grapple cartridges, a folding bi-pod for his mag-rifle and a pair of high-powered binoculars. He also has an old military bag scavenged from an operation that he keeps spare clothing and the occasional food pack in. It also comes in useful for keeping his mag-rifle out of sight when moving around highly populated areas. He usually carries around a few creds in various pockets on his person, the idea being that he will not have all his money stolen if someone does get the drop on him. He despises meal packs and prefers to eat at local pubs or cheap restaurants.

Stat block
Body: 11 (4 + 7)
Charisma: 5
Education: 2
Mind: 20 (8 + 12)
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)

-------------------------------------------------

GRUMMORE - Trained Mercenary Chz'lor Rachiz, Saar Soldier/Bureaucrat

A few years ago...

Fun? What is that word? Pleasure? What is that word? These are among the questions I kept having while adolescent. I had quite a few. But you know, been the son of a Saar Shaman... Interesting at the beginning with all the glory that comes with the title to our family and clan, but our family life was inexistent.

I strived for more, I wanted to explore and learn new things. I wanted my share of the life around me. I felt like an object. Eventually, I became disobedient, stubborn and even rebel. When my time came to ascend with the highest among the shaman acolyte of my clan, I shaved myself, dropped the whole fur all over the main table of the council before a meeting.

My father kept me prisoner in our own house. I was a shame for our family. They thought I became mad or diseased.

[snip a part for the GM]

After having learned that my father wanted to make me “disappear”, with the help of hired rogues, I escaped myself from home,[snip a part for the GM] and took the first ship that was going out and far of our clan territory.

En route to Arc Prime, in neutral territory, we boarded an unidentified vessel. For the first time, I saw the feline like race of the Hemirate of Hacan. Trying to hide my fear, I took the opportunity to completely disappear, knowing that eventually the Saar would find that I took a ship to the Barony; I moved toward the Hacanite and asked if he needed mercenaries or henchmen.

Luckily for me, he accepted. Why? I might never know… At least for now. For the first time, I felt FREE. I helped these “merchant” with their first job without getting me killed. The first planet I visited outside Ragh was Moll Primus: A planet with many dangers, but many opportunities.

In the following year, I learned many things with these peoples. I was assigned a place. I did what they expected me to do. I did not wanted to loose my place. I worked hard to become a specialist with weapon and martial art. Who know what I might learn next. The only things I know is that I do NOT want to return to this place that I once called home…

Ah yes! My fur is back! Albeit not as long as it was, but at least I am no longer bald. It was kind of cold without it.


Stat block

Body: 20 (4 + 16)
Charisma: 5
Education: 5 (2 + 3)
Mind: 8
Ability: 20 (10 + 10)
Extra Points: 0 (29-29)[/i]
Post #93

Grummore

Damn, took me half an hour to dig and get this ! It will be easier to modify this instead of digging through each time.
Post #94

Lothar of the Hill People

The ships name is "N'orr's Bane"
Post #95

Robofish

Robofish wrote:My name is Tar'riq Hawkyns, formally of the carrier Renown

I posted my name, right at the end of a post. Don't know what my class is yet
Post #96

sigmazero13

Background for Korvin, Letnev Mercenary.

Korvin grew up in a largely Letnev city on Moll Primus. However, his childhood was not exactly a happy one. His family, like many of the Letnev in this area, were descended directly from the original inciters of the Quann incident many ages ago. While some were able to keep their heads above water, Korvin's family was always struggling to get by. Such it was when Korvin came into life.

Growing up, Korvin learned from those around him, usually without anyone even knowing he was around. His older brothers got caught up in various street gangs, and though Korvin managed to avoid direct affiliation, the rough lifestyle was everywhere around him. He knew little of what went on off-planet, and thus did not have strong loyalty to his own race; however, he was fiercly loyal to those around him in his hometown. Perhaps it was because of his ability to stay friendly with various rival gangs, without offending or being pawn to any, but he was well respected among his peers, and as he grew older and more able, he began to protect others who had not joined a gang. Sometimes, he did so diplomatically, but often, his mere presence and deadly efficiency was enough to deter them.

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.

Some time later, Korvin was sent to "take care of" a respected ally to another governor, one whom had resisted the evil Governor's effort's to consolidate power. Dutifully, and blinded as usual by the governor's slick talk, he made his way to the assignment. When he got there, however, he discovered that the person he was sent to kill was one who had devoted many hours of time to helping the unfortunates on the planet - including many of the young children he had known in the city. He abandoned the job, and began to discover the web of deceit that had he had been caught in, and that the governor he served was in fact RESPONSIBLE for much of the sufferings that his friends and neighbors had known.

He quietly sent word to his family to evacuate, as he knew that the aborted job would be discovered soon, and realized that his family was there as "leverage", even if unbeknownst to him at the time. Korvin then went into hiding, honing his skills, and acting as a freelance mercenary under various names. He was not able to determine whether his family had escaped, and dared not inquire after them, at least not yet. All he could do was hope they got out safely.

One day, he heard word of a call for a crew aboard a Hacan captains mercenary ship. He immediately applied for the position of Weapons Officer, as his skill with various weapons, both handheld and ship-based, had grown immensely over the past few years. Captain Leroy did end up appointing him to the post, and Korvin is ready to serve, and hopes that someday, his path may lead him to destroy the governor who had betrayed him, and discover the whereabouts of his family.

Cold, a bit jaded, but fiercely loyal to those who prove their trust to him (and fiercely vengeful towards those who betray him), Korvin is a determined, efficient soldier who takes no guff, yet has a soft spot for those who are downtrodden unfairly.
Post #97

Grummore

Eventually, although he was not well known outside his city, his actions caught the attention of a local Governor, who was also Letnev. Seeking to consolidate his own power, he felt he could use this young Letnev to his advantage. Offering to take his family in if he would commit to being in his special trained service, the Governor began training this young warrior to serve him. Soon, he was acting as a special agent in various capacities, such as espionage, harassment, enforcement, and occasionally assassination.


Yes my young padawan!
Post #98

Mike_Evans

Skills are coming along nicely... I am done with all but Ability. I will probably post them here on the forum and later put them together into a pdf and put that up on the net somewhere.

Once that is done I'll get down to the business of allocating points to each of you, but at least you'll have something to read in the meantime!
Post #99

Mike_Evans

Alright, here we go! I'll post according to skill statistic. Also, as I said I will put together a PDF with all the skills so that you can print out something easier to read. Right now the stuff below will probably be filled with typos as I have been typing like a crazy person!

If you have an idea for a skill that isn't below, let me know, we may be able to work it out.

Your characters will have 450 skill points to spend. You may not have more than 40 skill points in a single skill at this time. You have TWO choices for character creation:

1) Tell me which profession you would like to have (make up one if the list doesn't have it) and I will dole out how many skill points go into each skill category. I may also give you certain skills that you must take at least a few points in.

2) Design your character's skills completely from scratch yourself. However, this comes with some warnings: First of all, you MUST send your choices to me in a PM before you post to the forum. Also, try not to just give yourself max points in every skill you need to be the most powerful character... rather, make your character a little more well-rounded and interesting. It's ok to max out the skills necessary to be an awesome pilot or scientist if that's your thing, but take some other skills too (like Art or whatever) in order to give some flavor to yourself. More skills at lower values will make you less powerful overall, but capable of taking on more varied challenges.
Post #100

Lothar of the Hill People

PM Sent for abilities.
Post #101

Mike_Evans

I just had an idea about skills.

Obviously I know when somebody is good at something, but I don't think to myself, "Hey, Lothar has a TI3 skill of 43 points," or "that plumber's skill level is 3 points higher than that one, but he's much more expensive so I'll go with the other guy."

Therefore, I'm thinking about having skills be like this... you PM me with your specific skill values, so you and I know exactly how many points you have in what. But then rather than posting the distribution to everybody else, you simply describe your character's strengths (and weaknesses). You can be as specific or as vague as you like depending on how much you want the other characters to know about you.

After all, everybody has talents that others don't necessarily know about them. I'm fairly certain that most of you aren't aware that I'm somewhat proficient in martial arts, for example, because it's never come up. Most of you probably do know that I'm a musician by trade, but none of you, not even Beren, have heard me play.

Anyway, I like this idea a lot and though it's a little more work for you guys, I think it'll add to the experience.

Those of you who have posted your skill lineup already (Beren only, I think) can just do your writeup describing yourself, or even tweak your skills if you like.
Post #102

Grummore

I will remove it and send it to you by PM. Beren skills I mean.
Post #103

Grummore

And btw, it's a good idea that nobody know your character too much!
Post #104

Lothar of the Hill People

Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".
Post #105

Mordred24

Lothar of the Hill People wrote:Leroy is a Charismatic leader who has special talents in trading and can be quite intimidating when he wishes to be. He is a powerful fighter adept at hand to hand combat but not so at ranged combat. He knows nothing of starships or computers, relying on the crew to preform the functions that he hired them for. He is quite wise to the ways of the streets, and his caterwauls can be heard from miles around when he "gets in the mood".


You're supposed to describe your character! Not yourself!!!



- an interested reader
Post #106

tmp

Burb blends into the background in most occasions there are three exceptions. One, when he's working on "patching" someone up. Two, when he's tinkering with computers. Three, when a political discussion comes up about the Coalition's application to become a recognized race. In the first two his superior skills shine and he becomes very forceful with orders. The third has actually led to several fights between himself and people who would ultimately regret tangling with Leroy, who Burb ultimately hides behind when the fighting actually starts. Everyone on the crew knows that it's Burbs excellent care that helped Leroy recover from his famous fight with the N'orr and that given time and equipment he can probably even fix the limp, something that has been frustrating him to no end. The crew has never had such great medical care.

Burb seems to be almost as good at fixing and programming computers as he is at people. It's obvious that both of these areas are his expertise. When it comes to general science he's decent, in combat he's a slippery customer, but can't handle a weapon to, well, save his life. He'll definitely leave that aspect of the ship to those scary mean who spend their time polishing their weapons.

OOC: As I have the rule book, I'll probably pm the actual skill stats when I get home tonight.
Post #107

Grummore

Found a book on ebay! Just bought it and on it's way home!
Post #108

Eternal

Have sent a PM with the skills. Must sleep now, will write something later.
Post #109

Mike_Evans

While those of you who have completed your character's skills are waiting for the others to catch up, I thought I'd post this for your viewing pleasure (and information). This is a small blurb on the languages of the Imperium. You should consider which of these languages your character knows, and to what degree. We won't assign skill points to the language, but it would be good to know whether your character is a master, fluent, semi-fluent, passable, somewhat familiar with, or completely clueless on each of these languages. I suppose there are literacy issues as well... esp for your non-edjamacated folk!

Most independent planets (and even some that have been absorbed the Great Races) have their own local languages, but the following tongues are by far the most prevalent in the Imperium. They are listed in order of popularity, based on the number of beings who speak the languages.

Lazic - Ancient language of the Lazax. Spoken as a native language by the Letnev and Mentak. Official language of the Galactic Council on Mecatol Rex. Almost all beings in the Imperium have at least some proficiency in this language.

Solar - Also known as Esperanto. Official language of the Federation of Sol. Spoken on virtually every planet in the Imperium. If the person you’re talking to doesn’t understand Lazic, try Solar.

Hacani - Language of the trade routes. The written language is constant, but consists of many spoken dialects, most common being Arretzi. Virtually every merchant in the Imperium is proficient enough to conduct business deals in this language. Business contracts are almost always written in Hacani due to the lack of ambiguity in this language. Lawyers and businessmen who are remotely competent are always fluent in this language.

Hylic - Language of the Universities of Jol Nar, but only used by the Hylar when submerged in water (they usually speak Lazic or Solar when surface-dwelling). It is virtually impossible for non-aquatic species to comprehend or replicate this language without translation software. The written form is somewhat difficult but accessible to all species. Most computer programmers are proficient in the written form, considering the amount of computer components and programs that hail from the Twin Oceans.

Xxanoq - Language of the Xxcha. Not widely spoken outside of Xxcha borders, but studied and admired by scholars of every race for its complex structure and beauty, as well as its superlative ability to convey multiple meanings simultaneously in a single sentence. This makes for powerful poetry, but for this reason, even the Xxcha write their legal contracts in Hacani!

Sardakkai - Spoken only by the N’orr. Consists of an extremely complex grammar that can befuddle even the most astute exo-linguist. It sounds like a series of rapid hisses and clicks. Non-insect species lack the physiology to replicate the sounds and most require translation software to converse. Conversely, the N'orr don't have appropriate tissues to speak most other languages themselves, so they rely heavily on translator boxes in order to communicate with other species. In fact, N'orr-manufactured translators are even more reliable and contain more language libraries than Hylar models. The written form of Sardakkai can be learned by non-N'orr, but only the most dedicated and intelligent pupils can make heads or tails of it.

A careful reader may wonder why the language of the Saar is not on the list, even though this species is the second most numerous in the galaxy after humans. The Saar did indeed have their own language at one time, but it has degraded over the millenia due to the lack of a central home system and the wide dispersion of the race. Today, most Saar speak the most prevalent language in their area. Scholars and exo-anthropologists have pieced together enough of the ancient language to create a fairly comprehensive database, but virtually no living beings are fluent in this dead language. However, recently Saar shamans have been seen using the database to teach classes in the language to small groups of younger Saar, usually between work shifts. The language is spoken very rapidly, and takes on a musical lilt when spoken by someone of moderate proficiency.
Post #110

Eternal

Character Description
Junaq is a bit larger than your average Xxcha and doesn´t use any unnecessary gestures. He doesn´t inspire the trust a Xxcha usually emit. This strange technichian does not participate in the social community of the ship and nobody have seen him eat. He can disappear for hours or even days – which is quite a feat on a small ship.

The ship is considered a living being by Junaq, or rather a hive of interacting entities. He is familiar with all systems and can comfortably fill the seat of the pilot or operations officer. Not to shabby with the ship weaponry eigther. He can handle computers or at least take them apart. And will of course fix things when they broke down…

At times, the deep voice of Junaq will resound in all quarters as the shaman sings to the ship.

When you struggle with a difficult matter and don´t know what to do, you will get the advice to seek out Junaq. He doesn´t speak a lot, but when he do Junaq will show an insight in the matters of the galaxy as well as in the universe of the mind.

There is a rumor that Junaq have a cousin in the government, but nonody know for sure.
Overall, Junaq is reliable and stable. Someone to count on when things goes bad.

Languages
Lazic - Master
Solar - Somewhat familiar with
Hacani - Proficient
Hylic - Proficient (written)
Xxanoq - Fluent

Post #111

sigmazero13

I'll try to have my skills PMed to Mike soon. This week has just been crazy between family illnesses and trying to catch up with work.
Post #112

Mike_Evans

Don't worry... it is kinding boggling my mind how much stuff I really should do to make this the best experience, so I'm fine with people taking their time with this. I don't see any real need to rush... unlike a TI3 game, there's no real "end" to an RPG, really...

Edit: Please note that somehow I missed putting the "Tracking" skill into the Ability Skill section. It's there now, let me know if you want to modify your profiles.
Post #113

tmp

Lazic - Fluent.

Solar - Fluent.

Hacani - Fluent.

Hylic - Master.

Xxanoq - Clueless

Sardakkai - clueless.
Post #114

PsiComa

Cool. I might need a few days to complete the character myself. Got way much my hands out the week-end.
Post #115

Grummore

Rachiz - Saar

I have a very moderate education.

Saarii? - Fluent

Lazic - Fluent
Solar - Semi-Fluent
Hacani - Passable
Hylic - Clueless
Xxanoq - Somewhat Familiar
Sardakkai - Clueless
Post #116

Lothar of the Hill People


Leroy

Saarii None
Lazic - Fluent
Solar - None
Hacani - Fluent
Hylic - None
Xxanoq - None
Sardakkai - None
Post #117

Beren_Erchamion

Rat - Saar

Saarii - None
Lazic - Fluent
Solar - Fluent
Hacani - Fluent
Hylic - None
Xxanoq - Just a bit from stolen documents
Sardakkai - None
Post #118

Eternal

A slow pace won´t bother me at all... though I have plenty of time to spend on this at the moment.
Post #119

Mike_Evans

I just had a very satisfying rpg session with my face-to-face group. It only served to make me even more excited about this group, with its larger crew and the extra time one can take to write out cool descriptions of in-game events.
Post #120

sigmazero13

SOrry for my delay, guys... once we get past the character creation into the RPG it should be easier, it's just been tough to devote time to plugging the numbers together.
Post #121

sigmazero13

Korvin:

Saarii - None
Lazic - Fluent
Solar - Passable
Hacani - Can understand basic phrases, not able to "speak" it worth anything.
Hylic - None
Xxanoq - None
Sardakkai - None
Post #122

Mike_Evans

I got Sigma's skills and they are good. Now all we need is Psi's character, if I'm not mistaken!
Post #123

PsiComa

While I think of my abilities I made this small text where mr. Antares himself explains the short version of his background.



"So why did you decide to become a pilot, Ian?"

<looks out through the window and gazes to the distance, making his serious-face> -"It must have been that time, when I was a kid. Remember this as it was yesterday. The thunder.. the ground shaking beneath us as the earthquake swallowed our town bit by bit. Nowhere to run, we watched the ground around us were falling into the abyss. The families all stood cramp up together in the last safe place, if only to meet their fate together. Then this roaring overhead, different than the thunder we heard. A shadow in the dusty air above. Then a bright powerful spotlight hit us, and a voice told us to calm down. He would get us out of there. A freelancer pilot in his own ship, stopping to save us, people he didn't even know. He came outside, risked his life saving an old man from falling down the cracks while our families, young and old, ran up the ramp into his hovering ship. At that moment, I knew... <Ian bursts out into a surpressed laugh> Sorry, I couldn't go on. Really. That wasn't what happened at all. I'd like to tell you a heroic tale of why I chose this, but there simply arent' one. .

<The young woman smiles and shakes her head> " and I almost believed you were a deep, sensitive, interesting man and a hero".

-"What can I say. Honesty always fails you in the end" <Ian takes a sip of his beer>.
-"Works so far, though" <She winks, both chuckles>
-"But for real, one day I realized that.. flying is the only way to get anywhere in this trash galaxy. <raises an eyebrow> I mean that literally as much as figuratively For me, the stars was the way to look to get out of my scarce environment. Up there was glory, new frontiers. Adventure. Down there was.. Well, mostly trouble. Not that I have a real reason to complain. My parents was relatively wealthy, and I had several good opportunities to get a good education. All blown. You see, as a kid I was.. really smart. It's true, I was a friggin bright little brat, picking things up really fast. Once I even participated on this test to determine if I was in fact a genius. It turned out I wasn't'... but still, I was a damn smart kid. So my parents had great belief in sending me to schools and universities and all in my late teens. And so I did. Well, so I did many times...
When I moved to Enteria Complex (large city on Moll Primus) I guess I found the wrong people -or right people, depending on your situation. Anyways, I slowly got dragged into the underground, making an enemy for every ally. There was a period of unrest, to put it like that. Trouble with the wrong kind of people. A lot of fights. A lot of drinking.. smoking. And all this while I studied music composition. That was just before I gave a throw at advanced physics. I was also at economy and journalism to name a few. Thing was, I mostly didn't quit because I wouldn't manage it. I learned a whole lot, and I feel that was all I needed. For my exams.. well, either I had a hangover, was beaten up, simply overslept, or had my attention to some project I couldn't put down. I think that was my problem exactly; the god damn attention and interest. The papers meant nothing to me, but the knowledge did. The knowledge I could USE in my down-to-earth or rather down-under-earth activities. I was the god damn street academic. I did some good business for a time.
But hey, things got worse as they always do. And I had never planned to stay in Enteria forever, and especially not when I always had to sleep with an eye open for enemies. I grew sick of the entire place and planned my leave for either another city or off-world. Then some day a starship pilot by the name Sprys Mulgren I had a conversation over some beer on a bar. He asked if I knew hacani, and if I would mind to join for a trip through the Exerron Star Lanes, into the Stellamaine sector. I had a business partner from Arretze or something he would deal with. Having studied a little Hacani, I accepted immediately. I figured it was about time to leave the city anyways, for my own damn sake. I had recently angered some crime lord I wouldn't be fond to meet. So we left the atmosphere as soon as Sprys had slept off the worst drunkenness. Nice guy, that one. He was from some off-sector planet and kept telling stories in his strange dialect. He taught me the basics of piloting in the meantime though. I suddenly felt like THAT was my arena. Navigate the stars and being able to move to endless worlds and wonders. THAT caught my attention. Funny thing is, or tragic thing, is that I had to learn most by myself. After a week the poor master Mulgren had a heart attack and died during flight. Can you believe it? There I sat, trying to fly this heavy ass freighter of his. I luckily I found a small space station some fifty hours off. If I was to pilot that thing in into that station I had to practice. And I did, hour after hour intil I simply dropped. I woke up by the monitor that it was time to go manual. Here goes. Of course, this being to heroic story, I DID crash the ship into something I shouldn't. And I did lose the ship shortly after. But that's part of another story. But from that time, I've simply been a fortune seeker. Money talks for this guy <points at himself> money, adventure, flying.. women, maybe.
And of course, I have to jump at the word of my current fluffy captain. As of now, he runs the show. But I'm okay with it. So far it's going well. So far.. But I have a feeling we'll end in trouble or true glory. But most probably the serious kind of trouble, and I have a really bad feeling about it. You know, that's what drives me. THAT keeps my attention and makes the blood boil for me. And yes, if you haven't noticed yet, I am just a tiny bit o' crazy".


Post #124

PsiComa

He is a great starship pilot but more so a jack-of-all-trades. Are we keeping the skills secret to each other, since some of you PM'ed it?





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