Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RtD Galactic
>1. Conduct some high quality repair work. >2. Check local markets for a serviceable space hardsuit in good enough condition to survive atmo reentry. >3. Go for a run. Check out the scenery. Make sure that I was pieced together properly in the hospital.
Mon Oct 17, 2016 3:19 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RtD Galactic
day 1: Check in with Nico. Day 2: gun trading. Repaint Mr. Suitson. Day 3: Enlist Lofty's help to carry illicit cargo to the fence.
Mon Oct 17, 2016 3:58 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: RtD Galactic
>1: Call my mom so she knows about what happened. >2: Get repainted. >3: Explore the city!
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4.
Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Equipped: Mono-Glass White T-shirt Black Cargo Pants Mindjack
Inventory: 13800 GalCreds Toolkit Level 5
Day 1: You find a supermarket, and you buy some Terran rice, spiced soybean seasoning, tea bags, and 6 Forrin Apples for a snack. It costs 50 GalCreds. Roll for Luck- Threshold 3- 6 You find a group of cars on the highway about 100 meters outside of the town. You buy some mechanical supplies for 500 GalCreds, and attempt to fix all the cars. Sine your mechanical skills are extraordinary, as well as the kit, you easily make 2800 GalCreds from fixing all 7 cars. Day 2: Luck: 6 (again) You find a farmer with a rundown trailer. He offers to buy the brick, then sell it at small villages for profit. He also needs it fixed, however. You fix the trailer for 1000 GalCreds, and a 50 GalCred tip! Day 3: Luck: 2 You don't find any more machines to fix. However, as everyone finishes dinner, you all see John arrive. What do you do?
Maart3n(Kyr)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 +2 Intelligence 4 +1 Charisma 2 +3 Will 2 Ability: Can manipulate four things at once
Backstory:
Description:
Abilities: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated.
Split vision: No/lower penalty to aiming at multiple things at once.
Contacts:
Nico: A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies.
Jonah Silverton: Arms Dealer
Mike Re: Fence
"Fox's legacy": Heavily modified Ibram Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo.
Equipped: White T-shirt Black Cargo Pants Mindjack
Inventory: 8300 GalCreds 4 Beretta 98SCs 16 11mm 12 Shot clips 1000 11mm Bullets Golden Yellow Paint Can (Half Full)
Day 1: You set up meals at the hotels. It costs 200 GalCreds. You check in with Nico, and he confirms the repairs are complete. He also has a couple contracts, if you are interested. Day 2: You purchase the guns, as well as 16 clips and 1000 bullets. After, you take the complementary paint, which happens to be a beautiful golden yellow. You both decide it looks much better than the drab lemon yellow, and reprint the entire yellow area. Day 3: You wait all day, but the ship only arrives after dinner, which happens to be rice with crab purée. Delish! What will you do?
CrazyMLC(Lofty):
Name: Lofty Flourish
Race: Slylandrin: The Slylandrins, simply put, are an ancient race that evolved upon a gas giant they call Source. Though it might surprise you to learn that even though they're an ancient species, the Slylandrin are, in fact, newcomers to the galactic scene. You see, being gaseous in nature, the Slylandrin were unable to create their own spacecraft—or for that matter, create any kind of written record of history or technology of almost any kind. It wasn't up until recently that the humans found the Slylandrin during a routine survey, and learned of their plight. It wasn't long before the humans agreed to help the Slylandrin leave their home planet. While still in the early stages, this effort has culminated in the development of sophisticated pressure suits for the Slylandrin, giving them the ability to explore the stars.
Backstory: Lofty Flourish is a relatively young Slylandrin, only a thousand years old. His people chose him to be one of the first to explore the stars, and tasked him with one day returning with stories of the world beyond Source. Though a bit of an airhead, his sturdy suit makes him a valuable companion.
Description:
Stats: Strength: 4+2 Agility: 2 Perception: 2 Speed: 2 Intelligence: 2 +1 Charisma: 4 Will: 5 +3 Can survive harsh environments, such as a vacuum.
Abilities:
Friend in Need: Lofty doesn't have a very good sense of self preservation; he will gladly take a hit to protect his allies/friends, and gains a bonus when attempting to do so. When Defending others, if damage is take, it is reduced by half, rounded down, or 4, whichever is lower.
Tinkerer in Training: Lofty spoke with several human experts on the intricacies of his pressure suit! He thinks he could fix most issues with it, or maybe fiddle with other machinery. Probably. This is all kind of new to him. +4 to checks on fixing suit, +1 to all other Mechanic checks.
Contacts:
Frederick K. Paulton (Xenospecies Specialist)
Tamara Lu (Technician & Suit-repair Expert)
Daande (Random Kandaari that Lofty made friends with at a night club)
Flippant Flourish (Mother, still lives on Source)
Equipped: Mindjack
Inventory: 9780 GalCreds White T-shirt Black Cargo Pants Backpack Jade Necklace Painting
Day 1: You set up meals at the hotel, for 200 GalCreds. You also call your mother. She seems very proud of you. Day 2: You have your suit repainted a vibrant golden yellow. Day 3: You go explore the city, well more of a town. There are 4 central buildings, surrounded by residential buildings and shops, as well as an open market. You peruse the goods, and buy a beautiful picturesque paintings, and a jade necklace, for only 20 GalCreds.
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar orbital station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they only found an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is noticeably deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations. +2 to all Mechanic and Flying tests with spacecraft and space stations.
Contacts: Rackham Modular Orbital Systems: A firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: Commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: An ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: Jakob's favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: White T-shirt Black Cargo Pants Mindjack Painkilling Gum
Inventory: 10000 GalCreds
Day 1: Skill Roll-4 + 8 - 3 You fix the machinery after a bit of concentrated work. You earn your pay check, and set up meals at the hotel for 200 GalCreds. Day 2: Luck Roll- Threshhold-5 Roll 3- You don't find a hard suit, but you do get do know the town a bit better, as well as find that painkilling gum. You buy a box for only 300 GalCreds! Day 3: You go for a run, and find that you seem to be a little more fit.
Tue Oct 18, 2016 2:36 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RtD Galactic
Let the others handle the shipment while I pick up Fox's legacy.
Tue Oct 18, 2016 2:56 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RtD Galactic
> Tell John about the farmer that wants to buy brick and mortar. Check out the ship he brought and the supplies on it.
Wed Oct 19, 2016 1:44 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: RtD Galactic
> ATTEMPT TO WEAR THE NECKLACE AROUND MY PRESSURE SUIT'S "NECK" AREA. THIS IS OF UTMOST IMPORT.
Wed Oct 19, 2016 8:23 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RtD Galactic
>Enjoy some of my new purchase. Take a look at the ship John brought down here.
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4.
Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Equipped: Mono-Glass White T-shirt Black Cargo Pants Mindjack
Inventory: 13800 GalCreds Toolkit Level 5
You meet up with John, outside the hotel. He opens the ship, and pulls out a Sniper Cannon, more specifically the ATW-12. After being anchored to the ground, it can shoot a massive 4kg slug at a whopping 500m/s. It will absolutely destroy any vehicle, but good luck getting it to hit a person. Other than that, he has 9 other crates. 1 is filled with 6 K-LMG-7s, aka "The Dragon 8.0". It shoots 50 incendiary flak rounds. After calling up the farmer, he drives his Truck to your location, and loads the 8 other crates, filled with bricks and mortar, into the trailer. However, before he can pay you, you hear a ping, and about 20 lightly armored gunmen drop down, all covered in their parachutes. John: "That... may be a problem."
Maart3n(Kyr)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 +2 Intelligence 4 +1 Charisma 2 +3 Will 2 Ability: Can manipulate four things at once
Backstory:
Description:
Abilities: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated.
Split vision: No/lower penalty to aiming at multiple things at once.
Contacts:
Nico: A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies.
Jonah Silverton: Arms Dealer
Mike Re: Fence
"Fox's legacy": Heavily modified Ibram Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo.
Equipped: White T-shirt Black Cargo Pants Mindjack
Inventory: 8300 GalCreds 4 Beretta 98SCs 16 11mm 12 Shot clips 1000 11mm Bullets Golden Yellow Paint Can (Half Full)
Due to paperwork, Fox's Legacy will only be there by tomorrow. However, as you finish your meal, you hear thumps outside, and see gunmen fall from the sky. What do you do?
CrazyMLC(Lofty):
Name: Lofty Flourish
Race: Slylandrin: The Slylandrins, simply put, are an ancient race that evolved upon a gas giant they call Source. Though it might surprise you to learn that even though they're an ancient species, the Slylandrin are, in fact, newcomers to the galactic scene. You see, being gaseous in nature, the Slylandrin were unable to create their own spacecraft—or for that matter, create any kind of written record of history or technology of almost any kind. It wasn't up until recently that the humans found the Slylandrin during a routine survey, and learned of their plight. It wasn't long before the humans agreed to help the Slylandrin leave their home planet. While still in the early stages, this effort has culminated in the development of sophisticated pressure suits for the Slylandrin, giving them the ability to explore the stars.
Backstory: Lofty Flourish is a relatively young Slylandrin, only a thousand years old. His people chose him to be one of the first to explore the stars, and tasked him with one day returning with stories of the world beyond Source. Though a bit of an airhead, his sturdy suit makes him a valuable companion.
Description:
Stats: Strength: 4+2 Agility: 2 Perception: 2 Speed: 2 Intelligence: 2 +1 Charisma: 4 Will: 5 +3 Can survive harsh environments, such as a vacuum.
Abilities:
Friend in Need: Lofty doesn't have a very good sense of self preservation; he will gladly take a hit to protect his allies/friends, and gains a bonus when attempting to do so. When Defending others, if damage is take, it is reduced by half, rounded down, or 4, whichever is lower.
Tinkerer in Training: Lofty spoke with several human experts on the intricacies of his pressure suit! He thinks he could fix most issues with it, or maybe fiddle with other machinery. Probably. This is all kind of new to him. +4 to checks on fixing suit, +1 to all other Mechanic checks.
Contacts:
Frederick K. Paulton (Xenospecies Specialist)
Tamara Lu (Technician & Suit-repair Expert)
Daande (Random Kandaari that Lofty made friends with at a night club)
Flippant Flourish (Mother, still lives on Source)
Equipped: Mindjack
Inventory: 9780 GalCreds White T-shirt Black Cargo Pants Backpack Jade Necklace Painting
You modify the necklace strap to attack to the side of your suit neck using magnets. However, as you do this, you see many gunmen fall from the sky. What do you do?
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar orbital station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they only found an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is noticeably deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations. +2 to all Mechanic and Flying tests with spacecraft and space stations.
Contacts: Rackham Modular Orbital Systems: A firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: Commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: An ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: Jakob's favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: White T-shirt Black Cargo Pants Mindjack Painkilling Gum
Inventory: 10000 GalCreds
As you go to the ship, chewing a piece of gum, you see about 20 gunmen fall from the sky! What do you do?
John Freemaneth: Falcon I Sniper Cannon Flight Gear
Farmer Rick: Butterfly Knife Farm Clothes
Outside: 20 Gunmen John Judith Truck w/ goods Machineguns Rick
Inside: Kyr Lofy
Map coming tommorow!
Fri Oct 21, 2016 4:37 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: RtD Galactic
"Oh wow, I've never seen that before! Are these those policemen you guys keep talking about?"
> Wave as I walk up to the gunmen.
"HELLO! What seems to be the problem?"
Last edited by CrazyMLC on Fri Oct 21, 2016 3:21 pm, edited 1 time in total.
Fri Oct 21, 2016 9:57 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RtD Galactic
Take cover behind the Falcon 1 and open fire with maximum amount of pistols. "NO! Lofty, get in the truck!"
Last edited by maart3n on Sat Oct 22, 2016 12:55 am, edited 1 time in total.
Fri Oct 21, 2016 3:09 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: RtD Galactic
"O-oh, okay..."
> Get in the truck. Wave goodbye to the gunmen.
"Why are we leaving?"
Last edited by CrazyMLC on Fri Oct 21, 2016 6:40 pm, edited 1 time in total.
Fri Oct 21, 2016 3:20 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RtD Galactic
"...are you ♥♥♥♥ kidding me?" >Jump into the truck. Keep my head down.
Fri Oct 21, 2016 4:12 pm
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RtD Galactic
Sorry if this changes your ideas. Also, the gunmen are to the East.
Fri Oct 21, 2016 9:57 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RtD Galactic
Jump into the land vehicle, or into the space vehicle built to survive re-entry and high-speed micrometeors?
> Get into the falcon and drag John with me, partially close the ramp. Grab an LMG and keep it aimed at the gunmen. If they approach aggressively or fire, fire back at them. Don't bother trying to hit, just suppressive fire.
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