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[Hulks & Horrors] The Korathraz Conflict - recruiting

Started by J Arcane, March 19, 2013, 07:34:46 PM

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Vargold

Since everyone else went with 3d6 in order, I decided to follow suit, using the Dicenomicon app on my iPhone. Here's what I got:

STR 11, INT 15, WIS 10, DEX 10, CON 11, CHA 14

I'm going to stick with these and go with a Scientist.

==========

Name: Faraday King
Class: Scientist
Level: Intern (1st)
Languages: Tradespeak, Scilang, Precursor-A

=== CLASS TRAITS ===

Hit Die: d6
Saving Throw: +1 WIS
Weapons: Pistol, Dagger
Armor: Light
Preferred Environment: Oxygen, Medium Gravity
Starting Credits: 1,200

=== COMBAT STATISTICS ===

Hit Points: 4
Armor Class: 7
Melee To-Hit: +0
Ranged To-Hit: +0
Carrying Load: 55 lbs. (29 lbs. carried)

=== STATS ===

STR: 11
INT: 15 (Charge +2)
WIS: 10
DEX: 10
CON: 11
CHA: 14 (3 languages)

=== SAVING THROWS ===

DEX: 10
CON: 11
WIS: 11

=== SCIENCE! ABILITIES ===

Charge Points: 4
Lvl 1 Programs (2): Detect Energy, Lock Opener

=== SPECIAL ABILITIES ===

Science!: See above for multi-tool’s capacity.

What Is It, Doc?: Provided multi-tool still has Charge, adds +1 to INT checks to identity foreign objects.

Overload: By overloading and destroying multi-tool, can execute one final program regardless of Charge cost. Can only replace multi-tool at home base / home ship.

=== EQUIPMENT ===

Laser Pistol: 2d6H damage, 2 lbs., 180 cr.
2 magazines: 15 shots each, 2 lbs., 36 cr.
Fiberweave: AC 7, 2 lbs., 100 cr.
Filter Mask: 50cr.
Rebreather: 1 lb., 100 cr.
EarPod: 100 cr.
Collapsible Solar Panels: 10 lbs., 200 cr.
Wrist Computer: 1 lb., 200 cr.
Filter Bottle: Holds 16 oz. of water; 1 lb., 30 cr.
Pocket Knife: 1 damage, 1 lb., 20 cr.
Backpack: Carries 50 lbs., 2 lbs., 40 cr.
Electronic Torch: lights 60’ area, 24 hr. charge, 1 lb., 20 cr.
Field Ration (x5): 1 day meal each, 5 lbs., 50 cr.
Clothing: 1 lb., 20 cr.

=== MONEY ===

Current Credits = 54
9th Level Shell Captain

"And who the hell is Rod and why do I need to be saved from him?" - Soylent Green


J Arcane

Oh, and don't forget the new Engineer class is on the table for anyone still debating class choices.

It's in the FTL #1 post from last week.
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Drohem

So it looks like we have thus far:

  • Scientist
  • Bearman
  • Soldier

Weru, have you decided on a class for your character?

Vargold

Quote from: Drohem;644710So it looks like we have thus far:

  • Scientist
  • Bearman
  • Soldier

Weru, have you decided on a class for your character?

For the record, Faraday King ABD appreciates the solid wall of violently-skilled flesh standing in front of him.
9th Level Shell Captain

"And who the hell is Rod and why do I need to be saved from him?" - Soylent Green

The Butcher

#35
Name: Kane Eriksen
Class: Soldier
Level: Private (1st)
Languages: Tradespeak, Rrethuff, Antropophagi

Stats: STR 17, DEX 11, CON 10, INT 12, WIS 9, CHA 13

Hit dice: 1d10 Hit points: ...
Saving throws: DEX 11, CON 11, WIS 9 (10 against surprise)

Special abilities
Precision strikes (+1/level to hit and damage)
Favorite weapon (+1 to hit with "Mr. Snuggles" the cutlass)
Covert ops (+1 DEX to stealth checks)
Sharp eye (+1 WIS to save vs. surprise)

Gear
Combat knife (1d4 damage, 1lb, 25cr)
Cutlass (1d8 damage, 3lb, 85cr)
Pulse rifle (3d6h2 damage, 7lb, 300cr) with 2 clips (30 rounds each, 8lb, 60cr)
Carbon shell armor (AC 5, 5lb, 150cr)
Rebreather (1lb, 100cr)
Backpack (2lb, 40cr) with: electric torch (1lb, 20cr), rope (100', 5lb, 30cr), 5 field rations (5lb, 50cr), filter bottle (1lb, 30cr), 1 dose of Heal-X (50cr) and 1 pound of Thermex (1lb, 50cr)

Total encumbrance is 40lb.

Funds are a whopping 10 credits left to his name after buying gear.

Kane is a big guy with light blonde hair, blue eyes and an easy laugh, whose true savage nature is only apparent when the shit hits the fan and he revels in the chaos and bloodletting of combat. Born on a crapsack hot jungle planet in the galactic boondocks, after a life of juvenile delinquency he stowed away aboard a pirate cruiser and never looked back. A man of big appetites, his career as a "freelance shipboard security consultant" (he really resents the term "space pirate") has taken a turn for the worst lately and he's willing to do anything for cred. Even working with Bearmen.

He would totally be played by Dolph Lundgren. The Expendables Dolph Lundgren, or maybe Universal Soldier Dolph Lundgren (as opposed to Rocky IV Dolph Lundgren or God forbid, Masters of the Universe Dolph Lundgren).

Left HP blank because Invisible Castle is offline, BTW. Let me know if the sheet is OK.

The Butcher

Quote from: Drohem;644710Weru, have you decided on a class for your character?

If Weru goes with the Pilot we have a very nice party of 4.

Should we be loooking into getting henchmen? Or a M.U.L.E. at least?

Black Vulmea

Is this particular lifeboat full, or is their room for one more?
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

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ACS

J Arcane

There be room!

and once we've got a ship arranged I plan to crew it with some redshirt helpers who can be drafted into service to replace any dead PCs.
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Weru

Name: Zed "Pipsqueak" Seeker  
Class: Pilot
Level: 1st (Airman)
Languages: Tradespeak, Interface, Red-red.

STR: 7 -1
DEX: 14 +1
CON: 6 -2
INT:  10
WIS: 12
CHA: 13 +1

Hit dice: 1d8 Hit points: 1
AC: 10/8 or 6/4
Saving throws: DEX 15, CON 6, WIS 10

Special Abilities
Daredevil
Expert Gunner +2 vehicle weapons
Computer Nerd +1 Int comp checks
Zero G Training -1 AC in Z-G

Credits: 0

Gear
Partical Beamer (1d10) +20 Ammo, EVA-Suit and Particle Shield, , clothes , Filter bottle, five days field rations

Total encumbrance is 31lbs


Pip has spent all his life in space and is yet to tread planetside. He was born to a clan of Spacers a spacefaring community of raiders, traders, smugglers and thieves. Like all Spacers he was a born pilot and cut his teeth racing and piloting getaway craft for the clan. Unfortunately he gambled a little to much on a race with another clan. A race he's sure they rigged. He lost his father's ship, a lot of the clan's money in side bets, everything thing he owned, and worst of all he lost face.

He only just manged to stowaway on a passing freetrader, before the clans ejected him from an air-pod without an EVA. When the freetrader stopped off at a spaceport he skipped out (after stealing as much gear as he could grab) and went looking for a crew in need of a pilot.

Black Vulmea

#40


Salvador 'Salvor Sal' Wu
STR 6 INT 14 WIS 7 DEX 12 CON 11 CHA 9

Engineer 1
HP 5 Melee -2 Ranged +1 AC 6
Save +1 to DEX
Language Tradespeak
Favored Environment Oxygen, Zero-to-Medium Gravity

Gimme More Power: The engineer's role on the ship is to keep it working, and also to regulate the flow of power to vital systems. While the engines, provided they're functioning at full capacity, will generally give enough juice to keep things running unless they've been damaged, sometimes a little extra juice can charge a system enough to give it an edge in a fight. Each round of ship combat, the engineer can declare he's transferring power to one and only one of the ship's systems, with varying results depending on the system (listed below). He makes an INT check, and on a success, the system gains the described bonus, but on a roll of 20, the system is overloaded, and takes the opposite effect until emergency repairs can be applied to the affected system. He may attempt to further boost a powered up system a second time and double the bonus, however this time the system will overload on a simple failure, and the penalty for failure is similarly doubled. Only one system can be boosted on any given round, and boosting another system cancels the effect of the previous boost.

Power may also be transferred to overcome damage to certain systems, temporarily, but at greater risk of overload and further damage. A damaged system can be restored to normal function for as long as the boost remains in place, but overloads on a simple failure of the INT check needed to transfer the power, and becomes disabled instead.

The effect of boosting the individual systems is listed below:

   Weapons: Power is channeled to the weapons systems, boosting damage of beam weapons or mass drivers by +2. Missile damage cannot be boosted, but a double boost can be used to force a faster reload, allowing an additional missile to be fired every other turn for as long as the boost holds.

Main Engines: Reserves are pushed into the engine for an extra boost of speed, giving a +2 to DEX checks to Approach, Withdraw, or Flee, or +2 hexes/inches of movement if using miniatures.

Thrusters: The maneuver thrusters are supercharged, making the ship more deft. -1 to AC, and +1 to DEX checks for Defensive Maneuvers

Sensors: The engineer boosts the clock on the CPU that handles target processing, giving a +2 bonus to WIS for the purposes of sensor lock.
Shields: The engineer jams power into the shield emitters, giving -1 to AC, and boosting shield recharge by +2 Kills per round while the boost is active.
Engineering: Power is diverted to the repair subsystems themselves, giving the engineer and his crew extra help in holding the ship together. +2 to INT checks for emergency repairs.

Jury-Rig: Sometimes you just don't have time to give something a proper repair, but you need it to work right this damn minute. That's when a good engineer shines, knowing how to bench-thump a machine into working for now, at the cost of more careful repairs later. By making a successful INT check, he can make any damaged or even broken machine or system work for the next 1d6 rounds per level, at the cost of an extra 10 minutes per round rolled of repair time needed later. This jury-rigging can be continued, however there is a cumulative -1 INT penalty to the check for every attempt beyond the first, and on a failure the device is permanently broken and will not be repairable in the field at all.

What's This Button Do: Engineers are whizzes at reverse-engineering technology. Give any engineer enough time and he'll figure out what a machine does, though if he's not careful he might hurt himself in the process. An engineer may guarantee success on an identification roll by spending 1d6 minutes per -1 penalty to the INT check. He makes a standard INT check instead, and on a failure, the device is damaged and must be repaired (but its function is still known), and on a 20, he injures himself in the process of testing it, taking 1d6 damage (or weapon damage in the case of a weapon).

Weaponsmith: The engineer's talent for tinkering extends to his gift for weapon maintenance. He gains a +1 to INT when repairing any weapon, and for a cost of 100 credits per die of damage dealt by a weapon, he can improve the weapon by +1 damage or +1 ammo capacity permanently.

Credits 5
EVA Suit (15#)
Particle Beamer (3#) & 20 shots (4#)
[strike]Particle Shield (2#)[/strike]
Wrist Computer (1#)
EarPod (neg)
Head Strap Lamp (neg)
Quick-Charge Pack (1#)
Clothing (one-piece coverall with numerous bellows pockets and a utility vest -1#)
Collapsible Pole (1#)
First Aid Kit (1#)
Immunol (2 doses)
Opacaine (2 doses)
Heal-X (1 dose)
Filter Bottle (1#)
Nutrition Bars (10 bars)

Carrying capacity 30#

Salvor Sal made his living refurbishing and reselling old starship parts before he was lucky enough to snag a berth an a Surveyor's Guild ship. He was successful enough to earn a few credits and take title on a working starship, an old asteroid mining platform called the Glory Hole, and now he's looking to gather a crew to try some deep space salvage in the Korathraz Sector.
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

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ACS

Drohem

Heck yeah!  Now, let's settle the question of the ship...

Does anyone want their character to have an inherited ship and be sole owner?

Are the PCs going to go in on joint ownership of used ship?  A new ship perhaps?

J Arcane

Quote from: Black Vulmea;645014Stat rolls, 3d6 in order, actual Chessex dice on my computer desk.

Indigo-indigo-violet-orange aka Go-go
STR 6 INT 14 WIS 7 DEX 12 CON 11 CHA 9

Omega Reticulan 1
HP 4 Melee -2 Ranged +0
Program Detect Energy Charge 4
Language Red-red

Credits 1600

Does a OmRet's personal computing device function like a wrist computer? Does the nanosuit provide the same level of protection as an Environsuit?

THe internal computer acts as the OR's multi-tool and assists in the language translation process but does not count as a full wrist computer.

The Nanosuit does essentially provide the same benefits as a rebreather and the environmental protection described, but it does not provide AC.
Bedroom Wall Press - Games that make you feel like a kid again.

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Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
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Black Vulmea

Quote from: Drohem;645029Heck yeah!  Now, let's settle the question of the ship...

Does anyone want their character to have an inherited ship and be sole owner?
An inherited ship sounds like fun - I like random.
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

Drohem

Quote from: Black Vulmea;645088An inherited ship sounds like fun - I like random.

Well, in reading backgrounds for the characters, it's looking like either Faraday King or Go-go are the likely candidates to have an inherited ship.  So between you two, which one would like this or being willing to be the one with the ship?