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Other Games, Development, & Campaigns => Play by Post Games => Topic started by: J Arcane on March 19, 2013, 07:34:46 PM

Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on March 19, 2013, 07:34:46 PM
The Korathraz Sector was thought to be a lost claim. The issuing of the claim was incredibly controversial in its time and even threatened the alliance between the Humans and the S'lettexik, who were furious at the very idea of the Korathraz sector being offered up as a guild claim.

Korathraz is one of the most distinctive features in the night sky of the Squid homeworld, and a number of factions view the apparently color-changing binary star as an object of great religious significance, the revolving orbit and the changing color it produces once even used to mark the seasons in the old religious calendar of the Glowing Sea Scrolls.

Such was the controversy that when the deed went missing, and its owner crew with it, the Guild silently let the statute of limitation pass without issuing a new deed ... until now. Perhaps hoping that time had healed all wounds, the Guild quietly slipped Korathraz back in the queue of claims, only to have the information leaked by an inside source.

With growing threats from Squid fanatics of the Order of His Luminescent Splendor, rumors of S'lettexik military intervention in the sector, the low value rating given to the sector, plus the still unknown fate of the previous claim owner and his crew, few surveyors were fool enough to even apply for the claim.

Except of course, for you.  Congratulations, guildsperson. May you find fortune before death.

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

The Korathraz Conflict will be a play-by-post campaign for Hulks and Horrors, open to all classes, level 1 PCs.  The players will need a ship, and it is recommended that said ship possess weapons as ship-to-ship combat is expected in this contested sector.

You can find the game here: http://rpg.drivethrustuff.com/product/111781/Hulks-and-Horrors---Basic-Black-Edition?manufacturers_id=4617

I'll be running this as time permits and as prep is ready, rather than on any specific schedule, so any time zones are welcome so long as everyone is patient enough to deal with that. I'm in PST but as a writer I basically spend all my time on the computer so I'm pretty much around all of the time, though I may at times be busy with work.  

If anyone has any suggestions for a die rolling server their free to share in the thread below but I'm generally cool with the honor system. Anyone who cheats at a roleplaying game is a coward to be pitied and thus not of huge concern to me unless it becomes problematic to other players fun, and thus as the wearer of the Viking Hat I reserve the right to mercilessly feed their character to a Maw and eject them from the game.  

Post in the thread below if you're interested. Looking for around 4-6 players.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on March 19, 2013, 09:31:27 PM
I'm game, and for a dice roller I suggest Invisible Castle (http://invisiblecastle.com/roller/) because it's the only one I've ever used.

Still undecided on class. I'll let other players join in and decide on what I'll play once everyone's announced what they're playing.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on March 20, 2013, 01:59:07 AM
Cool. Cool cool cool.

Oh, and provided I get it done on time, the new Engineer class I'll be posting as part of the FTL series will be fair game as well.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on March 24, 2013, 06:10:11 PM
Interested but as I don't yet own the game I have no class preference. :)

I will obviously have to rectify this oversight of mine.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Weru on March 25, 2013, 08:33:39 AM
I snagged a copy of the basic game when it was free, haven't read it yet, but would love to roll up a character and jump into a game.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 05, 2013, 05:44:17 PM
Bueller?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 05, 2013, 06:54:18 PM
Anyone?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 05, 2013, 07:05:54 PM
My apologies. I was waiting until we had at least 4 volunteers, though if folks are willing I suppose I could give it a shot with three, though the body count could be brutal without plenty of redshirts as backup PCs. ;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 06, 2013, 12:57:08 PM
I would like to participate in this game. :)

If no one else already wants to play one, I would like to play a Bearman.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 06, 2013, 05:46:29 PM
I'm actually thinking now that a soldier or a psyker would be more my speed.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 06, 2013, 06:25:03 PM
I'd like to play a Scientist, but depending on how we're rolling ability scores (3d6 down the line?) that may change.

I know I said I was going to wait for everyone else to announce their choice of class. But Scientists just rock.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 06, 2013, 10:14:22 PM
I rolled the stats for my character over on Invisible Castle, and the rolls qualify the character for a Bearman.  I'm going to start on creating the character.  He's going to be a sexy Bearman, LOL!

STR 13, DEX 11, CON 11, INT 8, WIS 12, CHA 14 (http://invisiblecastle.com/stats/view/32824/)

FYI:  It looks like Table 12: Bearman in the Hulks & Horror: Basic Black Edition is off because it lists the hit dice as 1d6 per level instead of 1d10.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 06, 2013, 10:47:39 PM
Well, if we're using Invisible Castle's 4d6-take-highest-3, I got a pretty good string of stats:

STR 15, DEX 14, CON 10, INT 15, WIS 15, CHA 16 (http://invisiblecastle.com/stats/view/32827/)

One badass Scientist coming up!
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 06, 2013, 11:06:19 PM
Quote from: The Butcher;643706Well, if we're using Invisible Castle's 4d6-take-highest-3...

Well, I used the 3d6 Ironman method at Invisible Castle to generate my Stats as per the Hulks & Horrors: Basic Black Edition.  

And the dice gods shine on Kur'Uk the Bearman because I rolled a '10' for his Hit points and 1,700 starting credits! :D

http://invisiblecastle.com/roller/search/1223622/
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 06, 2013, 11:19:47 PM
I uploaded a fix for the Bearman table to the PDF version.

I really wish I could afford a second pair of eyes for this stuff.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 07, 2013, 12:38:35 AM
So how do you guys want to handle your ship acquisition?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 07, 2013, 01:24:33 PM
Name:  Kur'Uk (aka Smoke-Fire-Dancer; shortened to 'Smokey')
Class:  Bearman
Level:  Scout (1st)
Languages:  Rrethuff, Tradespeak, Sl'ettexik-sa

===  CLASS TRAITS  ===

Hit Die:  d10
Saving Throw:  +1 CON
Weapons:  None
Armor:  Light
Preferred Environment:  Oxygen, High Gravity
Starting Credits: 1,700

===  COMBAT STATISTICS  ===

Hit Points:  10
Armor Class:  8
Melee To-Hit:  +2
Ranged To-Hit:  +0
Claw Attack:  1d6 damage
Carrying Load:  65-lbs.

===  STATS  ===

STR: 13 (+1 to hit)
INT: 08
WIS: 12 (Psi +1)
DEX: 11
CON: 11
CHA: 14 (3 languages)

===  SAVING THROWS ===

DEX:  11
CON:  12
WIS:  12

===  PSI ABILITIES  ===

Psi Points:  3
Powers (1):  Pyrokinetic Assault

===  SPECIAL ABILITIES  ===

The Wisdom of the Forest:  The Bearmen employ psychic powers in much the way that Psykers do.  They have an innate Psi reserve, which they use to fuel the powers they learn over time.  To use one of these powers, determine the cost of the power, subtract that value from the Bearman's Psi, then make a concentration check: roll less than WIS minus the cost of the power to cast the ability.  Psi recovers after a night's rest and meditation.

Rage of the Hunter:  Once per day, the Bearman may call upon this great rage, granting him an additional +2 to hit and -2 to AC for the duration of the combat, and allowing him to continue fighting on even after his hit points have been reduced to up to -10 below zero.  Once all enemies have been destroyed, however, he must make a WIS check to contain himself once more.  If he succeeds the check, his rage is contained, but should he fail, he will continue to fight whatever target he can find until he can once again reign in his temper.  Should his hit points have fallen below zero during the fight, he will perish after his rage subsides.

Strength of Claw:  A Bearman has a natural unarmored AC of 8, improving at -1 per level, and his claws can deal 1D6 damage, plus an additional 1d6 at levels 3 and 6.  When wearing armor such as envirosuits, the bearman loses his unarmored bonus to AC, determining AC as normal by armor-type plus or minus DEX bonus.

Sense of Nature:  A Bearmen can detect Plague Horrors within 60 feet.

===  EQUIPMENT  ===

Fiberweave:  AC 7; 2-lbs; 100c.
Particle Shield:  AC -2; 2-lbs; 200c.
Filter Mask:  50c.
Rebreather:  1-lb; 100c.
EarPod:  100c.
Collapsible Pole:  1-lb; 25c.
Filter Bottle:  Holds 16-oz. water; 1-lb; 30c.
Pocket Knife:  1-damage; 1-lb; 20c.
Refillable Firelighter:  15c.
First Aid Kit:  1-lb; 100c.
Backpack:  Carries 50-lbs; 2-lbs; 40c.
Electronic Torch:  lights 60-ft area; 24-hr charge; 1-lb; 20c.
Field Ration (x5):  1-day meal; 1-lb; 10c.
Clothing:  1-lb; 20c.
Rope:  100-ft; 5-lbs; 30c.
Prybar:  5-lbs; 15c.

===  MONEY  ===

Current Credits = 785

===  APPEARANCE  ===

Kur'Uk stands 8-feet tall and weighs 685-pounds.  He has fiery cinnamon-colored fur.  He has a blue lightning bolt painted on each side of his face.  He wears a boar-headed golden torc around his neck and a smaller wolf-headed golden torcs on each of his upper arms.  He has a golden earring in each ear.  

===  BACKGROUND  ===

Kur'Uk was a star-gazer from the moment his eyes opened and he saw the pinholes in the curtain of the night sky.  He spent many nights on high peaks watching the stars and tracking their movements.  Although he is social as any other Bearman, he doesn't mind solitude and being alone with himself.  Three days before his ceremony of adulthood, there was a terrible fire in the village.  While many ran away from the fire overcome with a primal fear, Kur'Uk ran toward the fire and into burning buildings and saved nearly a dozen cubs and elders.  Despite being burned and having most of his fur singed off, Kur'Uk would not stop trying to save his tribesmen until he was restrained from going back by his tribesmen.  At his Rite of Ascension, Kur'Uk was given the honorific name which translates to 'Smoke-Fire-Dancer.'  He became a warrior and hunter of tribe, but his dreams were always rooted in the night sky and the twinkling stars.  Five years after reaching adulthood, his mother passed away and on her deathbed she bade him to follow his heart.  Kur'Uk followed his mother's advice to honor her and joined the crew of a starship and left his forested home world to dance among the stars.  Kur'Uk is a full Guild member. He served on a Hovering Squid ship previously and that's how he picked up the Sl'ettexik-sa language.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 07, 2013, 01:33:49 PM
Quote from: J Arcane;643733So how do you guys want to handle your ship acquisition?

I'm cool with either the ship being inherited by one of the other characters or getting a used ship.  Also, I am cool with it being owned by a single character or it being jointly-owned by the crew (or just a few characters).  I think that a mortgage should be a last resort as I have one in real life and they suck. ;) :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 07, 2013, 05:41:28 PM
Used or inherited is fine by me. Can't get my activation key from Invisible Castle so I can't roll a character up there yet.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 07, 2013, 05:48:15 PM
You're welcome to use something else, I'm really not picky.

It'll be pretty transparent if you wind up with all 16s or something. ;)

Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 07, 2013, 06:07:06 PM
Quote from: J Arcane;643882Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.

I used 3d6 in order per the book.  The link to my stat rolls are in a post #12 and I stated in post #14 that I used 3d6 in order to generate my Stat rolls.

Here's the link to the Stat rolls again. (http://invisiblecastle.com/roller/search/1223596/)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 07, 2013, 06:13:11 PM
Ahh, OK. I just got a little confused with Butcher's post.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 07, 2013, 06:14:32 PM
I made all 3 dice rolls on Invisible Castle.  I made all the rolls under the Campaign name 'Hulks & Horrors.'  I made the Stat generation roll under the name Drohem because I wasn't sure if the Stats generated would qualify to pick the Bearman class.  Once I made the Stat roll and qualified for the Bearman class, I created the character's name and then made his Hit Die roll and Starting Credits roll under the character name of Kur'Uk.

Here is a link to the Hulks & Horrors Campaign page on Invisible Castle:  http://invisiblecastle.com/campaign/view/31672/.

You can click on the links to see all individual rolls.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 07, 2013, 06:32:47 PM
Quote from: J Arcane;643882You're welcome to use something else, I'm really not picky.

It'll be pretty transparent if you wind up with all 16s or something. ;)

Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.

Actually, I did (http://www.therpgsite.com/showpost.php?p=643639&postcount=11).

I'm OK with going back and rerolling, BTW.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 07, 2013, 06:35:02 PM
Quote from: The Butcher;643899Actually, I did (http://www.therpgsite.com/showpost.php?p=643639&postcount=11).

I'm OK with going back and rerolling, BTW.

I'm cool with either method (I'm sorry I missed your question. :( ), just so long as everyone's using the same thing. :)

With PbP though it's a little easier to smoothly drop in replacement characters because of the game pace, so they don't necessarily have to live that long. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 07, 2013, 10:17:33 PM
Well, here's what I got with 4D6-L in order:

STR 10, INT 16, WIS 16, DEX 10, CON 11, CHA 10

This roll points in the Scientist, Psyker, or Reticulan directions.

Here's 3D6 in order:

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

This roll is pretty much mediocre anything.

Since I wanted to play either a Soldier or a Psyker, I'd prefer the 4D6-L option. But I'll go with what the group says.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 08, 2013, 12:32:33 PM
OK, I know that tone doesn't convey well over this medium and things often get misconstrued so please take this message at face value.  I'm going to put at smiley face at the end to signify that I'm in a good mood and happy in writing this post so please don't take the smiley face as snarky or a hidden jib or anything...

I have already made my character and I am pleased with it.  Honestly, it wouldn't bother me if the other players wanted to use 4d6-L to generate their characters.  Personally, I like to hue as close to the RAW as possible when trying a new system and that's why I went with 3d6 in order to create my character.

If using an alternate method to generate their characters will make them happy and engaged with their characters, then I am happy because that means that we'll have some good play and immersion all around.

To my fellow Players:  Get those characters made and posted!

To the GM:  Roll the game out!

Let's play! :D
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 08, 2013, 05:33:08 PM
My bad for causing confusion.

Here's 3d6 in order:

Str 17, Dex 11, Con 10, Int 12, Wis 9, Cha 13 (http://invisiblecastle.com/roller/view/4016906/)

Ah well. So much for the Scientist! Still, it's a good set. I'm going with a Soldier, obviously.

Starting funds: 3d6 x 100 = 1000 credits (http://invisiblecastle.com/roller/view/4018087/)

Looking through equipment right now. Should I go with jump armor, or is rebreather-equipped armor a must-have?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Weru on April 09, 2013, 01:18:15 PM
I'll roll 3d6 in order with real dice if that's okay . . .

St: 7
Dex: 14
Con: 6
Int: 10
Wis: 12
Chr: 13

Hmm, I hope there's a dex based class!
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 09, 2013, 01:47:21 PM
Quote from: Weru;644420Hmm, I hope there's a dex based class!

Well, a human Pilot would be a good match for a high DEX.  However, a high DEX and low STR is a good fit for a Hovering Squid too.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 09, 2013, 01:56:09 PM
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
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 09, 2013, 02:09:58 PM
Sweet! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 09, 2013, 02:12:28 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 10, 2013, 12:21:01 PM
So it looks like we have thus far:


Weru, have you decided on a class for your character?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 10, 2013, 04:06:08 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 10, 2013, 06:16:30 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 10, 2013, 06:17:51 PM
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?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 10, 2013, 06:21:36 PM
Is this particular lifeboat full, or is their room for one more?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 10, 2013, 08:08:44 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Weru on April 11, 2013, 02:12:36 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 11, 2013, 02:28:41 PM
(http://i567.photobucket.com/albums/ss115/Black_Vulmea/Traveller/salvorsal_zpsabb888fc.jpg)

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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 11, 2013, 03:46:57 PM
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?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 11, 2013, 04:16:20 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 11, 2013, 07:50:06 PM
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.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 11, 2013, 10:00:34 PM
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?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 11, 2013, 10:59:36 PM
I really see Faraday King ABD as a penurious graduate student desperately trying to stretch his credits to cover the costs of his research. So inheriting a ship doesn't feel right for that concept.

A Reticulan ship could be all sorts of fun, though. "What does it mean, this violet light? Is that the emergency override, or did I just flush all the zero-g toilets at once?"
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 12, 2013, 11:52:01 AM
Quote from: Maltese Changeling;645114I really see Faraday King ABD as a penurious graduate student desperately trying to stretch his credits to cover the costs of his research. So inheriting a ship doesn't feel right for that concept.

Cool, fair enough.  :)

Quote from: Maltese Changeling;645114A Reticulan ship could be all sorts of fun, though. "What does it mean, this violet light? Is that the emergency override, or did I just flush all the zero-g toilets at once?"

LOL!  That would be awesome...

OK, well if BV doesn't think an inherited ship will work for his character, then I can work it into Kur'Uk's background.  I've some ideas brewing on it.

However, I'm cool either way.  :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 12, 2013, 01:43:55 PM
Actually, I read the Engineer class last night, and that's much closer to the character I had in mind, so I'm going to just keep my rolls and change classes to Engineer 1.

Inheriting a ship will work well with the new character, so JArc, what's the story on an inherited vessel?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 12, 2013, 01:47:54 PM
Quote from: Black Vulmea;645278Actually, I read the Engineer class last night, and that's much closer to the character I had in mind, so I'm going to just keep my rolls and change classes to Engineer 1.

Inheriting a ship will work well with the new character, so JArc, what's the story on an inherited vessel?

Cool, sounds good! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 12, 2013, 03:08:11 PM
Quote from: Black Vulmea;645278Actually, I read the Engineer class last night, and that's much closer to the character I had in mind, so I'm going to just keep my rolls and change classes to Engineer 1.

Inheriting a ship will work well with the new character, so JArc, what's the story on an inherited vessel?

Almost entirely random. Used gives you a little more choice, but means you'll have a mortgage, if a less expensive one, and outright buying lets you pick basically whatever you want but is way more expensive.

What I can do is start rolling up the ship, and then wherever there's a decision point I'll pause and prod the thread for comment.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 12, 2013, 03:45:54 PM
Quote from: J Arcane;645315Almost entirely random. Used gives you a little more choice, but means you'll have a mortgage, if a less expensive one, and outright buying lets you pick basically whatever you want but is way more expensive.

What I can do is start rolling up the ship, and then wherever there's a decision point I'll pause and prod the thread for comment.
Salvor Sal's a space junkman, so he'll make do with whatever he can find - make it random. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 12, 2013, 04:34:59 PM
OK then!

Rolling Hull: 1d6 = 5

Type V Orbiter
54 Hull
150yds
450 tons

Rolling Armor: 1d4 = 1

Type I Armor
AC9
AP 17
50 Tons

Rolling Engines: 1d3 = 2

Type II Engine
Subspace x3
2AU/hr.
100 Tons

Rolling Weapons: 1d4-1 = 1, 1d3 = 1, 1d3 = 1

1 Mark I Laser
1d6 damage
20 Tons

Rolling Thrusters: 1d6-3 = 3

Mass Rating: 7
Thrust Rating: 10
Maneuver Bonus: -3AC

Rolling Sub-Systems: 1d6 = 5

And this is where I hand it back to you guys. You've got 5 free subsystems, and you've got 270 Tons of space to work with.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 12, 2013, 04:49:01 PM
Here are my recommendations:

Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 13, 2013, 12:01:42 PM
Just a head's up - my son has a baseball tournament this weekend, so I probably won't be sitting down with the ship rules until tomorrow night. Right now I'd say the shuttle module is a must-have, otherwise I'll look at it Sunday night or Monday morning as time permits.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on April 14, 2013, 01:24:31 AM
Looks like you have a good four or five man salvage guild company.  Need anyone more?  I'm even better with pbp than with hangout games as they are less time intensive and I don't have to keep the kids quiet.

Mike Heywood
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 14, 2013, 01:27:30 AM
Sure. Roll up.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on April 14, 2013, 01:51:08 AM
Quote from: J Arcane;645652Sure. Roll up.

Awesome!  Was that 3d6 or 4d6H3?  btw, love that!  The inclusion of the H code.  Hain't seen it before.

Either way: 3d6: Str 15, Int 13, wis 9, dex 8, con 10, cha 16
   What is that?!?
             4d6h3: str 11, int 5,  wis 14, dex 12, con 15, cha 6
   Wow, that was funky!

Okay, not quite sure where to go with either of these guys.  Do we have a "face" type?  Or perhaps a talky squid?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 14, 2013, 12:13:34 PM
First of all...  Welcome aboard! :D

Quote from: Chugosh;645657Was that 3d6 or 4d6H3?

We're doing 3d6 in order.  

Quote from: Chugosh;645657Do we have a "face" type?  Or perhaps a talky squid?

No, we don't have a Face character yet really.  My Bearman has a good CHA too but I doubt he'll wind up being the negotiator of the group.  A human Face character would be a good addition to the group.

However, a Hovering Squid would cool too. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on April 15, 2013, 12:49:40 AM
Okay.  Bears thinking on another day or so.  When does this all leave space dock?

Whatever I work up will be built on the straight up 3d6 rolls above (3d6: Str 15, Int 13, wis 9, dex 8, con 10, cha 16).  For the face, would a soldier or a psyker be best?

Thinking on it, I don't necessarily want to be a particularly clumsy Psyker or Squid, as both have the minimum dex of 8, and the wis for the psyker is a bit low, too, so unless the scientist wants a lab partner, I'm going with a soldier.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 16, 2013, 11:23:57 AM
JArc, I want to make sure I'm understanding this: a type V hull comes standard with space for 5-10 crewmembers, correct?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 16, 2013, 11:43:41 AM
Quote from: Chugosh;645991Thinking on it, I don't necessarily want to be a particularly clumsy Psyker or Squid, as both have the minimum dex of 8, and the wis for the psyker is a bit low, too, so unless the scientist wants a lab partner, I'm going with a soldier.

Cool, I think that a Soldier is the best choice as well. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 16, 2013, 12:55:28 PM
Quote from: Black Vulmea;646385JArc, I want to make sure I'm understanding this: a type V hull comes standard with space for 5-10 crewmembers, correct?

Yes. 10 crew cabins by default in a Type V hull. (H&H ships are smallish, think Firefly or the Millenium Falcon more than Star Trek).

I figure what ever cabins aren't full of PCs, I'll fill with redshirts.

So, if you want room for more spare henchmen, you might consider a crew compartment or two. ;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 16, 2013, 04:27:46 PM
Okay, we have a fairly good sized ship with little in the way of armament or armor, decent engines and good thrusters for maneuvering, space for ten to twenty crew (double-bunked), and no atmosphere entry capability.

I'm thinking old asteroid mining ship - what's presently empty cargo bay at one time held ore processing equipment, but that was stripped out before the ship was written off and passed into the grimy hands of Salvor Sal. The laser was used for mining operations, and the thrusters were necessary for close approach to asteroids.

Gentlesophonts, I give you the mining ship Glory Hole. :)

For the additional subsystems, I'm leaning toward the Waste Recycler, Shuttle Bay, Ground-Penetrating Radar, Extra Fuel Tank, and Sickbay. Asteroid miners are comfortable in zero-G, so while I'd like artificial gravity, I'm willing to sacrifice that for the sickbay. This means the Glory Hole is oriented like a 'rocket ship,' with the decks perpendicular to the axis of the drives - anyone familiar with the Azhanti High Lightning-class from Traveller should recognize this configuration - with the propulsion system providing gravity while boosting.

Any thoughts?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 16, 2013, 05:07:42 PM
Still picking myself off the floor after reading your name for the ship.

That said, I'm good with this load-out.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 16, 2013, 06:22:41 PM
Quote from: Maltese Changeling;646492Still picking myself off the floor after reading your name for the ship.
Mission accomplished.

Quote from: Maltese Changeling;646492That said, I'm good with this load-out.
So let it be written. So let it be done.

That leaves us with 180 tons of cargo space, btw.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 16, 2013, 11:03:49 PM
Don't you mean . . .

(http://i.qkme.me/3svgjg.jpg)

(If this image violates board rules, let me know and I'll nuke it.)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 16, 2013, 11:57:33 PM
Cool. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 17, 2013, 02:02:13 PM
Two equipment questions -

1. Does the EVA suit function in vacuum?
2. Can the quick-charger be recharged, or is it disposable after one-use?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 17, 2013, 02:08:56 PM
Two equipment questions -

1. Does the EVA suit function like/provide the same protection as a vacuum suit?
2. Is the quick charger itself rechargeable at a power source, or is it disposed of after use/one-and-done?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 17, 2013, 02:22:27 PM
Another question, unrelated to equipment: what is our relationship to the Surveyor's Guild at the start of the campaign?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 17, 2013, 03:04:17 PM
Quote from: Black Vulmea;646763Two equipment questions -

1. Does the EVA suit function like/provide the same protection as a vacuum suit?
2. Is the quick charger itself rechargeable at a power source, or is it disposed of after use/one-and-done?
1. Yes.
2. The latter.
Quote from: Black Vulmea;646772Another question, unrelated to equipment: what is our relationship to the Surveyor's Guild at the start of the campaign?
At least one of you is a fully guilded member, as this was an applied and paid for claim.

For the rest I'll leave it up to you whether you wish to already be a guild member, or if this is your first run out with a guild ship.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 17, 2013, 03:56:05 PM
Quote from: J Arcane;646790At least one of you is a fully guilded member, as this was an applied and paid for claim.
Since Sal is the master of the Glory Hole . . . *insert joke here* . . . it follows that he would also be a Guildmember.

I'd say at least two others should also be Guildmembers, in the event Sal meets an early and grisly end . . . *insert joke here*.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on April 17, 2013, 06:38:16 PM
Guild trained Soldier Tig Harvey
19 years old, fresh from the Guild Combat Academy with a Bachelor's in Petoot Kicking.  1.85 meters tall, 95 kilograms, blond hair in a crew cut, piercing, grey eyes.
From a well established very prosperous farming colony world two sectors from the frontier.
str 15, int 13, wis 9, dex 8, con 10, cha 16
HP 8, AC 5 (3 with shield on)
Speaks English,Tradespeak, Interface and Si'ettexik-sa

Combat load:
Combat Knife
Laser Pistol w/ 1 spare clip
Naval Pump Gun w/ 3 spare clips
Carbon Shell Armor with built in rebreather, air tank, and particle sheild. (and I'm assuming it is space sealed, if all that's okay with our illustrious GM.  I'd also assume the shield still takes up the off hand when on.)  

Also carries
Backpack
Headstrap lamp
Clothing, civilian suit
5 days feild rations
1 nutrition bar
orgAnalyzer
filter bottle
and six credits left in his pocket.

"I sure am glad to sign aboard, Skipper!  This is my first run, sir, but I got the best training the Guild has to offer.  This is gonna be cool!  Where do I put my stuff?"
Gung Ho and Rarin to Go!
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 18, 2013, 12:08:01 AM
So, are we ready to go exploring?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 18, 2013, 11:31:29 AM
Kur'Uk is a full Guild member.  He served on a Hovering Squid ship previously and that's how he picked up the Sl'ettexik-sa language.

Let's roll! :D
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Weru on April 18, 2013, 12:02:40 PM
It's Pip's first time out with the guild.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 18, 2013, 12:04:57 PM
Kane has no problem with the Guild. Though it is entirely possible the Guild may have a problem with him. No one can prove anything in any case, could be anyone beneath that faceplate in the recordings salvaged from the wreck of the SGS Bartholomeus Kortenaer after it was gutted by space pirates.

Let's get this show on the ground. Or off the ground. Or whatever, let's play.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 18, 2013, 01:36:57 PM
Character post links -

Kur'Uk 'Smokey' (http://www.therpgsite.com/showthread.php?p=643827#post643827) - Scout (1st level Bearman)
Faraday King (http://www.therpgsite.com/showthread.php?p=644431#post644431) - Intern (1st level Scientist)
Kane Eriksen (http://www.therpgsite.com/showthread.php?p=644797#post644797) - Private (1st level Soldier)
Zed 'Pipsqueak' Seeker (http://www.therpgsite.com/showthread.php?p=645012#post645012) - Airman (1st level Pilot)
Salvador 'Salvor Sal' Wu (http://www.therpgsite.com/showthread.php?p=645014#post645014) - Trainee (1st level Engineer)
Tig Harvey (http://www.therpgsite.com/showthread.php?p=646871#post646871) - Private (1st level Soldier)

Check each others' load-out and see if we're missing anything obvious as far as equipment goes.

Addendum: First thing I notice is a lack of explosives and not enough drugs. We need Thermex, Opacaine, and [strike]a First Aid Kit[/strike].

Since Smokey is strong and Sal is not, how 'bout the Bearman carries a Prybar instead of a Collapsible Pole?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 18, 2013, 02:04:44 PM
Quote from: Black Vulmea;647074Addendum: First thing I notice is a lack of explosives and not enough drugs. We need Thermex, Opacaine, and a First Aid Kit.

I still had enough credits for a pound of Thermex so I went back and got it. It's something, I guess. Opacaine and the first aid kit are beyoned my meager means for the time being.

On a different tangent, it seems Invisible Castle is gone. I have yet to roll my HP. :o Anyone have another dice roller to suggest?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 18, 2013, 02:46:23 PM
Quote from: The Butcher;647089I still had enough credits for a pound of Thermex so I went back and got it. It's something, I guess.
That's a start. We could use at least one more pound - one to get into trouble, another to get out - if anyone has the credits.

Quote from: The Butcher;647089Opacaine and the first aid kit are beyoned my meager means for the time being.
Okay, I'll take one for the team and give up my particle shield to buy a First Aid Kit and another dose of Opacaine.

If you need me, I'll be the one hiding behind whatever hard cover is available.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on April 18, 2013, 03:07:26 PM
Quote from: Black Vulmea;647104Okay, I'll take one for the team and give up my particle shield to buy a First Aid Kit and another dose of Opacaine.

If you need me, I'll be the one hiding behind whatever hard cover is available.

Maybe we can pool our funds for those and other equipment that'll benefit everyone? You know, for the good old ship's locker.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 18, 2013, 04:12:13 PM
Quote from: The Butcher;647089On a different tangent, it seems Invisible Castle is gone. I have yet to roll my HP. :o Anyone have another dice roller to suggest?

Yes, try //www.rolz.org.  It's pretty good.  I created a dice room titled 'Hulks & Horrors (http://rolz.org/myroomlog?r=Hulks+%26+Horrors)' where anyone can roll dice there for the game. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on April 18, 2013, 05:02:22 PM
Quote from: Drohem;647136Yes, try //www.rolz.org.  It's pretty good.  I created a dice room titled 'Hulks & Horrors (http://rolz.org/group#)' where anyone can roll dice there for the game. :)

Nice roller site!

I'm of a mind that Tig is also a bit of a hunter and a camp cook, which is why he has the organalyzer in his kit.  I don't know how often we'll be dirtside and having to Live off the land, but it could come in handy, right?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 19, 2013, 11:29:27 AM
Quote from: Black Vulmea;647074Since Smokey is strong and Sal is not, how 'bout the Bearman carries a Prybar instead of a Collapsible Pole?

Sure, he'll carry a prybar around too.  Updated character sheet to add prybar.  :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 19, 2013, 11:52:16 AM
Quote from: Chugosh;647149I'm of a mind that Tig is also a bit of a hunter and a camp cook, which is why he has the organalyzer in his kit.  I don't know how often we'll be dirtside and having to Live off the land, but it could come in handy, right?
I'm sure we'll have plenty of opportunities to use it in a variety of situations.

Quote from: Drohem;647365Sure, he'll carry a prybar around too.  Updated character sheet to add prybar.  :)
You are officially the crew's can-opener. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on April 19, 2013, 03:39:16 PM
Faraday King, ABD, is a man of science. He has absolutely no clue about life outside the lab. But he does have a set of bitchin' solar panels.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 24, 2013, 11:08:57 AM
Let's get this party started! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 24, 2013, 12:33:16 PM
Looks like I'm gonna have to get to work on the entry system prep!

I figure we'll start from Korathraz system itself, and then you folks can decide where to go from there?

I'll get the game thread running as soon as I can. IC/OOC rules will be lax, because I hate having two threads. Just keep rules/OOC stuff in italics maybe?

And because I'm the GM and I can do whatever the heck I want, I feel the need to point out I've got a new Kickstarter up, which you can check out in my sig while you wait. ;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 24, 2013, 04:17:13 PM
Sounds good. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on April 24, 2013, 04:36:34 PM
. . . standing by . . .
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on April 28, 2013, 12:16:29 PM
Ground control to Major Tom.... :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 28, 2013, 12:31:07 PM
sorry guys, I've been a little bit busy with Arcana Rising.

I'll work on getting the thread and the system scan for Korathraz up today.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on April 28, 2013, 03:15:30 PM
AP thread is here: http://www.therpgsite.com/showthread.php?p=650125#post650125
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Weru on May 01, 2013, 10:15:51 AM
I'm going to have to drop, I'm afraid so you'll have to NPC Pip. Sorry about that.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on May 02, 2013, 01:22:57 AM
543 modulo 6 = 5 X 6^2 + 4 X 6 + 3 = 180 + 24 + 3 = 207

Just in case it comes up IC. ;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on May 02, 2013, 10:40:42 AM
Quote from: The Butcher;651287543 modulo 6 = 5 X 6^2 + 4 X 6 + 3 = 180 + 24 + 3 = 207

Just in case it comes up IC. ;)

Derp. And I'm playing the Scientist?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on May 02, 2013, 11:39:55 AM
Quote from: Maltese Changeling;651382Derp. And I'm playing the Scientist?

Yep. And I'm playing the meathead combat monkey. :D
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on May 02, 2013, 02:26:34 PM
I'm perfectly cast.  Never even occured to me to try boiling down the base 6 number.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on May 02, 2013, 05:44:00 PM
Quote from: Chugosh;651476I'm perfectly cast.  Never even occured to me to try boiling down the base 6 number.

What does that even mean?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on May 10, 2013, 10:47:19 AM
Let's get this game going! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 10, 2013, 03:39:40 PM
Sorry about that guys, I've been kinda unwell the last few days and dealing with computer issues and Arcana Rising work, and I haven't had time to get the actual dungeon prepped.

I'll try and get it put together today now that things are straightened out.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 11, 2013, 03:23:32 AM
Prep is complete for Korathraz VIII Station now. Proceed as desired. ;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on May 11, 2013, 08:01:51 AM
the delay is understandable.  So looking forward to seeing AR.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on May 11, 2013, 12:47:13 PM
Should we check the docking pylon for traps? How'd we do this? Maybe someone sitting by a console (Pilot, Scientist, Engineer, Bearman) could do this with a sensor reading? Or have our previous scans already ruled out a trap here?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 11, 2013, 02:22:10 PM
Quote from: The Butcher;653818Should we check the docking pylon for traps? How'd we do this? Maybe someone sitting by a console (Pilot, Scientist, Engineer, Bearman) could do this with a sensor reading? Or have our previous scans already ruled out a trap here?

Another INT check to run a scan once you're closer up, and before going through any airlocks, might not be a bad idea ...
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on May 13, 2013, 02:59:31 PM
Back from an academic conference. Glad to see we're not dead yet.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on May 15, 2013, 06:17:45 PM
Quote from: J Arcane;653851Another INT check to run a scan once you're closer up, and before going through any airlocks, might not be a bad idea ...
Sal checked the lock - you didn't say if he found anything.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 15, 2013, 06:22:02 PM
My apologies, I missed that part of your post somehow.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on May 16, 2013, 01:37:39 PM
Quote from: J Arcane;654840My apologies, I missed that part of your post somehow.
So Sal didn't find anything, then?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on May 16, 2013, 02:41:46 PM
Quote from: Black Vulmea;655061So Sal didn't find anything, then?

That'd be a nice thing to confirm before opening that door, yes? :D
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 16, 2013, 06:03:20 PM
Quote from: Black Vulmea;655061So Sal didn't find anything, then?

He would've found the same info that Maltese did so I figured it best to avoid redundancy.

My apologies again on the mistake. :(
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 17, 2013, 06:48:29 PM
Maltese, I'm a little unclear on what action your last post means to signify?  Are you attempting to identify the console, or use Detect Energy?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 17, 2013, 08:39:36 PM
Also, do any of your characters have active warrants or criminal charges?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on May 17, 2013, 09:47:58 PM
Kane is definitely wanted for piracy in at least half a dozen systems.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on May 17, 2013, 11:31:05 PM
Quote from: J Arcane;655532Maltese, I'm a little unclear on what action your last post means to signify?  Are you attempting to identify the console, or use Detect Energy?

Well, I'd like to preserve the charge, so an identification attempt is my initial preference.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 18, 2013, 01:14:15 AM
Quote from: Maltese Changeling;655571Well, I'd like to preserve the charge, so an identification attempt is my initial preference.

Cool. I'll still need to see an INT check, with a +1.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on May 22, 2013, 08:24:02 PM
Is there a window or something similar in the door that Smokey is standing next to, or is the door one piece of material?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on May 22, 2013, 08:48:47 PM
Quote from: Drohem;656787Is there a window or something similar in the door that Smokey is standing next to, or is the door one piece of material?

There is a small porthole. It's tough to see much through it, other than it does indeed appear to be a landing bay with a number of dilapidated older shuttles and the like within.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on June 13, 2013, 11:36:28 AM
Bueller, Bueller, Bueller....

J Arcane come back to us, LOL! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on June 13, 2013, 11:48:15 AM
Sorry about the delay folks, I was busy emigrating.  

That takes a little while.  Give me a few days to get settled maybe, but I'll try to update as soon as I can.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on June 21, 2013, 11:26:01 AM
My Bearman wants to rip the face off something! :D
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on June 21, 2013, 12:05:32 PM
Sweet!  Thanks, JB.  It was just a friendly poke and not ball-busting. :)

Now, BV, have dirty Sal give some orders!
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on June 23, 2013, 11:40:15 AM
It seems we may be down another player, as the Butcher has apparently left the forums.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on June 23, 2013, 07:15:28 PM
Just popping back to apologize, since you're the only people on this site I actually owe some sort of feedback to, right now.

Sorry about that, guys.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on June 24, 2013, 01:34:45 AM
Bummer.  What does that bring us to?
And, yeah, I'm still in, for the record.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on June 24, 2013, 10:51:36 AM
OK, let's talk about how to handle this situation.  I am still down for the game too. :)

Are you down to NPC Kane, J Arcane?  Would like one of us to NPC him like I've been with the pilot character?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on June 27, 2013, 03:19:40 PM
I may have some ideas on how to handle his sudden disappearance. To be honest I'd prefer that option to trying to keep track of him as an NPC in this format.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on June 27, 2013, 03:51:14 PM
Cool, I'm good with it. :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on July 09, 2013, 01:58:31 PM
Can I use the Lock Opener program on my multi-tool to seal the door? I.e., can I reverse the polarity and all that? :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on July 09, 2013, 05:54:23 PM
Quote from: Maltese Changeling;669526Can I use the Lock Opener program on my multi-tool to seal the door? I.e., can I reverse the polarity and all that? :)
I'll let you try for an INT check, sure.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on July 09, 2013, 10:27:22 PM
OK, I can't get invisiblecastle to work. Is there another dice roller I can use?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on July 09, 2013, 11:10:49 PM
Quote from: Maltese Changeling;669623OK, I can't get invisiblecastle to work. Is there another dice roller I can use?

Your own table and the honor system is fine by me.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 18, 2013, 12:52:13 PM
Smokey's first tour of duty on a starship was on a Squiddy ship.  Are those feline-like aliens anything he's seen before or heard of from Squiddy shipmates?
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on July 18, 2013, 12:53:59 PM
Quote from: Drohem;671958Smokey's first tour of duty on a starship was on a Squiddy ship.  Are those feline-like aliens anything he's seen before or heard of from Squiddy shipmates?

Naw, they ain't squid things, though they are a pretty common find on precursor sites. Most folks thing they're probably descendants of ancient house pets.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on July 18, 2013, 03:07:31 PM
Quote from: J Arcane;671962Naw, they ain't squid things, though they are a pretty common find on precursor sites. Most folks thing they're probably descendants of ancient house pets.
So you DID just spring house cats on us!

;)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 18, 2013, 07:21:28 PM
Faraday probably doesn't want Smokey to use the Med Kit on him since it requires a successful INT check to get the 1d6 HP return and the Bearman's INT is 8.  Although, for Role-Playing purposes I have no problem with Smokey using it on Faraday. ;):)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on July 19, 2013, 02:35:06 AM
I'm going to be AFK for the next few days, so any GM interaction will be minimal.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Vargold on July 19, 2013, 04:31:05 PM
Quote from: Drohem;672118Faraday probably doesn't want Smokey to use the Med Kit on him since it requires a successful INT check to get the 1d6 HP return and the Bearman's INT is 8.  Although, for Role-Playing purposes I have no problem with Smokey using it on Faraday. ;):)

I will edit my post accordingly!
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 23, 2013, 11:03:50 AM
Maltese Changeling, could you please make an INT check for Faraday to use the Med Kit on Smokey and possibly restore 1d6 HPs for him? :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 24, 2013, 02:20:39 PM
Bueller... Bueller... Bueller... :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 25, 2013, 10:19:49 AM
Quote from: Drohem;673645Maltese Changeling, could you please make an INT check for Faraday to use the Med Kit on Smokey and possibly restore 1d6 HPs for him? :)

Bumpity-bump-bump! :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on July 29, 2013, 02:42:22 PM
Smokey is currently at -3 HPs (7/10 HPs).
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Black Vulmea on August 03, 2013, 01:26:27 PM
Just a heads-up: I'm going on vacation from the 5th through the 9th and I will be incommunicado throughout. I don't even want to see a tablet or a laptop for those five days . . .
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on December 17, 2013, 12:08:54 PM
Any chance of resurrecting this game?  :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: The Butcher on December 17, 2013, 12:15:38 PM
Been a while since I last saw J 'round these parts. I'd come back if I had the chance, and if I was deemed worthy (the circumstances of my departure being what they were).
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: J Arcane on December 17, 2013, 02:28:53 PM
Sorry guys, I got wrapped up in the finishing of Arcana Rising, and with the whole 'no negativity' pledge this place started feeling a bit too toxic to fit with that, so I haven't been around.

not sure I even know how to get back to this now, and I'm going to be tied up until at least the new year with new family stuff.
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Drohem on December 17, 2013, 02:35:17 PM
Looks like I missed some stuff in my absence.

The past is the past, just let us know if or when you want to get back to this game.  :)
Title: [Hulks & Horrors] The Korathraz Conflict - recruiting
Post by: Chugosh on December 18, 2013, 11:12:56 AM
When the GM is ready, the players will appear!