Mercenary RPG Sign Up (Pseudo-Firefly)

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Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Fri Jul 06, 2012 7:13 pm

Alright, this is everything put together. Some of the stuff in posts below can be ignored, it’s just repeating what’s here. (Some things might be out of context as well.)
If there’s any kinds of questions, please ask.

History (Backdrop Setting):
Spoiler:
This is loosely set in the universe of the TV series “Firefly” (and the movie “Serenity”). Knowledge of either is not necessary. It’s really only for backdrop purposes and to explain how the setting exists.

It is the twenty sixth century (i.e. 2500+).
Humanity moved to another star system (because “Earth-that-was” was “used up”).
Planets and moons have been “terraformed” to make them suitable to live on (dozens and hundreds respectively).

Technology varies very largely from place to place, from Colonial (muskets, horse plows) to “futuristic” (Star Wars like).
Often times there is mixing of technology.

Generally, the central planets are more advanced and structured.
Outlying planets are less advanced and more likely to be lawless (not always).
Planetary travel is not uncommon (comparable to continental travel), depending on the place.

“The Alliance” is a planetary government (that originates from China and USA merging).
There was a civil war (Unification War) resisting its control (a few years ago, lasted a few years, ), but the Alliance won.
(The Independent Army, aka “Browncoats” were the opposing side. "Purple-Bellies" is slang for Alliance troops.)
The Alliance is mostly only present in the central planets.

Religion is still present.
English and Chinese are common languages.
“Aliens” still have not been seen.

Setting:
Spoiler:
This RPG takes place on an outlying planet dubbed “Erebos.”
More specifically, a desert like area on said planet, dubbed the “Set Desert”.

Said area could generally be described as scummy. Organized crime is common, poor roam the streets, almost everyone carries a gun, etc.
Police like figures do exist, but their genuity, effectiveness and methods vary.

Technology is a little behind modern day, by about a few decades, give or take largely.
More advanced things do slip in, usually from someone who trades with the core planets. The most you'd expect would be modern day though (but again, there may be exceptions).

Because of the climate, solar technology is particularly advanced. A lot of stuff runs on electricity.

The internet is present, but only people with computers can use it (which isn’t especially common).

Your Team and Mission:
Spoiler:
You are part of a small group of mercenaries, doing what you need to to get by.
You’ve been together for an unspecified amount of time (probably give or take a couple months).

You moved into the town of “South Set” about a month ago for business purposes. It’s a few miles wide in diameter.
There are north, west and east Set towns less than an hour away.
Various other things are scattered around the desert.

You currently live together in a small, humble house, more like an apartment.
It has the basics (shower, stove, refrigerator, furniture) but is a little run down.

Word got around about a job right up your alley:
The son of a wealthy family living in West Set was taken for ransom about a week ago.
Negotiations are being carried out, but a reward for rescue is almost guaranteed.
On top of that, high bounties are likely involved.
It is believed that people involved are in South Set.
(More detailed information to be given later.)

This is going to use a modified version of the Unknown Armies system.
You don’t need to fully understand the system to play.
I’m gonna try to make it seem like the system’s not there.
If you need help or explanation, I can give it.

Modifications:
Spoiler:
Dodge is a free action. You can use dodge again as your main action if you wish.

During combat, fighting is a significant check.
A strong success pertains to the normal rules.
A weak success is half damage. If the roll is under the target’s dodge skill, it’s halved again. Also, a successful dodge from the target means no damage.

Combat goes by in rounds. How long each round is in terms of time is going to be left vague (probably only a few seconds).
You have a counter, and an incrementer.
You incrementer is equal to 30 plus your initiative skill.
Each round, your counter goes up by your increment (starts at 0).
When your counter reaches 100, you act. In the likely case you go over 100, everything else carries over.

So for example, lets say your initiative is 40. Your incrementer would then be 70.
Round 1: 70
Round 2: 40 (70+70=140. 140-100=40.) You get to act.
Round 3: 10 You get to act
Round 4: 80
Round 5: 50 You get to act.

You may not act every round.
This is a table of ratios of how often certain initiative levels act compared to others.

I’ll maintain (and display) a table of who’s acting when.

Building Your Character:
Spoiler:
You have 240 points to spend on your stats.
70 is the maximum level of a stat. 40 is the minimum.

You have 70 bonus points to spend on skills.

Altogether, this means you’re a little more capable than the average person (whose stats probably total between 200 and 220, and whose bonus points would be 15 or less).

The following skills are free, starting at 15.
For further explanations, see the links in the write up.
If you wish to make up a skill (bomb making, dual wield, street connections), feel free to bring it up. You may want to review what the write up gives for examples for ideas.

Body:
Fighting:
Your ability to hurt people, restrain them, and get out being restrained. Can be used for avoiding damage with negative focus shifts.

General Athletics:
Self explanatory. If for some reason this is brought to or below 0 (damage, penalties, etc.) you can no longer walk.

Resist Fatigue:
A fatigue check may occur after a tiring event. You roll against your body stat. You succeed, nothing happens. You fail, you suffer a -10 penalty to appropriate things (body, speed, related skills to name a few).
This skill allows you to flip flop (into a success) a roll if the result would be under the skill.

Speed:
Dodge:
Any means of avoiding damage, be it evasion, parrying, or blocking. Whichever makes sense.

Initiative:
Explained earlier. Relates to reaction ability.
Starts at half speed (round down to the nearest 1), rather than 15.

Driving:
Applies to any kind of vehicle. Ties into automotive repair, who to go to for car stuff, etc.

Firearms:
Applies to any kind of firearm or gun, and operate them. Ties into maintenance and who to go to for gun stuff, etc.

Sneak:
Relates to not being noticed, such as pick pocketing, moving quietly, being low profile.

Mind:

General Education/Street Smarts/Connections:
Beyond just general education, is sort of a broad knowledge of the area. Who to see for what, where things are, rumors and gossip, etc.

First Aid:
Ability to treat wounds. Note that the appropriate tools would be needed.

Notice:
Has to do with detecting lies, noticing little details, and seeing someone try to sneak something.

Handyman/Construction:
Has to do with mechanical work, electrical work, and other stuff like that. Very broad, could be used for sabotage. Overlaps with driving and firearms in terms of repair and connections.

Soul:
Lying:
Self explanatory.

Intimidation:
Self explanatory.

Negotiations:
Has to do with getting people to do stuff (by means other than intimidation).


If you add everything up, you should have:
240 points from stats
70 bonus points
210 from free skills
Half of your speed (initiative)

That’s 520 plus half your speed. Use that to double check your math.

Remember that skills cannot exceed their respective stats.
Also, if you have say 60 for body, you must spend at least 60 points on skills tied to body. In other words, all of the skill points coming from a stat must be spend on skills tied to that stat.

Pick one skill to be your obsession skill.

Pick a passion for each passion type. Try to have it be something that might actually apply, as it is to help you.

Free/Team Items:
Spoiler:
Your team will share a pickup truck.
It is entirely electric. It charges through (special) outlets, one of which you’d have at home.
On one charge it can do about a hundred miles, and takes a few hours to recharge from empty. Recharging only costs a few dollars.
It can do speeds around seventy miles per hour on flat sand.
It has sand tires, and one back up sitting in the bed (tied down probably), plus a tire wrench.
There’s two and a half seats in front, and a small window (could squeeze through) to the bed.
There’s an extra key hidden above the front left tire (on a hook).
It’s got no air conditioning or radio (stripped), and generally looks like a piece of crap.

Your house has items of basic living. Food (mostly ration like), clothes, medicine, etc. Try not to rely on these, as you’ll probably be spending a lot of time out of the house.
There is also a desk bound computer with internet connection, and a telephone (wired to the wall).

If you have any questions or ideas for what else is free, feel free to bring them up.

Personal Items:
Spoiler:
You get 1700 dollars for personal equipment.
(Technically the currency would be silver, gold and platinum pieces, but never mind that for now).

You basically tell me what you want, and I give you a price.
When telling me what you want, the more details the better probably (even though many of them might be ignored).

My pricing will be somewhat based on Google searches. There will be a lot of ass pulling. After Google, there will probably be some fudging and adjusting, for stuff like comparison and balance. Then rounding off. But again, lots of ass pulling.
Prices are only somewhat based off of modern prices.
If you REALLY disagree with a price of mine, feel free to bring it up.

If you want to sink more money into something to get higher quality, you can expect some kind of bonus.
If you want to do the opposite, that’s okay too.

Ammunition is not free, nor are magazines or holsters, or similar items. For holsters and similar items, you can expect some kind of bonus for investing in such things.

Some items ‘you’ buy might end up being for the team in general. Technically, everything is.

Just to give a quick idea about firearms (because I bet people are going to ask):
A revolver would probably be around three to five hundred.
A rifle or break action shotgun would probably be five to nine hundred.
An automatic weapon would probably be a few hundred over a thousand.
Power is a large variable, as is rate of fire.

As always, if there’s any questions, feel free to ask.

Character Sheet:
Spoiler:
Name:
Gender:
Age:
Height:
General Build:
Appearance:
Backstory (Childhood, Growing Up, Adulthood):

Rage Passion:
Fear Passion:
Noble Passion:

Body Stat:
Speed Stat:
Mind Stat:
Soul Stat:

(Body Skills)
Fighting:
General Athletics:

(Speed Skills)
Dodge:
Initiative:
Driving:
Firearms:
Sneak:

(Mind Skills)
General Education/Street Knowledge:
Notice:
First Aid:
Handyman:

(Soul Skills)
Lying:
Negotiations:

Items:

Note that there will probably be a lot of back and forth about items (asking for prices, giving prices, repeating). You might want to leave that part out in the beginning.
There could be back and forth about other details as well.
For the record, I have no issue with "not so moral" characters. Because you're a team though, you should be able to "get along" to some degree, so either extreme (super moral or super immoral) is probably not the best idea.


Last edited by 17dragonboy on Fri Aug 17, 2012 10:57 pm; edited 10 times in total
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Fri Jul 06, 2012 8:25 pm

So... now what? I'm not sure if we're supposed to put anything else here, aside from interest. Obviously, I'm interested. But I do have a few questions:

Is anyone else besides myself, Andras, and Sunfish joining? I'm not really on Minegarde, so I don't know the story over there.

And I'm not exactly sure what the level of technology is. You said that it was behind modern day by a few decades, which could be the 40s or the 80s. Some fairly significant advances occurred in the period after WWII, but honestly most weapon designs have stayed fairly consistent from the late 70s up to the present day (with some minor alterations in existing weapon designs). I'm also assuming it's possible for advanced technology from other worlds to filter onto the planet, so Star Wars tech (the irony of calling something from Star Wars futuristic) might be present.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Fri Jul 06, 2012 10:08 pm

At the moment there's not really anything for you to do.
You may want to read up on the system if you haven't already (see new update).
And of coarse ask questions.

I'm not really expecting anyone else to join. The sign up has been up long enough for any prospective people to speak up.
I'm not entirely sure about Andras. If it ends up just being Glyph and Sunfish (and myself), so be it.

Regarding technology, this is going to be a vague and bad answer, but;
Part of it depends on the category, like firearms vs electronics. It might end up being case by case.
Partly there is just a range of what's available, and what you get depends on what you spend.
Partly I'm still making my mind up. Also, I'm not history savvy.

I wouldn't expect anything Star Wars level. Modern day is probably the most you'll get.
This isn't set in stone though. Ask for something and we'll see.
There will probably be some inconsistency.

Regarding firearms, it'll probably be like revolvers, break action shotguns and lever action rifles and the like. Western stuff. Stuff around WWII (automatic rifle, bolt action) might slip in if you pay more money (automatic might be pushing it, or at least very expensive).
Bullet proof vests would also be fine, even though I believe they are mostly post WWII.

Basically how it'll work is, you'll have a budget.
You tell me what you want, and I'll throw prices at you. I might end up declining something.
My prices will probably be based on Google searches, plus tweaking for balance, a little bit of ass pulling, and then rounding off.

Things will probably not be 100% balanced or fair, to be frank. But, if I sense you're really not getting your money's worth, I'll likely throw a situation at you to make use of it, or something like that.

If you want to start throwing items at me for plausibility, that'd be fine.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Sat Jul 07, 2012 12:24 am

The next chunk. Forgive how messy I'm being right now.
Items will be next, then general stuff (backstory, physical description), then a summary list.

If you want to get started on your characters, that's fine, just expect to have multiple revisions. Please post all information in here. The reason being, you're all on a team, so you should know each other's strengths and weaknesses.
If you see someone dead set on a roll (driver, handy man) try not to copy it. At the same time, it wouldn't hurt to have say an expert negotiator and then someone pretty good at it.
My character will likely be an attempt to try and fill in the gaps.
Bear in mind character morals might vary.

To give you a brief idea about items:
Expect to have a team vehicle of some kind (either a car or a pick up truck). Expect a home computer, and some basic home items.
Expect a relatively small budget for items, somewhere between 1 and 2 thousand dollars with close to real world prices.

As always, feel free to ask questions, as I'm sure there's a bunch.



This is going to use a modified version of the Unknown Armies system.
You don’t need to fully understand the system to play.
I’m gonna try to make it seem like the system’s not there.
If you need help or explanation, I can give it.

Modifications:
Spoiler:
Dodge is a free action. You can use dodge again as your main action if you wish.

During combat, fighting is a significant check.
A strong success pertains to the normal rules.
A weak success is half damage. If the roll is under the target’s dodge skill, it’s halved again. Also, a successful dodge from the target means no damage.

Combat goes by in rounds. How long each round is in terms of time is going to be left vague (probably only a few seconds).
You have a counter, and an incrementer.
You incrementer is equal to 30 plus your initiative skill.
Each round, your counter goes up by your increment (starts at 0).
When your counter reaches 100, you act. In the likely case you go over 100, everything else carries over.

So for example, lets say your initiative is 40. Your incrementer would then be 70.
Round 1: 70
Round 2: 40 (70+70=140. 140-100=40.) You get to act.
Round 3: 10 You get to act
Round 4: 80
Round 5: 50 You get to act.

You may not act every round.
This is a table of ratios of how often certain initiative levels act compared to others.

I’ll maintain (and display) a table of who’s acting when.

Building Your Character:
Spoiler:
You have 240 points to spend on your stats.
70 is the maximum level of a stat. 40 is the minimum.

You have 70 bonus points to spend on skills.

Altogether, this means you’re a little more capable than the average person (whose stats probably total between 200 and 220, and whose bonus points would be 15 or less).

The following skills are free, starting at 15.
For further explanations, see the links in the write up.
If you wish to make up a skill (bomb making, dual wield, street connections), feel free to bring it up. You may want to review what the write up gives for examples for ideas.

Body:
Fighting:
Your ability to hurt people, restrain them, and get out being restrained. Can be used for avoiding damage with negative focus shifts.

General Athletics:
Self explanatory. If for some reason this is brought to or below 0 (damage, penalties, etc.) you can no longer walk.

Speed:
Dodge:
Any means of avoiding damage, be it evasion, parrying, or blocking. Whichever makes sense.

Initiative:
Explained earlier. Relates to reaction ability.
Starts at half speed (round down to the nearest 1), rather than 15.

Driving:
Applies to any kind of vehicle. Ties into automotive repair, who to go to for car stuff, etc.

Firearms:
Applies to any kind of firearm or gun, and operate them. Ties into maintenance and who to go to for gun stuff, etc.

Sneak:
Relates to not being noticed, such as pick pocketing, moving quietly, being low profile.

Mind:

General Education/Street Smarts/Connections:
Beyond just general education, is sort of a broad knowledge of the area. Who to see for what, where things are, rumors and gossip, etc.

First Aid:
Ability to treat wounds. Note that the appropriate tools would be needed.

Notice:
Has to do with detecting lies, noticing little details, and seeing someone try to sneak something.

Handyman/Construction:
Has to do with mechanical work, electrical work, and other stuff like that. Very broad, could be used for sabotage. Overlaps with driving and firearms in terms of repair and connections.

Soul:
Lying:
Self explanatory.

Negotiations:
Has to due with convincing someone to do something, be it through intimidation or charming. Might cross over with lying.


If you add everything up, you should have:
240 points from stats
70 bonus points
180 from free skills
Half of your speed (initiative)

That’s 490 plus half your speed. Use that to double check your math.

Remember that skills cannot exceed their respective stats.
Also, if you have say 60 for body, you must spend at least 60 points on skills tied to body. In other words, all of the skill points coming from a stat must be spend on skills tied to that stat.


Pick a passion for each passion type. Try to have it be something that might actually apply, as it is to help you.


Last edited by 17dragonboy on Mon Jul 09, 2012 9:57 pm; edited 1 time in total
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Mon Jul 09, 2012 9:08 pm

Everything is together now in the first post. We can get started with the signing up.
By the way, Andras said he probably won't be able to join us. Star might be reappearing, but I don't know if she'd join.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by FluffyFox1213 on Tue Jul 10, 2012 10:36 am

This looks interesting. I may or may not join... Depends on if I can get a character built soon enough.

I'm easily confused by details. Lol.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Tue Jul 10, 2012 1:20 pm

It'd certainly be good to have you. :-)
Getting a character together shouldn't be too much trouble, and there's no real set deadline. I can help as needed.

If you haven't read the rules, here's a link.
As said, you probably don't need to fully understand the system to play.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Sunfish123 on Thu Jul 12, 2012 10:15 pm

It'll probably take me a bit to get my character together. I've actually gotten busier lately, go figure.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Tue Jul 17, 2012 2:34 pm

This is a little bit of a bump post, but I know people are busy.
Is there anything I can help with?

Also, Star Lady probably will not be joining us.


Last edited by 17dragonboy on Wed Jul 18, 2012 2:26 pm; edited 1 time in total
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Wed Jul 18, 2012 6:39 am

Well I'm completely fucking retarded apparently. I somehow mistook your last post to mean "WAIT, do NOT do a character yet." Not sure what I was on that day. I'll get started on a character.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Mon Jul 23, 2012 5:44 am

Why I haven't posted a character yet (which I'm still working on, by the way). Sorry...

This game: http://slendergame.com/

My reaction: http://www.youtube.com/watch?v=Uz5uBkMcAtY

EDIT: The video on the game's homepage isn't even a fraction of how scary the game is.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Mon Jul 23, 2012 10:56 am

Acknowledged, I imagine we'll be waiting awhile before we get started anyway.

I think it's funny that after how many years (probably only one), we still talk about slenderman.
I admit I'm not brave or masochist enough to play that game, or horror things in general.
Was that actually you in the video?

While we're talking about distractions, I've been watching the show "Breaking Bad." It's totally awesome, if a 9.4 on imdb is any evidence.
Here's a link to all of the episodes. Google works just as well, with a little effort. I recommend at least watching the first episode.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Mon Jul 23, 2012 2:33 pm

My dad watches Breaking Bad all the time. I was stupid and have probably watched more videos with spoilers than I should have; I know how and when at least a couple people die.

I'm not brave (as you can see from the video) but probably masochistic. I just love scaring the hell out of myself. Honestly the game isn't necessarily the worst part, sometimes it's how you feel after. I had to walk upstairs in the dark to find some food, with only the light from my phone to see by. The dim light, combined with the darkness, and I could practically feel Slenderman coming to get me.

P.S. Yeah, I think it was about a year ago that we did that one roleplay on the chat with Slenderman. That was me, you, and... Katamar? I'm pretty sure bizarrecoyote was there too.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Mon Jul 23, 2012 3:15 pm

The feeling after is the worst. I can relate after having watched Paranormal Activity 3 (I've since recovered).

The Slenderman chat rpg was you, me, katamar and... Hidden Star, not Coyote.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Mon Jul 23, 2012 4:36 pm

I've never found the Paranormal Activity movies to be particularly frightening. Personally, things like Slenderman, mothman, and things of that nature have always been one of my biggest fears/obsessions, possibly because of their watching/stalking nature.

And I still like to think that we almost killed the son of a bitch!
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Thu Aug 09, 2012 11:45 pm

This might've already been assumed, but to make it mostly official, I think I'm gonna call this off.
I just don't want anyone to waste their time making up a character just to not have this run.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Fri Aug 10, 2012 2:41 am

Wait, really? I'm sorry for not having posted a character yet, it's not that I haven't had time to do it, it's just that I fucking suck... I tend to put things off for as long as possible unless relentlessly pestered, and that's a dick move, and I'm sorry. If you're calling this off because nobody's posted yet, I understand. I can get a character sheet up by tomorrow, after I get back from the airport, if that means anything. Like I said, I'm sorry. If there's some other reason, then that sucks, but I understand. Unless I hear otherwise, I'll just plan on writing up a character sheet for tomorrow.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Sun Aug 12, 2012 7:46 am

Well I'm an unreliable whore. It's technically Sunday now, and I still don't have Jackschit to show. In my defense, the flight was delayed by three hours, so there was nothing I could do on Friday. And today I had homework. Excuses, I know. But I'll have nearly all day tomorrow to get it in. And that's what she said.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by FluffyFox1213 on Sun Aug 12, 2012 8:36 am

My only excuse is that I have no idea what the CS would look like...

I'm better at CS making when I've seen someone elses.

It helps me for some reason.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Sun Aug 12, 2012 6:13 pm

@Fluffy: I assume you mean character sheet.
Does this help, or were you already aware (and are basically waiting for someone to make a character)?

Character Sheet:
Spoiler:
Name:
Gender:
Age:
Height:
General Build:
Appearance:
Backstory (Childhood, Growing Up, Adulthood):

Rage Passion:
Fear Passion:
Noble Passion:

Body Stat:
Speed Stat:
Mind Stat:
Soul Stat:

(Body Skills)
Fighting:
General Athletics:

(Speed Skills)
Dodge:
Initiative:
Driving:
Firearms:
Sneak:

(Mind Skills)
General Education/Street Knowledge:
Notice:
First Aid:
Handyman:

(Soul Skills)
Lying:
Negotiations:

Items:

Note that there will probably be a lot of back and forth about items (asking for prices, giving prices, repeating). You might want to leave that part out in the beginning.

I almost forgot I had that and remade the whole thing.
Remember that you can have other skills if you wish.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Sun Aug 12, 2012 8:54 pm

In all honesty, I think the skills section has been giving me some trouble. I don't mean to be a pain, but could you maybe put up an example character? Like Fluffy, it's much easier for me to do one after I've seen someone's.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by FluffyFox1213 on Mon Aug 13, 2012 5:59 am

It's like Legos...

It's much better to build something when you either have easy-to-read instructions... Or something to go off of.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Mon Aug 13, 2012 3:17 pm

Alright, this is a somewhat bare bones example character. You guys would probably be more detailed on certain parts.
I will not be using this character (I'd like to play a support type character, who follows your guys' lead). If anyone wants to base their character on this idea, that's fine. Remember that my character will try to fill in the holes of the team.

With the skills, I went ahead and listed where the points were coming from. Remember that each skill starts at 15 (besides initiative, which starts at half speed).
You don't have to do this, but if it helps you, go ahead.

Mock Character
Spoiler:
Name: Timothy Shrader
Gender: Male
Age: 30
Height: 5’10”
General Build: Healthy weight, skinny
Appearance: Short brown hair, shaved, worker’s hands, dressed for manual labour.

Backstory: The son of a construction worker, he learned the trade while he was young. Being reasonably bright, he worked his way into management positions, but still prefers to be hands on.
His small company was sabotaged by some criminals (for lack of a better word). He teamed up with some others to get payback, using his handy skills. Afterward, he realized he could do well for himself as a mercenary, but still does construction work on the side

Rage Passion: Screwing over genuinely hard working people.
Fear Passion: Back stabbers.
Noble Passion: Helping dumb but otherwise good people.

Body Stat: 60, manual labourer, healthy
Speed Stat: 60, uses hands a lot, used to moderately dangerous construction sites
Mind Stat: 60, used to thinking for others, manager
Soul Stat: 60 natural leader, businessman

Body Skills:
Fighting: 35 (+20 from stat)
General Athletics: 55 (+40 from stat)

Speed Skills:
Dodge: 40 (+25 from stat)
Initiative: 40 +(10 from stat)
Driving: 40 (+15 from stat, +10 from bonus)
Firearms: 20 (+5 from stat)
Sneak: 20 (+5 from stat)

Mind Skills:
General Education/Street Knowledge: 45 (+30 from bonus)
Notice: 45 (+15 from stat, +15 from bonus)
First Aid: 30 (+15 from bonus)
Handyman: 60 (+45 from stat)

Soul Skills:
Lying: 35 (+20 from stat)
Negotiations: 55 (+40 from stat)

Items:
Elaborate Mechanical Toolset (+10 to appropriate handyman tasks) 300$
Elaborate Electrician Tool Set (+10 to appropriate handyman tasks) 300$
Maul (+9 damage) 20$
Assisted Open Utility Knife (+3 damage) 20$

A bunch of other stuff....

I'm just throwing this out there, but if it is easier for you guys, we could use the "Window" system instead.
The system itself is probably easier, closer to freeform, but you guys would have to read all the rules.
I'm not sure which is more worthwhile at this point. I'm indifferent. For now I'll assume we'll just stick with this system (Unknown Armies).
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Thu Aug 16, 2012 3:00 am

Name: Rae Revard
Gender: Female
Age: 17
Height: 5' 9"
General Build: Lithe with muscles. Athletic.
Appearance: Medium length brown hair (curly near the edges), thick eyelashes, grey eyes. Typically wears jeans, long sleeve shirts, combat boots, anything with minimal skin exposure.

Backstory (Childhood, Growing Up, Adulthood): Born into a relatively stable household, Rae grew up with an interest in mechanics and rockets. Wanted to be an astronaut as a girl. She had a fairly "normal" childhood, and spent her time with friends or going to school. Thanks to her family's moderate income, she received a computer at the age of 14, and soon spent much of her time online. During this time, her morality and world view changed significantly as she became more experienced thanks to her interactions on the internet and in school. Her parents also separated due to infidelity, and this would cause Rae to become much more independent. This, coupled with financial troubles and severe tension in her life would put Rae into a depressive state for more than a year, during which time she experienced periods of schizophrenic hallucinations. This is the source of her fear of abandonment, and she typically hates being alone. With her family life in shambles, Rae focused on her academics. Being a social introvert, she also spent more time than ever online, and became close friends with several people this way. After both her father and mother were unable to afford their housing, she gathered up as much money as she could find and left home. With no job experience, Rae spent several months on the street, and soon bought a TT-33 for protection. Fate was kind to her, however and she signed up for and won 1st place in a shooting contest, despite a lack of any training (or even perfect eyesight, for that matter). With the prize money, she bought some equipment and became a mercenary.

Rage Passion: Ignorance and closed-mindedness.
Fear Passion: Abandonment.
Noble Passion: Making others happy, or at least not miserable.

Body Stat: 45
Speed Stat: 70
Mind Stat: 70
Soul Stat: 55

(Body Skills)
Fighting: 30
General Athletics: 55 (+10)

(Speed Skills)
Dodge: 35 (+10)
Initiative: 40 (+10)
Driving: 15
Firearms: 60
Sneak: 15

(Mind Skills)
General Education/Street Knowledge: 40 (+10)
Notice: 50
First Aid: 35 (+10)
Handyman: 35 (+10)

(Soul Skills)
Lying: 35
Negotiations: 50

Items:
5.56 mm AR-180 (Sterling-Armalite)
- Barrel Length: 464 mm
- Muzzle Veloc: 1000m/s
- Effective Range: 460m
- Approximate Cost: 700 USD
Bushnell 3-24x40 Rifle Scope
- Mil Dot Reticle
- Glare Resistant
- Approximate Cost: 100 USD
Armalite 5.56 mm 10 round Magazine (3)
- Easy loading/unloading
- Holds 10 rounds
- Approximate Cost: 100 USD for 3 magazines
5.56x45 FMJ (500 rounds)
- 55 grain full metal jacket
- Boxer primed brass casings
- Approximate Cost: 200 USD for 500 rounds
7.62 mm TT-33 Tokarev
- Barrel Length: 116 mm
- Muzzle Veloc: 420m/s
- Effective Range: 55m
- Approximate Cost: 250 USD
7.62x25 Tokarev FMJ (100 rounds)
- 85 grain full metal jacket
- Boxer primed brass casings
- Approximate Cost: 50 USD
Tula 7.62 mm 8 round magazine (3)
- Easy loading/unloading
- Holds 8 rounds
- Approximate Cost: 100 USD for 3 magazines
Smith & Wesson CKSUR1 Combat Knife
- 5.88 inch stainless steel blade
- Heavy duty sheath
- Approximate Cost: 20 USD
Mag pouches, holsters, cleaning kits, bipod, mag loaders, canteens, mess kit, medical equipment, sleeping pad, etc?:
- Approximate Cost: 150 USD

((Sorry again this took so long, the items section was a bitch. Also, my stats keep adding up to 495, but they each check out individually. It's pissing the hell out of me, and I can't figure out where I messed up.))
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Sunfish123 on Fri Aug 17, 2012 6:33 am

I've been meaning to get a character but honestly that character sheet is a bit daunting. I'll try and have something up by Sunday.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Fri Aug 17, 2012 9:25 am

It's really not so bad once you try it. I could try my best to help with anything, especially items. We have scores of roleplaying books at my house, so I checked several of those as well as the internet for the prices I got for everything.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Fri Aug 17, 2012 10:53 pm

@Everyone: I'm gonna make a moderately small change. I'll make the appropriate corrections in the first post (if I don't forget).

"Resist Fatigue" is another required/free skill under body.
A fatigue check might be done after a tiring event. You roll against your body stat. You succeed, nothing happens. You fail, you suffer a -10 penalty to some appropriate things (body, speed, some related skills to name a few).
The resist fatigue skill allows you to flip-flop a failed roll if the result will be under your skill.

"Intimidation" is another required/free skill under soul.
It's pretty self explanatory.
The persuasion skill would be for persuading things in a non-intimidating manor.

The reason for these two skills is so that body and soul have more skills to spread out points on. (I would add more skills if I could think of them, but I can't.)
Throwing ideas out (not for free skills), perhaps "extra wound points," or "good luck."

So your skill points should at up to 520 plus half of your speed.

@Sunfish: Like Glyph said, making the character actually isn't too bad once you get going.
The items will be the hardest part.

@Glyph: I don't think you remembered that initiative starts at HALF of your speed skill, instead of 15.
You might not have spent all of your bonus points (it seems to be only 60, not 70).
Bear in the mind changes above (two new free skills). It should be 240 from stats, 70 from bonus, 210 free, and half of your speed from initiative. So 520 plus half of your speed.

Would it be correct to assume that after the shooting competition, Rae practiced A LOT with the gun? Because 60 is extremely high.

Besides adjusting for what I added, and whatever math mistake you made, everything seems in order.
I'll have to get back to you on items. It's looking like I'm gonna use the prices you provided.
Good work. :-)

EDIT: @Glyph: One more thing, you forgot to pick which skill to be your obsession skill.
(I take back all of those nice things I said.)
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Glyph on Sat Aug 18, 2012 8:20 pm

Name: Rae Revard
Gender: Female
Age: 17
Height: 5' 9"
General Build: Lithe with muscles. Athletic.
Appearance: Medium length brown hair (curly near the edges), thick eyelashes, grey eyes. Typically wears jeans, long sleeve shirts, combat boots, anything with minimal skin exposure.

Backstory (Childhood, Growing Up, Adulthood): Born into a relatively stable household, Rae grew up with an interest in mechanics and rockets. Wanted to be an astronaut as a girl. She had a fairly "normal" childhood, and spent her time with friends or going to school. Thanks to her family's moderate income, she received a computer at the age of 14, and soon spent much of her time online. During this time, her morality and world view changed significantly as she became more experienced thanks to her interactions on the internet and in school. Her parents also separated due to infidelity, and this would cause Rae to become much more independent. This, coupled with financial troubles and severe tension in her life would put Rae into a depressive state for more than a year, during which time she experienced periods of schizophrenic hallucinations. This is the source of her fear of abandonment, and she typically hates being alone. With her family life in shambles, Rae focused on her academics. Being a social introvert, she also spent more time than ever online, and became close friends with several people this way. After both her father and mother were unable to afford their housing, she gathered up as much money as she could find and left home. With no job experience, Rae spent several months on the street, and soon bought a TT-33 for protection. Fate was kind to her, however and she signed up for and won 1st place in a shooting contest, despite a lack of any training (or even perfect eyesight, for that matter). With the prize money, she bought some equipment and became a mercenary, training her skills with a rifle almost obsessively.

Rage Passion: Ignorance and closed-mindedness.
Fear Passion: Abandonment.
Noble Passion: Making others happy, or at least not miserable.

Body Stat: 45
Speed Stat: 70
Mind Stat: 70
Soul Stat: 55

(Body Skills)
Fighting: 25
General Athletics: 50 (+10)
Resist Fatigue: 35 (+10)

(Speed Skills)
Dodge: 35 (+10)
Initiative: 50
Driving: 15
Firearms: 60
Sneak: 15

(Mind Skills)
General Education/Street Knowledge: 40 (+10)
Notice: 60 (+10)
First Aid: 35 (+10) (OBSESSION)
Handyman: 35 (+10)

(Soul Skills)
Lying: 35
Negotiations: 40
Intimidation: 25

Items:
5.56 mm AR-180 (Sterling-Armalite)
- Barrel Length: 464 mm
- Muzzle Veloc: 1000m/s
- Effective Range: 460m
- Approximate Cost: 700 USD
Bushnell 3-24x40 Rifle Scope
- Mil Dot Reticle
- Glare Resistant
- Approximate Cost: 100 USD
Armalite 5.56 mm 10 round Magazine (3)
- Easy loading/unloading
- Holds 10 rounds
- Approximate Cost: 100 USD for 3 magazines
5.56x45 FMJ (250 rounds)
- 55 grain full metal jacket
- Boxer primed brass casings
- Approximate Cost: 100 USD for 250 rounds
7.62 mm TT-33 Tokarev
- Barrel Length: 116 mm
- Muzzle Veloc: 420m/s
- Effective Range: 55m
- Approximate Cost: 450 USD
7.62x25 Tokarev FMJ (100 rounds)
- 85 grain full metal jacket
- Boxer primed brass casings
- Approximate Cost: 50 USD
Tula 7.62 mm 8 round magazine (1)
- Easy loading/unloading
- Holds 8 rounds
- Approximate Cost: 30 USD for 1 magazines
Smith & Wesson CKSUR1 Combat Knife
- 5.88 inch stainless steel blade
- Heavy duty sheath
- Approximate Cost: 20 USD
Mag pouches (2 assault rifle, 1 pistol), holsters, cleaning kits, bipod, canteen (3 quart), medical equipment, etc?:
- Approximate Cost: 150 USD

((That should fix everything... I think.))

((EDIT2: Okay, NOW everything should be fixed.))


Last edited by Glyph on Sun Aug 19, 2012 9:04 pm; edited 2 times in total (Reason for editing : Stat fix)
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by Sunfish123 on Sun Aug 19, 2012 2:30 pm

Name: Ted Slinger
Gender: Male
Age: 19
Height: 5' 11"
General Build: Slim, most muscles being in his legs for improved mobility.
Appearance: Shaggy medium length brown hair, brown eyes, and surprisingly fair skin. Likes to wear his old Stetson hat, sturdy denim jeans, and a poncho over his leather vest to hide his holster.
Backstory
Child: Born into an exceedingly well off family on a far off planet, Ted was given everything he ever wanted exactly when he wanted it. Or at least he was until it was discovered that his father had been illegally selling arms to the brown coats during the unification wars. Ted and his family were quickly shipped off world to Erebos to try and avoid persecution from the Alliance.
Middle: Because they had to leave their fortune behind to quickly escape, Ted spent most of his teenage years in relative poverty and he blamed it all on his father's corrupt business practices. He came to hate his father and ran away from home at the age of 14, taking the dual M1869 Smith & Wesson revolvers his father had saved.
Current: After running away, Ted practiced non-stop with his revolvers partly out of necessity, but mostly to try and make a name for himself. In order to survive he has become sort of a shadowy character, fancying himself as a modern day robin hood although most of the proceeds he keeps as payment for services rendered. He is extremely arrogant and loves to show off, and because of his childhood he feels entitled to whatever he wants and doesn't take kindly to the answer no.

Rage Passion: Corruption
Fear Passion: Extreme poverty
Noble Passion: Spreading the wealth

Body Stat: 70
Speed Stat: 70
Mind Stat: 60
Soul Stat: 40

(Body Skills)
Fighting: 35
General Athletics: 45
Resist Fatigue: 35

(Speed Skills) 70
Dodge (Obs): 45
Initiative: 70
Driving: 15
Firearms: 55
Sneak: 15
Dual Wield: 35

(Mind Skills)
General Education/Street Knowledge: 15
Notice: 45
First Aid: 15
Handyman: 45

(Soul Skills)
Lying: 15
Negotiations: 15
Intimidation: 55

Items: $1615.50
2 Smith & Wesson M1869 Revolvers (Nickel) - 900$
6 moon clips - 90$
300 rounds of .44 caliber - 180$
2 leather holsters - 80$
Toolbox full of gun repair equipment - 20$
Gun cleaning equipment - 20$
Wakizashi short sword - 25$
Sword Sheath - 20$
Cleaning rag - .50$
2 Canteens - 10$
Backpack - 20$?
Pistol resistant vest -250$
Remaining Money - $84.50


Last edited by Sunfish123 on Mon Aug 20, 2012 10:17 am; edited 4 times in total
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

Post by 17dragonboy on Sun Aug 19, 2012 4:18 pm

@Sunfish: I'll get back to you.

@Glyph: I think you have 10 more points spent than you should have.
I think it came from your speed skills. You have 10 extra there.

I'm gonna bump the price of the pistol up to 450 (due to environment of game).
For the pistol holster I'll say 40 dollars.
For the magazine holders, I'll say 10 per pouch (regardless of size, though you should specify how man of each size).
20 for the gun cleaning kit.
20 for the bipod.
30 for each of the magazine loaders.
5 for a 1 quart canteen (if you want to have one canteen that's X quarts, just multiply the price by X).
15 for a mess kit.
25 for a basic med kit.
20 for a sleeping pad.


@Everyone: For those that are interested:
A bullet resistant vest that can resist pistols is 250.
A bullet resistant vest that can resist heavier weapons (rifles, shotguns) is 800.

In general, if you want to throw more money into something, something can be worked out to make it better.
(The price will likely jump up a big deal though, no "I'll add a couple dollars.")

I'm probably gonna hold off on the specific details of each item until the very end.

Remember that having a little money left over is probably a good thing.
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Re: Mercenary RPG Sign Up (Pseudo-Firefly)

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