S&V - The Outfit (OOC thread)

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Nobby-W

Not an axe murderer
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Out of character thread

This thread has background materials, character sheets and links. This post will be the major link farm to basic materials.

Links to character sheets, cheat sheets and resources

Playbooks: Fixer, Muscle, Hacker, Sneak.

Personal equipment

Character background (start here)

Character generation cheat sheet.

Google docs character sheet template

Party summary sheet (google docs)

Character Sheets
Tannhauser sector (new)

Isinor sector (new)

Cheat Sheets

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Bibliography

  • The Stainless Steel Rat books (Harry Harrison)
  • Turtle's Progress
  • The Godfather
  • Peaky Blinders
  • Killjoys
  • Cyberpunk novels - Hardwired, Sprawl Trilogy, Snow Crash etc.
  • Black Lagoon
  • Five Families (very detailed book about the Mafia)
  • Cowboy Bebop
  • Ocean's 11
  • Han Solo trilogy (Brian Daley)
  • Ghost In The Shell
  • The Bank Job
  • Firefly
  • Blake's 7
  • Lock, Stock and Two Smoking Barrels
  • Snatch
 
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Background - Densaspar and the Tannhauser Sector

Denaspar is a rare garden world - one habitable without needing terraforming effort. Slightly larger than Terra with a surface gravity of 1.03G, it was one of the first worlds settled in the region, and with Cyrus embroiled in a decades-long series of civil wars over secession, it is now the largest single planetary economy in the region.

Denaspar has several major nations, of which Nova Nusantara is the largest. Situated around a large archipelago, its thousands of islands are home to nearly half a billion people - not just human but with sizeable alien minorities. Every sophont species can be found here, especially Aferas, Morlocks and Garps.

Ilthar is a densely populated island in the archipelago, home to 140 million people. Situated around the northern end of the Island, the megacity of Nova Batavia contains six major urban centres merged together in one giant conurbation - Vetawa, Barryar, Moseli, Devaki, Armus and Shonen. 45 million people live in these urban centres, with tens of millions more living in the surrounding area.

The economy is still developing - the Maglev network first went in 30 years ago and opened up the north-south axis. Now it takes half an hour from Moseli to central Vetawa. Infrastructure is still lagging behind growth, with traffic jams still the norm in many parts of the region. Some folks drive cars, some can afford air taxis with personal CG transport for the wealthy, but by far the most common form of transport is scooters - electric motorbikes.

Denaspar
Denaspar sits at the bottom end of the major trade route through the Neutral Zone into Aferasi space - Denaspar, Hamashi, Lushun, Karres, Tabrillathe, Shandong, Kenzo. Since the signing of the Neutral Zone treaty 70 years ago it has undergone rapid economic development and is now an up-and-coming power in the region.

It also sits between the Commonwealth - the original, now corrupt and disintegrating hegemony of humankind - and the Federation, the first major polity to spin off the Commonweath some 120 years previously. Its strategic position controlling much of the base end of the great trade link makes it a hot bed of political intrigue, corporate manoeuvring and (of course) criminal activity.

Moseli
Moseli is the site of the old Moseli starport. It sits at the northern reach of the conurbation and oftentimes the locals see themselves as somewhat independent from greater Nova Batavia. Up until the opening of the new Korova port some 15 years ago it was the major starport for Nova Nusantara and one of the busiest on the planet.

Moseli went into decline when Korova opened, but the independent spirit of the region prevailed, and the Moseli regional government decided that closng the starport would be a major hit to the local economy. Much to the annoyance of the government and its pro-Korova backers the Moseli government asserted its jurisdiction and kept the starport open.

It's not what it was at the height of its former glory, with with many facilities lying derilict - but it's kept going, and the need to recoup the massive investment in Korova has kept its cost structures competitive, particularly for smaller operators. Moseli is still the major port of call for free traders, smaller lines - and shadier activities. The startown is down on its luck and getting seedier with each year.

The Outfit

You are The Outfit - A small, up-and-coming gang, mainly making a living from minor racketeering, smuggling contraband in and out of the starport and occasional paid consulting work for various clients. You've just made a major score that might just be your leg up into the big time ...
 
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The Tannhauser Sector

Tannhauser.png
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Sitting on the spinward edge of the Solar Commonwealth (usually called 'The Commonwealth') this has the bottom end of the Tannhauser gate. The Spinward part of the sector is in the neutral zone.

Major Polities

Hamashi
- Wealthy terraformed, main transit point on NZ route
Gehenna - Territory of Isinor, part terraformed
Eta Hamashis - Captured world on white dwarf
Sansha - Terraformed
Jilin - Vac worlds
Ezra's belt - A quasi-independent system with no naturally habitable worlds. It has a large smegulon population and a reputation for lawlessness.
Sarnath - Moons of gas giant
Denaspar - Gateway, garden world. Denaspar is the largest planetary economy in the region.
Cyrus - One of the major garden worlds in the region, Cyrus would be a major economy but it is wracked with a major civil war between loyalist and secessionist factions.
Keladan - Wealthy world, terraformed. Internal politics dominated by conservative (Filts) and progressive (Trews) factions. Noted for the dire quality of its right-wing tabloid media and occasional (and mostly futile) attempts at piracy suppression.
Qetesh - Desolate, failed terraforming, Prison colony?
Zeos - high population water world. One of three garden worlds in the sector.
Babachan - Terraformed world, partially successful with a marginal economy.
Yamagen - External colony, vac world, transit point
Chinthia - Wealthy, terraformed
Emilyse - Partial success terraformed

Denaspar

0404 A-M-LARAQ DML MSeq

The Densapar system was one of the first systems discovered by exploration on this side of the Tannhauser gate. The primary is an F7 main sequence star, with a world sporting a natural M-class biosphere with no further need for terraforming.

Today it is the largest single system economy in the region, with a population of approximately 2.5 billion. The system declared its independence from the Solar Commonwealth some 40 years ago and the naval contingent stationed there defected to the side of the independence movement. Denaspar was the first world to declare independenence from either the SC or UF, and has started a cascade of defections, particularly from SC space.

The largest single nation on Denaspar is Nova Nusantara with a population of 460 million. Other major nations include Malastar (280 million), Seneca (240 million), Hyspero (190 million), Tantalus (140 million), Merovin (110 million) and Cimmeria (95 million).

The system has been settled for approximately 600 years. Like much of the region, it was settled by convicts and malcontents shipped offworld to get them away from the core worlds. Later on it became a popular colonial destination. The economy has substantially developed over the last 75 years and is well advanced in the process of making the transition to a major industrialised system.

Lamia (A)
__________________
A small, rocky world inside the Denaspar systems habitable zone, this is locked in a 2:1 resonance with Denaspar. The world is tide locked with some habitation in the twilight region. Most industry on Lamia is mining (the world has abundant supplies of heavy metals) and manufacturing. Total population: approx. 60 million.
Denaspar (M)Denaspar has a natural class-M biosphere and required minimal terraforming to be habitable. Surface gravity is approximately 1.03G
• Romulus (D)​
The innermost moon of Denaspar, this orbits at approximately 500,000km. It is relatively large and has a trace atmosphere largely consisting of CO2 with a surface gravity of approximately 0.22G. Substantial deposits of sub-surface volatiles power the local economy. Total population: approximately 60 million. Industry largely consists of mining and manufacturing. Volatiles from Romulus make up a large source of fuel sold here.
• Boho (A)​
Small moon with a surface gravity of approximately 0.05G. The world is in vacuum but has a population of approximately 20 million. Sits in a 2:1 resonance with Romulus.
• Stations​
Olympus Dom - Hybrid O'Neill type, 2.2km x 6km. L4 point of Romulus, pop: 1.5 million
Parnassus Dom - Hybrid O'Neill type, 2.2km x 6km. Under construction at the L5 point of Romulus.
Manley Station - older hybrid O'neill type, 1x1km. 1500km orbit, pop: 70,000.
Triton yards - ship repair and construction
Joetsu station - older M40 station in 1,500km orbit
Idaho station - M40 station in polar orbit around Romulus
Nyria port - high port in orbit around Romulus.
Cravic station - naval outpost in L2 point.
Vilsburg Station - high port in orbit around Boho
Hettingen (L)Marginally habitable world. Genetic traces of life on the planet indicate that it was probably seeded from single celled organisms that survived on debris thrown from a meteor impact on Denaspar, probably some 220 million years ago. Small saline oceans harbour enough life to keep a concentration of oxygen in the atmosphere. Surface gravity 0.7G, population: 75 million.
Some terraforming work has taken place on the world and it can support agriculture, although the climate is marginal.
• Lit (A)​
Small moon with a vacuum and a surface gravity of less than 0.05G. Small permanent mining settlement.
Jōetsu (A)Small vacuum world in an eccentric orbit, probably captured. Surface gravity is 0.2G. The world has a small mining industry and some populated cities. Total population: 2 million.
The Belt (R)The belt contains several large asteroid colonies and is home to a large number of current and abandoned mining and prospecting operations. Several former colonies have independent sovereignty, and the belt sports a significant population of Smegulons. Total population: approximately 20 million.
The largest asteroid settlement is Hierakonopolis with a population of 2.5 million.
Hunchun (A)A small vacuum world with a population of 2 million. Surface gravity is 0.1g. Hunchun has a well known prison colony called Napeville.
Terza (Q)Large gas giant in the outer system. It has three major moons.
• Finisterre (G)​
Surface gravity 0.3G, population: 6 million, methane/ammonia atmosphere.
• Neapoli (A)​
Surface gravity 0.2G, population 2 million, no atmosphere.
• Oyonnax (D)​
Surface gravity 0.4G, population 3.5 million, trace CO2 atmosphere.
 
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Ilthar

This is a map of the Northern end of the island, where Nova Batavia is located. Moseli is located at the north end of the conurbation and is a city of 6.5 million people in its own right.

NorthIlthar.png
 
Moseli

The map shows the major suburbs of Northern and Central Moseli. The party's home turf is in Shenobi. The more posh end of Startown is situated around Shuttleworth and Cixin.

MoseliSuburbs.jpg
 
Playbook: The Sneak

The Sneak is the breaking and entry specialist, the scout – someone who gets places they’re not supposed to or gets around without being seen. If you don’t want to be seen you won’t. A sneak gets XP when you address challenges with stealth or subterfuge, or getting someplace you’re not supposed to be.

Starting Actions: SKULK +2, SCRAMBLE +1


Starting Ability

Infiltrator:
You are not affected by quality or tier when you bypass security measures. You may use RIG or HACK skill to bypass alarms or locks. If your tooling is not already fine (+1D) you can treat it as if it is, getting the +1D to the roll even if using ordinary (or even improvised) tooling.


Other abilities

Ambush:
When attacking from hiding or springing a trap (or IED or other item) you get +1D to your roll.

Daredevil: When you roll a desperate action, you get +1D to your roll but lose one die off any resistance rolls against harm arising from the action.

Preternatural: You’re an incredible athlete, possessing near superhuman agility – are you enhanced maybe? When you do a superhuman manoeuvre you can do something the enemies aren’t expecting – for example:
  • You can perfom some acrobatic feat such as climbing up a wall with no handholds (think: wire-fu) so quickly the enemy doesn’t think to look up. Do you escape across the roof or leap down on them?
  • You can confuse enemies in melee or in a close fight with poor visibility (perhaps a dark alley) so they mistake their allies for you and attack each other momentarily before they realise their mistake. How bad is their friendly fire?
  • You can perform some act of superhuman ability to get you out of a tight spot safely – leaping an insane distance between two buildings, landing catlike off a three story roof, grabbing onto a passing vehicle and leaping on board. Might cost some stress.
Expertise: Choose one of your actions. When you lead a group in that action, you can suffer only 1 stress at most. For example, you can lead your team in a stealthy infiltration and, in spite of them sounding like a thundering herd of elephants you feel a strange zen-like calm.

Shadow: You are especially adept at following people, or spotting tails if you’re being followed. Add +1D to any attempts to follow someone discretely, or +1D to any attempts to spot a tail.

Reflexes: Just like Han Solo, there’s no question about who goes first. It’s you. This might give you advantage in being quick on the draw and getting the drop on the mob enforcer.

Sleight of Hand: You’ve got the manual dexterity of a master pick pocket. If you’re doing anything like swapping in an ace card, lifting the cleaner’s card key or some other feat of manual dexterity you get an additional +1D.


Starting Items (pick 1)

Fine lockpick set or toolkit:
A readily hidden set of lock picks (0 LOAD) or an innocuous looking toolkit (1 LOAD) that will give +1D to intrusion attempts.

Camo Suit: A catsuit with chromatophores and the ability to seal up and keep any pesky epithelials from contaminating the crime scene with your DNA. Adds +1D to sneaking when active. Not exactly a consumer item, where did you get it from?

Climbing gear: Compact, lightweight gecko clamps, rope, a VDW grapple and other items in a compact set that is smaller than a standard set of climbing gear (1 LOAD).

Fuzzer: A device that can dampen out sounds preventing most bugs or remote listeners from overhearing a conversation (1 LOAD).

Cyber enhancement: Black market cyberwear enhancing vision, hearing or smell.
 
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Playbook: The Fixer

A deal here, a quiet word there, schmoozing and networking everywhere. The fixer is the face, the wheeler and dealer, the guy everyone knows and who knows everyone. Ever streetwise, the fixer always has their network – maybe someone owes you a favour, maybe someone will turn up to call one in, maybe someone needs help and turns to you. A fixer gets XP when you address challenges with guile, persuasion or deception or insight.

Starting Actions: CONSORT +1, SWAY +2


Starting Ability

Charming Rogue:
When trying to do something with deception (i.e. lying to the target) you get +1D if you’re not in an intrinsically antagonistic situation – you might convince staff that you’re meant to be there but it might not apply to persuading a guard to let you past the check point without a pass.


Other abilities

Rook’s Gambit:
Take 2 stress to use your highest action rating when performing some other action. Say how you put the skill to use.

Cloak and Dagger: You are a master of disguise and misdirection. When using such a deception, you get

Somebody Else’s Problem: You’re the grey man, nondescript and unremarkable. You blend into the background and nobody notices you. You don’t trigger people’s danger sense and most of the time they don’t remember you. Add 1D of resistance to any suspicion or HEAT.

Read like a book: You can automatically tell when someone is lying. Always.

Something on the side: At the end of each downtime phase, you earn +2 Stash.

Mesmerism: Like the grey man, when people do something for you as the result of a SWAY roll they often don’t realise why they’re doing it, and don’t remember it until the next time they see you.

Subterfuge: You have a special armour, restored once per downtime. You can use this to resist a consequence from suspicion or persuasion. Alternatively you can burn the special armour for a push on any act of deception instead of taking two stress.

Trust in me: Adept at seduction, you get +1D against any target with whom you have an intimate relationship.


Starting Items (pick 1)

Fine clothes and Adornments:
Designer suits or impeccably tailored clothes mark you out as someone meant to be there. People will assume you’re wealthy, important and someone they want to ingratiate themselves to (0 LOAD or 2 LOAD when carried to change into).

Fine disguise kit: A theatrical makeup kit equipped with an impressive array of expert appliances to fool the eye – and even many facial recognition systems in jurisdictions where they are allowed (2 LOAD).

Scoplamine atomizer: Strictly illegal, this can blow a puff of aerosol scopolamine into the air where it can be breathed in by an unsuspecting victim. Inhaled into the bloodstream and taking effect within a few seconds it makes the victim more suggestible, giving you a +1D bonus to deception or persuasion rolls if the deception needs to last no longer than a few minutes. It looks like an inhaler (0 LOAD).

Concealed weapon: A belt buckle polygun, a sword cane, a hand stunner disguised as a handcomp or some other weapon that will pass a cursory inspection (0 LOAD)..
 
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Playbook: The Muscle

Every crew has one – the heavy, the muscle, the soldier. Perhaps you’re ex-military, maybe fighting in one of the interminable commonwealth secession wars, perhaps a street fighter learning your trade in the favelas. Anyway, you’re not someone to be trifled with. The muscle gets XP when you address challenges with force or physical prowess. The muscle doesn't have to be dumb - for example, take a look at Razor Eddie from Turtle's Progress, Amos from the Expanse, Revy from Black Lagoon or Spike from Cowboy Bebop.

Starting Actions: SCRAP +2, SCRAMBLE or HELM +1


Starting Ability

Unstoppable:
You can push yourself to do a feat that verges on the superhuman – a feat of physical strength such as breaking a door down or breaking out of restraints, or taking on a small group of enemies on an equal footing.


Other Abilities

Wrecking Crew:
You are a tower of strength in melee, gaining +1D in melee attacks. If you spend a gambit in combat you also gain +1 effect for that action.

Bodyguard: When you protect one of your crew, resist with +1D. If you take harm, clear 1 STRESS.

Mule: You can carry more comfortably and discreetly, with higher load limits: Light 5, Normal 7, Heavy 8.

Battleborn: You may expend your special armour to reduce harm from an attack in combat or to push yourself in a fight. This is reset at the start of the next job.

Vigourous: Permanantly fill in a segment of your healing clock; if you’re wounded at the beginning of downtime, fill in an extra two segments. When you push yourself to ignore wound penalties it takes only one stress, not 2. Take an additional +1D to healing rolls.

Ready for anything: When being ambushed, you gain potency to all actions during a flashback, and your first flashback costs 0 stress.


Starting Items (pick 1)

A fine handgun:
A blaster, a burner, a flechette pistol, a gauss pistol etc. Where did you get it and what’s so special about it? (1 LOAD).

The Insurance Policy: Something big and powerful – a blaster rifle, a gauss rifle, a milspec assault blaster or gauss gun with autofire. The electronic sight makes it a fine weapon . Where did you get it? (2 LOAD).

Fine martial arts style: Your own custom blend of combat techniques, unique as a fingerprint. Where did you train on it? What’s it called?

Fine nano-blade: A fine vibrating nano-blade Cuts through almost anything, and ignores one point armour (1 LOAD).

Armoured street clothes: Layers of nanotube cloth in a non-newtonian fluid base make these street clothes look natural but act as one point armour. You can wear this and make it look natural (2 LOAD).

Black market cyber or bioware: Is it a hand with extensible claws, eyes with built in night vision and zoom, enhanced reflexes?
 
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Playbook: The Hacker

Not just a computer geek, the hacker can repair things, rig and modify things, disable things or just make them go bang. You’re a specialist in technology. You can fix things, adapt things or just improvise something with #8 wire and duct tape. But that’s not all to you – you’re streetwise, maybe cool under pressure or handier with a polygun than one might think. The hacker gets XP when you address challenges with technical prowess.

Starting Actions: RIG or HACK +2, STUDY +1


Starting Ability

Tinker:
When you work on a clock with RIG or HACK, or when you STUDY a schematic, fill +1 segment. You get this bonus segment whether this is a downtime action or not.


Special abilities

#8 wire and duct tape:
Duct tape is like the force. It has a light side and a dark side, and it binds the universe together. You get +1D on improvised repairs, and an extra downtime activity to repair; this repair activity costs 0 CRED.

Construct Whisperer: Machines speak to you when you STUDY them. The first time you roll a critical when fixing or building a particular machine you may add a simple modification to it.

Junkyard Hunter: When you acquire parts or equipment during downtime, you may either gain two assets or one asset at +1 quality.

Hacker: You may expend your special armour to resist the consequences of hacking, or to push yourself when hacking or gathering info electronically.

Fixed: You may expend your special armour to resist a consequence from machines breaking or being damaged, or to push yourseld when repairing or building a machine.

Overclock: When you spend a gambit on a rig roll to repair or upgrade, treat the quality of the system as 1 higher for the remainder of the job.

Analyst: When you hack a system you may also ask a question about the owner or location of the system as though you had rolled a 6 on gather info. When you resist the consequences of hacking, roll 1D.

Spare Parts: You always have junk in your pockets - solder, small electronic parts, a roll of duct tape. If you ever need some minor part to repair an item, you have it on hand.


Starting items (pick 1)

Cyberspace deck:
A fine portable workstation of remarkably high spec. You've got the sources of the latest unpublished exploits, fibre taps, even custom hardwere. Who maintains it? Where did you get it? Who hooks you up with the cutting edge? (2 LOAD)

Fine repair kit: A top quality toolkit that gives +1D to RIG rolls using it (1 LOAD)

Small drone: A small, remote controlled drone with cameras and other sensors. May be able to carry something light. Did you make this or buy it? Does it fly or crawl? (1 LOAD)

Fine forensics kit: A top quality forensic investigation kit that gives +1 rolls to STUDY on a crime scene or other similar situation. (1 LOAD)

Macro goggles: Stereo microscope goggles with stabilisation. Allows you to work on very small items. (1 LOAD)
 
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Common supplies

These are some small arms and common personal equipment. Unless otherwise noted, everything here is under 1 CRED.

Personal equipment
A non-exhaustive list of personal kit.
Light Armour: lighter body armour that can be worn under clothing. Less effective than heavy armour but it can be worn in the street.
Heavy Armor: Really unsubtle, full body stuff. Stops a few bolts.Will shrug off a knife without noticing. Powered. Assists in movement. 2 CRED, 1 LOAD
Communicator: Has a few bands, likely even a few encrypted. Works only when within orbit. 0 LOAD.
Detonator: Extremely deadly explosive weapon. Fits in the palm of your hand and can be thrown. Takes care of those shielded doors that heavy blasters can’t handle. Illegal. You shouldn’t have this. No, really. 5 per 1 LOAD.
Hacking Tools: Deck, splicing pliers, plugs and ports, keypad crackers, specialized software, custom-modified chips, rainbow dictionaries, automated exploits. What every growing hacker needs. 1 LOAD.
Illicit Drugs: What’s your poison, space cowboy? For personal use, catching a dangerous bounty, or entertainment while traveling between planets. 0 LOAD.
Medkit: Blood for a few common races, gauze, antiradiation injector, laser scalpel, antiseptics, thread, painkillers. 1 LOAD.
Melee Weapon: Sharp. Blunt. Pointy. Stabby. Slicy. All different sizes. Some come with laser edges. Some vibrate…ooh. Batteries included. Small items like a knife are 0 LOAD. Larger items like a sword are 1 LOAD.
Repair Tools: Things you need to fix ship engines, speeders, hovercars, and the like. Tools to hot-splice consoles and tweak machinery. Hammers, a welder, screwdrivers, wrenches, battery chargers, spray-painters. 4 LOAD
Small Toolkit: Small toolkit of tools capable of minor repairs. Will fit into a personal load unobtrusively. 1 LOAD.
Spacesuit: Some radiation protection, survival in toxic atmospheres, EVA. Half a day of oxygen (or other gas, liquid, or substance you breathe). 2 LOAD.
Spy Gear: Disguises, voice modulators, mini-cameras, thermal scanners, false thumbprints, and audio filters. 2 LOAD.
Survival Gear: Water canteens, mess kit, rations for a few days, shelter, first aid kit, tools and other items for shelter and survival in the wilderness. 3 LOAD.
Climbing gear: Grapnel, rope, pitons, gecko feet and other items that a skilled user can use to scale a wall or cliff. 1 LOAD.
Forensics gear: A portable kit of items used in crime scene analysis. Includes fingerprint collection and imaging tools, tools for collecting DNA and protein and various other surveying and crime scene analysis tools. 1 LOAD.

Minor items
Small items that can be carried in a pocket (0 LOAD)
Torch: pocket LED torch bright enough to light up a room or cast a spot light. Some variants have a clamp that allows it to be attached to a weapon.
Duct Tape: Duct tape is like the Way. It has a light side and a dark side, and it binds the universe together. 25mx50mm roll of aerospace grade duct tape that will stick in a wide variety of conditions.
Multitool: pocket knife, screw driver and other tools in a handy folding package.
Binders: We don't kink shame around here, but you can also use these for restraining captives.
Handcomp: Personal computer and communicator. Can be plugged into a desktop workstation.
Whistle: Acme thunderer. Yes. Really made by Acme.
Binocs: For viewing things at a distance. Some models have low light capabilities.
Imaging goggles: Low light goggles that allow the user to see in the dark.

Small arms
Some small arms commonly found in the Neutral Zone.
Blaster: Common blaster pistol. Shoots bolts of high-energy plasma and makes a loud ‘zap’ sound. How do you customize yours? 0 LOAD.
Burner: Traditionally a black market weapon adapted from civilian assault blasters cut down into a large pistol by removing the primary focusing coils. Very messy at short range, but the bolt disperses quickly. Although commercial versions are available now, pitched as a ‘magnum’ blaster, nothing screams ‘Thug!’ like a trad converted burner. Burners do +1 effect but armour has double effect. 0 LOAD.
Tactical Pistol: Larger blaster with a rapid fire capability. Mainly intended as a personal defence weapon for naval personnel, they are popular on the black market (and the weapon of choice for drive-by shooting in some circles) - and normally illegal for civilian use. +1 die on attack when used on auto fire, but this will empty the magazine on a partial success or fail. 0 LOAD.
Needle Pistol: Far more clumsy and random than a blaster, needle pistols fire a burst of small flechettes at about 1km/sec and put a surprisingly large amount of kinetic energy downrange. Adds +1 die to attack roll; partial success typically indicates something else got hit as well. 0 LOAD.
Polygun: Small, non-metallic slug-thrower notorious for its ease of concealment. Sometimes called a fabber gun as street examples can be made from fabricator systems. 0 LOAD.
Assault Blaster: Handheld blaster effective at longer ranges. Military variants are capable of rapid fire and add +1 die to the attack roll at close range, and are often illegal for civilian use. Fortunately, the trigger system can be swapped out on some models ... 1 LOAD.
Blaster Rifle: Powerful blaster rifle effective against even heavy armour. Does +1 effect and ignores one point of armour. 1 LOAD.
Coilbus: Traditionally a street weapon made from the force coils of a power hammer, although commercial variants are available. A coilbus will fire just about anything ferromagnetic, with nails, screws or ball bearings being the conventional payload. Commercial flechette, slug and other payloads are also produced. May be single shot or magazine fed. Adds +1 effect and +1 die to hit at close range. 1 LOAD.
Stunner: Nerve induction stunner, firing a burst of energy that overloads the targets nervous system. Persistent memes associate this with a tendency to cause involuntary bowel movements in its targets, giving the weapon its alternate name of ‘Browner.’ Effective at short range. 0 LOAD.
Heavy Stunner: Larger nerve induction stunner with longer range. 1 LOAD.
Flamer: Portable flamethrower fires burning napalm under pressure, out to a range of 40-50m, fed from a backpack containing pressurised fuel. Adds +1 die to hit, burning for three turns, and can attack an area the size of a small room, leaving distinctive scorch marks and potentially setting the place on fire. After the first turn it ignores armour. Subtle, it ain't. 2 LOAD.
Goober Gun: Fires a liquid polymer restraint based on a chemical known as P-GUBA. The liquid polymerises rapidly on contact with air forming a tough, sticky web that can restrain most sophonts. 1 LOAD.
Gauss Pistol: Slightly larger than a Blaster, the gauss pistol fires small projectiles at very high velocity. Gauss pistols can take armour piercing rounds that ignore one point of armour. 0 LOAD
Gauss Gun: The personal defence weapon of choice for those who don't mind a spot of collateral damage. If used on autofire it gets +1D to hit. If armour piercing rounds can be obtained they ignore a point of armour. 1 LOAD
Gauss Rifle: Still in use in some militaries, it gets +1D to hit if used on autofire. If armour piercing rounds can be obtained they ignore two points of armour. 1 LOAD.
Rocket Pistol: For use in Zero-G, the rocket pistol fires rocket propelled explosive slugs. These do one extra level of damage if they hit an unarmoured target, but armour has doubled effect. Shaped charge armour piercing rounds do normal damage but ignore two points of armour. Rounds for this are quite large - generally the magazine will only last two combat turns before needing replacement. 0 LOAD.
Rocket Rifle: An autofire capable carbine firing the same ammunition as the rocket pistol. The rockets themselves are not all that accurate at range, so the maximum effective range of this weapon is only 50-100m. The explosive and HEAP shaped charge rounds have the same effect as the rocket pistol.
Laser Rifle: A specialised weapon used for zero-G operations, and heavily associated with iconic imagery of space marines. It will penetrate heavy body armour, ignoring two points, but only does standard damage. 1 LOAD.
Laser Carbine: A lighter, handier laser rifle for shipboard operations. It ignores one point of armour. 1 LOAD.
Laser Pistol: Large and heavy for a pistol, more of a personal defence weapon than a true handgun. It ignores one point of armour. 0 LOAD.
Ram Bow: A powerful crossbow with a servo-assisted cocking ram. It can also be cocked with a hand-wound ratched mechanism if power is not available for the ram. Fires a range of projectiles from simple bolts to grenades.

A bit harder to get
Heavier firepower for when you really need to put boot to arse. Generally not available on the open market and might need some contacts to obtain.
Heavy Blaster: Large support blaster that can be used as an anti-materiel or sniping weapon. Some models have a rapid fire setting that also fires as a blaster rifle with an additional +1 die to hit. 2 CRED, 2 LOAD.
Rail Gun: Long range anti-materiel rifle firing a depleted uranium slug at around 5km/sec. Although it weighs about 20kg and must be assembled to fire, it will put surprisingly large holes in its targets. 2 CRED, 4 LOAD.
Grenade Launcher: Fires 30mm grenade rounds with a variety of payloads. A single-shot version may be fitted to a blaster rifle; hand-held multi-shot versions are also available. 1 LOAD.
Micromissile Launcher: Handheld rocket launcher firing guided or unguided missiles. 2 CRED, 3 LOAD.
Gauss Cannon: A sustained fire support weapon firing the same ammunition as a gauss rifle. +2 to hit, and armour piercing rounds ignore two points of armour. 2 CRED, 2 LOAD. Ammunition is a further 2 LOAD.
Heavy laser: A long-range laser sniping rifle with none of the bollocks about windage or coriolis that you get with slug throwers. 1 LOAD.
 
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Character background

You are The Outfit, a small but ambitious criminal syndicate formed of folks of smegulon descent. You're Tanshi, which roughly translates to 'Fallen Angels' - descended from Smegs who could rehabilitate back into a full gravity well. There is a large Tanshi minority in Moseli, especially around the Startown.


Tengoki (Smegulons)

Smegulon is a somewhat derogatory term for Tengoki - itself a contraction of Tengoku Umare, a term used for people born in space outside a gravity well. Many Tengoki can never rehabilitate into a full gravity well and are restricted to spending their lives in orbital facilities or on low gravity worlds - usually less than 0.25G. Left over from the great expansions, many Tengoki worked for the big terraforming corps and were abandoned, left to their own devices with the collapse of the corps.

Estimates of the Tengoki population around the Neutral Zone vary up to the low 100 millions, although there is no coherent census. By historical accident and codified in the Neutral Zone treaty, sovereignty on a world does not necessarily grant sovereignty on other worlds in the system or even facilities in orbit, unless the facility itself is put up and owned by a nation state or entity within its jurisdiction. Thus, there are many facilities around space, in particular old LFC logistics points and other bases that have been squatted by Smegs who have successfully legally defended salvage rights and rights to occupy. The most famous of these is Freeside Station, in the Ezra's Belt system.

Even though you're citizens of Nova Nusantara, you're connected in the Smeg community and have many offworld contacts. Outside of minor racketeering, you're starting to make a name for yourself in smuggling items through the starport.


The Secession Wars

The first major seccession war was the split of what is now the Federation from the Solar commonwealth around a century ago. This chain of events also triggered the break-up of the Leyland-Futanari corporation, which had been responsible for most of the terraforming work in the region and had held an almost complete monopoly on shipping in the region for over 200 years before that.

After the founding of the Neutral Zone by treaty between the Shasta (the major Aferasi polity and the only significant one at the time), the Federation and the Commonwealth, several active commonwealth worlds also seceeded, including Denaspar. The treaty was founded 70 years ago, and for much of the past half century a series of secession wars have taken place on other Commonwealth worlds near the Neutral Zone. Most of the worlds (by design) do not have a single planetary government, which causes friction in discourse about separation from the Commonwealth.

Many other polities, including the Aferasi, Denaspar and The Federation, dip their oar into these wars, supplying arms, military advisers and various other types of assistance on programmes aimed at destabilising the local regions of the commonwealth. Combined with the wars against the kingdoms and [ELM] on the other side of the Commonwealth, its grip is slowly but surely loosening on the region. Most political pundits predict that the Commonwealth will ultimately break up and withdraw back to Terra and the core worlds, leaving a power vacuum in its place. Indeed, there is substantial political support for isolationist policy within the core worlds.

Some or all of the party may have participated in NN contingents in one of the secession wars, particlularly the recent major war on Cyrus.


The Neutral Zone and the Great Trade Route

Denaspar sits at the bottom end of the Great Trade Route through the Neutral zone, linking the Federation, Commonwealth and Aferasi. Due to its strategic position between the Commonwealth and Federation, it is also the site of much international political and corporate manoeuvring. This makes Denaspar a nexus for smuggling all sorts of contraband in and out of the Commonwealth, ranging from illicit tech to narcotics to military weapons through to more distasteful items like cored human trafficking.
 
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Character generation cheat sheet

The basic steps for character generation are:
  • Select your playbook (Muscle, Fixer, Hacker or Sneak). This gives you some basic actions (skills).
  • Mark down your starting ability and choose one other ability from the special abilities table. If you have an ability that uses special armour you should note this.
  • Choose a heritage from Commonwealth (equivalent to Imperial in the S&V rulebook), Federation, Smegulon, Spacer, Colonist, Azi (manufactured), wanderer or Xeno (Aferasi, Morlock, Garp).
  • Choose a background from Academic, Labour, Cult, Guilder, Military, Noble or Syndicate.
  • Assign four more points to the actions (skills).
  • Choose one friend, one rival - there are examples in the S&V rulebook or make one up.
  • Come up with another one or two acquaintances and write them up. I'll try to fold them in as adventure hooks and they don't have to be made up immediately - we can retcon them as needed.
  • Choose your vice: This is important because you need to indulge your vice to burn off stress. Vices include Faith, Gambling, Luxury, Obligation, Pleasure, Stupor and Weird.
  • Record our name, Alias and look.
  • Character start with one item from the special items list on the playbook.
  • You are assumed to have 3 CRED to start. Any item with a CRED rating lower than that can be freely purchased (as long as it's not subject to other restraints). You can purchase a 3 CRED item at the expense of dropping your CRED to 2.
 
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1595003559699.png
MUSCLE

Brunhilde 'Brun' Valorum

Alias: ROOK

Look: Tall and well built, wears a torn and faded Bomber Jacket.

Heritage:SmegulonBackground:Military
StressTraumaVice:Obligation - Family
Harm3Armour
2Heavy
1Special
RecoveryCRED3
LoadStash
InsightXP0
Doctor
Hack
Rig
Study+1
ProwessXP0
Helm+1
Scramble+1
Scrap+2
Skulk+1
ResolveXP0
Attune
Command+1
Consort
Sway

Abilities:

Unstoppable:
You can push yourself to do a feat that verges on the superhuman – a feat of physical strength such as breaking a door down or breaking out of restraints, or taking on a small group of enemies on an equal footing.

Bodyguard: When you protect one of your crew, resist with +1D. If you take harm, clear 1 STRESS.

Inventory:

Blaster - A military surplus blaster, Brun relies on it for the average day-to-day when 'Cletus' is too conspicuous.
Burner - For when looking the part of 'Muscle' makes a difference on a job
Light Armour - Under her Bomber jacket, Brunhilde has an armoured vest that's easily hidden.
Melee Weapon - Ornate Knuckledusters
Stunner - Brunhilde
Imaging Goggles


Stash:
The Insurance Policy - 'Cletus', the milspec assault blaster, Brun appropriated this when she was discharged and keeps it for special and emergency occasions. (2 Load)
Gauss Pistol - Backup pistol when armour is an issue
Detonator - 5 (1 Load)
Climbing Gear - (1 Load)


Friend:

Lefty - Weapons Dealer - Lefty and Brun both served in the military but he got out a year or so before her. Together the two of them kickstarted a small smuggling operation by shifting some low-stakes equipment out of the forces; ammunition, sidearms, anything that could easily go missing. Brun eventually managed to assist in a job that lifted a whole crate of assault blasters that went missing, and Lefty has been indebted to her ever since.

Rival:

Sezu
- Crooked Cop - Brun got on the wrong side of Sezu early in her residence of Startown. Able to pay her to look the other way at least, Sezu still has a tendency to stick her nose where it doesn't belong and essentially resorts to extortion on Brun to keep her under her thumb.
 

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I'm not happy unless I'm going mach 2 with my hair on fire.
- Yoster Krall
Yoster1.jpg


Yoster2.png

Friend: Sully Sullica - Junk Yard Owner - Big Sully owns a junkyard on the outskirts of the city and a boutique shop that both specialize in high-end parts and vehicles. He caters mostly to racers and gear heads, and does some light business in stolen parts. He also sponsors a racing team, Red Star Racing, and Yoster has flown for him on a couple of occasions. He's shares Yoster's love of Crank-A, an obscure musical style that mixes vehicle sounds, especially engines, with synth and high bpm drum machine. There is currently an up and coming Crank-A group in town, called Boosterplex, that he and Yoster go to see whenever they can (mostly at grimy dive bars frequented by the racing crowd).

Enemy: Kr'Shask - Dickbag Bounty Hunter - Shask is a gun for hire, the kind that will take any job, and often ends up taking ones that more self-respecting purveyors of violence wouldn't consider. Shask is a bully and a braggart, and his personality combined with his penchant for stepping over the line rub Yoster the wrong way. There is a rumor that Yoster may have left Shask high and dry on a job after one incident too many. What's for sure is that Shask harbors a grudge and will go out of his way for payback.

Acquaintances:

Kurlan 'Womp Rat' Palovar - Connected Weasel - one of those weaselly little sophonts who always has three cons on the go and always knows a guy. Womp does like to occasionally inflate the level of his connections and/or their importance, so 'that guy' isn't always exactly as advertised. Mostly dabbles in low level grifts and easy-money cons. He's a likable little turd though, and does actually know a lot of people, and will sometimes even pay back money he borrows. Sometimes.

Samothon F'Tanla - Chop Shop Owner - Samo is the self-proclaimed purveyor of the finest (and not-so-finest) stolen vehicles in the city. Will usually have a home for a lifted ride, but isn't exactly generous with his offers for them. Has a reputation for fair dealing though, which is sometimes more valuable than a few extra creds. He has a large extended family whose fingers dip into all manner of illegal activities, and they stick together, so rubbing his rhubarb the wrong way is usually a poor play.
 

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FIXER
Name:Sam EvansAlias:"Ace"
Look:50ish, tall, muscular but past his physical prime, flashy smile, and a great chin
Heritage:CommonwealthBackground:Noble
StressTrauma
Harm3Armour
2Heavy
1Special
RecoveryCRED
3​
Stash
Inventory
CommunicatorInsightXP
TorchDoctor
StunnerHack
Rig
Study
1​
ProwessXP
Helm
Scramble
1​
Scrap
1​
Skulk
1​
ResolveXP
Attune
Command
Consort
1​
LoadSway
2​
Notes
Charming Rogue: When trying to do something with deception (i.e. lying to the target) you get +1D if you’re not in an intrinsically antagonistic situation – you might convince staff that you’re meant to be there but it might not apply to persuading a guard to let you past the check point without a pass.
Read like a book: You can automatically tell when someone is lying. Always.
Fine clothes and Adornments: Designer suits or impeccably tailored clothes mark you out as someone meant to be there. People will assume you’re wealthy, important and someone they want to ingratiate themselves to (0 LOAD or 2 LOAD when carried to change into).
Friend: Gabriel Preston, a buddy from Sam's school days. He usually knows a guy.
Rival: Geri Sullivan, socialite and ex-girlfriend. It didn't end well …
Acquaintance: Sydney Warren, felllow fixer and occasional business partner.
Vice: Luxury
 
Huh, that formatting didn't translate well ... Anyway, let me know if I screwed anything up. Also, I prefer to go light on equipment to begin with, since I don't really know what we're up to at first. I don't like starting out by buying everything and a 10 foot pole ...
 
So I saved my sheet as a PDF and used the snipping tool to take a pic of it. Then I can post without losing formatting. If anyone wants a copy of that edited sheet with the fonts and whatnot just let me know. The two fonts are Mars Police and Mandriod BB. @Nobby - see, I took dot in Helm. :smile:
 
So I saved my sheet as a PDF and used the snipping tool to take a pic of it. Then I can post without losing formatting. If anyone wants a copy of that edited sheet with the fonts and whatnot just let me know. The two fonts are Mars Police and Mandriod BB. @Nobby - see, I took dot in Helm. :smile:
Screenshot is fine. Can't do it with everything but it helps to be able to read what we can. You've just given me an idea, though - I'll screenshot the cheat sheets and inline them in the OOC thread.
 
FWIW, I'm not married to the alias - it was just a dumb nickname I had back in middle-school ... I'm happy to change it if you like.
Naw man, I'm solid. Grim was the one I picked first anyway, and Ace was just the first thing that came to mind when I thought of Pilot nicknames. Well, after Goose, which was also on my list for obvious reasons. I ended up going with Grim because it's sarcastically incorrect for the actual character, which is very much in keeping with how real military pilots get their call signs. Or it's short for Grim Sleeper, because he'll cat nap even when the proverbial feces is hitting the plan. Or both. I haven't decided.
 
Mystic

Name:
Espa Mandrat

Alias: Limbs

Look: Lean build, jet black hair cut in an almost medieval monk style. Deep brown eyes.

Heritage: Adjusted Smegulon.

Background: Noble. Original Smegulon ancestors travelled in luxury vessels and she has retained some of the lifestyle and customs of these gentry spacers.

Vice/Purveyor: Luxury. Espa and her family never completely managed to adjust to the slumming it lifestyle.

Stress: 0/9 Trauma: 0/3


INSIGHT2XP: 0/6
1DOCTOR
12HACK
RIG
STUDY

PROWESS2XP: 0/6
HELM
12SCRAMBLE
SCRAP
12SKULK

RESOLVE0XP: 0/6
ATTUNE
COMMAND
CONSORT
SWAY
Playbook Advancement: 0/8

Starting Ability
Infiltrator:
You are not affected by quality or tier when you bypass security measures. You may use RIG or HACK skill to bypass alarms or locks. If your tooling is not already fine (+1D) you can treat it as if it is, getting the +1D to the roll even if using ordinary (or even improvised) tooling.

Special Abilities:
Preternatural:
You’re an incredible athlete, possessing near superhuman agility – are you enhanced maybe? When you do a superhuman manoeuvre you can do something the enemies aren’t expecting – for example:

  • You can perfom some acrobatic feat such as climbing up a wall with no handholds (think: wire-fu) so quickly the enemy doesn’t think to look up. Do you escape across the roof or leap down on them?
  • You can confuse enemies in melee or in a close fight with poor visibility (perhaps a dark alley) so they mistake their allies for you and attack each other momentarily before they realise their mistake. How bad is their friendly fire?
  • You can perform some act of superhuman ability to get you out of a tight spot safely – leaping an insane distance between two buildings, landing catlike off a three story roof, grabbing onto a passing vehicle and leaping on board. Might cost some stress.
Espa possesses these abilities due to a mixture of subtle augments and gene therapies received during the succession wars.

Harm
3(N / A)Need Help
2-1D
1Less Effect
Recovery: 0/6
Armour: 0/1 Heavy: 0/1 Special: 0/1

Creds: 3
Stash: 0

Load: 0
Items:
Fine lockpick set or toolkit:
A readily hidden set of lock picks (0 LOAD) or an innocuous looking toolkit (1 LOAD) that will give +1D to intrusion attempts.
Zero load version.
 
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I read "a really hidden set of lockpicks". My immediate thought was that you'd found a new home for that gold watch.

gold watch.jpg
 
HACKER

Iris_Kimura_hbo.jpg

Name:Lola HartAlias:Thumper
Look:Woman, Filipino, Dark Haired, Business Attire
Heritage:FederationBackground:Academic
StressVice:Gambling
Harm3
2
1
RecoveryCRED3
InsightXP0
Doctor
Hack+2
Rig
Study+1
ProwessXP0
Helm+1
Scramble
Scrap
Skulk+1
ResolveXP0
Attune+1
Command+1
Consort
Sway


Abilities:

Tinker:
When you work on a clock with RIG or HACK, or when you STUDY a schematic, fill +1 segment. You get this bonus segment whether this is a downtime action or not.

Analyst: When you hack a system you may also ask a question about the owner or location of the system as though you had rolled a 6 on gather info. When you resist the consequences of hacking, roll 1D.


Inventory:

Polygun:
Small, non-metallic slug-thrower notorious for its ease of concealment. Sometimes called a fabber gun as street examples can be made from fabricator systems. 0 LOAD.
Hacking Tools: Deck, splicing pliers, plugs and ports, keypad crackers, specialized software, custom-modified chips, rainbow dictionaries, automated exploits. What every growing hacker needs. 1 LOAD.
Small drone: A small, remote controlled drone with cameras and other sensors. May be able to carry something light. Made it and it flies. (1 LOAD)
Imaging goggles: Low light goggles that allow the user to see in the dark.
Duct Tape: Duct tape is like the Way. It has a light side and a dark side, and it binds the universe together. 25mx50mm roll of aerospace grade duct tape that will stick in a wide variety of conditions.
Multitool: pocket knife, screw driver and other tools in a handy folding package.

Stash:

Repair Tools:
Things you need to fix ship engines, speeders, hovercars, and the like. Tools to hot-splice consoles and tweak machinery. Hammers, a welder, screwdrivers, wrenches, battery chargers, spray-painters. 4 LOAD

Friend:

Orlando
- Black sheep brother with a drug problem, small time hood who needs to be bailed out on a regular basis but is also feared and violent enough to be of help in certain situations. Pretends to be slow-witted but actually quite sharp.

Rival:

Gadd -
Wealthy fixer and former boss. Dangerous narcissist and psychopath.
 
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Bishop, aka Victor Ferreira, is a weary faced former military Stich. He served well, whoever it was, but he doesn't speak of it often. He gives help to those he can, though he always asks a favor in lieu of "real" payment, except occasionally a resupply. His uniform has all marks removed--and may have been redyed, but it's obvious it's a military doctor's uniform and added to the worn medical long coat he wears, no one could mistake him for anything but a Stitch.

He has not made too many friends or enemies, but notable are Syndrome, a drug dealer who'd rather dispense drugs to mask pain, than a healer like himself. A dealer who isn't too happy he makes the product less valuable. He also is friends with an old service Colonol Thane Ivanov, who he saved and who keeps his fingers in the small things, and keeps an eye out for Victor. Even if he's not the only one who owes him a life.

Victor.jpgCapture.JPG
 

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Bishop, aka Victor Ferreira, is a weary faced former military Stich. He served well, whoever it was, but he doesn't speak of it often. He gives help to those he can, though he always asks a favor in lieu of "real" payment, except occasionally a resupply. His uniform has all marks removed--and may have been redyed, but it's obvious it's a military doctor's uniform and added to the worn medical long coat he wears, no one could mistake him for anything but a Stitch.

He has not made too many friends or enemies, but notable are Syndrome, a drug dealer who'd rather dispense drugs to mask pain, than a healer like himself. A dealer who isn't too happy he makes the product less valuable. He also is friends with an old service Colonol Thane Ivanov, who he saved and who keeps his fingers in the small things, and keeps an eye out for Victor. Even if he's not the only one who owes him a life.

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Could you inline the sheet into the article so it can be looked up like the others?
 
Novoz Bar

A cocktail bar in Central Startown with a trad black-and-chrome decor and bits of spacer paraphenalia. It's a small bar with an upstairs lounge, often frequented by freighter crews, especially 'free traders' and others of a slightly less reputable streak. It's away from the regular haunts of the local low life so it's relatively quiet. Amongst those in the small package trade, the bar has something of a reputation as a speakeasy - deals are often made in sound-dampened booths in the lounge bar.

The owner of the bar is Losai Teeling, a tall-ish chap of indeterminate middle age. A former spacer, he seems to know most of the regulars from way back. Most of the time he can be found at the bar and seems to enjoy chatting with the patrons.

Other bar staff include:
  • Xenia Ventura, the bar manager. She is a woman of about 40 with an air of confidence that suggests she can handle herself.
  • Grace Kwan, bartender.
  • Kryten Yabu, bartender.
  • Armus Kalla, bouncer. An ex-space marine with some obvious cybernetics.
Novoz.png
 
Katsubo Bar

Situated on the corner of Kamyshin Road and Arvada Street in Shenobi, the Katsubo is a hangout for locals, including a fair cross section of the local low life and a substantial demographic of ex-military types working around the startown. It's the Outfit's local. The bar has nondescript decor, with some historical pictures of the starport and local landmarks on the walls, and various tables and booths.

It has a kitchen in the back that cooks pub grub of better-than-average quality, so quite a few locals come in for lunch and dinner. A mezzanine floor above the bar has tables and a dining area. Like many startown bars, it has a feed to the starport departure board displaying on a screen above the bar.

The bar has an exit into an alley that allows a quick getaway. One can also walk discreetly to the junk yard down the alley.

Major bar staff
  • Ezra Katz, the owner who occasionally tends the bar but is mainly to be found in his office behind the main bar area. He is of Smeg descent and has been in the military but tends not to say too much about himself.
  • Sajay 'Saj' Sanyoni: Head chef in the kitchen. He normally works a lunch-dinner shift, and lives in an apartment above the bar.
  • Prio Bekasi: Bartender for most day shifts. He's another ex-military of smeg descent and appears to be about 40 years of age.
  • Tiwi Gandut: Waiter and bartender. A woman of Smeg descent and indeterminate middle age.

Katsubo.png
 
Sully's Yard

Sully's Yard is a near-derelict scrapyard situated near Shenobi Field. Surrounded mainly by dilapidated industrial buildings, the yard has scrap metal salvaged from aerospace sources, and Sully occasionally sells salvaged parts or exotic alloys.

Yoster's Pad is assembled from three old shipping containers in the rear corner of the yard. It has no windows, although there is an artificial daylight system of a sort used on spacercraft installed to keep circadian rhythms in sync. One of the containers is a garage with workshop space at the far end.

Power is leeched from a substation transformer next door, and water is taken from a neighbouring industrial property. Mainly relying on security through obscurity

SullysYard.png
 
Star Lily

The Star Lily is greasy dive bar in the north end of Shenobi, catering primarily to the racing crowd. The entrance is in an alley, and marked only by a flickering neon Lily. Down a narrow set of concrete stairs is a small alcove where Kasabi, the enormous tattooed doorman, checks IDs and sits around looking mean.

Through the alcove is a long narrow room, with a bar running down the left hand side, and series of booths down the right. The lighting is poor, provided mostly by the vidscreens over the bar and smoke is thick in the air. The booze is lousy but also cheap, and the regulars are a tight knit bunch, outside their racing rivalries.

The bartender, Losal, is a large affable man who’s always happy to pour a drink and never lets anyone run a tab. The Lily can get rowdy on a race night, full of drivers and pilots looking to blow off steam. Things don’t generally go too far, as no one is eager to deal with Kasabi, or worse, get banned from the bar. The vidscreens only show races, new and old and of every sort, and if anyone asks to watch something else Losal just pretends he can’t hear them.


StarLily.png
 
Captel House

Located in Shuttleworth at the the northern and swankier end of startown, a stone's throw from Shutleworth metro station, this is an apartment complex largely consisting of studios and 1-2 bedroom apartments. Captel house is a high-tech apartment block catering mainly to young professionals. Like most buildings in the area, it doesn't rise too high, at a modest 16 stories. The basement has parking and moderately effective security.

Apartments in Captel house are marvels of space efficiency with integrated storage and furniture. A 20 sq. m studio feels much more spacious than one might think and a comfortable two-bedroom unit comes in at a slim 36 square metres but feels much larger. Captel House offers an oasis in Sam's busy urban life style, although the rent is a bit steeper than one might like.

Captel.png
 
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Wow, is your whole map this detailed? I couldn't zoom in nearly this far on the one I downloaded. These are awesome btw, kudos. :thumbsup:
 
Jake's Pool Hall

Jake's is an old-school pool hall. Alongside the pool tables, one-armed bandits, video games and pachinko machines line the walls. A bar at one end serves cheap grog and the patrons tend to be pretty convivial. Jake is long gone - the establishment is now owned by Dale Nassau, who can sometimes be seen behind the bar. There are one or two long-termers on the bar staff, but it generally seems to turn over on a semi-regular basis.

Jakes.png
 
Wow, is your whole map this detailed? I couldn't zoom in nearly this far on the one I downloaded. These are awesome btw, kudos. :thumbsup:
Some of it is. Some of it is much less complete. Unfortunately exporting images of the whole thing makes for files that are way too big to upload here, and the forum software doesn't support SVG or any other usable vector format. The PDF at the top of the IC thread has a chunk of the map. That should let you zoom in, although I haven't filled out all that much of the detail in the Shenobi region. This game is a sort of deep-dive into the grottier bits of startown and its seedier side, and I'll be filling out bits of it as I go.

The idea is that if the content is incremental and informed by play it should be less sterile than if I just tried to mass produce it off the top of my head.

There's a series of articles on its construction here.

 
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I only asked because on the PDF I downloaded I can't zoom in far enough to read any of the location names, well there's not enough resolution to read them. Great map though.
 
I only asked because on the PDF I downloaded I can't zoom in far enough to read any of the location names, well there's not enough resolution to read them. Great map though.
Did you get the one on the IC thread? That will definitely let you zoom in.
 
34 Gangishree St.

Located in South Downtown, Gangishree Street is situated in a concentration of Smegs. Brun lives at 34 Gangishree St., a terraced house, with her grandmother and cousin Ulrich. Some years ago when her Grandfather was still alive, he constructed a basement workshop (without planning permission, of course). The basement has a concealed entrance within the house that would evade casual inspection by a party that was not aware of its existence but would not conceal from a thorough search.

Gangishree.png
 
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Touchdown Junction

Brun frequents 'Touchdown Junction', a neopunk bar a few blocks away (north) nearer the maglev line station, within walking distance of her Oma's place. Garishly coloured, it stands out from the other buildings, and whatever industrial use the place used to have has been lost to time due to the unnecessary additions (via junk, ornaments, old furniture, scrap sculptures littering the lot) to modify the building in helping it standout from the rest of the street. The place is colloquially just referred to as 'the Junk' by regulars.

Brun and Ulrich have been going here since they were young, before the war. Brun left with many others from her neighbourhood to join the military, but not as many came back. Junk hasn't recovered in terms of patrons, and barely clings on as the newer young generations aren't as appealed by the aesthetic or music choice.

Trouble comes in the form of rowdy, angry veterans in the ever aging clientele. Fights are handled internally, but when any criminal shit gets the police involved, the regulars stick together to avoid law interference.

Brun has not felt like she fit in here since returning from the war, a lot of her rebellious streak been stamped by regularity and training. She pines to be as carefree and hateful as she once was but accepts she's grown out of it. Now she just needs to make some money. She and Ulrich frequent the place out of nostalgia.

TouchdownJunction.png
 
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