Stars Without Number (of some sort)

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I'm going to repeat my question but this time with some mentions, and one more thing on the list. I'm doing a lot of stealing and adapting as I build the setting, so I wanted to know if any of you had played any of the following three games/supplements: Doroka: City of Glass, Vast in the Dark, and Tribe 8 (generally). The last item isn't super important, I'm just thinking about using some of the fluff to flavor some fallen world cultures.

Silverlion Silverlion hawkeyefan hawkeyefan Bunch Bunch Nobby-W Nobby-W (and Tulpa Girl Tulpa Girl so no one feels left out here)

I haven't played any of those, either.

Sorry I haven't finished my PCs yet. Should have a couple to share tomorrow.
 
I'm going to repeat my question but this time with some mentions, and one more thing on the list. I'm doing a lot of stealing and adapting as I build the setting, so I wanted to know if any of you had played any of the following three games/supplements: Doroka: City of Glass, Vast in the Dark, and Tribe 8 (generally). The last item isn't super important, I'm just thinking about using some of the fluff to flavor some fallen world cultures.

Silverlion Silverlion hawkeyefan hawkeyefan Bunch Bunch Nobby-W Nobby-W (and Tulpa Girl Tulpa Girl so no one feels left out here)
I've read Tribe 8, a long time ago when it was new. But I've never touched the other too.
 
I'm soliciting submissions from anyone who feels like farting about with the rules outside Char Gen in two areas, xenos and ship building. I'm just as happy to have someone else write them up as I am to do it myself.

I think I want perhaps four or five sentient alien species in the sector, with the following rough sketches as a possible starting place (or do your own)

  • Iridescent Tardigrades (3-4 feet long) - inveterate explorers, extremely tough, very jolly
  • Prismatic Spheres - 8 foot tall organisms formed from hundreds of floating spheres held together by magnetism or somesuch, vaguely jellyfish shaped. Sphere's range in size from 2-3 feet wide for the core sphere down to tiny spheres the size of a pin head. They communicate by changing the colour and pattern of their body spheres.
  • Silverlion Silverlion 's lion people
  • Grashkull - vaguely wolflike, if wolves were bipedal, plump, and wore kimonos. Gene-engineered in the distant past to 'correct' their predatory natures they have a pathological aversion to directly harming another sophont (or even verbalizing the idea) and cannot eat meat. They are master manipulators though and can, with enough painstaking circumlocution, work violence though cat's paws. They are not nice at all.
  • The Pack - sophonts formed from packs of ferret like mammals who share a single mind and personality, usually between 4 and 6 depending on the creature's strength of will. The reach of the mental connection for each Pack extends perhaps 10 feet at most, and each individual creature functions more or less a a separate set of hands.
With apologies to John Ringo and Vernor Vinge.

As far as ships go, I'll take whatever people feel like banging out. It's good to have a nice selection of different ships. Fighter, Frigate and Cruisers hulls are probably the most immediately useful, in Naval, Merchant or Freebooter versions, as well as Stations of various sorts, but do whatever gives you feels.
 
Space stations I can do. Apologies for the colour scheme, but here's Manley Station, high port and wretched hive of scum and villainy. For scale, the central habitats are about 1200m across. Spin stabilisation is used to save heat dissipation from the high power usage of artificial gravity systems.
The constructs at the ends are mostly zero-G facilities - either cargo warehouses, pressure docks for starship maintenance or fuel storage.


Manley2a.jpg
 
Space stations I can do. Apologies for the colour scheme, but here's Manley Station, high port and wretched hive of scum and villainy. For scale, the central habitats are about 1200m across. Spin stabilisation is used to save heat dissipation from the high power usage of artificial gravity systems.
The constructs at the ends are mostly zero-G facilities - either cargo warehouses, pressure docks for starship maintenance or fuel storage.


View attachment 40272
Feel free to stat that bad boy up if you have a mind to. Looks great! :thumbsup:
 
Facilities at a starport

07 October 2018
23:09

Offices
Admin
Facilities Management
Electrical
Consturction/repair
Plumbing
Lighting
Alarm systems
Cameras
Tenant relations
Security
H.R./Personnel
Finance
I.T.
Customs
Fire department
Passenger services
Baggage handling
Paramedics
EVA Team
Cleaning
Maintenance
Marketing
Planning and corporate affairs
Executive suite
Business support
Tugs and shuttle pilots
Tug and shuttle maintenance
Traffic control
Communications
Life support maintenance
Hydroponics maintenance
Hydroponics harvest
Waste management
Internal distribution (mail)
Legal
Training
Compliance
Stevedores
Fuel logistics and refuelling
Station hospital
Lost property and luggage
Smegulon relations
Drive engineers
Sensor operations
Server room
Monitoring room
Station avionics
Media unit
Mortuary
Coroner's office
Animal transfer and handling
Library
External and community relations

Facilities for station crew
Supermarket
Apartments
Recreation area
School/child minding
Clinic
Pharmacy
Counselling




Other facilities
Fuel tankage
Hydroponics
Life support
Power
Docks
Air locks
Crew accommodation
Guest suites
Sewage
Rubbish
Freight hangars
Rotor bearings and motors
Main corridor
Control room
PV arrays
Docks
Freight docks
Power plant
Cooling arrays
Air circulation
Fuelling
Passenger shuttle dock
Simulator suite




Facilities in passenger concourse
Toilets
Lifts
Departure boards
Chapel/Musholla
Bro de change
Infirmary
Concierge
Enquiries desk
Seating
Security office
Cube hotel
Charging point
Seating
Sleeping couches
Hair dresser
Cafes
Concierge office
Rescue balls
Planters
Child minding
Recreation area
Showers
Garbage disposal
Stroller and childcare rental
Cinema
Food kiosks
Cleaners storage
Vidphone booths
Smegulon stalls
Gymnasium

Businesses in/around starport
Sales offices for starship components
Hotels
Repair shops for starshhips
Repair shops for EVA suits
Repair shops for equipment
Electronics repair shops.
Hospital
Gymnasium
Catering suppliers for ships
Freight forwarding companies
Ground logistics agents
Shuttle agents
Parts suppliers for old spacecraft
Freight company offices
Travel company offices
Mineral brokers
Fuel brokers
Small manufacturing business
Small repair business
Mercenary hiring agents
Bounty agents
Cargo brokers
Ship manufactuer's agents
Ship parts brokers
Chandlers
Cnandlers agent offices
Cybernetics fitters
Cybernetics repairs
Customs offices
Tax offices
Immigration offices
Station security
Station management offices
Cargo handling department offices
Orbital salvage company
Deep salvage company
Hydroponics supplies vendors
Field office of other police
Machine tooling agents
Hand tool vendors
Clothing vendors
Protective clothing vendors
Charter companies
Vacuum construction company offices
Shipping line HQs
Hydraulic maintenance and parts
Banks
Insurance companies
Crates and packaging vendors
Currency exchange
Museum
Sensor systems vendor agents
Avionics system vendor agents
Servos and valves vendor agents
Computer systems vendor agents
Comms system vendor agents
Power systems vendor agents
Bearings vendor agents
Battery vendor agents
Custom parts/fabber company
Custom microprocessor fabber company
Measuring system vendor agent
Filters and screens vendor agent
Film production support agent
Weapons agent
Starship maintenance and repair company
Ground logistics company
Robotics vendor agents
Dangerous goods handlers
Port management company
Calibration services
Irradiated materials handlers
Security products (cameras, sensors) vendor agent
Crew hotels
Pharmacy
Medical clinic
Medical specialists (radiology etc.)
Medical equipment dealer
Apprenticeship coordinator and brokers
Starship brokers
Immigrant detention centres
Courier firms
Ship engine refurbishment services
Suppliers for orbital fabrication materials


Business in concourse


Businesses in high port
Vat growing farm
Hydroponic growing farm
Recycling and disposal
EVA service companies (ship repairs)
 
Hmm, just a question, do you have any quantity of good space station deck plans? I have a ton of plans for ships of various sizes, but not much for stations.

I can take the above and slap on the SWN stats to make it game functional. :thumbsup:
 
Hmm, just a question, do you have any quantity of good space station deck plans? I have a ton of plans for ships of various sizes, but not much for stations.

I can take the above and slap on the SWN stats to make it game functional. :thumbsup:

Now that is a jolly good question.

Something like Manley Station is way too big for comprehensive deck plans a 5' square grid. Just one deck of the habitats would be around 2,300 squares long. Currently I'm working on a couple of station designs - Manley for the Outfit game and Freeside (see the OOC thread for the other S&V game) for that game. They're big enough that I can't really do comprehensive plans, so I'm thinking of listing key locations and placing them on a more schematic diagram of the station. This is still WIP, unfortunately, so I don't have anything you can use at this point.

However, this might be useful. It's a big PDF of deck plan tiles for various types of facilities.


This is a map of a concourse on a station I did a few years ago.

There are a few bits of stuff about a station in the OOC thread on the S&V game.

 

Attachments

  • Station Concourse.pdf
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Okay, here's my first possible character, a Criminal Expert.

Andro Skane
STR: 8
DEX: 16 (+1)
CON: 12
INT: 10
WIS: 13
CHR: 14 (+1)

Background: Criminal
Class: Expert
Attack Bonus: +0
Hit Points: 6
AC: 14

Skills
Connect- 0
Sneak- 0
Stab- 0
Talk- 1*

Foci
Connected- 1
Specialist (Talk)- 1

Saving Throws
Physical: 15
Evasion: 14
Mental: 14

Equipment & Possessions
Laser Pistol (1d6) - Attack Bonus: -2
Armored Undersuit (AC 13)
Monoblade Knife (1d6) - Attack Bonus: 0
Climbing Harness
Low-Light Goggles
Type-A Cells (2)
Backpack (TL0)
Compad
Metatool
25 Credits

Notes
A scoundrel who's been around the sector
Consummate middle-man; it's his job to introduce people
He's a pragmatist, but always projects optimism
GOAL: I figure we'll discuss that as a group at some point, but his is likely profit, or maybe to financially hurt an institution or government

Skane.jpg
 
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Hmm, let's see the character options so far as a group:

Silverlion Silverlion - Adventurer/Pilot, Warrior/Chaplain
Tulpa Girl Tulpa Girl - Expert/Technician, Expert/Pilot, Warrior/Soldier
Bunch Bunch - Expert/Politician; Warrior/Vagabond
hawkeyefan hawkeyefan - Expert/Criminal

A decent mix I think. What are our thoughts on exploration versus rebellion versus criminal shenanigans? Perhaps a mix of all of them? Picking a overall theme might help focus character choices. Also, perhaps take a gander at the starship combat section of the rules - you guys have a ship so you'll need the skill sets to fly the thing. Keep in mind I can backstop with Droids and NPCs at need too.
 
Mix is cool with me, too. I have another PC started and will post tomorrow. Going with total random generation.
 
Alright, a mix it is. We can see what hooks you guys bite on and go from there. Over the next while I'm going to start dropping News Chyron posts to help situate you in the politics and current events of the setting. I'll collect those into a news feed post in OOC thread once we're rolling.
 
Okay, so here's my second character. Created entirely by random rolls, except for gear because F that.

Brother Rav
STR: 7
DEX: 12
CON: 11
INT: 14 (+1)
WIS: 14 (+1)
CHR: 16 (+1)

Background: Clergy
Class: Adventurer- Psychic Expert
Attack Bonus: +0
Hit Points: 4
AC: 13

Skills
Administer- 0
Know- 0
Lead- 1
Perform- 0
Talk- 0

Psychic Skills
Biopsionics- 0
- Psychic Succor (stabilize mortally wounded by touch, 1 system strain to target)

Foci
Authority- 1
Henchkeeper- 1

Saving Throws
Physical: 16
Evasion: 15
Mental: 15

Equipment & Possessions
Laser Pistol (1d6) - Attack Bonus: -2
Secure Clothing (AC 13)
Lazarus Patches (x4)
Doses of Lift (x2)
Backpack
Medkit
Bioscanner
Compad
25 Credits

Notes
Goal: Turn his latent psychic ability to "work miracles" and natural charisma to gain followers
Persuasive and magnetic
Is he convinced that he is the chosen one or is he full of shit? I'm not sure. He may not be, either.

Not the best match, but close to this:
Brother Rav.jpg
 
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I am still working on this, honest. :grin: It's been a crazy couple of weeks with a full lockdown, work from home issues, and a house full of grumpy cabin-fever-y teens. I'll have some background news chyrons up soon and I'm diligently working on getting the sector done in enough detail to start the game.
 
I am still working on this, honest. :grin: It's been a crazy couple of weeks with a full lockdown, work from home issues, and a house full of grumpy cabin-fever-y teens. I'll have some background news chyrons up soon and I'm diligently working on getting the sector done in enough detail to start the game.

No worries on my end....very similar. My youngest was just home for about two weeks straight due to covid cases at day care and then my older kid's school shut down, too, so everyone was cooped up together again and we've all gone half mad.
 
Den’Tallo

Built around a bay on a natural harbor. Home to 12K people, mostly employed by three main industries – Sargasso Harvesting, various pharma plantations, and Shiang Heavy Industries. Buildings trend toward Banerjee prefabs and sprayed plascrete, with only wealthy homes built out of the deep green local stone. Tasker IV is a warm world, and most buildings have flat roofs with open air living space.

City Sectors

The Flight Deck

A profusion of ancient landing pads and repair facilities. Cracked concrete with weeds growing in profusion and the jungle creeps right up to the concrete. Abandoned hangers and repair bays, rusting cargo pods, and the skeletal remains of various space craft, all now home to birds and hanging vines. Perhaps one building in five is occupied, and there are only a handful of functional repair facilities remaining. The one that looks the most promising is Speedy Spacer’s Repair.

Major Feature – The Old Yard

Before Stavros Stavros took over the orbital repair operation, this was the primary junk yard for Tasker IV’s repair industry. That honor is now held by Stavros’ shiny orbital yard, while the Old Yard is slowly being reclaimed by the jungle. There are still many acres of hulls stacked precariously on one another though and there is almost assuredly good salvage remaining. The yard is infested with Chor’tath which makes actual acquiring that salvage somewhat hazardous.

Old Civic Center – sounds fancy, it isn’t

Before the first families gained defacto control of Tasker IV this was the core of the settlement. The old civic buildings have mostly been converted into tenement housing or warehouses, with a handful left as burnt out shells, victims of occasional labour disputes. Most streets have a variegated collection of faded storefronts and seedy bars and restaurants, with a healthy collection of local service business, also down at heel. The streets are littered with trash and the buildings are liberally covered with years of graffiti.

Major Feature – Red Market

This is where you’ll find the seedy bars, back alley wheeler-dealers, and whatever passes for a flesh trade in Den’Tallo. There is no larger structured crime to be found though, most criminal work in gangs or crews and infighting between crews is endemic.

The Docks – home to Sargasso Harvesting

The left-hand side of the bay is almost completely given over to the docks, warehouses, and refineries belonging to Sargasso Harvesting. Sargasso runs two immense harvesting ships that gather specific algae and seaweeds needed to produce Sargasso Nutrient Packs, the most widely used spacer nutrient supplement in the Sector. While very healthy, and with an almost indefinite shelf life, the nutrient packs taste awful and are colloquially referred to as pond scum by many spacers. Behind the docks and factory building are a sprawl of run-down habs for the company workers.

The docks are also home to smaller jetties and warehouses that service the local fishing industry, which also doubles as the local smuggling service, especially for shipments of rare herbals and PreTech salvaged from Tasker-IVs jungle ruins. This is an open secret but Mandate customs officials currently don’t have the manpower to much about it.

New Den’Tallo

Home to Den’Tallo’s current civic buildings, including the Council Hall, as well as the corporate offices for Sargasso, Shiang Heavy Industries, and the posh town homes of Tasker’s first families. The sector is heavily patrolled by security forces and is home to the few high-class eateries and entertainment venues in the city. The Mandate occupation forces have also made this sector home to their base of operations, all located in the same fortified tower block.

Major Feature – Praxis Mandate Headquarters

This heavily fortified tower block is the hub of Mandate activity on Tasker IV. It houses the offices of State Security, Customs and Excise, the Social Police, as well as smaller offices for trade and media relations. Very recently, a new office was opened for the Praxis Institute for Science and Research under the command of Dr. Anatoli Kurovitch.

The Terrace

Behind the new civic center the Terrace stretch up the hill toward the jungle edge. This is Den’Tallo’s wealthy sector and here you will find the estates of Tasker IV’s First families - eight massive walled compounds, each home to an extended family, business offices, and private security forces.

Shiang Heavy Industries

Set away from the bay and behind the new civic sector, is a massive fenced compound that is home to Shiang Heavy Industries. Shiang owns half of the Orbital Station Celestial Respite, from which a fleet of mining ships work the local asteroid belt, mining for the rare metals used in spaceship construction. The compound has its own orbital launch facility, several massive refinery buildings, research facilities, and housing for many of Shiang’s employees. Shiang is owned and operated by two of Tasker’s first families, the Xi family and the Vargos family. The current president is Tian Xi. There has been subtle but significant friction between Shiang and the Mandate occupation forces.

In the jungle


Outside of Den’Tallo, Tasker IV is covered in cliffs, mountains, and jungle. This inhospitable terrain is home to four major pharma plantations as well as a handful of smaller communities home to explorers, guides, criminals and anyone looking to avoid any Praxis complications. The jungles of Tasker are also home to many Xenos archaeological sites. The discovery and salvage of these sites is made difficult by the lack of easy transportation and the dangers posed by jungle travel. There are various scholars and explorers who plum the ruins for ancient knowledge, but this has been made dangerous by recent Mandate proclamations that make all xenos sites on Tasker IV the sole property of the Praxis Mandate, under punishment of death.
 
Indowy Ruins on Tasker IV

The Indowy were a race of small, green-furred bipeds common in the galaxy before the Scream. They were completely pacifistic and lived in large extended family groups that doubled as something like production guilds. The Indowy were master builders and used a combination of psychic and technological interfaces to create PreTech marvels. Every item built by the Indowy was bespoke and they had no use for assembly lines or anything of the sort, which made their constructs enormously expensive, but durable in the extreme. Indowy-built ships has maintenance free-lifespans measured in millennia. Due to their complete non-violence and the Indowy were effectively controlled via debt by financial cabals controlled by the Grashkull. No Indowy are known to have survived the Scream, and the estimated casualty total there was in the billions.

The Indowy were slightly agoraphobic and tended to live in massive skyscrapers packed to the seams with family units and production facilities. Even on a smaller scale, such as are found on Tasker-IV, Indowy ruins tend to be box-like, or built into the native cliffs, with chambers and hallways slightly too small for comfortable human use.

All of the known Indowy ruins on Tasker IV were picked centuries ago by intrepid scavengers and archaeologists. A few have been found in the last century, mostly small and without much in the way of salvage. However, the rugged terrain and heavy jungle canopy of the moon make exploration difficult, and there are always rumors of a new discovery somewhere out in the green.
 
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Some faffing about with the news chyron. There are three major news outlets, all of which spread through the sector via packet transmission carried and broadcast by independent contractors: The New Terran Press (Praxis Mandate); Associated Corporate Media (Corporate Alliance) and the Free Sector Chyron (Free Systems Assembly) - the colors synch to the sector map. As you can see there's some unreliable narrator stuff going on, and I'll post them in Verdana/Courier to help keep them easily identifiable.

Some recent(ish) headlines:

New Terran Press: A great victory on the frontier! Mandate forces liberate the benighted colony on Tasker-IV, freeing them from the corrupt rule of the Free Sector radicals.

Free Systems Chyron: A cowardly sneak attack by Praxis Mandate forces at tasker IV led to numerous civilian deaths and the loss of Tasker’s important refueling and repair facilities. Plans to retake Tasker IV are already in the works says a source within the government.

Is the Mandate at the limit of their military reach? Read more in days to come…


Associated Corporate Media: Durer Splenck, pioneering warp navigator has successfully spiked through the warpstorms and made contact with the world of Beacon, gateway to the lost colonies. There was a press conference scheduled for earlier today, at which Splenck had promised to share his rutter to Beacon with the sector, but he was a no show. Our requests for information from the Explorer’s Guild have gone unanswered, but we will update you when we know more.
 
Den’Tallo Rumors

  • The Stavros repair facilities on Celestial Repose have started using collared Psyslaves for menial work, putting even more union members out of work.
  • Graffiti in the Old Sector praising an ancient race of Xenos have been covered up and removed by the Social Police.
  • Sargasso Harvesting personnel reported seeing an enormous Leviathan on their last run. Leviathans were declared extinct three hundred years ago.
  • Whispers around the settlements suggest that a recent expedition into the deep jungle may have found undisturbed Indowy ruins.
  • The Church of the Galactic Light has preachers in Den’Tallo, secretly whipping up sentiment against the first families and the previous colonial administration.
  • The Science Institute has its own security forces, who have been spotted abducting residents of Den’Tallo off the streets in broad daylight.
  • A major Free Systems cell is operating on Tasker IV with the tacit cooperation of at least one first family.
  • The Social Police have been staging raids throughout Den’Tallo and confiscating PreTech artifacts and scholarship.
 
I'm soooo ripping this off for my IRL group.
Remind me to roll up some characters.
There's a half-year wait to get an example rendered for download, but I'm happy to just link to it.
 
The Celestial Repose

A Twinned pair of Banerjee-12 orbital stations that have been modified and added to in a somewhat haphazard fashion over the years. One Station is owned by Shiang Heavy Industries and consists of refineries and storage for mined materials, as well as docks and repair facilities for the small mining fleet, and housing and necessities for the station-based staff. The other station is now owned by Stavros Stavros and houses the dockyards and repair facilities for ships in transit to other systems. This used to be run by a collection of smaller businesses working together in a cooperative, but Stavros has bought them all out. Now called Stavros 1, this side of the station also has residences, hotels and entertainment facilities for visitors (all extremely expensive). Traders of more modest means still utilize the ground facilities in Den’Tallo. Stavros Stavros maintains a luxurious suite on the uppermost floors of the station, and is in residence here as often as he is dirtside.

Connecting the twinned stations is a maze of gantries, passage ways, private docks, small shops and habs owned by private businesses of various sorts. These are under the shared aegis of Shiang and Stavros and so Stavros has not been able to buy or force them all out. The rumour is that Stavros plans to take over the entire station at some point, although how he might accomplish that remains unclear. Praxis Mandate occupation forces have a security presence on both halves of the station but are so far content to let both Shiang and Stavros operate as usual, provided they pay their ‘fees’ and follow the rules.
 
The Gyre

About 200km north of Den’Tallo, beyond even the furthest explorer camp, lies a strange phenomenon called The Gyre. This an area about a click wide that stretches the width of Tasker IV’s main continent. Gravity in the Gyre seems have been changed somehow, and the entire area is home to whirling floating rocks and islands that flow like they are caught in a fast moving river. This makes the entire area effective impassable by aircraft, which must fly over it, and also makes exploration on foot quite dangerous, and stories of expedition devastated by flying debris are common. Legend suggest that The Gyre is the product of a devastating accident related somehow to Indowy experimentation with Anti-grav technology. The same legends also suggest that the Gyre might be home to undisturbed Indowy ruins. That lure alone has prompted many expeditions to brave the flying rocks, although few survived and none has reported finding any ruins.
 
A general note for the players. The way the prep is coming out this is looking to be a somewhat pulpy game, with exploration, pirates, vicious alien predators, and punchable space fascists. That probably mitigates for a decent amount of combat ability in the party, but not a whole group of mercenaries or anything. A certain amount of xenoarchaeology as well as some trading acumen would also be useful, as would some general face skills and maybe some espionage type stuff. Nothing that escapes the gravity of the current set of characters (in some combination).

We should toss around some ideas about what failed endeavor got your ship shot to shit and landed you here on Tasker-IV without enough ready coin to get space worthy. I might suggest an adversary as the prime mover there. I have a pirate fellow named Gareth Solari who might fit the bill. What happened and how did he screw your crew over? You can imagine he'll show up again....

hawkeyefan hawkeyefan Tulpa Girl Tulpa Girl Nobby-W Nobby-W Silverlion Silverlion Bunch Bunch
 
A general note for the players. The way the prep is coming out this is looking to be a somewhat pulpy game, with exploration, pirates, vicious alien predators, and punchable space fascists. That probably mitigates for a decent amount of combat ability in the party, but not a whole group of mercenaries or anything. A certain amount of xenoarchaeology as well as some trading acumen would also be useful, as would some general face skills and maybe some espionage type stuff. Nothing that escapes the gravity of the current set of characters (in some combination).

We should toss around some ideas about what failed endeavor got your ship shot to shit and landed you here on Tasker-IV without enough ready coin to get space worthy. I might suggest an adversary as the prime mover there. I have a pirate fellow named Gareth Solari who might fit the bill. What happened and how did he screw your crew over? You can imagine he'll show up again....

hawkeyefan hawkeyefan Tulpa Girl Tulpa Girl Nobby-W Nobby-W Silverlion Silverlion Bunch Bunch
I had a couple of ideas kicking about. The first one was for a former corporate troubleshooter that had been in the employ of one of the corps that came out second best in the big shuffle up.

As for the plot hook, We might have been sent to do a covert run of some sort of contraband (like the Kessel run but less parsecs) that was actually a distraction for something he was up to. The authorities got a tipoff, and that nearly got us killed. The tipoff actually came from him, and he had intended for us to be killed outright or arrested and thrown in jail. He's found out we're alive after all and got away, much to his annoyance. We're pretty sure it had to be a setup and there are a very small pool of candidates for who might have been responsible . . .
 
The group might also want to consider renaming the ship. I put Fog Ducker in as a place holder...
 
The Flagrant Disregard.
The Unbearable Lightness of Being (is this a GSV or the title of a film?)

Cuore d'Oro (translate it from Italian)

Tranquility ('nuff said)

Empress Theodora (look up what A2 traders were called and then look up who she was).

Solvalu (which video game did this come from)

Sisu (nod to R.A Heinlein there)

Stella (who owned this ship?)

Berenice (former owner of the eponymous hair the constellation Coma Berenecis is named after, pronounched Bereneecha)

Star Vixen (fun fact: The Dulcibella from Riddle of the Sands was modelled on a boat called the Sea Vixen).

Snoopy (NASA rescinded their policy of letting the astronauts name their ships after the Apollo 10 crew came up with this one)

The Queen's Hubris (reference left as an exercise for the reader)

Jokes are always best when explained at great length.
 
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Damage to your ship:
The majority of the damage you suffered is to you Spike Drive systems which are, as they say in the trade, fucked. The ship also suffered some damage to a variety of other systems. In terms of what works, you could drive it as a slow boat, but with double the chance of system malfunction, and you couldn't spike a drink. You need 8 units of salvage to fix the spike drive, and another 4 unit to fix the other systems. Straight repair cost is something in the range of 60-80 thousand credits. Think of a unit of salvage as about 10K worth of repairs, or half that (or less) as saleable merchandise.
 
Magma Of Illusion

Redheaded Stepchild

Beatrix

Exit Stage Left

Karma Chameleon

Inappropriate Conscience

Unlikely Eschaton

Ruby Soho

Twilight Indiscretion

Whispered Anticipation

Sleeping Beauty

Malachi

Storm Crow

Soft Word

Silent Lucidity
 
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