|
Post by Gigermann on Jan 9, 2017 9:12:54 GMT -6
I'm just gonna dumps some notes here for this week's agenda, not wanting to give you any homework, just so you can think about it ahead of time (and so I don't forget): - Give characters a thorough look-over; make sure they are un-Traveller-ized
- Go over character backgrounds for dates to add to the campaign timeline, sort out tie-ins, ID new NPCs, etc.—esp finalize how/when the Moss' were hired
- Initialize the Relationships stuff (for once )
- Campaign Tropes; Character Tropes
- City-Building: Themes & Threats; Status Quo; Places & Faces, for Tamborro Station & environs; min 1 per player. Already present:
- Hard Vacuum (The Bar™)
- The Dockhouse (AKA The Office)
- 1/PC "Home"
- "Locations"—by this, I mean the "big" locations in Mass Effect where the adventure-stuff happens. 1/player; since nobody really knows the setting (including me) enough to specify, I'll just be looking for a "look and feel" kind of example, which I will find a place for. Some locations I already have in mind:
- Midway (obviously; the home planet)
- Celestia Station (obviously; the rival station)
- Laughing-Buddha (the moon)
- Gateway Station (though this one will have to be "unlocked" by upgrading the ship or finding a way to skitch, as Bad Omen's not got the legs for it at the moment)
- Sort out Moss' banking details
|
|
|
Post by Rigil Kent on Jan 9, 2017 13:16:39 GMT -6
For what it's worth, I'm thinking this for the new apartment that A.J. (and Bella) reside in.
|
|
|
Post by Rigil Kent on Jan 9, 2017 13:31:06 GMT -6
Regarding the "Locations" thing, do you mean a place that we frequently visit or just an adventure/campaign arc spot (ala Antichrist)?
|
|
|
Post by Gigermann on Jan 9, 2017 13:37:44 GMT -6
Regarding the "Locations" thing, do you mean a place that we frequently visit or just an adventure/campaign arc spot (ala Antichrist)? The latter (which can still qualify as the former)
|
|
|
Post by Rigil Kent on Jan 9, 2017 15:51:34 GMT -6
Hmm. Okay. With that in mind (and with the Mass Effect reference), I kind of lean toward something like Ilos from ME1. I like the idea of us finding and exploring some long abandoned "Precursor" world, especially if you can manage the creepy vibe that world gave and the sense of "running out of time" for whatever the mission at the time happens to be.
|
|
|
Post by Gigermann on Jan 16, 2017 9:07:34 GMT -6
I'm just gonna dumps some notes here for this week's agenda, not wanting to give you any homework, just so you can think about it ahead of time (and so I don't forget): - Give characters a thorough look-over; make sure they are un-Traveller-ized
- Go over character backgrounds for dates to add to the campaign timeline, sort out tie-ins, ID new NPCs, etc.—esp finalize how/when the Moss' were hired
- Initialize the Relationships stuff (for once )
- Campaign Tropes; Character Tropes
- City-Building: Themes & Threats; Status Quo; Places & Faces, for Tamborro Station & environs; min 1 per player. Already present:
- Hard Vacuum (The Bar™)
- The Dockhouse (AKA The Office)
- 1/PC "Home"
- "Locations"—by this, I mean the "big" locations in Mass Effect where the adventure-stuff happens. 1/player; since nobody really knows the setting (including me) enough to specify, I'll just be looking for a "look and feel" kind of example, which I will find a place for. Some locations I already have in mind:
- Midway (obviously; the home planet)
- Celestia Station (obviously; the rival station)
- Laughing-Buddha (the moon)
- Gateway Station (though this one will have to be "unlocked" by upgrading the ship or finding a way to skitch, as Bad Omen's not got the legs for it at the moment)
- Sort out Moss' banking details
Once more, with feeling… I know people are getting antsy to get on with it after 2+ months—as am I—so I'm going to open this up for discussion during the week here. At worst, we can have things mostly smoothed out by Friday; at best we'll get 100% participation and there won't be any need for a bookkeeping session.
|
|
|
Post by Rigil Kent on Jan 16, 2017 12:48:53 GMT -6
How many Tropes per character are you thinking? I thought we'd actually hashed out the campaign tropes the last time (what, with the discussion about the kind of game we were going for.)
|
|
|
Post by Gigermann on Jan 16, 2017 13:38:01 GMT -6
How many Tropes per character are you thinking? I thought we'd actually hashed out the campaign tropes the last time (what, with the discussion about the kind of game we were going for.) - At least one(?)
- Sorta—we discussed the look-and-feel of the campaign, but I don't think we looked at specific tropes. This isn't terribly important, but I have a few written down, and I figured we could see if there are a few more that might be appropriate
|
|
|
Post by Rigil Kent on Jan 16, 2017 13:57:35 GMT -6
- Give characters a thorough look-over; make sure they are un-Traveller-ized. DONE
- Go over character backgrounds for dates to add to the campaign timeline, sort out tie-ins, ID new NPCs, etc.—esp finalize how/when the Moss' were hired - What new NPCs? As to the Moss', I think we were thinking that Zennith was hired first, then Callista joined a couple of weeks/months later.
- Initialize the Relationships stuff (for once ) - Where can I look over this again?
- Campaign Tropes; Character Tropes - See below. Was going for The Captain, Ace Pilot, Shell-Shocked Veteran, plus one related to Bella (unsure of specifics) and maybe Team Dad (presuming it doesn't clash with The Captain) - with that overlap, was thinking about trying to figure out something revolving around Grimm, but ...
- City-Building: Themes & Threats; Status Quo; Places & Faces, for Tamborro Station & environs; min 1 per player. Already present:
- Hard Vacuum (The Bar™)
- The Dockhouse (AKA The Office)
- 1/PC "Home" - AJ and Bella share an apartment, likely still in East Canton. Following Sylvester's visit in his old apartment, AJ felt like his previous place no longer felt like home (think of how people react following a robbery or home invasion ... which this kind of was) so he probably spent a great deal of time aboard the Omen while his relationship with Trouble ... er ... Bella advanced and they eventually found a new place. I am leaning toward the Zero-G Chamber as this apartment just 'cause I like the idea with the presumption that the bed can retract into the floor so they actually have a decent amount of space available.
- Faces: Sly's rival/heir apparent, probably a mid-level executive in Tambo Customs so he's more of an upper class bad guy as opposed to Sly being more of a "working class" crimelord. (actor: Toby Leonard Moore)
- Faces: Ari Ben-Gidon - rabbi and martial arts instructor. Runs a synagogue-slash-dojo/gym that AJ attends. (actor: Michael Nouri) - he has a certain skillset that might indicate former intelligence work.
- "Locations"—by this, I mean the "big" locations in Mass Effect where the adventure-stuff happens. 1/player; since nobody really knows the setting (including me) enough to specify, I'll just be looking for a "look and feel" kind of example, which I will find a place for. Some locations I already have in mind:
- Midway (obviously; the home planet)
- Celestia Station (obviously; the rival station)
- Laughing-Buddha (the moon)
- Gateway Station (though this one will have to be "unlocked" by upgrading the ship or finding a way to skitch, as Bad Omen's not got the legs for it at the moment)
- See below - a Precursor sort of world ala Ilos from Mass Effect 1.
- Sort out Moss' banking details
How many Tropes per character are you thinking? I thought we'd actually hashed out the campaign tropes the last time (what, with the discussion about the kind of game we were going for.) - At least one(?)
I'm shooting for 5 to go with the Fate Aspects thing for AJ. What I'm currently looking at are: - The Captain - this covers his sense of duty to the crew as well as his general role (at least when the boat is in the air.)
- Ace Pilot - because he is, especially with regards to the Omen.
- Shell-Shocked Veteran is the closest I can find to handle his flashbacks, nightmares, psioniphobia, 4-day amnesia and intolerance of Terries stemming from the disappearance of the TFS Normandy.
- Morality Pet - he's an honest man in a den of thieves.
Finally, kind of leaning toward him being Team Dad, although I wonder if this is not redundant, what with The Captain already being in place. Addendum: Since he has Unluckiness, the trope Finagles Law (which is basically "things don't go smooth" or "anything that can go wrong, will go wrong) seems appropriate for him.
Yeah. I saw this on the wiki: Places & Faces: For the character, I'm leaning toward this being "Sly's" anointed heir who is not trying to take over all things crime-related, maybe ... played by Toby Leonard Moore (who played Wesley in Daredevil season 2) who maybe is in the Administration of Tambo (like, maybe he's in charge of Customs or something.) Having him being a bureaucrat who is secretly a wannabe crimelord could be neat. Locations: I kind of lean toward something like Ilos from ME1. I like the idea of us finding and exploring some long abandoned "Precursor" world, especially if you can manage the creepy vibe that world gave and the sense of "running out of time" for whatever the mission at the time happens to be.
|
|
|
Post by Gigermann on Jan 17, 2017 13:52:45 GMT -6
Regarding the characters, there are things that need definition, or indicate NPCs that need elaboration, or suggest dates that need to be accounted for: Advantages Ally (Siggy, her support man) [details] … Disadvantages … Enemy (TBD (Crime guy?)) (More powerful than the PC) (6 or less) [-10] [details]; Intolerance (Some group of assholes) (One group) [-5] [details]; … Reputation (Smuggler) -1 (All the time; Small class) [-1] [assume this means "other smugglers"]; … Social Stigma (Criminal Record) [-5] [this means she was charged with committing a crime(s), and probably did time for it, depending on its(their) nature]; … Quirks: _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5; … Advantages … Reputation (Genius engineer) 4 (10 or less; Small class) [3] [assume this means "other engineers"] … Disadvantages Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; … Advantages … Contact Group (Korp) (Effective Skill 12) (9 or less; Usually Reliable) [10] [details]; … - Need ages, birth-places
- I'm assuming Z has gone through some kind of extended education; where/when/etc?
- Minor point: tech TLs still listed as TL9—should be TL10
- Ty worked for at least one other company
- Z also worked for a company?
|
|
|
Post by Rigil Kent on Jan 18, 2017 11:17:00 GMT -6
Minor point: tech TLs still listed as TL9—should be TL10 GCA files are correct. I just never got around to posting the updated versions on the boards after fixing them.
|
|
|
Post by Rigil Kent on Jan 20, 2017 23:06:04 GMT -6
So, I'm thinking that the reason we decide to bring on the Doctor is that we've had a string of missions that ended with someone getting wounded and shot, which is when a good medic would have been handy.
Also, recall Giger, that AJ is going to be actively trying to find out what happened to Mish and where she went. Remember: Sense of Duty (Crew, past and present).
Finally, what happened to Steg exactly?
|
|
|
Post by Gigermann on Jan 21, 2017 13:11:24 GMT -6
Game on this week, barring unforeseen cataclysm. Nothing further to report. FYI, the Timeline has been updated, and I've gone ahead and officially bumped the dates by +200 years—I figure the "25th Century" has a nice (Buck Rogers) ring to it
|
|
|
Post by Rigil Kent on Jan 28, 2017 10:35:12 GMT -6
I went ahead and did the Recap for session 1. Feel free to comment. And yeah, I'm totally going to use rock songs for the episode titles...
|
|
|
Post by Gigermann on Jan 28, 2017 12:54:00 GMT -6
My plans for next session: - Will have character advancement nailed down and posted somewhere (on the wiki)
- Will have the Relationships stuff nailed down and posted somewhere (on the wiki)
- Will have the Paragon/Renegade stuff nailed down and posted somewhere (on the wiki)
- Want to get everyone's personal equipment sorted out
- Everyone who has Allies/Enemies/etc with a per-adventure Frequency who hasn't rolled for it already should do so here before the game—sooner is better
FYI, the Bad Omen will be setting sail shortly
|
|
|
Post by Rigil Kent on Jan 29, 2017 10:30:51 GMT -6
Everyone who has Allies/Enemies/etc with a per-adventure Frequency who hasn't rolled for it already should do so here before the game—sooner is better I rolled versus Ally & Dependent on Friday; neither came up. If you wish, I can reroll here on the boards so you have an actual recording of that.
|
|
|
Post by Gigermann on Jan 29, 2017 11:14:18 GMT -6
I rolled versus Ally & Dependent on Friday; neither came up. If you wish, I can reroll here on the boards so you have an actual recording of that. No, this is "recorded" enough
|
|
|
Post by Gigermann on Jan 29, 2017 12:47:41 GMT -6
Addendum: Anyone with a character based on 200pts should get an additional 5pts—I consider everyone to have given enough background to qualify
|
|
|
Post by Gigermann on Jan 29, 2017 16:40:26 GMT -6
Subject to review and agreement (and potentially, later adjustment):
|
|
|
Post by Rigil Kent on Jan 30, 2017 20:22:51 GMT -6
Everyone who has Allies/Enemies/etc with a per-adventure Frequency who hasn't rolled for it already should do so here before the game—sooner is better This is, according to what I can see: AJ - Patron (Grimm, 6 or less) (checked, does not appear)AJ - Ally (checked, does not appear)AJ - Dependent (checked, does not appear)Calista - Ally (9 or less) (checked, does not appear)Calista - Enemy (6 or less) (checked, does not appear)- JoJo - Enemy (6 or less)
Tulk - Enemy (6 or less) (checked, does not appear)- Tulk - Secret (6 or less)
|
|
|
Post by Gigermann on Feb 2, 2017 13:31:13 GMT -6
For funsies: I need a name for a nobody-cares-about-it dwarf planet in the Helene System. Extra names will probably get used elsewhere. I figure all the really good names are used up at this point
|
|
|
Post by Rigil Kent on Feb 2, 2017 13:51:26 GMT -6
Dwarf planet? Call it Sleepy or Sneezy or Grumpy. Or maybe Gimli.
|
|
|
Post by LabRat on Feb 2, 2017 15:21:01 GMT -6
Call it 'Meh'
|
|
|
Post by Gigermann on Feb 2, 2017 16:42:17 GMT -6
Everyone who has Allies/Enemies/etc with a per-adventure Frequency who hasn't rolled for it already should do so here before the game—sooner is better This is, according to what I can see: AJ - Patron (Grimm, 6 or less) (checked, does not appear)AJ - Ally (checked, does not appear)AJ - Dependent (checked, does not appear)Calista - Ally (9 or less) (checked, does not appear)Calista - Enemy (6 or less) (checked, does not appear)- JoJo - Enemy (6 or less)
Tulk - Enemy (6 or less) (checked, does not appear)- Tulk - Secret (6 or less)
Just so you know, you can spend Plot Points to change the results, if you need somebody to show up. Actually, that makes me wonder…what happens if you force an Enemy/Secret to occur?
|
|
|
Post by Rigil Kent on Feb 4, 2017 8:45:31 GMT -6
To facilitate next week, here's the stuff AJ is thinking needs to happen following the shoot-out. - Interrogate the guy we captured. Looks like no one has the Interrogation skill, but Tulk appears to have the highest Intimidation skill (13) and Interrogation will default from it at -3 (so he would effectively have Interrogation-10. Presuming he uses "extreme threats" (probably not in the same room as the other PCs), he gains an additional +3 to bring it back to -13, then gets an additional +1 from being Callous for total of -14. What I'd like to know is who they were working for, why they chose to hit the bar at this very moment (since the spacers did as well and it seems unlikely to be a coincidence) and anything else that comes to mind.
- Have JoJo try to save any of the downed mercs that he can manage (preferably without burning through too much of our medical supplies.) I'm thinking stabilize them so they don't die, then let the authorities deal with them (see #4)
- Get the specifics of that job that Anson was going to give us. DSD needs work ASAP.
- Contact the cops regarding the attack. @ Giger, I'm thinking of having AJ gain some Contacts in Law Enforcement since someone in the group needs to be the Good Guy (tm) and thought it might be interesting if Officer Dallas (I think that was the "last good cop" dude?) always seems to be the guy who ends up investigating when PC(s) are involved.
- While we're waiting on the cops loot the best of the bad guys' gear - honestly, I don't think AJ actually needs any of it, but other PCs might - but don't take so much that its noticeable because then the cops might have questions.
- Once the thugs are handed off to the cops, we either start investigating based on info obtained from #1 or do the job from #3, whichever is more urgent.
Missing anything?
|
|
|
Post by Gigermann on Feb 5, 2017 0:01:11 GMT -6
Re #5: their possessions will likely be seized by the police as evidence—which doesn't mean you can't take it, just makes it trickier.
|
|
|
Post by Rigil Kent on Feb 5, 2017 9:08:37 GMT -6
In that case, presuming there isn't anything the PCs actually need, we should just leave their gear alone and let the cops take it.
FYI, I'm liking #4 more and more, and am willing to even spend a point (once I have it) for a Relationship perk with the Officer in question so we can constantly have that whole "Why am I not surprised that you're involved in this, Captain Trent?" kind of thing for the future. Besides, it would be funny if all of AJ's contacts were above-board while Calista and Tulk are swimming in black market relationships...
|
|
|
Post by WxMAN on Feb 5, 2017 12:53:34 GMT -6
A couple things:
1. Are the police known as being (generally) honest? Or are they more corrupt? 2. Are the sonic guns (I forget their name) rare or illegal? 3. Are there any weapons there that may appeal to a gun enthusiast? 4. Are there any hold-out weapons?
That will kind of determine what Zenneth will want to do... If the police are honest, Zenneth is more likely to just let the police have all the evidence, but if not then he'd prioritize seeing if he can get 1. Rare guns, 2. Enthusiast guns, 3. Hold-out guns
I'm thinking personality wise he tends to follow the law, though has a more laissez faire with self defense items. I'm guessing Zenneth would actually be more wanting to work with AJ and his contacts while having Calista work her magic with her... less scrupulous... contacts
|
|
|
Post by Gigermann on Feb 5, 2017 13:09:13 GMT -6
- Ratings
- Not illegal (though might check the listed CL), but screamers have no "honest" use—I have a hard time thinking of a modern analogue; machine-pistol, maybe?
- Do you want there to be? It's easier to randomly determine (probably via tarot) if there's even a slight desire one way or the other
- None of their weapons that they were using would be classified as "holdout"—I suppose they might have had a backup, though. See "desire" above
FYI, the pirates' weapons are better quality, and maybe tricked-out a bit, as opposed to the local thugs
|
|
|
Post by WxMAN on Feb 5, 2017 13:56:19 GMT -6
1. Sounds like they are quite amenable to bribery and corruption 2. Are they somewhat rare? I'm looking for if it is worth taking to play with and modify it either for personal use or reselling. 3. I don't particularly care, but Zenneth is always on the lookout for things that would either be fun to tinker with, for personal use, or for reselling and if there isn't much in there that would pique that interest, then so be it. 4. As far as the holdout weapon, he is realizing he may need one now, so if there is one, good, if not, he'll go buy one.
FYI: I was asking about all weapons from the folks killed, not just the thugs
|
|