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Frontiers of Darkness (An AIMhack)


keira

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It all started in a bar, landside on the colony of Srafin. A stallion coming in, offering twenty thousand in Imperial cash to whoever could return his kidnapped daughter and carry out justice on those who took her. For whatever reason, you had stepped forward, perhaps against your better judgement. He'd introduced himself as Iaron Damar, some higher-up in an asteroid mining company. He gave his card, said his shuttle would pick you up at the small local spaceport tomorrow, to take you to the mining headquarters where he'd give you more information. Why he came to you, rather than the militia, is unknown, but who are you to turn down twenty thousand?

 

FoD is a science fiction campaign using the ZombieHack system (Link and Link). This will be my first campaign, unless you want to count a couple one-shots that happened a Long Time Ago.

 

I've left the setting pretty ambiguous, as you can probably see from the intro. There is no specific motif (no Force or Scotty, sorry), just sci-fi in general. I am leaving the universe pretty-much open for simplicity's sake.

 

Again, this campaign will use a modified version to the ZombieHack variant. Characters start at level 1 (5 attribute points, 10 skill points, level+3 soft cap). Feats and skills are listed below; modifications or additions are marked.

 

FEATS

 

 

Character Creation Only

  • Authoritarian: +4 to all conversation rolls with lawful characters, -4 to all conversation rolls with unlawful characters.
  • Bloodthirsty: The violent urges that were once pent up inside you are beginning to come to the surface. Grants 1/day ability "Bloodlust" which grants +6 temporary hitpoints, +2 HIT. Lasts 2 + Lvl/2 turns
  • Compulsive Liar: You lie all the time, about anything, for any reason, even if there doesn't seem to be any gain in it. These lies can have a tendency to pile up, growing more and more preposterous, yet you can say the most ridiculous thing with such a straight face that people still believe you. Grants a +5 bonus to Deception, but the character cannot use negotiation or intimidation. Failing a deception check tends to result in more serious negative consequences.
  • Coward: When in battle, half your attention is always on searching for threats and looking for the quickest way out of danger. You gain a +4 to reflex saves. However you're also more likely to turn and run, leading to a -2 to Will saves
  • Gadgeteer Genius: You've got an inherent talent when it comes to creating and modifying various devices. You gain a +4 bonus to engineering or gun knowledge checks when creating or modifying gadgets and weaponry, and the consequences of failure are reduced.
  • Landlubber: You were born and raised planetside, rarely, if ever, venturing off-planet. You gain +3 to all DEX rolls on planets and areas with near-normal gravity, but -3 in low-grav situations.
  • Scoundrel: +4 to all conversation rolls with unlawful characters, -4 to all conversation rolls with lawful characters.
  • Station Brat: You grew up in space, rarely venturing onto the surface of planets. You gain +3 on all DEX rolls in low-gravity environments, but lose -2 DEX, -1 STR on rolls planetside.
  • Well Read: You have read so many books throughout your life that you've become a veritable walking encyclopedia. Sometimes you surprise even yourself by recalling an obscure fact that you have no business knowing. Grants 1/day ability "Random factoid" which boosts your next INT skill check by +4. </ul>

Standard

  • Advanced Cover (Requires Firearm Weapon Proficiency): +2 AC from cover, even when firing a weapon.
  • Ambidexterity: Negates the -2HIT penalty for the offhand weapon when dual-wielding.
  • Armed Academic (Requires INT 6+, Gun Knowledge 6+): Despite lacking field experience, you've spent so much time reading about your weapon of choice that you feel you've been using it all your life. Grants proficiency with one specific weapon, as well as +2 HIT with that weapon. Does not stack with Weapon Specialization feat.
  • Bull Rush: Allows you to make a charging melee attack followed by a knockdown attempt. The distance you charged is added as a strength bonus to your knockdown roll.
  • Dead Eye: +2 HIT on called shots.
  • Fighter: +2 to grapple checks, +2 HIT in unarmed combat.
  • Foolhardy: +2 to will saves, +4 Intimidation when you are at an obvious disadvantage.
  • Leadership (Requires Speechcraft 8+): Your skill with words has a direct impact on the morale of those around you. You gain the 'Inspiring Speech' ability: Once per day, can make a short speech to bolster the morale of allies; this provides a +2 bonus to actions and defenses for 1 hour.
  • No-scope: HIT penalty with rifles and automatics in close range reduced by 2.
  • Parry: When in defensive stance, allows you to counter attack after making a successful block. Can only counter once per round, and only with melee weapons.
  • Power Attack: Grants ability "Power Attack," allowing you to sacrifice up to -5 HIT for up to +5 CRIT on your next melee attack. Counts as a full round action.
  • Pro Throwing: +2 HIT with thrown weapons. +1 Thrown weapon damage.
  • Quick Draw: Switching weapons in combat is now a move action rather than a combat action. Also, whenever a standoff turns to violence you receive a preemptive strike before normal combat begins.
  • Scavenger: Can choose to re-roll any search check made when searching for loot.
  • Sleight of Hand: Reloading is now a non combat action. You do not need to pass a dexterity check to reload on the run. Reloads that were full round actions are now move actions.
  • Spray and Pray: Grants 1/day ability "Rapid Fire" which fires off an entire clip of ammunition (or the equivilant in an energy weapon) in a cone shaped pattern in a direction chosen by the character. Attack roll determines how many bullets find their mark. Each bullet deals 2-5 DMG. Damage is shared amongst all characters caught in the line of fire. Reflex save for half. This requires an automatic weapon to use, and counts as a full round action.
  • Steady Hands (Requires First Aid 5+): You've become more comfortable performing surgery. Although you can't always help your patient, at the very least you no longer can slip up and cause harm. Failed first aid rolls do not deal damage.
  • Weapon Proficiency (Energetic Small arms): No -4 HIT penalty when using energy pistols and carbines.
  • Weapon Proficiency (Energetic Rifles): No -4 HIT penalty when using energy rifles and target painters.
  • Weapon Proficiency (Kinetic Rifles, Automatic): No -4 HIT penalty when using kinetic assault rifles and machine guns.
  • Weapon Proficiency (Kinetic Rifles, Single Shot): No -4 HIT penalty when using kinetic rifles and sniper rifles.
  • Weapon Proficiency (Kinetic Small arms): No -4 HIT penalty when using kinetic pistols and submachine guns.
  • Weapon Proficiency (Launchers): No -4 HIT penalty when using grenade and missile launchers.
  • Weapon Proficiency (Melee): No -4 HIT penalty when using melee weapons.
  • Weapon Proficiency (Shotguns): No -4 HIT penalty when using shotguns.
  • Weapon Specialization: +2 HIT with weapon of choice (such as baseball bat, revolver, etc.). Must already by proficient with that weapon. Feat can be taken multiple times with different weapons. Does not stack.

 

 

 

SKILLS

 

 

  • Athletics (STR/DEXT): Encompasses sprinting, climbing, swimming, acrobatics, etc. Whether strength or dexterity bonus is applied depends on the situation.
  • Deception (NA): Ability to lie convincingly
  • Driving (NA): Ability to operate vehicles
  • Engineering (INT): Knowledge of engines, machines, circuits, etc
  • First Aid (INT): Ability to heal using first aid, as well as revive using surgery
  • Forestry (INT): Knowledge of the outdoors. Includes hunting, tracking, etc.
  • Gun Knowledge (Energetic) (INT): Knowledge of energetic (laser, plasma, etc.) guns. Includes maintenance, identification, modification, etc. Has no relation to your ability to kill with these guns
  • Gun Knowledge (Kinetic) (INT): Knowledge of kinetic (bullet-firing) guns. Includes maintenance, identification, modification, etc. Has no relation to your ability to kill with these guns
  • Intimidation (NA): Ability to threaten someone convincingly
  • Negotiation (NA): Ability to negotiate, whether it be reasoning with a hostile character or haggling with a friendly one
  • Observation (PE): Ability to spot suspicious situations. This can include a hidden enemy, a potential ambush, or seeing through a lie.
  • Piloting (NA): Ability to fly spacecraft
  • Search (PE): Ability to search for useful loot, traps, hidden doors, etc.
  • Sneak (DEX): Ability to hide and move undetected
  • Streetwise (NA): Gather information quickly, and know your way around town.
  • Speechcraft (NA): General ability to hold a conversation. Speachcraft is a synergy of deception, intimidation and negotiation: 1/2 your speechcraft skill is added to those skill rolls
  • Tactics (INT): Ability to give your party a strategic advantage in combat. For example, setting up an ambush or orchestrating a complex battle plan.

 

 

(note that I'm welcome to any ideas for additions or amendments to these feats or skills. PM me.)

 

If you are interested, send me a PM with your character and backstory. Maps, schedule, and all that when the characters have been submitted and chosen.

Edited by Sylae
I'll leave pidgin open if you want to shoot a quick question (AIM:telaverin)
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Character creation under the ZombieHack system is actually pretty easy. You've got four base attributes: Strength, Dexterity, Perception, and Intelligence. Each one starts at 1 and you can increase any of these by spending 1 attribute point. For this campaign, level 1 characters start with 5 attribute points.

Then you've got the skills, which Sylae listed in the opening post. You can increase any of these by 1 for the cost of 1 skill point, unless the level of the skill would exceed the soft cap, at which point it would cost 2. The soft cap for this campaign is your character's level + 3 (so for a level 1 character increasing a skill from 4 to 5 will cost 2 skill points). A level 1 character gets 10 skill points plus 1 skill point for every point put into Intelligence.

You also get one feat on character creation. You can choose one from the list in the opening post.

 

Hope that helps.

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Originally Posted By: Actaeon
So Perception = Wisdom and neutral is 0 instead of 10? Skills work normally, but with just ranks and not attributes?

Pretty much, though it's worth noting that Perception is more combat oriented in ZombieHack than wisdom.

It's also worth pointing out that your base attributes govern combat and weapons. Basically, STR govern Melee and Unarmed combat, DEX govern thrown objects and also helps with small arm firearms, and PER governs firearms. INT has little effect except to assist with willpower; however, it's useful outside of combat, since it's the key stat for most regular skills.

There are exceptions to these rules, but those are the basics.
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Really, it boils down to a few simple steps. Know that the DM is willing and ready to help you with your character if you get stuck or are unsure of something.

 

1. Come up with a character concept. This can be anything from a rough concept to a full character complete with backstory, but you should probably get an idea of what role(s) the character will fill in the party.

 

2. Set up your base attributes. Each characters starts with 1STRength, 1DEXterity, 1PERception, 1INTelligence. They also start with 5 attribute points; an attribute can be raised by 1 at the cost of 1 attribute point. The base attributes are very important, because they govern your ability to survive and fight: STR improves health, melee skill, and general body strength. Dexterity improves evasion, speed, throwing, and agility. Perception improves awareness and firearm skills. Intelligence improves several non-combat skills and grants skill points.

 

3. Calculate Derived attributes. These are secondary attributes that are important to keep track of. You have:

*Hit Points (10+2STR), which is how much damage you can take before collapsing and/or dying. Equal to 10 + Twice your Strength.

*Armor Class (10+DEX), which determines how hard you are to hit. Equal to 10 + Dexterity.

*Speed (3+½DEX), which determines how fast you move (and how many spaces you can move when acting on a grid). Equal to 3 + Half of your Dexterity.

 

4. Raise your skills. You start with no skills, but also with 10 skill points. Additionally, every attribute point invested in INT grants you an extra skill point. (If you're confused, the formula for skill points is [6+(3*Level)+Int]). Use the skill list in the first post; like attributes, you can raise a skill at the cost of a single skill point. There is a soft skill cap, equal to your level + 3; exceeding this doubles the cost of improving that skill.

 

5. Select a Feat. You start with 1 Feat. Select one that sounds good from the feat list. Keep in mind that this is also your only opportunity to select a Character Creation Feat.

 

6. Tweak. Look over your character and make sure it looks good to you and is how you want it. If you started with just a rough concept, this is a good time to fill in the character's biographical details (occupation, personality, etc.) and create his/her backstory.

 

7. Add Inventory. A character's useless without a decent set of tools and weapons to use. You'll probably be relying on the DM's help a bit to do this, but just list off what you think the character should have. Keep in mind that, being an L1 character, you may not get everything on your list; some stuff has to be earned.

 

8. Submit the character to the DM. Simply send a PM with your character to the guy in the opening post.

 

Okay, so that's more than a few steps, but that's all there is to it. Note that this list can mostly be taken in any order you desire; this is just how I tend to create characters.

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Originally Posted By: voyager in night
'daggers' are denoting new additions for this set of rules, I believe..
Yes, the daggers indicated skills added or majorly changed from the base ZombieHack developed by Lazarus and expanded by Nioca. They don't mean anything unless you're experienced with base ZombieHack tongue
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Well, ZombieHack was a pretty big divergence from AIMhack, in fact they could prolly be classified under two separate systems entirely. Really all I've done is added a couple new feats to bring it into a futuristic setting.

 

Part of the problem, I'd argue, is that it's all spread across several different websites and threads on SW. That's part of the reason the AimHack Wiki was created (haha namedrop, see siggy), to create a central, slightly less chaotic repository of stuff (although it's pretty barren at the moment, given it's not a week old yet).

 

That being said, I'm closing submissions at 4:00 PM (MST) tomorrow, if you are thinking of playing and haven't submitted yet, I'd get to it!

 

session-countdown-image.php?title=FoD+se

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Oh hey look a party:

 

First up is Voria, played by Nioca

Click to reveal.. (Voria)
Voria Grey Amerestau (Nioca)

L1 (former) Mercenary Engineer

Alignment: Impatient

 

Str: 1

Dex: 2

Int: 4

Per: 2

 

10/10/12

 

Feats:

Gadgeteer Genius - +4 Eng/Gun on gadget/weapons creation/mods

 

Athletics: 1

Engineering: 4

Energy Gun Knowledge: 3

Kinetic Gun Knowledge: 2

Observation: 2

Piloting: 1

 

Click to reveal.. (Backstory)

The doctor had ordered Voria to take it easy the next few days. She was lucky to be alive, he said. Head trauma like that was usually fatal, he said. Those painkillers are not to be taken with alcohol, he said.

 

Feeling the distinctive stabbing sensation of her broken ribs and fractured skull, Voria popped a couple painkillers, then washed it back with the last of her glass of ale. At least, the locals here at Srafin called it ale. But, at this point, she wasn't feeling picky. It was finally starting to dawn on her just how deep she was in.

 

It started a month ago when, after graduating from the Haford School of Engineering, she signed on as assistant engineer with the Kamekal mercenary group. Assigned to the KMS Fury gunship, she had quickly settled into a rather routine, if somewhat boring, job. Right up until the Fury had been called in to deal with a group of raiders over in the Tesla system, that is.

 

At that point, everything went downhill. The Fury was heavily damaged in the fighting, but ultimately came out victorious. However, while affecting repairs to the Fury's shield generators, Voria accidentally caused them to go supercritical. The resultant explosion crippled the Fury and sent it plummeting uncontrolled to a desolate planet below.

 

Only three survived the crash. Which quickly got whittled down to one after the two surviving mercenaries decided to use their coilguns to voice their displeasure with Voria's repairs; a lucky shot with a plasma lancer left Voria the last person alive on-board the Fury.

 

Voria's next action was rather sensible; she broadcast a distress call to any ships in the system. The action after that was less sensible. Kamekal mercenary protocol stated that the property of the deceased went to the captain of the vessel. Voria was the highest-ranking (and only) officer left. Her fractured skull came up with the brilliant idea to transfer the cash from the accounts of everyone on board into her own, claiming the value of a new ship for her own.

 

...In hindsight, and with the benefit of a non-concussed mind, that was not overly bright. The higher-ups in Kamekal would likely disagree with Voria's assessment of the crash and her rights, in such a way as to cause her organs to lose the right of being internal. She now had a e-coin account full of cash that, if she ever accessed, would likely bring Kamekal mercenaries right to her doorstep. And the idea of actually claiming a new ship from them was downright laughable.

 

A small trading vessel had picked her up from the wreckage and "generously" paid for Voria's surgery in the small colony of Srafin, in exchange for keeping the salvage from the Fury. Which left Voria stuck in this bar, looking desperately for a way to get off the planet. Her mercenary friend probably already had a bounty on her. It was only a matter of time before they caught up.

 

Which made Iaron Damar's offer too good to pass up. Pay (hopefully in cash), potentially getting away from the planet, and some unwitting bodyguards? Forget taking it easy. She had places to go, and people she hoped not to see.

 

Click to reveal.. (Inventory)

Laser pistol [+2pho, 100% SPC, -2%]

Plasma Torch [(dex-melee), +3heat, -2hit, 100% SmAGT, -5%attact]

Welding Mask [+1AC, +2AC pho head]

Backpack

 

Heat-Resistant Clothing, Gloves, Boots [3]

Multi-function solar watch

ID, Engineering license

Credits [38 + 8820 eCoin]

Mobile Computer System (MCS) [100% MPC]

 

Toolkit

-Rechargable flashlight

-Screwdriver set

-Power cell recharger

-Multi-tip connector set

-Multimeter

-Soldering iron [+1heat, uses SPC, -5%]

-Painkillers [1 dose]

 

Next up is Tre'vahn, played by Cairo Jim:

Click to reveal.. (Tre'vahn)
Tre'vahn (Cairo Jim)

L1 Tinkerer

 

Str: 2

Dex: 3

Int: 2

Per: 2

 

14/14/14

 

Feats:

Gadgeteer Genius - +4 Eng/Gun on gadget/weapons creation/mods

 

Athletics: 2

Engineering: 2

Gun Knowledge (kinetic): 2

Search: 2

Driving: 2

Bank: 1

 

Click to reveal.. (Backstory)

Tre'vahn was always a somewhat intelligent person. From a very young age,he always pulled apart old electronics and the like to see how they worked.

 

As he got older and started working, he could never stay in the one job for too long, for he always wanted to do something different. Then one day, someone offered him a new start at Srafin, promising something new and capitalising on his massive skillset.

 

Click to reveal.. (Inventory)

Swiss Army Knife [+1pierce]

Multi-tool

Matches

 

With a kinetic rifle and a manual to go with it, it's Malichi (Actaeon):

Click to reveal.. (Malichi)
Malachi (Actaeon)

L1 Intellectual

 

Str: 1

Dex: 2

Int: 4

Per: 2

 

12/12/12

 

Feats:

Well Read - 1PD "Random factoid" +4 INT next roll

 

First Aid: 1

Piloting: 1

Driving: 1

Deception: 1

Tactics: 2

Speechcraft: 3

Observation: 2

Gun Knowledge (kinetic): 2

 

Click to reveal.. (Backstory)

I'll be bookish and old fashioned, then. A young intellectual who inherited his parents home and a few hundred credits after an accident of some sort. After frittering all my money away on actual bound books (which, this being the future, are obsolete), and finding myself unable to hold a job due to a bit of a superiority complex and some disregard for authority, I found myself in default. Left with only an old fashioned, projectile based firearm that was my father's (an adventurer in his youth... and a strong enough story teller that he instilled a certain wanderlust in me), what I could carry on my back(detailed below), and the change I had in my pocket, I went on a drinking binge in the bar you spoke of. Looks like I might have a chance to get my place back, and maybe restore (or gain from scratch) some of my honor.

 

Click to reveal.. (Inventory)

Rifle [+8pierce, 4/4 LarCalRif]

-Optical scope

-Ammo pouch [12 LarCalRif]

Backpack

 

Winter Insulated Clothing, Gloves, Boots

Brimmed hat

History of the Argon Empire (book)

Kinetic Rifle Maintenance and Care (book)

Anthology of Modern Fiction, Volume 28 (book)

 

Survival kit

-Rechargable flashlight

-Rope

-Lighter

-Rope [50m]

-Sleeping bag

-Multi-tool

-Camera

-Journal, pen

-Adhesive duct tape

-Freeze-dried leftovers [2]

-Water bottle [3]

-Disposable emergency oxygen canister [1]

 

Medical kit

-Medfoam [2]

-Painkillers [3]

-Sutures [1]

 

SW and AimHack newcomer Voyager in Night, with Rafe:

Click to reveal.. (Rafe)
Rafe (Voyager in Night)

L1 Maintenance/Repair Technician

Alignment: Skeptical

 

Str: 2

Dex: 2

Int: 3

Per: 2

 

14/14/14

 

Feats:

Station Brat - +3Dex low-grav; -2 Dex, -1Str landside

 

Athletics: 2

Engineering: 4

First Aid: 2

Observation: 2

Piloting: 1

Speechcraft: 1

 

Click to reveal.. (Backstory)

Rafe woke up gasping. His body always protested waking up in a gravity well. Not such a bad hangover, really, considering the drinking he had done hoping to make today's plan seem like a better -or at least mildly sane- idea. It still didn't, but at least it got him off this rock. The mining companies rarely shanghaied anyone anymore, at least. Maybe the guy was even honest. It felt more like this 'executive' needed someone who wouldn't be connected to him to do something shady. Anyway, there was a shuttle at Mr. Damar's disposal, so he had some resources. It was, in the end, a ride off-planet. And if the job payed even half of what he said it should be enough to get re-certified, with luck even stay on station until he could find a berth on a long-range ship somewhere. No profit fixing broken-down equipment here anyway. He'd tried. Nothing to lose. The logic was the same every time. He sighed, put his last few credits in the dispenser for a caff, strapped on a watch (set to a ship's time likely no longer relevant to any other body still living), and went out the door to sell everything he didn't want to carry with him.

 

Click to reveal.. (Inventory)

Laser pistol [+2pho, 100% SPC, -2%, +Overcharge]

Standard Power Cell (SPC) [3x100%]

Belt knife [+1slash]

Hammer [+2blunt]

Carry-on bag

 

Medical Kit

-Sedatives [3 doses]

-Medfoam [4]

-Sutures [2]

-Emergency nutrient packets [10]

 

Engineering fatigues [3]

Multi-function solar watch

ID

Credits [58]

 

Toolkit

-Adjustable wrench

-Screwdriver set

-Pliers

-Wire cutters

-Multi-tip connector set

-Multimeter

-Soldering iron [+1heat, uses SPC, -5%]

 

Aaaand last but not least, Rowen, playing as Freckles:

Click to reveal.. (Freckles)
Freckles (Rowen)

L1 Female

 

Str: 3

Dex: 3

Int: 1

Per: 2

 

16/16/16

 

Feats:

Bloodthirsty - 1PD "Bloodlust" +6HP, +2HIT for 2+level/2 turns

 

Athletics: 4

First Aid: 1

Intimidation: 2

Observation:1

Tactics: 2

 

Click to reveal.. (Backstory)

"Every one is a killer, they just don't know it."

 

I stare aghast at the freckled child kneeling on my chest. I wanted to get away from her, twist out from under her and run, but the cool steel of the blade she held pressed into my neck had already broken the skin and I didn't want to make it worse.

 

"You see" she continued, "We all have the same ability to see a living creature, and then snuff it out with no remorse. It's empowering, just like the feeling of holding a magnifying glass over a helpless ant. You watch as it tries to escape, but it never can, for you are a killer and you have decreed the ant should die."

 

"You're sick." I heave my chest trying to knock her off balance. The result is a burning pain on the left side of my neck as her blade separates my flesh blow its edge. I stop struggling before it kills me, drowning in my own blood.

 

"My, my, your neck is getting rather ugly. Tell me, how does it feel? Does it feel good for you?" Looking up into her eyes I can see the fierce hatred in them. "Tell me it feels good. I want to know you are enjoying this intimate moment just as much as I am."

 

I squeeze my eyes shut. How could this be happening? What did I ever do to deserve this? How could she do this to me, of all people, me!

 

"Aww" she says in a mocking tone. "Don't tell me you are scared of your own daughter!"

 

"No killer is a daughter of mine." I choke out as the blade cuts my neck from moving the muscles below it.

 

"And no rapist is a father of mine." she retorts back at me. Then with a single quick movement she draws the knife across my neck. My esophagus fills with my own blood, choking me as I try to gasp for air. The pain is like a fire burning in my neck and spreading into my chest and head. My vision blurs but I can see that she is now standing above me watching. I clasp my hands over my throat trying in vain to stop the bleeding.

 

After several minutes the man on the ground stopped thrashing. Still standing over him, the freckled child spat on his now dead body saying, "You are less then the ants that I killed."

 

Click to reveal.. (Inventory)

Colt 45 Peacemaker and Holster [+6pierce, 6/6 LarCalPis, Full rd reload]

6" Hunting Knife and Sheath [+1pierce]

12" Hunting Knife and Sheath [+2pierce]

Shoulder bag

 

Levi Blue Jeans

Tan Tank Top

Black Leather Jacket

Socks

Cowboy Style Boots

Cowboy Style Hat

Underwear

ID, personal papers

Credits [29]

 

Shoulder Bag

-Canteen of water [2]

-Ammo Tin with [54 LarCalPis]

-Change of Clothing

 

 

So there's the party. Regarding session 1, I'm pretty busy up until the 17th (stuff after school because i decided to be a goody-two-shoes senior year, and weekends are usually Z2, which a goodly chunk of the party is involved in), I'm hoping we can maybe get the first session in over the holiday at some point. Calendar thing is here, please be so kind as to fill that bad boy out.

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Originally Posted By: Actaeon
And three pilots with a skill of level 1 is JUST as good as one of three! Or can you not assist another with a check in AIMhack?

It's also three times the chance to critfail. And it only takes the one to send the party crashing into a star (pun intended). Anyway, it's not something that comes up too often, and is sort of ill-defined. Most of the time, parties just roll individually to try and succeed.

Plus, there's the minor problem of too many cooks spoiling the broth; imagine what would happen if three people simultaneously tried to steer the same car. Now take that travesty, and throw in movement in three dimensions and no friction to bring the vehicle to a natural stop. It might be more reasonable if it was a larger ship with multiple stations that needed to be manned, but for a small craft made for a single pilot, "assistance" would likely be more of a hindrance than a help.

One rule of thumb to keep in mind: In AIMHack, common sense usually trumps rules and mechanics (And depending on the DM, Rule of Cool might beat them both).
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I need to use the irony mark more liberally. I agree entirely, and am amused by the circumstance. I would assert, however, that such circumstances are terribly common in real life. A balanced party would never actually occur, short of an Ocean's Eleven style in-game roundup.

 

Our party is, apparently, composed largely of nerds who, based on the intro, don't have enough experience to know when we might be getting fleeced. Hopefully, if it comes down to it, one of us can have a steep learning curve.

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Commonsense is of greater importance than mechanics. I will try to follow the mechanics, but if something comes up where the mechanics get in the way, I'll make an exception to it. RPs are about the story, not the numbers. That's why I like the AimHack/ZombieHack system, compared to D&D, where it seems like you spend longer making a character and crunching numbers than playing (I've never played, but from what my friends say, that's how it goes, especially with psionic types).

 

That being said, in the hypothetical three pilots flying one craft situation, probably not feasible. If the ship has two pilot's seats (like all modern planes of today) then two is logical, or if you guys get ahold of a capital ship (O.o). Otherwise, I'd have no problem with someone doing some sort of speechcraft+piloting roll to offer advice. I dunno, we'll cross that bridge when we get there.

 

Also, it looks like the first session will be Saturday, Dec 17 2011, 5:00 PM MST, in the AIM room SWFrontiers.

 

session-countdown-image.php?title=FoD%2C

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  • 2 weeks later...

So, I have a Speech and Drama meet on saturday, and while I'll more than likely be back by the time the session starts, the estimated return time is very ambiguous (we'll blame that on the Hum Solo people >.>). So, if I'm not online by 4:30 (half an hour before session start), let's reschedule this. It's not fair for me to hop in and DM unprepared after just coming back from pretending to be a good speaker. Again, more than likely be back in time, but if not...just thought you guys should know.

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  • 2 weeks later...
Originally Posted By: Actaeon
I suppose we could try to take it up ourselves using the stats already made, or launch an alternative campaign to take up the slack.

I'd offer myself as a DM, but I'm already running a Zombie campaign (which needs a couple new players </shameless plug>), and am playing in two others. I don't think I can add DMing another campaign without overloading myself.

Quote:
Or just wait and see and be chill like the cool cats we all are.
In case you haven't noticed, my cat is on fire. tongue
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*update*

 

Originally Posted By: Calamity Refuge Chat
(18:35:37) Sylae: nioca

(18:35:47) Sylae: we must talk

(18:35:47) Nioca: Hiya.

(18:36:05) Sylae: you may have heard but [censored] has hit the fan

(18:36:14) Nioca: Talk? That doesn't sound good.

(18:36:18) Sylae: and, like, everything is canceled.

frown

 

Well, at least she's alive. But... yeah. Looks like, unless someone else wants to take the reigns, this is over.

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  • 5 months later...

topicnecromancy.gif

 

Things have become more stable. Well, they've been stable but I waited until I was graduated to help ensure stability. I feel like there is enough stability to try this again.

 

So, anyone still interested in doing this? Looking at things, it seems Voyager has either entered lurker mode or dropped off the map (no posts since Dec 17, and that was in this thread). Also, party of engineers, and the fact that it's been like half a year. So I think I'll re-open character submissions and start from scratch.

 

I'd like to get this going again finally. Priority goes to those who Nioca, Cairo Jim, Actaeon, Voyager in Night, and Rowen since they already had characters, but I strongly encourage others to draw up a character if they are interested. Re-submit your existing character or re-roll it if you want, I dunno.

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