Scum... and Villainy!

Game Master Douglas Muir 406

The Forged In The Dark science fiction RPG. Plucky rebels against the Galactic Hegemony!


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Dot in here!


Let's talk about the ship!

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I am thinking for Ship Qualities, we take an additional Hull and Comms. The former makes our ship a bit tougher, the latter means we can communicate long-range and grab a false transponder. They're not the most exciting choices but I think they're the best bet.

Team? What think you?

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For special abilties, the big ones I find most interesting and makes the most sense for our characters could be Forged in the Fire, Natural Enemies, Just Cause, or Hearts & Minds.

Forged in the Fire giving us an additional +1d to resist anything is awesome and can make sense if all our characters come from harsh experiences and backgrounds. Natural Enemies would be useful to make sure that jobs against the Hegemony have a better chance at starting at well and encourage us to pick a fight against them to get that crew XP. Just Cause lets us play tragic good guys that make the tough decisions to their own detriment. More XP for the Crew means we level up faster and grow stronger quicker. Hearts & Minds is a good pick because anything that gives you free action ratings is just good overall. The social skills there will be useful for everyone in one way or another, especially because I don't think any of us made particularly social characters so far?

All of these are good. Forged in the Fire effectively lowers the Stress cost for Resisting consequences -- not a huge thing, but it adds up over time.

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I almost forgot! Our crew reputation! I am unsure what reputation will fit us all the best. I don't think Brutal because Sun Li Tao is trying not to be that. Strange and Subtle don't seem as fun either, the former doing its best with a group familiar with the game rules and the latter wanting us to be too safe. I want to really fall onto the space opera, swashbuckling, adventure side of things thematically. I think Daring or Ambitious could be fun!

I believe you can take two reputation items? Your options are Ambitious, Brutal, Daring, Honorable, Professional, Savvy, Subtle or Strange. Daring and Ambitious, maybe?


Okay, so the opening setup is a jailbreak. What I'd like from each of you is the following: give me one thing that will make the jailbreak easier, and one thing that will make it harder or more dangerous.

Easier might include access to a weapon or useful tools (either smuggled in or built from scratch) or useful knowledge, or contacts, or an ally, or... anything. Harder might include the presence of enemies, enhanced security measures, particular obstacles between you and freedom... you name it.

Let's hear it! What've you got?


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For our ship contact, I have an idea. Barring any additional players or adjustments on anyone's sheet, we don't have a pilot at all. I am thinking that Tiko Lux, a hotshot pilot could be a good choice. Perhaps he was a bit of a maverick and kept disrespecting the Hegemony's "good name" and so a crime was invented to discharge him and arrest him. If we get a pilot of some sort, I am fine for any of the others.

Okay, let's talk about Tiko Lux! Tiko is in jail with you. Bust them out, and they'll fly you to safety AND be a potentially recurring ally.

1) Briefly describe Tiko. Male, female, enbi, young, old, arrogant, pleasant, dashing, depressed...

2) Tiko brings a complication, because of course they do. Describe a thing that will make it more difficult to bring Tiko along. Possibilities might include "is in a special high-security cell" or "needs medication, requiring a side trip to the sick bay" or "is missing a leg". You tell me!

This one is first come, first served... whoever posts first sets the default description, which we'll go with unless someone else objects. Have at it!


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As mentioned in Recruitment, I'm good with the selected ship qualities. Forged in the Fire or Hearts & Minds are my vote for special ability, and as for reputation, let's do Daring and Ambitious.

One thing to make the jailbreak easier: a sympathetic guard. Perhaps they have a secret crush on one of the characteres.

One thing to make the jailbreak harder: a Precursor urbot guarding the hangar.

Guess I'll take on Tiko Lux, too. Tiko is a thirty-something woman who will talk your ear off but is dynamite at the helm of a starship. Of course, she knows it and won't let you forget it!

The complication is that her abrasive attitude has made a lot of enemies in prison, and some of them aren't about to just let her escape without settling the score!


Deirdre Dawkins wrote:


One thing to make the jailbreak easier: a sympathetic guard. Perhaps they have a secret crush on one of the characteres.

Or are a secret Rebel sympathizer?

Or maybe you gave them medical advice that saved a loved one.

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One thing to make the jailbreak harder: a Precursor urbot guarding the hangar.

An ominous low humming sound pervades throughout!

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Guess I'll take on Tiko Lux, too. Tiko is a thirty-something woman who will talk your ear off but is dynamite at the helm of a starship. Of course, she knows it and won't let you forget it!

The complication is that her abrasive attitude has made a lot of enemies in prison, and some of them aren't about to just let her escape without settling the score!

Excellent. *Tiko Lux claims to be the survivor of a program that tried to create a super-soldier. Tike claims a lot of things. It's not impossible, mind you. There have been many such programs over the centuries. Generally they don't end well.

*Certainly Tiko is a little unusual. She's short (145 cm, or about 4' 10") but very strong for her size. Her reflexes are /very/ fast, she has a nictitating eyelid, and her resting body temperature is a couple of degrees above normal. Mind, people have been tweaking the baseline human genome for thousands of years; she's not the strangest thing you've seen, by a long shot. So who knows.

Anyway, she has a mouth and she has an attitude and she's definitely pissed a lot of people off.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

I'll take my shot at complicating the mission/making it easier and better for us all!

The complication is that when we break out, a Hegemonic nobleman with his elite security is here to visit a childhood friend (the ship's captain). They are a cut above your standard guard here at the prison.

The helpful thing; we've worked together to have created a map of the ship and know where the important things are. Engines, Armory, Contraband Goods, Hanger, all the good stuff, so it should make it faster for us to navigate the ship.

I like Super-Soldier? Tiko and the flaws that come with her. She can make a corvette run like a ship half its size with her skill.


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Desperate Actions: Armor: 1, Special: 1 Heavy: 1 | Hack 2 Rig 2 Study 1 Scramble 1 Skulk 1 Consort 1 | Insight: 3 Prowess: 2 Resolve: 1 | Stress: 2| XP: 0

Here are my thoughts for making things easier/harder

Potter managed to get a virus uploaded to the prison, It is what caused the power loss, it gives the crew the ability to access the security feeds. However it also shut down the systems to open the blast doors. Before the ship can launch the doors need to be forced open.


Sun Li Tao wrote:


The complication is that when we break out, a Hegemonic nobleman with his elite security is here to visit a childhood friend (the ship's captain). They are a cut above your standard guard here at the prison.

Mm hm, mm hm.

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The helpful thing; we've worked together to have created a map of the ship and know where the important things are. Engines, Armory, Contraband Goods, Hanger, all the good stuff, so it should make it faster for us to navigate the ship.

Okay!


Vincent J. Potter wrote:


Potter managed to get a virus uploaded to the prison, It is what caused the power loss, it gives the crew the ability to access the security feeds. However it also shut down the systems to open the blast doors. Before the ship can launch the doors need to be forced open.

*MURPHY-7 is a malice -- which is to say, a military grade malware AI. It infects a system, steals resources to make itself smarter, and observes and identifies targets. Then it strikes -- always at the worst possible moment, to cause the maximum possible chaos. It operates on a sort of horribly inverted First Law: to make the maximum number of humans as miserable as possible. Possession of MURPHY-7 (or any other malice) is a capital crime against the Hegemony. You don't much care about that. But... honestly, that thing gives you the creeps.

MURPHY-7, once unleashed, will not obey you or anyone else. You might be able to shut it down, but trying and failing would surely attract its attention.


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Desperate Actions: Armor: 1, Special: 1 Heavy: 1 | Hack 2 Rig 2 Study 1 Scramble 1 Skulk 1 Consort 1 | Insight: 3 Prowess: 2 Resolve: 1 | Stress: 2| XP: 0

... ask your mum." The guards heavy fist slams into Potters belly and the thin man folds around the arm. As he slides to the floor the induction pad on his left hand slides across the guards chronometer there is a slight beep only the hacker can hear.

By the time he finishes retching the guard is gone and the cell closed. as he sits back against the cot. The impish AR form of Mr. Beeba steps out of a tiny doorway. 'Deftly done, although the momma joke is a bit juvenile.' "It worked didn't it? The packet will drain the battery, with luck he will ignore protocol and plug it in at a non-isolated port, and boom, payload delivered.

'What is the payload? Potter? The imp pulls out a tablet and begins to scroll, he stops suddenly and looks at the hacker. 'I thought we agreed that keeping a malice was a bad idea.' "You telling me to do something is not us agreeing, and this is the ideal environment. Isotropa Max is an isolated system there is no way M-7 can escape. Trust me. Besides, I trapped it once, I could do it again

I sort of like the idea of swapping out my rival for M-7, What do you think?


Vincent J. Potter wrote:

'What is the payload? Potter? The imp pulls out a tablet and begins to scroll, he stops suddenly and looks at the hacker. 'I thought we agreed that keeping a malice was a bad idea.'

Yes, Mr. Beeba started out as your personalized tutor and companion, back when you were ten years old. You've both gone through some changes since then, but he still has a Jiminy Cricket streak.

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I sort of like the idea of swapping out my rival for M-7, What do you think?

Hmmm. Even milspec malices usually have safeguards programmed in. They're not capable of copying themselves, and they almost always have a built-in Hayflick limit: a certain number of processing cycles, and then they self destruct. An unshackled malice would be a WMD and probably a war crime.

That said, if you really want to go that route, sure, I could come up with something.

Silver Crusade

Armor: 1, Special: 1 Heavy: 1 | Rig 2 Helm 1 Scramble 1 Scrap 2 Command 1 Sway 1 | | Insight: 1 Prowess: 3 Resolve: 2 | Stress: 0| XP: 0

"Victory is commended; Defeat, merely remembered."

Before we get neck deep into Tiko Lux, are we sure we don't want a 5th? Sarah B has shown solid interest (changed her mind, one of her games died) and wants to be a pilot. FYI.

Easier: The guards couldn't easily remove Attero's gauntlets, so they just let him keep them. They don't know that they're really WHM-6R Warhammer model powered fists.

Harder: Once the Warhammers are activated, they give off a loud humming sound. Although quiet compared to the din of battle, they'll be a constant beacon to any guards looking for them, and make stealth all but impossible.


I would be happy with a 5th


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

That would be fine by me. Play by post allows for the limelight to be shared a bit more equally.


Brother Attero Dominatus wrote:


Easier: The guards couldn't easily remove Attero's gauntlets, so they just let him keep them. They don't know that they're really WHM-6R Warhammer model powered fists.

*Even among the Imperial Guard, very few take the more extreme cyborg / prosthetic options. The pain, the loss of sensitivity, the hundreds of hours of tedious practice to recover fine motor control... it's too great a sacrifice for most.

But they allow you to crush and smash the enemy. So, really, no sacrifice at all.

Maybe this is how you got your Wrecking Crew special? Partial cyborging, including enhancements to skeleton and musculature?

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Harder: Once the Warhammers are activated, they give off a loud humming sound. Although quiet compared to the din of battle, they'll be a constant beacon to any guards looking for them, and make stealth all but impossible.

Let's say this isn't normal -- they need maintenance or adjustment. They still work fine, but they need a tune-up.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Thanks for the vote, peeps :)

Fliss is a pilot. Be nice to her and suppley her with her drugs of choice and she might even be your pilot.

Fliss has spent more time in the vacuum of space than she has planetside and lieks to joke that she was born in zero-G. She's worked with the criminal Syndicates as far back as she can remember but she made the mistake of not delivering on her proimise to be getaway driver for Davara Yattu, a feared gang boss. (Fliss swears up and down that it was, like, TOTALLY not her fault - she was sold a crappy batch of Snow and it took her 3 days to wake up, so Yattu went with a different getaway driver. Not good enough, ended up in lockup and her gang either died in the crossfire or turned states evidence). Yattu hates Fliss for this, in an Ahab "I spit my last breath at thee" kind of way, like totally out of proportion (in Fliss' opinion). Yattu had Fliss framed for a crime and sent to this prison so she can show her displeasure in person.

(there's teh complication - Yattu would gladly die in the jailbreak if it means she gets to crush the life out of Fliss' body)

in terms of personality, Fliss is perky goth stoner girl who happes to be both an ace pilot and a crack shot. She's worked at one time or another for pretty much every criminal gang in the Sectotor. One of the Syndicate bosses who owes her a favour is in this prison.

(there's the easier: details of who the boss is and the nautre of the favours owed can be up to DMDM, or I can flesh it out for you if you prefer)

After one of Fliss' jobs, she ended up the owner(?) of an Urbot, Missy - if you took C3P0 and put him into that floating orb thing from A New Hope but also made him into an even prissier schoolmarm persona, you've got Missy. Fliss lets Missy hang around because its metal sphere is almost unscannable, makeing it a *great* place to conceal Fliss' drugs - and also becuase while it's really, really annoying and convinced it knows better thatn Fliss, sometimes it actually *does* ... Fliss occasionally tries to sell Missy or "accidentally" lose it but the damn thing keeps coming back and it's actually too useful to get rid of. Not that she'd admit that to anyone. When she got sent to prison she thought the one consolation would be not having to listen to that arrogant schoolmisstress voice any more.

She really should have known better.


Glad to have you in the game, Fliss. :)


Sarah, welcome aboard!

Okay, team: feel free to start posting in gameplay.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness
Deirdre Dawkins wrote:
Glad to have you in the game, Fliss. :)

Thanks Brainiac! Good to see you again, and I'm glad you decedid to give the BitD system a go :)


Fliss Cooper wrote:


Yattu hates Fliss for this, in an Ahab "I spit my last breath at thee" kind of way, like totally out of proportion (in Fliss' opinion). Yattu had Fliss framed for a crime and sent to this prison so she can show her displeasure in person... Yattu would gladly die in the jailbreak if it means she gets to crush the life out of Fliss' body)

Yattu is a brute, but not stupid. She gets obsessed sometimes. Also, Yattu has had modifications. She's big, and rumor has it she's almost impossible to hurt.

Think Marvel Comics' Kingpin. "Crush the life out of Fliss" is a thing she could literally do. She's a higher Tier than you guys, so attacks on her have diminished potency.

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in terms of personality, Fliss is perky goth stoner girl who happes to be both an ace pilot and a crack shot. She's worked at one time or another for pretty much every criminal gang in the Sector. One of the Syndicate bosses who owes her a favour is in this prison.

Good, good.

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After one of Fliss' jobs, she ended up the owner(?) of an Urbot, Missy - if you took C3P0 and put him into that floating orb thing from A New Hope but also made him into an even prissier schoolmarm persona, you've got Missy. Fliss lets Missy hang around because its metal sphere is almost unscannable, makeing it a *great* place to conceal Fliss' drugs - and also becuase while it's really, really annoying and convinced it knows better thatn Fliss, sometimes it...

I will note that one PC already has an AI companion / minder. We can do two, sure.


Stuff that could be helpful:

Sympathetic Guard
Map of ship with activation codes
Murphy-7 virus is causing chaos
Attero has his gauntlets
A boss owes Fliss a favor

Problems and challenges:

Precursor urbot guarding hangar
Hegemonic nobleman with his elite security
Murphy-7 will close blast doors (and may cause other problems)
Attero can't do stealth
Yattu is coming to kill pilot Fliss
Other


Fliss Cooper wrote:
Thanks Brainiac! Good to see you again, and I'm glad you decedid to give the BitD system a go :)

I have a bit more free time now than I did a few months ago. Checked in on your game, looks like you all are having fun!


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness
DM_DM wrote:
I will note that one PC already has an AI companion / minder. We can do two, sure.

It's a stndard part of a Pilot's gear, so I thought I would give it some personalisation. It's not critical to my character concept so we can discard it if that's easier.

DM_DM wrote:

Problems and challenges:

Attero can't do stealth

Groupu actions are your friend here, assuming one of us can do stealath!

One of us can do stealth, right?

*Insert Anaking/Padme meme*


Vincent is our Skulker!


Let me expand on the "side quests" a little.

There are probably at least three people in this prison who would pay good money to join your escape and/or would be quite grateful. Let's call them Alice, Bob and Carl.

-- Alice will pay you 1 cred, and also will give you the identity of a mole within the Rebel Coalition's high command.
-- Bob will pay you 1 cred and give you +1 with one faction -- your choice which. This will stack with any pluses you already have. (It's hard to get past +1 with anyone.)
-- Carl will pay you 4 Cred, straight up.


The "mayhem" side quest is more freeform. Kidnap the Warden? Set off a bomb in the records department? Hack the system to free all the prisoners? You decide.

The goal would be to embarrass the Hegemony, thereby gaining XP and enhancing your rep. Will almost certainly generate Heat too, of course.


Or you can just beeline straight for your stuff and thence to the ship. Up to you.


Fliss Cooper wrote:


in terms of personality, Fliss is perky goth stoner girl who happes to be both an ace pilot and a crack shot.

Completely and totally irrelevant, but for some reason that reminds me of this rather sweet love story involving former goth manic pixie girl turned left-anarchist journalist Laurie Penny.


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Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Yay for us having an actual pilot and our tough guy. I'll get a proper post up in a bit; feeling under the weather at the moment.

Silver Crusade

Armor: 1, Special: 1 Heavy: 1 | Rig 2 Helm 1 Scramble 1 Scrap 2 Command 1 Sway 1 | | Insight: 1 Prowess: 3 Resolve: 2 | Stress: 0| XP: 0

In order of preference:

1) Rescue Carl
2) Rescue Bob
3) Leave
4) Rescue Alice

I'm mostly in favor of getting Carl because lotsa cred is good, and it plays to my vices, and so that he won't eat our hands.


Sun Li Tao wrote:
Yay for us having an actual pilot and our tough guy. I'll get a proper post up in a bit; feeling under the weather at the moment.

If there's no objection, Tiko can still join you. You never know when having a hotshot pilot as your friend /ally might be useful...


Desperate Actions: Armor: 1, Special: 1 Heavy: 1 | Hack 2 Rig 2 Study 1 Scramble 1 Skulk 1 Consort 1 | Insight: 3 Prowess: 2 Resolve: 1 | Stress: 2| XP: 0
Duchess wrote:
Vincent is our Skulker!

Potter would defiantly not like being called Vincent, but I sort of like the idea that Duchess would.


I’m cool with still having Tiko as a copilot!


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Desperate Actions: Armor: 1, Special: 1 Heavy: 1 | Hack 2 Rig 2 Study 1 Scramble 1 Skulk 1 Consort 1 | Insight: 3 Prowess: 2 Resolve: 1 | Stress: 2| XP: 0

The Firedrake has a hanger, someday Tiko can fly a fighter


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Sorry for the wall of text folks! I needed to get caught up, establish some stuff, and all those good things. I hope everyone is okay with me making Bob a member of Draxler's Raiders? They're anachistic pirates with a big hate boner for the 51st Legion.

I did want to bring up that, since some of us are brand new to the system, when you make rolls make sure you make it clear what it is that you're trying to accomplish. The game has a lot of variance with its Position (which is Controlled, Risky, & Desperate. It essentially gives an idea of how dangerous the action you're trying to attempt is) and Effect (which come in Limited, Standard, Great, and Extreme which show how effective that action is at doing what you're trying to do.). By giving our great DM_DM an idea of what we're trying to accomplish and how we're doing it, it will help them figure out what position and effect is necessary.

Speaking of, I hope how I set myself up was okay with you DM_DM. Play-by-post is a very tricky medium with any BitD products since the conversation of position and effect can slow a game down and PbP needs that momentum.

On a different note now though, I just wanted to bring up the ship stuff again with you all since we have all of us selected now. I'll repost what I had posted originally in the Recruitment tab.

Sun Li Tao wrote:

I am thinking for Ship Qualities, we take an additional Hull and Comms. The former makes our ship a bit tougher, the latter means we can communicate long-range and grab a false transponder. They're not the most exciting choices but I think they're the best bet.

For special abilties, the big ones I find most interesting and makes the most sense for our characters could be Forged in the Fire, Natural Enemies, Just Cause, or Hearts & Minds.

Forged in the Fire giving us an additional +1d to resist anything is awesome and can make sense if all our characters come from harsh experiences and backgrounds. Natural Enemies would be useful to make sure that jobs against the Hegemony have a better chance at starting at well and encourage us to pick a fight against them to get that crew XP. Just Cause lets us play tragic good guys that make the tough decisions to their own detriment. More XP for the Crew means we level up faster and grow stronger quicker. Hearts & Minds is a good pick because anything that gives you free action ratings is just good overall. The social skills there will be useful for everyone in one way or another, especially because I don't think any of us made particularly social characters so far?

As for ship/crew upgrades & modules, I think we should definitely get a fake transponder as soon as possible. Being rebels means we are going to be consistently pissing off the Hegemony and will be gaining Wanted levels all the time. Being able to bypass some checkpoints will save us trouble. For the second option, I think we take the Landing Bay so we have somewhere safe and secure for our shuttle and can work on acquiring fighters and more shuttles as needed.

For our ship contact, I have an idea. Barring any additional players or adjustments on anyone's sheet, we don't have a pilot at all. I am thinking that Tiko Lux, a hotshot pilot could be a good choice. Perhaps he was a bit of a maverick and kept disrespecting the Hegemony's "good name" and so a crime was invented to discharge him and arrest him. If we get a pilot of some sort, I am fine for any of the others.

I almost forgot! Our crew reputation! I am unsure what reputation will fit us all the best. I don't think Brutal because Sun Li Tao is trying not to be that. Strange and Subtle don't seem as fun either, the former doing its best with a group familiar with the game rules and the latter wanting us to be too safe. I want to really fall onto the space opera, swashbuckling, adventure side of things thematically. I think Daring or Ambitious could be fun!

I know that Brainiac already made their suggestions known, agreeing with where to put our two points for Ship Qualities. With our group set up, I am strongly in favor of "Hearts & Minds" for our Special Ability. It would give us an extra rating in some social skills and I tend to find those are hard to increase with Desperate actions because it leads to BAD situations. I'm still for a Landing Bay and could wait on the fake transponder so we have a little more "fun" dealing with the Hegemony in checkpoints. In lieu of that, I think a Medical Bay could be good. We...we seem like a really scrappy group and I think harms will be a bit more common.

Nowhere could I find that we start with two Reputations. I know we can develop a second one in play but I don't think we start with one. I really like Daring for us, I think it will reward us for being exceptionally risky and trying to stick it to the Hegemony whenever we can. What do you all think?

Last thing, I swear! DM_DM, you and I need to figure out the artifact that I start out with. If we want to keep it real simple, I am for the Cloak of Night and having the Nightspeakers be especially interested in getting me back alive with it. If not, we can figure something out.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness
DM_DM wrote:
Okay, you know you rolled some challenge or consequence, but Fliss does not. So, RP: would Fliss look a gift horse in the mouth? -- Also, what faction or Syndicate is Jenni connected to? (If you don't know, that's fine too.)

That's a good quetstion! Fliss is a pilot, so her XP trigger is about speed and flair. Worryting about stuff doesn't really come into it, you can always run away from stuff. I have no idea what faction Jenni belongs to, I'm still reading up on that. (It look like there's 6+ factions with the name Syndicate, which is super not-helpful)

I agree with what Sun said above, it's really imnportant to talk things trhough with the rest of the group. This issn't D&D where you roll Perception on the off-chance - every roll matters and every roll can bite you if it goes wrong. Not just you, but the whole group. In the BitD game I'm running, we've been going for jsut over a month and have 150 ish gameplay posts which is a decent posting rate - but we have almost 400 discussion posts!

We have to talk stuff through. For example, Fliss has got 3 torches for the gropu, which should give us Potency when getting through the prison while the lights are out. Who gets a torch? There are 5 of us so 2 are missing out and will need to stkick with people who do have torches.

I would also stress the improtance of teamwork. It costs 2 Stress to give yourself an extra dice on an Action roll. It costs 1 Stress to give someone else an extra dice. Before you go rolling a zero-rated Action (roll 2 dice, take the lowest) maybe think about asking for an assist. The odds go way up, and the life that gets saved as a restul might be your own :)

I agree with making HEarts and Minds our special ability. Another Action dot is very welcome. I'll put mine into Sway, so it's now rated 2.

Yes on Medical Bay.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

In terms of what we want to do, I'm up for rescuing people who will be grateful. I'm less intrested in sticking it tot he Hegemon by causing mayhem.

My prirorities are

1) get our gear
2) rescue people
3) escape

I have Scramble and Potter has Hack. I therefore suggest we take one of the torches and race down to crack the safe where our gear is being stored. If we can get fully armed before the ligths come back on, that gives us a big advantnage.

If Atterro and Sun want to do some fighting to cause a distraction, maybe that could be a Set Up Action to help us out?

Duchess - maybe you can Flashback to agreeing to meet the guard who owes you a favour by the safe where we're getting our gear? He coud then unlock the cells to release the peopel we want to bring with us.

EDIT: jsut FYI, Fliss hasn't give you her name yet. She likes you but trust is a difernt thing. She goes by the handle Zen


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Also - and sorry for writing so many posts, I have dyslxia so this is easier than writing 1 long post

@DMDM - is there a Stress costs for that flashback to get the torches? M guess is no, it's reasonbly trivial but jsut wanted to check :)


Duchess’s priorities are the same as Zen’s. I’ll write a flashback later today or tomorrow regarding the guard.


Desperate Actions: Armor: 1, Special: 1 Heavy: 1 | Hack 2 Rig 2 Study 1 Scramble 1 Skulk 1 Consort 1 | Insight: 3 Prowess: 2 Resolve: 1 | Stress: 2| XP: 0

I am very new to playing BitD games thank you for the insight.

I agree with Zen's priority list.

And I am in favor is the Hearts and Minds special ability, not having a zero in Resolve will help when it comes time to relive stress. and as Potter's vice is card games I am going with consort.

I am in favor of the Daring reputation.

I would Vote to Raise the Comms Rating of the ship, is it is very thematic for Potter. but I don't know what modules to go for.


I’ll add my bonus from Hearts and Minds to Consort.


Fliss Cooper wrote:


@DMDM - is there a Stress costs for that flashback to get the torches? M guess is no, it's reasonbly trivial but jsut wanted to check :)

No stress cost. There was a consequence, but Fliss doesn't know it yet. ;)


Sun Li Tao wrote:
Last thing, I swear! DM_DM, you and I need to figure out the artifact that I start out with. If we want to keep it real simple, I am for the Cloak of Night and having the Nightspeakers be especially interested in getting me back alive with it. If not, we can figure something out.

In principle I don't object to PCs having powerful stuff -- FitD games are somewhat self-balancing that way. But an artifact that lets you walk through walls might make a jailbreak just a little too easy.

I'd say, either the thing that awoke you to the Way (or a piece of it), or something you swiped from Master Horux or the Night Speakers. Take a look at the Artifact rules on 269-270 and see if anything grabs you in terms of powers, glitches, etc.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:
DM_DM wrote:

In principle I don't object to PCs having powerful stuff -- FitD games are somewhat self-balancing that way. But an artifact that lets you walk through walls might make a jailbreak just a little too easy.

I'd say, either the thing that awoke you to the Way (or a piece of it), or something you swiped from Master Horux or the Night Speakers. Take a look at the Artifact rules on 269-270 and see if anything grabs you in terms of powers, glitches, etc.

Hmm...I am looking over the rules at the moment and I've gotten an idea of what it looks like and the glitch involved with it, just not sure yet what it should do yet.

Taking some inspiration from the avatar, I am thinking a necklace/amulet that bonds to the user. It actually implants itself onto the user with a successful Attune roll and the glitch is that it cannot be removed safely once there. A Doctor roll could likely minimize the damage to a 1st Level Harm but removing it normally would cause a 2nd Level Harm. Add in the fact that it could cause complications should any official Guild members of Hegemonic cult members notice it for what it is.

Does anyone have any cool ideas for what it would actually do though? I would love to hear some suggestions because I am currently stumped.

With the majority going for Hearts & Minds, that is what I'll take too. @DM_DM, do you want to make an editable sheet for the ship so we can all mess with it as needed? Or does someone want to and we can have it in the Campaign Info tab?


Sun Li Tao wrote:


Taking some inspiration from the avatar, I am thinking a necklace/amulet that bonds to the user. It actually implants itself onto the user with a successful Attune roll and the glitch is that it cannot be removed safely once there. A Doctor roll could likely minimize the damage to a 1st Level Harm but removing it normally would cause a 2nd Level Harm.

As a K6BD fan, I'm tempted to have it be a jewel implanted in the center of your forehead...


A couple of quick questions on worldbuilding. 1) Do you want a Star Wars type universe, with wacky xenos of every race imaginable everywhere? Or do you want something more human-centric? 2) Do you want pure pulp science fantasy, or is the occasional bit of hard-ish SF okay? (Note that on a scale of 1 to 10, stuff like easy FTL and the Way mean this is already at least a 7. I'm just wondering if there's a preference between 8, 9, or 10.) 3) Connected to #2, do you have a preference for it being the 144th century vs. "a long time ago in a galaxy far, far away"?

Note that "don't care, want to fly spaceships and blast stuff" is a perfectly acceptable response to all three. Just lightly probing for an aesthetic here.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:
DM_DM wrote:
As a K6BD fan, I'm tempted to have it be a jewel implanted in the center of your forehead...

I'm avoiding having it in the middle of my head. It can still be ostentatious upon his chest for sure.


I’m good with an 8 or 9 on the Star Wars scale. No preference for distant galaxy or our far-off future.


Sun Li Tao wrote:


I'm avoiding having it in the middle of my head. It can still be ostentatious upon his chest for sure.

Thinking about it, how about this: the necklace (choker? harness?) doesn't just bond to your skin -- it sends tendrils all throughout your body. Option one: these tendrils form a sort of armor under your skin, giving you +1d to resist physical damage. They can also recycle oxygen from your blood, allowing you to survive vacuum or underwater without a spacesuit. Option two: they're like a second nervous system, forming a kind of antenna to the Way. Gain potency whenever you use Attune to try to sense or detect something.

Glitch... you decide. Make it a good one!

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