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1
0.9.9.2 / [E|99%|YAVP] My first-ever full win!
« on: February 25, 2011, 07:00 »--------------------------------------------------------------
DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------
Rizzen, level 11 Former Human Lance Corporal, nuked the Cyberdemon.
on level 26 of the Phobos base.
He survived 140846 turns and scored 58630 points.
He played for 1 hour, 40 minutes and 45 seconds.
He was too young to die!
He killed 512 out of 517 hellspawn. (99%)
He was a real killing machine...
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 7
Levels visited : 7
Levels completed : 7
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Aurora Medallion
Explorer Badge
Conqueror Badge
Hell Champion Medal
UAC Bronze Badge
Brick Bronze Badge
Lava Bronze Badge
Skull Bronze Badge
Scavenger Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
...........................................................
...........................................................
...........................................................
...........................................................
...........................................B...............
.......................................B...................
..............................X............................
...........................................................
........................................}..................
......................................|....................
.........................................B.%...............
...........................................................
..........................................B................
..........................................B................
...........................................................
...........................................................
...........................................................
...........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 22/50 Experience 53800/11
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Finesse (Level 2)
Hellrunner (Level 1)
Son of a bitch (Level 3)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->TH->Fin->Fin->WK->MAc->TH->SoB->WK->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified onyx armor [4] (P)
[b] [ Weapon ] BFG 9000 (10d8) [20/100]
[c] [ Boots ] plasteel boots [4/4] (100%)
[d] [ Prepared ] modified plasma rifle (1d9)x6 [40/40] (A2P2)
-- Inventory -------------------------------------------------
[a] modified missile launcher (6d6) [4/4] (A1)
[b] Trigun (3d6) [6/6]
[c] rocket (x14)
[d] rocket (x14)
[e] power cell (x60)
[f] power cell (x70)
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
-- Kills -----------------------------------------------------
101 former humans
65 former sergeants
8 former captains
56 imps
55 demons
98 lost souls
26 cacodemons
45 barons of hell
1 Cyberdemon
22 hell knights
14 arachnotrons
1 John Carmack
5 former commandos
4 arch-viles
2 mancubi
5 revenants
2 bruiser brothers
1 lava elemental
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 13 he found the Butcher's Cleaver!
On level 13 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 14 he ventured into the Halls of Carnage.
On level 15 he encountered the Phobos Hellgate.
On level 17 he found the City of Skulls.
He wiped out the City of Skulls.
On level 21 he found the Trigun!
On level 21 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 23 he found the Cybernetic Armor!
On level 23 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
He nuked level 25!
He defeated the Cyberdemon and found the TRUE EVIL!
Then finally in hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
Unknown command. Press "?" for help.
John Carmack reloads his rocket launcher.
You dodge! The baron of hell fires! You dodge!
You reload the BFG 9000 with power cell. Carmack raises his hands and
summons hellspawn! The baron of hell fires! You are hit!
Fire -- Choose target...
You see : a baron of hell (mortally wounded) [m]ore | blood
The missile hits the baron of hell. The baron of hell dies. You hear the
scream of a freed soul! You hear the scream of a freed soul! You hear
the scream of a freed soul! You dodge! The missile hits the baron of hell.
Fire -- Choose target...
You see : a baron of hell (mortally wounded) [m]ore | pool of blood
The missile hits the baron of hell. You hear the scream of a freed soul!
Congratulations! You defeated John Carmack! Press <Enter>... You hear
the scream of a freed soul! You hear the scream of a freed soul! You hear
the scream of a freed soul!
-- General ---------------------------------------------------
Before him 4 brave souls have ventured into Phobos:
4 of those were killed.
--------------------------------------------------------------
2
Requests For Features / New Level Event: PORTALS!
« on: January 04, 2011, 16:12 »
"The barrier between worlds seems to be particularly weak here..."
A level littered with many, many teleports. Hidden ones. As if ones you could see weren't bad enough... Though I suppose it would at least be fair to mark down one portal's location once it's been stepped in.
A level littered with many, many teleports. Hidden ones. As if ones you could see weren't bad enough... Though I suppose it would at least be fair to mark down one portal's location once it's been stepped in.
3
Requests For Features / New Level Event: Single Monster-Type
« on: January 04, 2011, 15:53 »
How about an added option during new level generation? Make the monster spawns on the area only one type... kind of a Cave level, but with a larger population and more varied terrain.
Example messages at entry:
"You hear the clatter of bones." - Revenants
"You hear countless shrieking voices." - Lost Souls
"You hear many marching feet." - Former Humans
"You hear crackling flames." - Arch-Viles
"You hear deep, guttural noises." - Mancubi
"You hear many heavy footfalls." - Knights / Barons
"You hear lots of snarling." - Demons
So for example, you might have:
"You enter level 9. You hear deep, guttural noises. You sense something of great value! Where the hell is the way out of here?! Hee hee, this will be a mess..."
...well, that's a more extreme scenario.
Example messages at entry:
"You hear the clatter of bones." - Revenants
"You hear countless shrieking voices." - Lost Souls
"You hear many marching feet." - Former Humans
"You hear crackling flames." - Arch-Viles
"You hear deep, guttural noises." - Mancubi
"You hear many heavy footfalls." - Knights / Barons
"You hear lots of snarling." - Demons
So for example, you might have:
"You enter level 9. You hear deep, guttural noises. You sense something of great value! Where the hell is the way out of here?! Hee hee, this will be a mess..."
...well, that's a more extreme scenario.
4
Graveyard / Stars & Salvage PBF - IC Thread
« on: August 26, 2010, 15:58 »
Parthia system, southern fringe of Federation space
June 12th, 2805, 12:03 galstandard time
"It's a good ship, sir. The best you can get in this sector and this price range, certainly..."
The manager of the Parthia IV station impound dock continued making his sales pitch as you all stood in an observation deck overlooking the berth holding the ship the man was going on about. An old destroyer, decommissioned a long time ago and since then subjected to numerous modifications by its subsequent owners. Its shape was blocky, nowhere near as stylish as the more modern ships, but it looked to be in good condition... and, being in the impound dock, it came dead cheap. The name "Blue Crow" was painted on the side of the hull.
"...plasma steel armour plating, a pair of SirTech 28-series mark 3 pulse thrusters, four hardpoint turrets to ward off all but the most determined or suicidal pirate..."
Parthia itself was a rather unimportant system. Five planets, two of which were gas giants, and the other three were uninhabited rocks that hadn't yet merited the attention of any colonisers, and an asteroid belt between the first and second planet serving as the system's main point of interest. And of course there was the waystation above Parthia IV, the first of two gas giants in the system. It made its business refuelling ships and processing raw ore from belt miners... and, at times like this, also from selling ships confiscated to cover debts.
"...shipboard AI, medical bay, plenty of cargo space, prospector drones included in the package. A real steal at this price, I should think..."
You'd all come here in the employ or company of Doran Routhe, a retired officer of the Federation 3rd Fleet. After so many systems traversed by passenger liner you had finally decided that having your own ship would be far more preferable... and, in the long run, more profitable. Of course, ship prices being what they are it wasn't looking good until you happened to chance upon the auction where the Blue Crow was being sold. Of course buying it used up most of your collective funds, but it looked like it could pay off soon.
"...everything as the owner left it, save for perishable supplies which had to be removed off ship. Assuming there's no questions, I'll just need sir's authorisation on the transaction and you can move on to having a look around the ship yourselves."
June 12th, 2805, 12:03 galstandard time
"It's a good ship, sir. The best you can get in this sector and this price range, certainly..."
The manager of the Parthia IV station impound dock continued making his sales pitch as you all stood in an observation deck overlooking the berth holding the ship the man was going on about. An old destroyer, decommissioned a long time ago and since then subjected to numerous modifications by its subsequent owners. Its shape was blocky, nowhere near as stylish as the more modern ships, but it looked to be in good condition... and, being in the impound dock, it came dead cheap. The name "Blue Crow" was painted on the side of the hull.
"...plasma steel armour plating, a pair of SirTech 28-series mark 3 pulse thrusters, four hardpoint turrets to ward off all but the most determined or suicidal pirate..."
Parthia itself was a rather unimportant system. Five planets, two of which were gas giants, and the other three were uninhabited rocks that hadn't yet merited the attention of any colonisers, and an asteroid belt between the first and second planet serving as the system's main point of interest. And of course there was the waystation above Parthia IV, the first of two gas giants in the system. It made its business refuelling ships and processing raw ore from belt miners... and, at times like this, also from selling ships confiscated to cover debts.
"...shipboard AI, medical bay, plenty of cargo space, prospector drones included in the package. A real steal at this price, I should think..."
You'd all come here in the employ or company of Doran Routhe, a retired officer of the Federation 3rd Fleet. After so many systems traversed by passenger liner you had finally decided that having your own ship would be far more preferable... and, in the long run, more profitable. Of course, ship prices being what they are it wasn't looking good until you happened to chance upon the auction where the Blue Crow was being sold. Of course buying it used up most of your collective funds, but it looked like it could pay off soon.
"...everything as the owner left it, save for perishable supplies which had to be removed off ship. Assuming there's no questions, I'll just need sir's authorisation on the transaction and you can move on to having a look around the ship yourselves."
5
Graveyard / Stars & Salvage PBF - OOC Thread
« on: August 20, 2010, 15:40 »
Humanity's got a bright future ahead of it...
There were some teething problems, granted. All those wars on the homeworld before someone got around to knocking some heads and making everyone shut up and play along. Still, a unified Earth eventually happened, and you know once there was nobody left to fight with and not much left to explore, the species would go off looking for more trouble. Colonies on other worlds were founded, space travel developed at a rapid pace... and sure enough, there was plenty of trouble out among the stars. Not many alien species decided to come in peace, for some reason. Humanity endured, though, and expanded. Earth and its colonies grew to become the Federation.
There were still some teething problems. Some hotheads decided to go and burn Earth to a cinder in protest, kick off a minor civil war in Federation space, which at the time was about a tenth of the galaxy... Humanity endured, though, and grew stronger. Some alien races willingly came to join the Federation. Others came over after enough bombs had been dropped on them. It wasn't just a human Federation any more, but there wasn't much doubt who was in charge of the show.
Of course, it's not all clear sailing from here on. Every so often a colony will try to break off - some even succeed for a time. There's pirates aplenty, and there's still two thirds of the galaxy outside of the Federation's sphere of influence. Plenty of work for the Federation Navy and the masses of ground troops it keeps carting around.
And plenty of opportunities to get rich on the frontiers of "civilised" space.
(That's the bare bones of the world setting. If you need further help setting up anything, or further questions about the setting for purposes of character background, ask away.)
A brief timeline:
2115 - First human colony outside of the Solar System
2234 - Razing of Earth
2805 - Current year
A brief listing of Federation armed forces that player characters may have served in, come in contact with, or heard of:
Army - Your regular ground-pounders, bringing heavy armour and plenty of infantry to any planetside brawl. They rely on the Fleets to get them from fight to fight, but once on the ground tend to work independantly of naval assets. The most numerous branch, but not the most well equipped.
Orbital Drop Troops - While technically part of the Army, they deserve their own entry. Issued with advanced power armour and heavy weapons, these soldiers generally spearhead any invasion. They have a high turnover, though it still comes in second to what the assault infantry units go through.
Special Forces - The most elite fighters among the "regular" armed forces, they tend to work behind enemy lines and can pick their gear from just about the whole Federation arsenal.
Legion - The Federation's ultimate ground force, its safeguard and loyalty control. Superb training, unswerving discipline, and equipment far beyond what regular troops have access to. They have far-reaching political power in addition to military might, and if they're seen out and about anywhere, it's usually a sign that something nasty is about to happen. Any emergent psionic talents are also sure to attract their attention.
Navy - The Federation requires a vast number of ships to maintain its holdings across the stars. The Navy itself is split into a number of Fleets with specific tasks. The First is dedicated to the defence of the Federation's capital. The Second is the Legion's own fleet, and as such has access to the most advanced vessels and weapons. The Third is the expeditionary fleet, ferrying troops from warzone to warzone, as well as battling enemy navies - this is the largest of the Fleets, and usually the most lively assignment. Further fleets are dedicated to the protection of specific sectors.
Travel in the Federation:
Travel is in most cases restricted only by the budget of the traveller, but interstellar voyages are a more complicated matter. While most Navy ships (certainly all capital ships, including carriers and troop haulers) are fitted with their own jump drives to allow them fast and reliable travel between distant stars, most civilian craft have to rely on the Federation-run system of jump gates and naturally occuring warp points to get around. While the jump gates are fast and reliable (unless you get stuck in a long queue), they do allow the Federation to monitor who goes where, which is something certain parties try to avoid. The power requirements of an individual jump drive generally mean that it can only be fitted on larger vessels.
Aliens in the Federation:
There's plenty of life in the galaxy that isn't human. It's varied, but not as much as one might expect - certain evolutionary paths lend themselves to spacefaring more than others. A number of alien races live under the Federation's rule, and though officially there is no discrimination, more often than not such aliens never really rise above second class citizen status. The exception to this rule is the armed forces - loyal service can guarantee numerous benefits for an alien, though within the army aliens generally keep to their own species groups, and mixed-race units are rare at best.
There were some teething problems, granted. All those wars on the homeworld before someone got around to knocking some heads and making everyone shut up and play along. Still, a unified Earth eventually happened, and you know once there was nobody left to fight with and not much left to explore, the species would go off looking for more trouble. Colonies on other worlds were founded, space travel developed at a rapid pace... and sure enough, there was plenty of trouble out among the stars. Not many alien species decided to come in peace, for some reason. Humanity endured, though, and expanded. Earth and its colonies grew to become the Federation.
There were still some teething problems. Some hotheads decided to go and burn Earth to a cinder in protest, kick off a minor civil war in Federation space, which at the time was about a tenth of the galaxy... Humanity endured, though, and grew stronger. Some alien races willingly came to join the Federation. Others came over after enough bombs had been dropped on them. It wasn't just a human Federation any more, but there wasn't much doubt who was in charge of the show.
Of course, it's not all clear sailing from here on. Every so often a colony will try to break off - some even succeed for a time. There's pirates aplenty, and there's still two thirds of the galaxy outside of the Federation's sphere of influence. Plenty of work for the Federation Navy and the masses of ground troops it keeps carting around.
And plenty of opportunities to get rich on the frontiers of "civilised" space.
(That's the bare bones of the world setting. If you need further help setting up anything, or further questions about the setting for purposes of character background, ask away.)
A brief timeline:
2115 - First human colony outside of the Solar System
2234 - Razing of Earth
2805 - Current year
A brief listing of Federation armed forces that player characters may have served in, come in contact with, or heard of:
Army - Your regular ground-pounders, bringing heavy armour and plenty of infantry to any planetside brawl. They rely on the Fleets to get them from fight to fight, but once on the ground tend to work independantly of naval assets. The most numerous branch, but not the most well equipped.
Orbital Drop Troops - While technically part of the Army, they deserve their own entry. Issued with advanced power armour and heavy weapons, these soldiers generally spearhead any invasion. They have a high turnover, though it still comes in second to what the assault infantry units go through.
Special Forces - The most elite fighters among the "regular" armed forces, they tend to work behind enemy lines and can pick their gear from just about the whole Federation arsenal.
Legion - The Federation's ultimate ground force, its safeguard and loyalty control. Superb training, unswerving discipline, and equipment far beyond what regular troops have access to. They have far-reaching political power in addition to military might, and if they're seen out and about anywhere, it's usually a sign that something nasty is about to happen. Any emergent psionic talents are also sure to attract their attention.
Navy - The Federation requires a vast number of ships to maintain its holdings across the stars. The Navy itself is split into a number of Fleets with specific tasks. The First is dedicated to the defence of the Federation's capital. The Second is the Legion's own fleet, and as such has access to the most advanced vessels and weapons. The Third is the expeditionary fleet, ferrying troops from warzone to warzone, as well as battling enemy navies - this is the largest of the Fleets, and usually the most lively assignment. Further fleets are dedicated to the protection of specific sectors.
Travel in the Federation:
Travel is in most cases restricted only by the budget of the traveller, but interstellar voyages are a more complicated matter. While most Navy ships (certainly all capital ships, including carriers and troop haulers) are fitted with their own jump drives to allow them fast and reliable travel between distant stars, most civilian craft have to rely on the Federation-run system of jump gates and naturally occuring warp points to get around. While the jump gates are fast and reliable (unless you get stuck in a long queue), they do allow the Federation to monitor who goes where, which is something certain parties try to avoid. The power requirements of an individual jump drive generally mean that it can only be fitted on larger vessels.
Aliens in the Federation:
There's plenty of life in the galaxy that isn't human. It's varied, but not as much as one might expect - certain evolutionary paths lend themselves to spacefaring more than others. A number of alien races live under the Federation's rule, and though officially there is no discrimination, more often than not such aliens never really rise above second class citizen status. The exception to this rule is the armed forces - loyal service can guarantee numerous benefits for an alien, though within the army aliens generally keep to their own species groups, and mixed-race units are rare at best.
6
Graveyard / Elves* in space - interest check
« on: August 19, 2010, 15:28 »
So, had an idea kicking around for a Traveller game... though a bit different from the previous two I've done. This time around, the party will be getting its own spaceship (a destroyer hull repurposed for salvage and prospecting operations) and will get to explore an area of space on the borders of what is generally accepted as civilisation in this day and age, in search of loots, shineys, money, and anything else of value not nailed down. So, any volunteers?
*warning: may not actually contain elves
*warning: may not actually contain elves
7
Graveyard / The Master and the Minion - IC Thread
« on: June 20, 2010, 08:09 »
The campaign against the Evil Overlord that had been plaguing the realm was a long and difficult one. You'd faced down and slain a number of his lieutenants, thwarted more than a few of his nefarious schemes. In the end, your path brought you to foot of the Overlord's last stronghold.
The land around was inhospitable to say the least, tall, steep mountains and sparse vegetation - and the Dark Tower looming over the whole countryside. A narrow stone walkway over a deep chasm led up to the gate, though curiously enough nobody tried to shoot you off as you approached. With storm clouds gathering overhead, you quickly decided that trying to climb the outside of the tower was a poor idea, and opted instead for going in through the front door. The door itself, though solid, eventually yielded with some persuasion of the forceful kind.
The chamber immediately beyond the gate served as a lobby, no doubt. It was quite spacious and well lit, with a raised floor closer to the opposite wall, with a short flight of stairs leading up onto it. Further along, you could see the main stairwell leading up into the tower proper. There were two large pillars holding up the tall ceiling here, one on either side of the room, and eight large braziers around the room providing a good amount of light.
Of course, the room wasn't entirely unpopulated either. At the foot of the small stair, you saw a trio of short, brown-skinned, goblin-like creatures, huddled together and blocking the approach to the stairs. They were covered in crude hides for armour, and each had a long spear that was pointing in your general direction. They weren't the only problem, however. What you initially thought were more braziers quickly turned out to be more of the odd goblins - red skinned this time, and seemingly lit from inside by an inner fire - as they stepped up to the edge of the raised platform and greeted you warmly - with a voley of small fireballs called up from their hands. Three of them smacked into Tristan, who'd been walking in front, causing very severe burns, a fourth hit Ma'kirr, also causing some serious damage, though the fifth missed the monk by a fair margin.
The land around was inhospitable to say the least, tall, steep mountains and sparse vegetation - and the Dark Tower looming over the whole countryside. A narrow stone walkway over a deep chasm led up to the gate, though curiously enough nobody tried to shoot you off as you approached. With storm clouds gathering overhead, you quickly decided that trying to climb the outside of the tower was a poor idea, and opted instead for going in through the front door. The door itself, though solid, eventually yielded with some persuasion of the forceful kind.
The chamber immediately beyond the gate served as a lobby, no doubt. It was quite spacious and well lit, with a raised floor closer to the opposite wall, with a short flight of stairs leading up onto it. Further along, you could see the main stairwell leading up into the tower proper. There were two large pillars holding up the tall ceiling here, one on either side of the room, and eight large braziers around the room providing a good amount of light.
Of course, the room wasn't entirely unpopulated either. At the foot of the small stair, you saw a trio of short, brown-skinned, goblin-like creatures, huddled together and blocking the approach to the stairs. They were covered in crude hides for armour, and each had a long spear that was pointing in your general direction. They weren't the only problem, however. What you initially thought were more braziers quickly turned out to be more of the odd goblins - red skinned this time, and seemingly lit from inside by an inner fire - as they stepped up to the edge of the raised platform and greeted you warmly - with a voley of small fireballs called up from their hands. Three of them smacked into Tristan, who'd been walking in front, causing very severe burns, a fourth hit Ma'kirr, also causing some serious damage, though the fifth missed the monk by a fair margin.
Spoiler (click to show/hide)
8
Graveyard / The Master and the Minion - OOC thread
« on: June 17, 2010, 14:33 »
Well... I've cracked. I'll be leading a D&D4 game. The specifics... well, I don't want to give away too much. Let us simply say, for the moment, that you are noble heroes that are well on the way to ridding the land of an Evil Overlord.
You get to start off at level 3, and that means you get 520gp, one magic item each of level 4, 3, and 2, and as much mundane gear as is reasonably needed.
I believe that so far Malek, Gargulec, and... SK, was it?, have already expressed interest. I've already got M's character on hand, too. So, if you want to participate, do hurry.
You get to start off at level 3, and that means you get 520gp, one magic item each of level 4, 3, and 2, and as much mundane gear as is reasonably needed.
I believe that so far Malek, Gargulec, and... SK, was it?, have already expressed interest. I've already got M's character on hand, too. So, if you want to participate, do hurry.
9
Bug Reports / [0.9.9.1] Chaingun Chainfire Suicide?
« on: March 13, 2010, 07:23 »
So... I'm in hell, running around with a chaingun and Ammochain on. I had just taken down a Baron when a Cacodemon popped out, so naturally I continued chainfiring the bugger. He managed to hit me maybe twice... but I died to something completely different. My mortem lists it as a suicide, there were no barrels nearby, no messages about lava... it's as though the bullets just bounced back at me or something.
Thoughts?
Thoughts?
10
Graveyard / Forlorn Hope - PBF
« on: January 29, 2010, 16:35 »
Home, Sweet Sewer
14 October 2195
Welcome to Section 218.
It is perhaps an ominous-sounding name, but the thing behind it is rather humble. In the hidden war against the World Economic Consortium, the Resistance can ill afford to maintain large, open bases to house and train its troops, as such would soon have a batallion of WEC stormtroopers kicking down their door. Instead, the Resistance chooses to spread its forces around in small bands, set up bases in disused subways, abandoned tunnels, forgotten bunkers... underground and away from prying eyes. From there, they wage their guerilla campaign on the Consortium.
Section 218 is simply another such unit, newly established and taking up residence in a hub of a disused tunnel system of an undisclosed major city. The place is still shaping up. The troop quarters have been established, of course, as has a teleport pad linked into the world network, and with it a station to keep the thing hidden from the WEC "gadget brigade". People are still flowing in, new faces around the whole time, soldiers, officers, technicians, construction workers...
You number among the soldiers in that list. Whether you're a WEC deserter or a Resistance idealist through and through, Section 218 is your new home, and you'll have to mix with both sorts. The quarters are... minimal, to say the least. A simple cot to sleep in, a footlocker in which to keep what few possessions you could bring with you... a door, if you're lucky.
You've only recently arrived, but the base commander seems keen to get everyone working as soon as possible, and has requested you report to his office. You still have time to familiarise yourself with the base layout, if you so choose, but it would probably be better not to put off seeing the CO too much.
14 October 2195
Welcome to Section 218.
It is perhaps an ominous-sounding name, but the thing behind it is rather humble. In the hidden war against the World Economic Consortium, the Resistance can ill afford to maintain large, open bases to house and train its troops, as such would soon have a batallion of WEC stormtroopers kicking down their door. Instead, the Resistance chooses to spread its forces around in small bands, set up bases in disused subways, abandoned tunnels, forgotten bunkers... underground and away from prying eyes. From there, they wage their guerilla campaign on the Consortium.
Section 218 is simply another such unit, newly established and taking up residence in a hub of a disused tunnel system of an undisclosed major city. The place is still shaping up. The troop quarters have been established, of course, as has a teleport pad linked into the world network, and with it a station to keep the thing hidden from the WEC "gadget brigade". People are still flowing in, new faces around the whole time, soldiers, officers, technicians, construction workers...
You number among the soldiers in that list. Whether you're a WEC deserter or a Resistance idealist through and through, Section 218 is your new home, and you'll have to mix with both sorts. The quarters are... minimal, to say the least. A simple cot to sleep in, a footlocker in which to keep what few possessions you could bring with you... a door, if you're lucky.
You've only recently arrived, but the base commander seems keen to get everyone working as soon as possible, and has requested you report to his office. You still have time to familiarise yourself with the base layout, if you so choose, but it would probably be better not to put off seeing the CO too much.
12
Graveyard / Yet another PBF. More gun!
« on: December 29, 2009, 19:20 »
This one's an idea I've had kicking around for a while... a roleplaying campaign based in the Crusader: No Remorse / No Regret universe. Originally I'd thought to use D20 Modern for it, but since discovering Traveller, I've come to realise this system would fit much better.
The campaign will revolve a lot more around fighting in one way or another, though I'll be doing my best to spice it up and keep it interesting. The characters would either be a WEC hit squad (not likely, given how keen the average player is to follow orders) or a Resistance strike team (more likely - while there are still orders somewhere along the way, the fighters generally get more liberty in how they achieve their objectives). There'll be guns, explosions, more guns, explosives, even more guns, and some robots thrown in for good measure.
Right now I'm probing around for any interest. Matters such as character generation method, gear, which side of the conflict the party will be on, that'll be sorted out once there's enough of an interest to warrant starting up the whole thing.
The campaign will revolve a lot more around fighting in one way or another, though I'll be doing my best to spice it up and keep it interesting. The characters would either be a WEC hit squad (not likely, given how keen the average player is to follow orders) or a Resistance strike team (more likely - while there are still orders somewhere along the way, the fighters generally get more liberty in how they achieve their objectives). There'll be guns, explosions, more guns, explosives, even more guns, and some robots thrown in for good measure.
Right now I'm probing around for any interest. Matters such as character generation method, gear, which side of the conflict the party will be on, that'll be sorted out once there's enough of an interest to warrant starting up the whole thing.
14
Graveyard / A new PBF in a galaxy far, far away...
« on: November 27, 2009, 12:34 »
Loyal imperial citizens and rebel scum alike, rejoice! A new PBF is coming to the forum.
The setting, as you might have guessed, is Star Wars, specifically the Galactic Civil War period, roughly one year before the Battle of Yavin. Gargulec has accepted the responsibility of GMing, and has made 4 spots available for willing players - though bear in mind, two (or possibly three) are at the moment already occupied. The system we'll be using is called Cortex, and is available on request from Gargulec. Yes, Jedi will be an available character class. The setting will be an imperial prison ship where, as you can probably guess, *something* goes wrong.
This topic can be used to ask further questions, volunteer for the spots, argue over character creation and so forth, and so on. Character sheets, once we get around to making them, can probably be posted here as well until a proper OOC thread is set up.
The setting, as you might have guessed, is Star Wars, specifically the Galactic Civil War period, roughly one year before the Battle of Yavin. Gargulec has accepted the responsibility of GMing, and has made 4 spots available for willing players - though bear in mind, two (or possibly three) are at the moment already occupied. The system we'll be using is called Cortex, and is available on request from Gargulec. Yes, Jedi will be an available character class. The setting will be an imperial prison ship where, as you can probably guess, *something* goes wrong.
This topic can be used to ask further questions, volunteer for the spots, argue over character creation and so forth, and so on. Character sheets, once we get around to making them, can probably be posted here as well until a proper OOC thread is set up.
15
Graveyard / MRS Morey - PBF
« on: September 21, 2009, 16:00 »
Prologue: Hard Landings
Passenger carriers. For all the advancements humanity has made, comfortable and efficient passenger travel for the masses seemed to constantly elude it. With the onset of interstellar travel, the problem only got worse. The jump drives were large and expensive - too much so to be mounted on large numbers of craft. The space bus had to make do with something else. And so, the passenger carriers were made - massive haulers with barely a skeleton crew, carrying orbital shuttles between planets of destination. For lack of supplies, passengers were put in cold sleep for the duration of the trips, and only woken up when their respective shuttle was landing at its destination. It was neither fast, nor comfortable... but it was cheap, and for most it was the only option available.
So it was that you had booked passage on board Carrier Line 42 to the same destination. Work reassignment, contract hunting or simply going to check up on the refurbishment of your ship, there was little reason to share your reasons with your shuttle-mates. You'd be in cold sleep for the trip, which doesn't lend itself to conversation. You dressed down for the procedure, stowed your luggage into the overhead compartments, climbed into the sleeping pod, and let darkness take you.
Time passed...
Waking up from cold sleep is rarely a pleasant experience, but nothing like this. A constant rumbling, travelling through the structure of the shuttle and the sleeping pods would have jarred you awake, had the automated systems not done it themselves. And that feeling in your gut that tells you you're going much faster than you should be, and in the wrong direction. The shuttle is tumbling - whatever you're near has a gravity pull strong enough to overrride that of the shuttle, and you feel every twist and turn it makes. A few times you can feel a shockwave striking the hull and adding even more vibration to the whole structure. There's no sound, save the constant rumbling and the desperate whine of the engines. Then, for a moment, everything goes silent... thankfully the moment is too short for the realisation to sink in that there's no more sound from the engines.
The shuttle hits something - the rumbling and vibration ends, with a resounding crash and a powerful impact, felt even in the relative safety of the sleeping pods. For a moment there's the screech of metal grinding against something, and another crash, fading to silence.
The sleeping pods open with a soft hiss. You climb out, unsteady and bruised, but otherwise unharmed. The interior of the shuttle was bathed in a red light from the emergency power. Structurally, the shuttle seems sound - none of the sleeping pods have been damaged, though a quick glance would show that aside from your four, the others are empty. The only noticeable damage is the wall separating the pilot's compartment from the passengers' compartment bending rather ominously inwards, as if it had suffered some massive impact.
The drowsiness brought on by cold sleep has passed from your mind, and you can think clearly again...
Passenger carriers. For all the advancements humanity has made, comfortable and efficient passenger travel for the masses seemed to constantly elude it. With the onset of interstellar travel, the problem only got worse. The jump drives were large and expensive - too much so to be mounted on large numbers of craft. The space bus had to make do with something else. And so, the passenger carriers were made - massive haulers with barely a skeleton crew, carrying orbital shuttles between planets of destination. For lack of supplies, passengers were put in cold sleep for the duration of the trips, and only woken up when their respective shuttle was landing at its destination. It was neither fast, nor comfortable... but it was cheap, and for most it was the only option available.
So it was that you had booked passage on board Carrier Line 42 to the same destination. Work reassignment, contract hunting or simply going to check up on the refurbishment of your ship, there was little reason to share your reasons with your shuttle-mates. You'd be in cold sleep for the trip, which doesn't lend itself to conversation. You dressed down for the procedure, stowed your luggage into the overhead compartments, climbed into the sleeping pod, and let darkness take you.
Time passed...
Waking up from cold sleep is rarely a pleasant experience, but nothing like this. A constant rumbling, travelling through the structure of the shuttle and the sleeping pods would have jarred you awake, had the automated systems not done it themselves. And that feeling in your gut that tells you you're going much faster than you should be, and in the wrong direction. The shuttle is tumbling - whatever you're near has a gravity pull strong enough to overrride that of the shuttle, and you feel every twist and turn it makes. A few times you can feel a shockwave striking the hull and adding even more vibration to the whole structure. There's no sound, save the constant rumbling and the desperate whine of the engines. Then, for a moment, everything goes silent... thankfully the moment is too short for the realisation to sink in that there's no more sound from the engines.
The shuttle hits something - the rumbling and vibration ends, with a resounding crash and a powerful impact, felt even in the relative safety of the sleeping pods. For a moment there's the screech of metal grinding against something, and another crash, fading to silence.
The sleeping pods open with a soft hiss. You climb out, unsteady and bruised, but otherwise unharmed. The interior of the shuttle was bathed in a red light from the emergency power. Structurally, the shuttle seems sound - none of the sleeping pods have been damaged, though a quick glance would show that aside from your four, the others are empty. The only noticeable damage is the wall separating the pilot's compartment from the passengers' compartment bending rather ominously inwards, as if it had suffered some massive impact.
The drowsiness brought on by cold sleep has passed from your mind, and you can think clearly again...
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