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Subject: Lost In The Black - IC Thread rss

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Dean
Australia
In hiding
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In blackest night, in shining day, My Will is all - I'll have my way! With Emerald Light in focused ray, This Duck will rule! (If that's okay?)
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Captain Mattheus "Matt" Drake - Captain



Attributes

Agility: d6
Strength: d4
Vitality: d6

Alertness: d8
Intelligence: d8
Willpower: d10

Life Points: 16 - 3 Wounds, 3 Stun
Plot Points: 3
Advancement Points: 26
Initiative: d6+d8
Endurance: d6+d10
Resistance: d6+d6

Assets

Leadership (Major) - Once a session you can designate a goal. Everyone working to achieve the goal gains +2 step Skill bonus on any one action directly related to completing the task. Can also spend Plot Points to improve the actions of others, so long as those actions are related to your chosen goal.
Nose for Trouble (Minor) - Intelligence or Alertness-based roll to sense trouble even when circumstances might not normally permit it. You also get a +2 step bonus to either Attribute when the circumstances warrant.
Trustworthy Gut (Minor) +2 step bonus to any mental Attribute roll when you are relying on intuition.

Allergy (Minor) Hayfever. -2 step penalty to Physical Attributes for all actions in its presence.
Neatfreak (Minor) -2 Skill step to all actions for the rest of the scene when forced into unclean surroundings.

Skills

Guns d6
- Pistol d10
Discipline d6
- Leadership d10
Influence d6
- Barter d8
- Persuasion d10
Pilot d6
- Hover Vehicles d10
Perception d6
- Gambling d8
- Intuition d12
Knowledge d6
- Appraisal d10
Vehicles d6

Equipment
Gunfighter's Pistol - Damage: d6W, Range: 100ft, ROF: 3 (8) +2 Skill Step to quick-draw
Speed-Draw Holster (Average (7) Agi + Guns roll to draw as a free action)
Deck of Cards
Appraisal Kit
Hayfever Medication
Shiplinked Comms Handset (10 Mile Range) - Kaze-Maru
2 Bottles Whisky

Credits: 495
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Vince G.
United States
Reynoldsburg
Ohio
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Galen Annover Sparks - First Mate



Attributes

Strength: d6
Agility: d6
Vitality: d6
Alertness: d8
Intelligence: d10
Willpower: d6

Life Points: 13
Plot Points: 1
Advancement Points: 14
Initiative: d6+d8
Endurance: d6+d6
Resistance: d6+d6

Assets

Comp Tech (Major) +2 step Skill die bonus on all computer related activities. Plot Points on related activities +2 step.
Connoisseur (Literature) (Minor) +2 Skill step when interacting with fellow enthusiasts.
Highly Educated (Minor) +2 step Intelligence bonus for any Knowledge-based Skill roll when you try to recall information.
Talented (Technical Security Systems) (Minor) You get a +2 step Skill bonus every time you use that skill.

Complications

Credo (Don't Harm The Innocent) (Minor)
Lightweight (Minor) -2 step Vitality penalty to any attempt to resist the effects of booze, diseases, environmental hazards, and poison.
Shy (Minor) -2 Skill step penalty when expected to perform Socially.

Skills

Covert d6
- Disable Devices d10
- Sneak d8
Guns d6
- Pistol d8
Knowledge d6
- Literature d8
- History d10
- Cultures d8
Melee Weapon Combat d6
Perception d6
- Hearing d8
- Sight d10
Technical Engineering d6
- Electronics d8
- Hacking d10
- Tech Security Systems d12
Unarmed combat d6

Equipment

Pistol - Damage: d6W, Range: 100ft, ROF: 3 (8)
Hold-Out Derringer - Damage: d4W, Range: 50ft, ROF 3 (6)
- Holster Concealed +2 Skill Step to keep weapon hidden
Shotgun - Damage: d10W, Range: 10ft, ROF 2 (10)
Dress Outfit, dated
Portable Music Player
Box of Printed Books, kept in cabin.
2499 Kensington Vineyard 'Big Ben' Londinium Merlot
2502 San Peligrino Bellerophon Pinot Noir

Credits: 575
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Bifford "Bring back Ernie" (Sam)
England
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Solomon "Swift" - Pilot



Attributes

Strength: d4
Agility: d10
Vitality: d6
Alertness: d8
Intelligence: d6
Willpower: d4

Life Points: 10
Plot Points: 0
Advancement Points: 5
Initiative: d10+d8 base, Lightning Reflexes: d12+d2+d8
Endurance: d6+d4
Resistance: d6+d6

Assets

Born Behind the Wheel (Major) +2 step Agility bonus when operating Air / Space Vehicles. Plot Point dice +2 step.
Born in the Black (Major) +2 Skill step to move in Zero-G. Knowledgeable about space ships and can operate basic systems. However, finds the surface of worlds disorientating.
Comp Tech (Minor) +2 step Skill die bonus on all computer related activities.
Lightning Reflexes (Major)

Skills

Artistry d2
Athletics d4
Covert d6
- Sleight of Hand d8
- Stealth d8
- Streetwise d8
Craft s2
Discipline d2
Guns d4
Perception d6
- Deduction d8
- Gambling d8
- Search d8
Pilot d6
- Aerial Navigation d8
- Astrogation d12
- Mid-Bulk Transports d12
Survival d4
Technical Engineering d6
- Communications Systems d10
- Electronics d12
- Hacking d8
- Technical Repair d10

Equipment

Pistol - Damage: d6W, Range: 100ft, ROF: 3 (8)
Holster
Encyclopedia with various data rods
Poker Chips

Credits: 305
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Paul
United States
Michigan
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"Too late, too late" will be the cry…
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…when the man with the bargains has passed you by.
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Tod "Toolbox" Brogan - Mechanic



Attributes

Agility: d6
Strength: d8
Vitality: d8

Alertness: d6
Intelligence: d10
Willpower: d6

Life Points: 14
Plot Points: 6
Advancement Points: 0
Initiative: d4+d6
Endurance: d8+d6
Resistance: d8+d8

Assets

Fightin' Type (Major) - You can take one non-attack action each combat round without a penalty.
Mechanical Empathy (Minor) - Spend Plot Points to gain knowledge as to what's wrong with a particular mechanical device as well as a +2 step Mechanical Engineering bonus for any action attempting to fix that device.

1-2 Plot Points: Minor problem (dead battery, slipped belt)
3-4 Plot Points: Moderate problem (corroded wiring, blown gasket)
5-6 Plot Points: Major problem (faulty catalyser, crack in the external fuel tank)

Trustworthy Gut (Minor) +2 step bonus to any mental Attribute roll when you are relying on intuition.

Absentminded (Minor) -2 Skill step penalty when distractions make it difficult for you to concentrate
Crude (Minor) -2 step Skill penalty on Influence-based actions whenever refined social behaviour is called for.
Straight Shooter (Minor) You may tell a falsehood only in dire emergencies and even then suffer a -2 step Skill penalty to Influence-based actions.

Skills

Athletics d6
- Dodge d12
- Weight Lifting d10
Discipline d6
- Concentration d10
- Intimidation d10
Mechanical Engineering d6
- Mechanical Maintenance d12
- Mechanical Repair d12
Perception d6
Unarmed Combat d6

Equipment

Portable Multi-Tools and Toolkit
Cortex Terminal - Public Access
Encyclopedia with various data rods
CAD board
Scrapper's Gel
Bandanna
2 x 2510 Ariel Apollo Vineyard Zinfadel
2 x 2511 Osirus 'Unification' Chardonnay

Credits: 215
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Crimson Fox
United States
Cincinnati
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Bartholomew "Thol" Pritchett - Doctor



Attributes

Agility: d10
Strength: d4
Vitality: d8
Alertness: d10
Intelligence: d10
Willpower: d4

Initiative: d10+d10
Life Points: 12
Plot Points: 5
Advancement Points: 11
Endurance: d8+d4
Resistance: d8+d8

Traits

Talented, Surgery (Minor) +2 step Skill bonus during surgery.
Steady Calm (Minor) +2 step Willpower bonus to avoid being shaken, frightened, or startled.

Phobia (Minor) Planetside -2 step on all actions
Phobia (Minor) Explosions -2 step on all actions
Phobia (Minor) Total Darkness -2 step on all actions

Skills

Medical Expertise d6
- Surgery d10
- Veterinary d8
- General d8
Guns d6
Perception d6
Survival d6
Planetary Vehicles d6
Pilot d2
Animal Handling d6
- Riding d8
Scientific Expertise d6
Melee Combat d6
Ranged d2

Equipment

Hip-Flask(s)
Doctor's Bag - 2 to -4 Step for Surgery
MedComp Scanner +2 Skill Step to diagnose problem or disease
Rabbit's Foot
Swanky Bowler Hat
Rather a lot of smokes

Credits: 199

History

Went to medical school as a vet and was a natural. Before he finished, drafted into the civil war as a combat medic. Saw lotsa sights he'd rather not think about and it kept getting worse. Promoted to combat doctor of the alliance at various mash units. He started noticing the amount of carnage both on both sides. Started getting assigned to other locations where special "projects" were needed. His last such was an attack by reavers on a civilian town. Lost it then. Fled and was declared section 8.

He still has shellshock from the years of war. Never the same. Dislikes going back to the surface entirely due to the thought of war still being there.

Nicknames: Thol, Bart, Doc
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Dan Collier
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Ilayna Vasori- Registered Companion



Attributes

Agility: d10
Strength: d4
Vitality: d6

Alertness: d6
Intelligence: d6
Willpower: d10

Life Points: 16 1 Wound, 3 Stun
Plot Points: 3
Advancement Points: 20
Initiative: d10+d6
Endurance: d6+d10
Resistance: d6+d6

Assets

Allure (Major) +2 step Skill bonus on all actions tied to appearance (seduction, persuasion, haggling, beauty contests, etc.)
Plot Points on related activities +2 step.
Good Name (Minor) +2 step Skill bonus to Interaction rolls where your good name comes into play.
Registered Companion (Minor) +2 step bonus to Influence-based actions dealing with those who respect your station.

Lightweight (Minor) -2 step Vitality penalty to any attempt to resist the effects of booze, diseases, environmental hazards, and poison.
Phobia (Minor) Space -2 step on all actions

Skills

Artistry d2
Influence d6
- Barter d8
- Conversation d8
- Persuasion d8
- Seduction d8
Athletics d6
- Dodge d8
Covert d6
- Stealth d8
Influence d6
- Barter d8
- Counselling d8
- Streetwise d8
Perception d6
- Deduction d8
- Empathy d8
- Hearing d8
- Intuition d8
- Investigation d10
Performance d6
- Wind d8
Ranged Weapons d2
Survival d2

Equipment

Cortex Terminal - Public Access
Fortune Bones
Silver Chain
Flute
Bible
Bag for Sundries
2 x 2501 Shinon Summer-Bay Riesling

Credits: 200
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andy scott
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Saint Louis
Missouri
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Stanton Hornsby



Attributes

Agility: d10
Strength: d8
Vitality: d6

Alertness: d8
Intelligence: d4
Willpower: d6

Life Points: 12
Plot Points: 4
Advancement Points: 0
Initiative: d10+d8
Endurance: d6+d6
Resistance: d6+d6

Assets

Fightin' Type (Major) - You can take one non-attack action each combat round without a penalty (so if you move and shoot in the same turn, for example, you wouldn't suffer the normal -1 Skill penalty).
Heavy Tolerance (Minor) - You get a +2 step Vitality bonus whenever you resist the effects of alcohol, drugs, knock-out or lethal gasses, and poison.
Mean Left Hook (Minor) - Your unarmed attacks inflict Basic damage (split between Stun and Wound) instead of simply Stun damage.
Cortex Spector (Minor) - A Cortex search won't show much about your history other than your birth. Anyone trying to find out about your past has a +8 added to the difficulty of the search. Casual searches will reveal next to nothing about you.

Skills

Athletics d6
- Dodge d10
Covert d6
Perception d6
- Gambling d8
Discipline d4
Survival d4
Guns d6
- Pistols d8
- Assault Rifles d8
- Shotgun d10
- Heavy Guns d6
Melee d6
- Brawling d10

Equipment
TBC

Credits: 15
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Kaze-Maru - Series 3 Firefly




Agility – d8
Strength – d6
Vitality – d8
Alertness – d6
Intelligence – d2
Willpower – d2

Initiative: d8+d6
Life Points: 8

Speed Factor: 4 cruise / 5 hard-burn
Fuel Capacity: 60 tons (400 hours)
Dimensions: (LxBxH) 191 x 128 x 53 feet.
Tonnage: 2,400 tons

Fittings

Cargo Bay – 400 tons
4 x Double Cabins for Passengers
2 x 20-ton shuttles, Mistral, Port (Ilayna) and Sirocco, Starboard
Infirmary

Schematics

Skills

Covert d6
Perception d6

Modifiers

Complexity: Average
Maintenance Roll Modifier: 0
Appearance: -2 Step Modifier in Social Situations where appearance is a factor. All Plot Points spent in these situations cost twice as much. Another -2 Step Modifier When Age is a factor.

Traits

Cortex Spectre (Major) - No official docket of the ship exists anywhere. Most times this is passed of as a simple clerical error.
Loved (Major) - Members of the crew can spend their plot points to boost rolls whenever the ship's attributes are being tested, even if their characters aren't directly involved.
Healthy As A Horse (Minor)

Everybody Has One (Minor) - Anyone attempting to exploit the known features of the design gets a +2 Step Skill bonus to their action.
Gas Guzzler (Minor)
Slow Throttle (Minor)
Seen Better Days (Major)
Ugly As Sin (Major)

Money

650 credits

Fuel

60 tons / 60 tons

20 to New Melbourne
20 to Paquin

Job Shares

25% Captain
20% First Mate
15% Pilot
15% Mechanic
15% Doctor

10% Expenses Fund

Monthly Expenses

750 - Loan Repayment (48/48 months left)
300 - Maintenance
5 per ton - Fuel
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The Verse



Core (White Sun)

Ariel (64)
Bellerophon (52)
Bernadette (20)
Sihnon (48)
Liann Jiun (26)
Londinium (33)
Osiris (71)
Persephone (100)
Santo (86)

Skyplex

Dandelion (495)
Domino (536)
Jiuxing (641)
Reno (390)
Sanctuary (666)
Springfield (772)
Xinglong (330)

Border SW (Georgia)

Athens (257)
Boros (368)
Ezra (353)
Hera (431)
Kerry (298)
Meadow (395)
Regina (309)
Shadow (454)
Three Hills (322)
Whitefall (258)

Border NE (Red Sun)

Dyton Colony (536)
Greenleaf (535)
Harvest (594)
Higgin’s Moon (595)
Jiangyin (561)
New Melbourne (576)
Paquin (672)
Silverhold (690)
St Albans (613)
Triumph (684)

Rim SE (Kaladasa)

Aberdeen (762)
Beaumonde (879)
Beylix (848)
Newhall (856)
New Kasmir (836)
Salisbury (781)
Verbena (814)
Whittier (802)

Rim NW (Blue Sun)

Deadwood (923)
Haven (924)
Highgate (962)
Lilac (933)
Muir (945)

Burnham Sun (1,084)
Miranda (1,085)

How To Plot A Course

Step 1: Subtract the larger world value from the smaller to determine the Distance (D).

Step 2: Roll 1d6 and add 4 to determine the Relative Location Multiplier (RLM). This presumes a direct flight path along charted nav-sat routes. A ship can fly further “out in the black” to avoid running across other ships by rolling an extra 1d6 for the RLM.

Step 3: Multiply D by the RLM to get the base number of hours travel time.

Step 4: Divide the product by 4 (Kaze Maru's Speed Class) to determine how many hours it will actually take to travel from one world to another at the current time.

Step 5: A very good course may shave further time from this roll by getting creative and a little more risky. 5% for a successful roll up to 9, 7.5% for a roll from 10-12, and 10% for a roll of 13 or above.

Timeline

2506 - Intergalactic Civil War, or the Unification War, begins.
2510 - Siege of Du-Khang.
2511 - Battle of Serenity Valley, Intergalactic Civil War ends.
2517 - Book, Simon and River board Serenity
2518 - The 'Miranda' secret is revealed.

We'll be starting in 2516, a year before the TV show.

NPCs and Orgaizations

Urchin - Romany Gypsys (Friendly)
The Black Fox - Spacer (Very Friendly)

Equipment

The following lists give you an idea of what equipment is available to buy. Whether you can get it, and at what price, is another question.

The Spacer's Catalogue - Items
The Spacer's Catalogue - Weapons
The Spacer's Catalogue - Armour

Useful Rules

Plot Points

1 You may have up to 12 Plot Points in your pool at any time. If you have 12, you can't earn more until you use some.

2 You can spend Plot Points to add a die to a roll. The d value of the dice added is 2x the plot points spent. The value of the Plot Point roll can never be less than the number of Points spent to get the roll.

3 You can spend Plot Points to add to a completed roll to turn a failure into a success, with each PP spent adding 1 to the roll.

4 You can spend Plot Points to reduce damage done to you. After learning the total damage you may spend PP to roll a die and subtract the result from the damage, first negating wounds, then stun.

General Combat

Your first action is unmodified, but every subsequent action takes a -1 step Skill penalty. Still full Attribute, but -1 step to Skill. If that means your Skill is reduced to 0, you can't take the action. However, you can always make one roll, even if you have no skill in it.

Initiative is decided by an Agility + Alertness roll. If you wish to re-roll your initiative in the hope of a better score you can spend a round doing nothing.

You can take Defensive Actions during your turn (Block or Parry) and these kick in against the next attack it could apply to.

You can also perform these actions during someone else's turn, but it'll count against your number of actions for the next turn.

Block is Agility + Skill and opposed your opponents attack roll.
So if you're using a sword it's Agility + Melee Weapons. Using your fists? Agility + Unarmed Combat.

Dodge is Agility + Athletics / Dodge, similarly opposed.

Attacking

1 Stat + Skill for your attack roll. Equal or greater than the difficulty to hit (3, unless your opponent is defending, in which case the difficulty becomes their defense roll) and you do damage.

2 Attack Roll - Defense = Basic Damage

This is divided between Stun and Wounds, favouring stun. If you're Brawling and don't have the Mean Left Hook Trait, all your damage is all Stun.

3 Add weapon damage. For example a pistol does d6 Wounds. A club does d2 Stun. This is added to the basic damage and you have your damage for the attack.

Life Points

Once you've taken Stun + Wounds = to your Life Points you must take an Average (7) Endurance (Vitality + Willpower) test or fall unconscious. Each subsequent turn you must take the test again, but at +4 Difficulty.

Stun damage over your Life Point total becomes Shock Points. Any unattended character with Shock Points is unconscious for an hour. After that they may make an Average (7) Endurance (Vitality + Willpower) test once per hour to reduce their Shock Point total by 1. If a character ever gains Shock Points equal to their Life Point total they are comatose.

Finally, if you gain Wounds equal to greater than half your Life Points you take a -2 Step penalty to all attributes. When your Wound damage equals or exceeds your Life Points you must make an Easy (3) Endurance (Vitality + Willpower) test or die. You must test every minute at +4 Difficulty until cured, or dead.

Advancement Points

During a break in the action you can keep up to 6 Plot Points in your pool. The rest get converted into Advancement Points. Advancement Points can be spent to improve your character. You can accumulate Advancement Points with no limit on the size of the pool, but they cannot be converted back into Plot Points.

1 Improving an existing skill costs the next dice up's value in Advancement Points. So raising a d4 to d6 is 6 points.

2 You can learn a completely new skill. However, learning something from scratch is hard, so when you learn a skill for the first time you can only buy it at the d2 level. This costs 2 Advancement Points. Next time you train it counts as an existing skill, so can go as high as your points allow.

3 Raising an Attribute costs 4x as much as a skill improvement. So raising your Agility from d6 to d8 is going to cost you 32 Advancement Points.

During a small break in the action you can only improve one existing skill, or improve one attribute, or learn one new skill.

During longer breaks you can do more training.
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Times are hard. Sure an ain't that an understatement! Times are always hard and it don't serve no purpose to ruttin' well moan about it, but you're feeling the crunch worse than most right now. You came together six months ago with the promise of work. Man by the name of Mattheus Drake put out the call, looking for partners to go in on a ship. Even had the down-payment to hand and the loan all worked out, just needed them as could fly it to work off the debt and, with luck, make some credits.

He checked out, for those of you who bothered to ask. Some of you knew him from before, old friends and such. Some were taken on fresh, but you all came recommended. You all have skills.

The ship you bought is... Well, there ain't no use sugar coatin' it, she's Joo Fuen Chse. Now the Series 3 Firefly ain't the most graceful creature, that's for sure, but this one is worse than most. The kind of tub only a mother could love. She wallows on hard burn and drinks gas like a mudder guzzles milk. There's fixes and bypasses all over the place an she's patched to the rim and back and with some sloppy lookin' mods, but she flies true. Quieter than most, too. Real quiet in fact, with a few surprises lurking in her guts, though them as know that keep pretty quiet about it. Better that way. Kaze-Maru you called her. Castle of the Wind. She's freedom for those lookin' to be free.

That was six months ago when anythin' seemed possible. Don't seem that way now, the rose tint done faded. Sure you've scrapped around, taking small jobs to stay afloat. Mostly the work ain't dignified. Milk runs and delivery jobs. Case in point, you just hauled a hundred tons of goldfish to the border world of Paquin, knowing full well it'll be divided up and sent home in bags only to be flushed by exasperated parents not a week hence. That ain't no way to get rich.

But those loan payments ain't coverin' themselves, you need to work. So you take the crappy jobs because no one's hiring for anything better, or at least if they are they ain't hiring you. They say this rock is home to the largest stable population of Romany in the 'Verse, that the sunsets are unsurpassed, that the Opera House is a thing of beauty in an otherwise dull and lifeless place. They say a lot, but having washed your hands of the fish (if not the smell) you can only hope there's work here for you. Word is the Sprocket's the place to go for those looking to get jobs on the down low, a Spacer's bar not far from the pad where you're docked. Maybe today's the day your luck turns around. Then again, maybe not.

You're at your leisure and may leave the ship to explore Beaufort, the second largest city in Paquin, and look for work. From what you've heard The Sprocket would be a good place to start, but you may have other ideas. There are certainly plenty of other bars, or spots where people gather.
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Bifford "Bring back Ernie" (Sam)
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"Really, Captain? You want me to come landside with you? You know I don't do well on soil.

If you insist though, then I will."


Swift sat at the helm glancing nervously out of the window trying in vein to only look at the sky but unable to ignore the mind-numbing solidity of the ground beneath their bird.

A small shudder passed through Swift and he looked once more at the Captain.
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Dan Collier
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Ilayna peered through the doorway at the gathering on the bridge, a smile pulling at her lips as she saw who was present. Stepping inside she graces Swift with a smile and speaks to him.

"Well now that was a fine landing Swift, I'm sure nobody would give you shrift if you felt the need to stay. While we're away you could affect some repairs I'm sure...."

Her voice fades away to nothing as she switches her attention to the Captain.
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Dean
Australia
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In blackest night, in shining day, My Will is all - I'll have my way! With Emerald Light in focused ray, This Duck will rule! (If that's okay?)
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Drake leans down and looks out the side window. Wasn't much to look at, that was for sure - but that was true of most planets, at first blush. This one did have a surprise or two, though...

"Ginseng." He flashes a glance crosswise at the pilot, then nods a welcome at Ilayna, standing back by the rear bulkhead. "Best place in the 'Verse to grow it. Plenty of fine folk'd pay handsomely for some fresh ginseng tea." He straightens, then stretches, arching his back with a grunt of discomfort.

"Hopefully it's still in season. If not... Well, something else'll come up." He pauses in thought, rattling something in his pocket.

"I understand your difficulties with the World, Swift," he says in a mode of speech that seems neither here nor there - a Core-world-like vocal precision peppered with the occasional Border-world idiom, and an accent that owned to no place in particular. "I'm none too fond of it myself." He unconsciously rattles his pocket again - presumably his anti-histamine meds lie within.

"But you're a walking astrogation module. You can tell me like that" - here, he snaps his fingers - "whether the system astrometry favours a trip from, say Persephone to Red Sun, how much fuel and time it'll cost, and whether we'll run into any Gorram Reavers on the way." He makes a momentary moue of distaste, as a man might make if he wanted to spit.

He claps the pilot on the shoulder. "Once you're indoors, you'll be fine. You're welcome to tag along, of course," he says to Ilayna with an absent smile. He raises an interrogative eyebrow.
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Bifford "Bring back Ernie" (Sam)
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Swift looks at Ilayna, then smiles and wrenches his eyes away from hers before the gaze becomes...inappropriate. Ever since she had joined the ship a few days after the rest of the crew she had drawn his attention with a natural grace and allure.

Her gaze once more made Swift think thoughts... '...but then, that's no doubt what makes her a great Companion. She probably affects most red-blooded men, and a fair few women too I expect, the same way. I stand about as much chance of engaging in personal contact with Ilayna as I do of making nice with the head of the Alliance....'

"Thank you Ilayna, I try my best to give folk' a soft ride. Don't want to rattle those pretty teeth of yourn too much."

Switching his attention back to Drake he replies, "I'll follow yer lead o'course, Captain. Just try not to linger under the sky too long if'n possible. Please? What about the others? Should we go talk to them 'bout their choices?"
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Paul
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Michigan
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The sound of heavy boots could be heard approaching, and a low, measured voice tinged with the keen edge of intelligence called out before its owner arrived on the bridge.

"Cap'n? I need to top off the hyrdaulic lines; Gonna do that now unless you have somethin' else that needs attention…"

Tod Brogan, mountain of a man, arms like rolled steel emerged from the gangway, stopped short at the sight that met his eyes.

"Ni how, bao bei. Remind me of your policy on servicin' the crew, Ivy?"


Ilayna Vasori = I.V. = "Ivy."
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Dean
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Drake grabs the shipwide mike, but pauses, feeling silly. Currently, everyone on the damn ship save the doc was on the bridge with him.

"Right, Swift, finish securing from flight, and shut her all the way down. We won't be flying for a day or two, mayhap. Same for you, Toolbox, make sure she's sleeping soundly. Skip the hydraulics - plenty of time for that later. Meet up in the cargo hold in five. Liberty starts then. We'll be hitting the Sprocket tonight. Ilayla, like I said, if you're not otherwise engaged, we'll be glad of your company. And someone find the doc."

With that, he steps out of the cockpit.

"Oh, and Todd?" he says, leaning back in through the hatchway. "Ilayna made clear she wasn't to be bothered. Shiny?"

He vanishes again.
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Bifford "Bring back Ernie" (Sam)
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"Right you are, Cap." Swift says to the air as the Captain talks, not expecting him to hear or answer.

Hands fly over the console, flicking switches and pressing buttons. Several loud Thunks can be heard and felt from below the Kaze-Maru, and to those in the know it was clear the docking locks were now in place.

A few more buttons, and then a hidden panel flipped and two of the three switches flicked and the barely noticeable vibrations in the Maru ceased. That panel was a little extra security Swift had installed. The schematics of these series three birds were easily available and widely known, so a few extra security measures were always advisable.

That done, and the cabin now empty of other people, Swift stood and walked over to another panel, near the door, and slid a crafty covering back into its housing to reveal a breaker. That flipped, and the cover back in place Swift was satisfied and headed for the hold.
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Paul
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"Duhn ruhn. The girls ain't workin' today. Leastways, not for us poor bastards!"

Grinning wryly to himself, Tod hustled down to the engine room. In a couple of minutes he had the catalyzer disconnected from the compression coil assembly. She wouldn't fly without that. He stowed it in a hidden compartment, wiped his hands on a rag and returned it to his back pocket. His work done, Tod set out to rejoin the others.
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Dean
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Drake, buckling his sidearm around his waist, glances around his cabin. Bed made, sheets drumskin tight. Desk clear of clutter, all notes shelved and secured for hard burn. His gaze lingers on an old scrap of paper carefully affixed to the far bulkhead, a simple drawing executed in a childish hand. He considers it while his fingers do their work, lost in memories. Then he stirs, grabs his military surplus greatcoat from the rack, and quickly scales the ladder.

He shrugs into the greatcoat as he steps into the cargo hold, and nods at his First Officer standing at the side panel. Annover flips a switch, and as the rear cargo hatch drops, a new world is revealed. Paquin. It's been a while. Annover breathes in deeply. Drake sniffs carefully - and fails to sneeze. So far, so good.
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Dan Collier
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Ilayna watched the interaction between the captain and his crew with a wry smile pulling at her lips. She'd enjoyed her stay so far on the ship, and she had enjoyed the banter thus far, after all..... she'd dealt with much worse. The same with the name Ivy, she'd been called much worse too in her time.

Following Tod and Drake off the bridge, Ilayna turned right where they turned left and returned to her shuttle for a moment. After grabbing her bag she locked the shuttle behind her and pulled out her cortex. A few taps later and she had finished scanning what little information was contained about the planet they were due to visit. A few steps later... and she had pulled most of her hair back in to a layered pony tail.

A minute after that she had stepped out into the air of a new world, stepped up beside Drake and touched his arm. Her voice low she whispers to him huskily. "Drake... the crew... they are mei wen ti. So there ain't no need to worry about little ol' me." Growing serious for a moment she smiles up at him and nods. "I am free... but...Sheh sheh though."
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Bifford "Bring back Ernie" (Sam)
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Solomon jogged through the cargo area and jumped off the angled edge of the rear hatch to land on the ground in a billow of dust. He never walked down onto ground, that was too transitional. This way it was more like jumping from one bulkhead to another.

Solomon jogged over to stand a little too close to Drake and promptly shut his eyes tight. Dipping a hand into a pocket he extracted a poker chip and proceeded to roll it across his knuckles and back again, over and over. It was a technique for concentration and distraction that he had picked up years ago and it really did help.

Keeping one ear open for the captain to say where they were headed Siwft carried on rolling the chip.

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Vince G.
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Reynoldsburg
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Annover put on an old surplus jacket with lots of pockets, and slings on a leather shoulder bag.Anyone who paid attention would know the bag has a half-dozen old magazines and cheap books in it. "Ready to go. I checked the door lock, the keypad should be working now so we can lock up and get back in. All of us with you, or should we split up, Captain?"
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Dean
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Drake looks down and smiles, and on impulse touches her cheek gently, tucking an errant strand behind her ear. "I know," he murmurs. "I still worry, sometimes. Allow an old man his insecurities."

He shrugs in an offhand manner, as if to say that some things are inevitable. Sun's gotta shine, grass's gotta grow...

Annover steps up, and Ilayla drifts away as he puts his "Captain's face" back on.

"I think we'll hit the bar in three groups," he said, thinking aloud. "Swift and I will look for commissions, you or Todd can back us up in case things get dicey, everyone else can relax and have fun. Dohn?

He checks his chronometer, and looks back at the empty hold in irritation. "And where's the doc?"
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GreenDude wrote:
"And where's the doc?"
"Either he's takin' a bush hog to that cookie duster of his, or he's gettin' a few rounds in early."

Tod cracked his knuckles impatiently, sighed, then inhaled this planet's unique mix of air. It felt good to breathe fresh air after being cooped up in the belly of a boat. Born in the black but raised planetside, there was a comforting familiarity to the solid ground beneath his feet.
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Drake sighs and places his ear against the lowered hatchway. Ah! The faint metallic ringing of the Doc's footsteps carries faintly through the hull. Upper companionway just abutting the infirmary. Hmmm. Doesn't sound like he's in much of a hurry. Crosswalk above the cargo hold. Now the stairs.

Drake stands upright again and knuckles his back as the Doc finally appears in the main hatch, and finds himself the focus point of a nearly a half dozen pairs of eyes.

"Right, let's get this Tian Fuhn Di Fu started."

Drake starts off toward the Sprocket.
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