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− | --[[User:BenofZongo|BenofZongo]] 12:22, 3 March 2007 (MST)Cleaned up section. We made some of the characters last night. For Nate and Jason, we are using the Adventure! character sheet: you can add other skills that you think would be appropriate. There is no willpower, facets, or Knacks stat: they are replaced by the "Traits" stat, of which you get one free and can buy more for 3 freebies a pop. So far we have:<br> | + | --[[User:Matts|Matts]] 12:11, 2 April 2007 (MST)Given that Nephon lost the vote, I won't be running it; the setting seems redundant at this point and wasn't really the focus of my efforts to begin with. |
− | 1.) The captain: an ex-koto (losing side in war) general/captain, loosely based on the captain of the SDF (anime)/human battle cruiser (starcraft)<br>
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− | 2.) The muscle, part 1: An ex-Toko military gunfighter: A kinda-crazy gun wielding enforcer. Don't ask him to pick up heavy shit though.<br>
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− | 3.) The pilot: Not actually that good at piloting the ship, but excellent at driving surface vehicles. Wears what looks like a stock car body suit covered in endorsement stickers, mostly from Pizza restaurants.<br>
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− | 4.) Ship's mechanic and well known photo/video-grapher.<br>
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− | 5.) Hitting-the-bottle preacher with as-yet-unspecified talents. Not including his talent for drinking and preaching.
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| + | As a general note, for future games, I'm not going to be defining too much of the setting - only broad strokes and general feel. The rest of it is up to us as a whole to figure out; so, if there's something you want to see in this hypothetical game, you'd say, "I want to see this", and we'd figure out how to fit it in. As the GM I'd hold veto power to keep things setting and mood appropriate, but hopefully, once we'd established the premise of the game, I wouldn't have to use it. |
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− | --[[User:Matts|Matts]] 17:47, 3 March 2007 (MST)So, I'm cool if everyone comes up with ideas and preliminary drafts for characters. However, the first session will be mostly dedicated to making those characters again, only this time ensuring that the histories work out and that appropriate relationships are established between characters.
| + | I'm also gonna go back to my guns about the DitV system; you want a one-shot, that little bugger is the rider. |
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− | --[[User:Dieterthebold|Dieter the Bold]] 03:21, 10 March 2007 (MST) I'd like to start hammering out general ideas about what kind of group we want to be: I.e., rakish rogues with women in every port, down-and-out roughnecks with hearts of gold, merciless cutthroats and mercenaries, straight arrow traders trying to make ends meet, etc., etc. Getting an idea about how we roll helps determine what kind of ship we want. Do we want solid and reliable with sizeable cargo space, fast and nimble with many smuggling compartments, armed and armored? I'm leaving specific tech totally out of this discussion. I just think it might be helpful to start feeling out what kind of style we want the group to have as a whole. Individual characters are welcome to have traits or goals that are cross-wise to the general style, of course.
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Latest revision as of 13:11, 2 April 2007
--Matts 12:11, 2 April 2007 (MST)Given that Nephon lost the vote, I won't be running it; the setting seems redundant at this point and wasn't really the focus of my efforts to begin with.
As a general note, for future games, I'm not going to be defining too much of the setting - only broad strokes and general feel. The rest of it is up to us as a whole to figure out; so, if there's something you want to see in this hypothetical game, you'd say, "I want to see this", and we'd figure out how to fit it in. As the GM I'd hold veto power to keep things setting and mood appropriate, but hopefully, once we'd established the premise of the game, I wouldn't have to use it.
I'm also gonna go back to my guns about the DitV system; you want a one-shot, that little bugger is the rider.