OOC/Off Topic

load previous
May 31, 2022 4:16 am
Viking's Sam is a medic/tracker type, but what's Mesec's specialty? Just so we don't double up on silly things.
May 31, 2022 6:45 am
Qralloq says:
Viking's Sam is a medic/tracker type, but what's Mesec's specialty? Just so we don't double up on silly things.
He's a pilot/commander type. Haven't quite figured out the commander part though 😂
I keep reading and keep messing up the skills part, but I'll figure it out eventually.
May 31, 2022 4:33 pm
Hmm, yeah, looking at the rules, it seems it's pretty much up to me on how it's used, but some suggested effects seems to be roughly the equivalent in power of +20 on WIL checks, all attacks at +2D for the following turn, etc.
Jun 3, 2022 1:16 am
I'm thinking of a vrusk thief-type, from Star Frontiers, if that is alright (I assume so, as Sorrak is a dralasite).
Last edited June 3, 2022 1:26 am
Jun 3, 2022 2:22 am
The rules for Vrusk are in that magazine he referenced, Frontier Explorere Issue 23.

I'll go with a a Yazirian warrior type.
Jun 3, 2022 1:37 pm
Cry in unwanted FrontierSpace core species... T_T

Nah, kidding, that's all fine... I wouldn't have included those options if I wasn't okay with risking the game to feel more Star Frontier than FrontierSpace.. :P

Just be sure to keep in mind some of the changes to the rules I've made...
Jun 6, 2022 1:10 pm
Hey guys I had another idea for specializations (well, I sort of gave myself an idea when making a magic item for my friend's BBF game). If the whole re-roll thing doesn't end up working for specializations, perhaps we could use the following rule instead.

Basically, we'll keep re-rolls for now, but if it doesn't work (or you really want to try this new variant), then we can use this rule instead:
• Partial specialization allow 1 roll to be made at advantage per session (roll 2 dice, decide which is tens, which is unit). This can be used to negate a disadvantaged roll, but has no additional benefit on an already disadvantaged roll (unless, see below).
• Full specialization allows to make 1 roll per session using 3 dice instead, deciding which is the tens, which is the units, and which is simply ignored.

Edit: Perhaps, to help limit this whole "per session" thing, I could tie this to Destiny?
Jun 8, 2022 2:19 pm
Both FluxCapacitor and Esidrix have shown interest in this game. I've sent them invitations. Hopefully, they'll be joining us soon. With this, we'll have our full party of 6.

Edit: Oh btw @WhtKnt, I just noticed something I've missed on your character sheet. I did changed the way defensive suits worked as I was not a huge fan of the whole "pool of extra BP" thing. This type of armor system tends to irk me for some reason. Now defensive suits gives DR like they used to in Barebones Fantasy. Also, do not forget your skill modifiers from your VirtSign Corp... Perhaps note them under "notes" under "Other"?
Jun 8, 2022 11:52 pm
Oh, for the new players, I have a Discord set up for my games if that interest you.
Jun 13, 2022 12:42 am
It occurs to me that I should have come up with some in-universe lore to explain the presence of Star Frontier races when Sorrack introduced his Dralasite character, but that all eluded me for some reason. Anyways, now with a new Yazirian and Vrusk character coming soon, I feel like I should rectify this.

I've been working a bit to have the SF races fit in FS, and explain why they're not major powers like the Galactic Federation, the Novim Council, or the Yar Clanarchy... While I have a lot of notes taken on the Vrusk and Dralasite, I managed to finish the Yazirians. So you can all tell me what you think.

Yazirian
When the early human settlers started colonizing the systems near the Duergan's Star system (circa -310 GFT), one of the first planet they settled was Loridian in the Kassel system. There they met an indigenous race of simian-like humanoids calling themselves the Yazirian and having settled themselves in the Meridian Strip.
Some of the early stories the early human settlers heard from the local Yazirians was of some of their territory lost to "the blinding light" or "the terrible darkness", both event having happened "a long, long time ago" leading the settlers to realize that Loridian wasn't as side-locked as originally though, but that such change of the Meridian Strip would gradually happen over the span of hundreds of thousands of years, if not millions of years, and as such to be of little concern to them. They also heard stories of "worm demons", probably referring to a now-extinct worm-like apex predator, but no evidence of such predator even having existed was ever found...
Sadly for the Yazirians, things were only going to get worse for them after the initial contact; as history has shown us things don't usually go well for the natives of a colonized area... Word soon spread of resource-rich Loridian and its primitive natives, and many unscrupulous businessman or seedy fortune-seeker quickly flocked to the planet, bartering with the local population to purchase large swaths of land for next to nothing. The local Yazirians were also exploited, put to dangerous work on exploring and extracting resource on the dark side of the planet for a mere pittance as they were seen, and used as cheap labor.
In fact, in -182 GFT, a particularly ruthless businessman decided it would be cheaper to have his Yazirian workforce brutally butchered rather than pay them what little they were owed. The crime was only discovered 3 years later as the mass grave of those Yazirian workers were randomly discovered by another surveying expedition. The brutality of those crimes shocked the human settlers, and incensed the local Yazirian population. It took 2 years to finally apprehend the businessman in question, after an interstellar chase. He was quickly found guilty after the initial trial, but it took another 4 years of him exhausting all of his appeals before he finally got executed for his horrible crimes against the Yazirian people (who were just about to start an uprising on Loridian at that point).
After those events, the Yazirians' conditions improved, and when the Galactic Federation was formed, they were offered full membership within it, both to help them improve their lot even more, and as penance for the atrocities committed against them by humanity. It became quickly obvious to the Yazirians that they would never become a major power on the Frontier and this offer was probably their best chance, what with being limited to living on a relatively thin stripe of eternal twilight on their own planet, and having already ceded large swath of this habitable land to the humans a long time ago. The slope the Yazirians had to climb looked steep indeed...
Help eventually came from an unexpected source: The Erakai. When in 290 GFT, Erakai merchant ships participated in the first and historic cross-species colonization of Loridian with the humans, the Erakai quickly formed a bond with the local Yazirians as both races had many things in common, such as their ability to glide (annual friendly gliding competition between Erakai and Yazirians are held on Loridian to this day), and having suffered bloodshed at the hands of the humans (the tragic first contact from back in -296 GFT). With the help of their new Erakai friends, the Yazirians managed to create their own corporations, and attempt to beat the humans at their own game. Now, today, the Yazirians (sometimes called Loridinians by those who are not in the know) own 4 of the 11 corporations which are part of Loridian's Syndicate Council, including one which is part of the top 3. They've also managed to re-purchase land ceded to human settlers, though, much of it is still firmly in the hands of other corporations, or the Galactic Federation. This might not seem like much, but given where they started, and how much they accomplished with what little they had, and in such a short amount of time, it is simply amazing and inspiring.
Jun 15, 2022 8:36 pm
Finished working on the Vrusk today:

Vrusk
When the Novim arrived in this sector of the galaxy and explored the star systems near Inaecia (circa -282 GFT), they discovered a race of industrious and sentient insect-like beings one one of the planets (which would come to be called Perasia Prime) of the Perasia system. Those beings, calling themselves the Vrusk, were in the middle of an industrial revolution, still several decades away from starting their own space program. This posed a conundrum to the Novim who very much desired this resource-rich planet. The industrious nature of the Vrusk could also greatly help the Novim with the manpower needed to establish themselves in their new home. However, the idea of lording over such being was very distasteful to the Novim who still remembered the cruelty of their former masters who bio-engineered them... Of course, if the Novim were to give those beings new technology and aid them in their space program, both species could greatly benefit from one another.
So it was that the Novim approached the Vrusk. Not as gods, not as overlords, not as conquerors, but as friends who genuinely wanted to help, and wanted to have an ally in this strange new region of space. The Vrusk greeted the Novim with open arms, and gladly traded resources and manpower for the new technology of those strange benefactors, eager to reach for the stars. The Novim-Vrusk relationships remained on very good terms, and in 6 GFT, inspired by the formation of the Galactic Federation, petitioned the Novim to be formerly accepted as citizens of the Novim Council.
This posed another conundrum to the Novim. Though they greatly appreciated their Vrusk allies, they had already established their government as each Ark having a seat in the council. The Vrusk were not from any Arks, as they were not forced to flee their former homes like the Novim had. Could they really created another Ark for the Vrusk, or perhaps cede on of the seats of one of the 3 lost Arks to the Vrusk? In the end, they settled for a simple and elegant solution. They created a new post, that of Chancellor of the Council. Though the post may seem ceremonial at first; it is the Chancellor's duty to present the agendas, bills, and documents the Council will debate and vote on for the day, the Chancellor still holds considerable power since should the Council ever reaches a draw or a deadlock, the Chancellor has the power to break this draw by virtue of a swing vote, or take a decision for the Council to break a deadlock. And of course, the position of Chancellor of the Council will always be held by a Vrusk (though they are encouraged to have many advisors of both species to help keep the Chancellor as impartial as possible). In this way, the Novim have made a promise to the Vrusk: "You will never be our servants, you will forever remain our equal."
To this day, it is not rare to encounter a Novim ship which crew is composed of about 10~15% of Vrusk, with their quarters, tools, and workstations adapted to their unique physiology.
Jul 2, 2022 2:59 am
Sorry for disappearing I have been working 6 or seven days a week for about 10 hours a day, we had 4 people quit at the same time making us really shorthanded.
Jul 3, 2022 4:22 pm
Viking1031 says:
Sorry for disappearing I have been working 6 or seven days a week for about 10 hours a day, we had 4 people quit at the same time making us really shorthanded.
Ouch! Okay cool. Well, post when you can. I just hope our new players are still with us, and again, I'd like to apologize for the delay, but sometimes, this is the nature of pbp games: "Life, uh, gets in the way"...
Jul 3, 2022 5:26 pm
It's not a problem. I am still here.
Jul 3, 2022 5:44 pm
No worries.
Jul 7, 2022 1:00 pm
Fluxcapacitor has contacted me via PM to inform me that he'll pull out for RL reasons. I could replace him, but we already have a large enough group as it is. If I eventually feel like we need more people, I can always recruit later on...
Jul 7, 2022 2:08 pm
What's the plan? What do we need to do to wrap up the current adventure?
Jul 7, 2022 4:35 pm
I was waiting to see if Sam was searching that last room for more kit provisions, and if Sorrack wanted to make a check to repair things...
Jul 7, 2022 6:54 pm
Will do. How many repair rolls should I make?
Jul 7, 2022 10:16 pm
As many as you can afford, I guess...
kalajel says:
OOC:
I was waiting to see if Sam wanted to make a check. Hmm, while waiting, I could have Nero and Kandza make a few... Well, in the Meantime, I guess you can and try and repair something? A CRD/Technician check and 2 techkit supplies to repair an enviro suit, or a CRD/Technician -20 and 4 techkit supplies to repair a magnetic clamp?
Edit:
Kandza finds... 2 techkit supplies. She does not need any, so she can give them to Sorrrack.

Nero finds... 4 medkit supplies.
load next

You do not have permission to post in this thread.