[OOC] Calibration - homebrew gng (2/2/1 of 7)

doghead

thotd
--- STATUS REPORT ---

We are now back up to 2 active, with 2 missing and 1 retired. The crash really poleaxed this game. However, I getting a bit fed up of games going belly up, so I am going to play things out and see where we stand down the track.

With quite a few dead would be my guess. Nothing like a good slaughter for clearing the decks.

--- CAST ---

...
 
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--- SETTING ---

The game is set in a world very similar to ours around the early 1900's. The characters are members of the Imperial Marine Forces of Grand Batista, one of the 'Great Nations'. There are 5 Great Nations and numerous smaller nations, most of which are tied to the 5 Great Nations through a complex web of marriages and political alliances.

--- THE GREAT NATIONS ---

-- Grand Batista --

A colonial power with one of the most powerful navies in the world. Grand Batista is an extremely class stratified society. However, there is some movement between the classes. Trade and military service are two of the most common ways of 'improving oneself'. The Army and Naval Service compete for title of most pretigious. The Marine Forces, the bastard child of the two, lags a long way behind in third place.

Grells in Batista do not have voting rights, and may not own property. However, in other regards they have similar rights to other citizens. Golums in Batista are considered the property of the owner.

-- Sarsax --

A militarised nation, but highly ordered and safe. Grells in Sarsax are legally property of the military. The military howver, is required to attend to their basic needs. Inhumane treatment is illegal, but the courts are very generous in what they allow the military to do. Golums are considered to be the property of the owner.

- Ally: The Kingdom of Horth -

A northern nation allied to Sarsax. In times of peace the citizens of Horth sometime supplement their income by raiding the northern coast of Grand Batista.

-- The Empire of Rhodes --

An ancient power covering a vast territory incorporating a wide range of nations. Wealthy, but torn by internal divisions. Grells in Rhodesian Empire have are full citizens. However, the legal system in the Rhodesian Empire is somewhat chaotic, and rights are hard to enforce without power and money.

-- Nissay --

A small nation but new power, growing in military might and confidence. Much underestimated by the other powers, and with few alliances. Nissay does not use Grells. But Golums have full rights. They are, however, bound by the same oaths of fealty that bind the citizens of Nissay to their regional lords. Not citizens to state, but vassals to lord is the bond that underlies Nissay political structure.

Nissay employs skeletons as soldiers. Only the most notable warriors are granted this honour. It is expensive. Town often raise fund to pay if one of their members is selected but can't afford the rites.

-- The Hassikh Sovereignty --

A huge nation, largely agrarian, somewhat torn between the desire to modernise and an ancient traditional lifestyle. The Sovereignty has few laws regarding the rights of Grells. However, in recent years the Grells have bartered their military service into a powerful political position under the auspices of the The United Grell Party. Golums are rare and the sole property of their owners. Many of the rural citizens of the Sovereignty consider Golums to be blasphemous.
 
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--- MILITARY LIFE ---

-- Imperial Ships --

- Resolute Class Cruisers -

Top Speed: 30 miles per hour.
Armament: 3 main triple turrets, top deck; 6 secondary double turrets, side deck.
Air Wing: 2 heavy lifters, 4 light fighter bombers.

- Heavy Lifters 'Toads' -
Top Speed: 30 miles per hour.
Armament: None.
Notes: carrying capacity of 6 marines.

- The Imperial Marine Force -

For many, pursuing a career in the marines is considered social suicide - the Marine Force is generally unpopular in society as many marines are failures in life running away from their problems on land. Marine officers, unlike their counterparts in the regular army or navy, faced obstacles when trying to climb the social ladder, as officers in the marines were widely perceived as failures unable to obtain commissions in the army.

The Marine Force's role includes providing shipboard infantry for security, boarding parties and small-scale landings. The Marines' other traditional position on a Naval Service ship is manning "A" turret.

- Life On Board a Naval Service Ship -

An important tradition on board naval vessels has been the ship's bell. This was historically used to mark the passage of time on board a vessel, including the duration of four-hour watches. They were also employed as warning devices in heavy fog, and for alarms and ceremonies. The bell was originally kept polished first by the ship's cook, then later by a person belonging to that division of the ship's personnel.

Another important tradition is that of Piping someone aboard the ship. This was originally used to give orders on warships when shouted orders could not have been heard. The piping was done by the ship's bosun and therefore the instrument is known as the Bosun's Pipe. The two tones it gives and the number of blasts given off, signify the order given. It is also used in a ceremonial way, i.e., to "pipe" someone aboard the ship - usually captains, including the ship's captain, and more senior officers.

- Radio alphabet code -

Alfa Bravo Charlie Delta Echo Foxtrot Golf Hotel India Juliett Kilo Lima Mike November Oscar Papa Quebec Romeo Sierra Tango Uniform Victor Whisky X-ray Yankee Zulu

Each squad is assigned a call sign, which is added to the ships call sign. It is usually up to the senior officer to chose which call signs he uses. They don't have to go in sequence.

ie IC Resolute Decision has three squads
* Romeo Delta Papa
* Romeo Delta Sierra
* Romeo Delta Whisky


-- Military Ranks --

Code:
Marine Force		Naval Service
- NCO Ranks -
Marine			Ordinary Seaman
Lance Corporal		Able Seaman
Corporal		Leading Seaman
Sergeant		Petty Officer
Colour Sergeant		Chief Petty Officer

- Warrant Officer -
Quartermaster Sergeant	Master at Arms
Sergeant Major		Boatswain

- Commisioned Officers -
Lieutenant		Midshipman*/Sub-Lieutenant
Captain			Lieutenant
Major			Lieutenant-Commander
Lieutenant-Colonel	Commander
Colonel			Captain

* pre-commisioned officer of less than 19 years. Ranked under Warrant Officers.

-- Standard Equipment Issue --

Marines are generally issued with one set of armour, one firearm, and one melee weapon. Revolvers and dress swords are generally limited to Commissioned officers and Senior NCO's (Sergeants and above).

- Armour -
Killingworth Light Infantry Mk 1 Malloy Armour
* Soak 5, MaxDex +6, ACP -0, ASF 10 %, Spd 30 ft., Weight 13 lb.
* Light Fortification.

- Melee Weapons -
Boston 'MP' Mk 1 Club
* Dam 3, Crit 10/+0, Rng 10 ft. Weight 3 lb.
Imperial Munitions 'Naval Service Pattern' Mk 1 Pack Sword
* Dam 3, Crit 8/+0, Weight 2 lb.
Imperial Munitions 'Naval Service Pattern' Mk 1 Dress Sword
* Dam 4, Crit 8/+0, Weight 4 lb.
Norsteel 'Standard Pattern' Mk 1 Axe
* Dam 3, Crit 10/+5, Rng 10 ft., Weight 3 lb.
Norsteel 'Standard Pattern' Mk 1 Battle Axe
* Dam 4, Crit 10/+5, Weight 6 lb.

- Firearms -
Colchester '1893' Type III Revolver
* Dam 6, Cal .45, Crit 10/+0, Rng 40 ft. ROF S, Mag 6 cyl, Weight 5 lb.
* 3 cyl, Weight 1 lb.
Smith Type II 303 Carbine
* Dam 7, Cal .303, Crit 10/+0, Rng 120 ft., ROF S, Mag 5 box, Weight 9 lb.
* 4 clips, Weight 2 lb.
Harris 'Naval Model' 12 gauge Shotgun
* Dam 7, Cal 12 g, Crit 10/+0, Rng 45 ft, ROF S, Mag 1 int, Weight 7 lb.
* 12 shells, Weight 1 lb.

- Potions -
4 x Potion of CLW.

--- GENERAL EQUIPMENT LIST ---

Code:
-- Armour --
Armour 			Soak	MaxDex	 ACP	 ASF	Mve	Wgt	Cost
- Soft Armour -
Dress Uniform 		 2	 +5	 -0	 10 %	30 ft.	10 lb.	

- Hard Armour -
Light Infantry Armour	 4	 +4	 -1	 20 %	30 ft.	25 lb.
Heavy Infantry Armour	 6	 +3	 -3	 25 %	30 ft.	35 lb.
Assault Armour		 8	 +1	 -5	 35 %	20 ft.	45 lb.

Malloy: 		 -	 +2	 +3	-10 %	--	50%
Adamantine:		+2	 --	 --	 --	--

Code:
-- Weapons ---
- Simple -
Weapon			Dam	Crit	Range	 Weight
Club 			 3	10/+0	 10 ft.	  3 lb.
Crossbow, light 	 4	 8/+0	 80 ft.	  4 lb.
Crossbow, hvy 		 5	 8/+0	100 ft.	  4 lb.
Dagger			 2	 8/+0	 10 ft.	  1 lb.
Spear			 4	10/+0	 20 ft.	  6 lb.

- Martial -
Weapon			Dam	Crit	Range	 Weight
Axe, hand		 3 	10/+5 	 10 ft.	  2 lb.
Axe, battle	 	 4 	10/+5 	 xx 	  6 lb.
Axe, 2H			 6 	10/+5 	 xx	 12 lb.
Bow, long		 4 	 8/+0 	100 ft.	  3 lb.
Bow, short		 3 	 8/+0 	 60 ft.	  2 lb.
Halberd			 5 	10/+5 	 xx	 12 lb.
Sword, dress		 4 	 8/+0 	 xx	  4 lb.
Sword, pack		 3 	 8/+0 	 xx	  2 lb.
Sword, great 		 6 	 8/+0 	 xx	  8 lb.

- Firearms -
Type		Dam	Cal	Crit	Range	ROF	 Mag	Weight
Revolver	6	.45	10/+0	 40 ft.	 S	6 cyc	3 lb.
Carbine		7	.303	10/+0	 90 ft.	 S	5 box	6 lb.
Rifle		7	.303	10/+0	120 ft.	 S	5 box	9 lb.
Shotgun		7	12 g	10/+0	 45 ft*	 S	1 int	7 lb.

- Dam Conversion Table -
The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers as well as Dam modifiers, it doesn't seem necessary to have differing damages for different sizes.

1 = 1d3, 2 = 1d4; 3 = 1d6; 4 = 1d8; 5 = 1d10;
6 = 1d12, 2d6; 7 = 2d8; 8 = 2d10; 9 = 2d12.
 
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--- CHARACTER GENERATION & MECHANICS ---

The game uses a Classless character system combined with Ken Hood's Grim & Gritty Revised Combat Rules. However, if you are familiar with the Core rules, you should have little difficulty picking things up.

-- Races --

- Human -
As per the Core rules.

- Grell -
As per the Core rules except;
* +2 str, -2 applied to any two of Int, Wis, Cha.
* Replace Dark-vision with Low-light vision.

- Golum -
As per the Eberon rules for Warforged except;
* +2 con, -2 applied to any two of Int, Wis, Cha.
* Composite plating adds +2 Soak. Mithral and Adamantine Body feats are not used. While golums can not wear ordinary armour, armour can be fitted to them.

I'm going to have a limit of one golum and 2 grell at the moment.

-- Stat Generation --

You have two options; roll 4d6(take highest 3) or use the Grid, reset to 3d6. Let me know which one you want, and I will roll it for you.

-- Classless Character Creation --

* 12 Construction Points (CP's) per level.
* * 8 points for a +1 increase to a stat.
* * * Stats may only be increased by 2 from their original level.
* * * Stats may not be increased past 18 before racial adjustment
* * 6 points for a level of spell casting. Select either arcane or divine.
* * 5 points for a class ability (please ask first).
* * 4 points for a feat.

* Base Attack and Save Bonuses are bought with CP's
* * 1st bonus costs 1 CP, 2nd bonus costs 2 CP's, etc.

* Skills are bought with Skill Points. One CP buys (Int) skill points.
* * 1st rank costs 1 SP, 2nd rank costs 2 skill points, etc.
* * Maximum ranks = (Level+3)
* * There is no class/cross-class distinction. The skill merely needs to make sense given the background.
* * Notice replaces Listen and Spot, Sneak replaces Hide and Move Silently.

* All characters start with Simple Weapon Proficiency.

* All characters need to take Light Armour Proficiency, Personal Firearms Proficiency as well as 4 ranks (10 SP) in Climb, Balance, Profession (military) at first level. This represents basic training.

-- In Brief: The Grim and Gritty Rules (revised) --

GnG replaces HP and AC with Defence (the ability to avoid hits), Soak (the ability to take damage and not be effected) and Life (everything has 25 life points). Attack rolls are resisted (attack roll - defence roll), the balance is carried over to the damage.
* Defence = (BAB or Base Refl) + Dex Bonus + Shield + Size.
* Soak = Armour + Con Bonus + Size.
* Loss of life points leads to penalties on rolls.

A little advice based on my experience, Con is not a good dump stat.

-- Personal Property --

You may equip your character with a duffle bag worth of personal property as you see fit. Please keep it appropriate to your background.
 
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--- CHARACTER BACKGROUND NOTES ---

[sblock=Hezekiah]Lieutenant Hezekiah
Commissioned 19, 1st term, 3 years service, age 22. (Level 3)

Hezekiah's father had vigourously attempted to persuade his son from joining the Marine Forces. Social suicide was the precise term he had used. In his father's eyes, the Marine Forces were the last refuge for lost causes.[/sblock]

[sblock=Karl Green]Sergeant Rell Goss
Enlisted 16, 3rd term, 11 years service, age 27. (Level 4)

For a Grell, the Marine Forces are the place to be. The Imperial Army treated its Grells as little more than slave labour and cannon fodder. But the Grells in the Marine Force had a long tradition of honourable and distinguished service. Unlike in the Army, Grells could rise to the top of the NCO ranks, and often did.

[sblock=Galieo]Corporal William Penshaw Strathmore
Enlisted 17, 4th term, 17 years service, age 34. (Level 5)

Two weeks ago, Willian Strathfied was a Corporal in bad standing reduced to a Garrison posting in a dreary naval port. It was a rank and a posting he had fully expected to have to live with for the remaining two and a half years of his fourth term. The transfer to a ship board posting, and the accompanying promotion (back) to Sergeant took him by surprise, as did the name at the bottom of the form, Captain Harrow. Years ago William had been posted to the Cruiser Imperious, along with the then Lieutenant Harrow. William remembers Harrow as a fairly decent sort, as far as officers go. But otherwise, Stathmore would have been hard pushed to remember the man.[/sblock]

[sblock=Iron Captain]Private Arthur Rutherford II
Enlisted 18, 2nd term, 6 years service, age 24. (Level 4)

Arthur well knew of the social stigma of serving in the Marine Forces. But Arthur's father had been a Marine before him, and had both risen to the rank of Sergeant Major as well as made a decent fortune doing so. Arthur was determined to do the same, if not better.[/sblock]

[sblock=Land Outcast]Private Colbert Robinson
Enlisted 20, 1st term, 3 years service, age 23. (Level 3)

Colbert was stunned when his enlistment in the Army was rejected. He had been lead to believe there was a place for him in the Army's Imperial Expedition and Exploration Group. The Expeditionary Group is one of the pre-eminant investigative and research organisations in the country, assigned the responsibility of managing and protecting overseas research projects. Thrown into despondency, Colbert had turned to drink, then the Marine Forces. His acceptance had brought him little joy.[/sblock]
 
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I'm around, and I have a present. They're eight days old, but I downloaded them when I was trying to get up to speed:
 

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I'm here again. I also have my character in a txt on my hard disk.
I vote to just pick up where we left off if everyone finds their way back. All characters seem to be saved.
 



Galieo said:
Watus, nice work on pulling that together out of your butt!

I guess it's lucky the board's been so slow lately. I got frustrated and just downloaded the threads into text files on my hard drive where I could look at them more easily.
 

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