[Serenity RPG] Redridge and Beyond -full-OOC HERE

Not a crew (yet), may not even know each other yet. There isn't even a ship amongst you.

You are all in the boomtown of Redridge. Gold was discovered nearly 2 years ago in the shdow of a huge ruined Atmo Processing plant. While gold ain't platnum you could still make tidy sum, seeing how there is no Guild or Alliance mettling. You are all here for you own reasons. Maybe prospecting, maybe hired to gaurd some people, or just hiding from what evers chasing you.

I will give a write up of Redridge when I get home from work later tonight.
 

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We have a few figthing types, I might suggest one of you sneaking in a medical skill or two. Also a few points in an engineering skill might be helpful to.

Just an observation
 
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Dagger75 said:
We have a few figthing types, I might suggest one of sneaking in a medical skill or two. Also a few points in an engineering skill might be helpful to.

Just an observation
Well I thought you didn't have any Merc/soldier types; so I went heavy on the combat with a smattering of other skills.
 

Doh, I think we both misunderstood each other. I had the list of character types that were made, there is nothing wrong with an extra merc/soldier. Its just been my experience that alot of pilots for one ships makes people feel bored. If you want to keep the merc go for it, if you want to change just tell me.
 

Dagger75 said:
Doh, I think we both misunderstood each other. I had the list of character types that were made, there is nothing wrong with an extra merc/soldier. Its just been my experience that alot of pilots for one ships makes people feel bored. If you want to keep the merc go for it, if you want to change just tell me.
Stay with soldier concept, I like Esther. Drop Piloting and shift those points to medical.
 

Name: Esther
Concept: Ex-Alliance Soldier

Traits
Agility D8
Strength D8
Vitality D8
Alertness D6
Intelligence D6
Willpower D8

Initiative D8 + D6
Life Points 16

Assets/Complications
Credo (Major) – From her days in the Alliance military one thing Esther never did was leave a man behind. No matter what she will never leave one of her men behind, no matter what.
Memorable (Minor) – Esther is a mixture of Asian features and African features; she has an exotic look and has green eyes. She is easily remembered.
Chip on the Shoulder (Minor) – Esther had it rough in the Alliance military and she often had to fight her way out of many scraps to prove that she could hack it in the Spec Ops division. She tends to be very aggressive and always ready for a scrape or two.
Fightin’ Type (Major) – A soldier to the end, Esther can fight. She is good at fightin’ and makes her living at fightin’. She isn’t scared of anyone or anything.
Allure (Minor) – Despite her hard lifestyle or maybe because of it, Esther has a pretty face and a toned body. She can clean up quite nice like when she isn’t cussin’ and fightin’.

Skills
Athletics D6 (Dodge D8)
Covert D6 (Stealth D8)
Discipline D6
Guns D6 (Assault Rifles D8, Pistols D10)
Melee Weapon Combat D6
Perception D4
Medical Expertise D6 (Field Medicine D8)
Unarmed Combat D6 (Kung Fu D10)
 


Dagger, are you still accepting players or do you have enough? I asked back in post #16 if the 6th slot was still open and you've replied several times since then but didn't answer. I don't want to get carried away with creating a character or background if I won't be able to play. ;)

So, am I in? If all six slots are full, would you consider adding a 7th? And what character type is most needed at this point so I am not duplicating efforts of the others?

EDIT: Looks like the 6th slot has been filled. I suppose my only hope of playing now is if you decide to go with 7 players. Let me know...
 
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Name: Gordon Carter
Concept: Merc with a dark past and a heart of gold

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

Initiative: d6 + d6
Life Points: 18

Assets
Fightin' Type [Major]: Experience as a mercenary has instilled certain instincts in Gordon; he keeps his head in a firefight.

Leadership [Minor]: Maybe because of his time as the captain of a ship before the war, or maybe because of his <ahem> involvement in the war, things just go a litte better when he's in charge.

Steady Calm [Minor]: Gordon has seen too much in his day to get rattled by much of anything.

Trustworthy Gut [Minor]: He's survived, well, a lot of things most people couldn't claim to, so he's fairly confident in his subconcious, since it's gotten him so far already.

Two-Fisted [Major]: Gordon has a certain liking for using two pistols at the same time, which has led to an unusual level of ambidexterity for a born right-hander.

Complications

Branded [Minor]: Gordon tends to keep away from Athens because, well, he's not likely to get a very warm reception back there...

Credo [Major]: Gordon has an unfortunate fixation on protecting the weak; if somebody is worse off than him, he'll go the extra mile to help them out.

Deadly Enemy [Minor]: If you ask the right people, you'll know that a certain Mr. Csapek is willing to pay for Gordon--dead or alive--but he won't say why.

Memorable [minor]: The six-foot-four-inch, red-haired ruffian in the long coat is a tad...unique. Not only do people recognize him easily, but he actually stands out in a crowd.

Things Don't Go Smooth [Major]: Bad luck follows Gordon like a stormcloud. Fortunately for everyone else, he's usually the only one whose parade gets rained on.

Skills
Animal Handling: d6
Athletics: d6
Covert: d6
Discipline: d6 (Intimidation d10, Leadership d10, Mental Resistance d8)
Guns: d6 (Pistol d12, Rifle d10)
Pilot: d6
Unarmed Combat: d6

Edit: There, I think everything adds up now.
 
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Oh, I forgot to mention that I made that version of Gordon assuming that Evil Ujio was correct in using Greenhorn starting points. I don't think I'd have any trouble modifying him to be a Veteran if needed, though I don't see him as a Big Damn Hero in any capacity.
 

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