Thursday, September 16, 2010

[Future Perfect] Rakshasa Stealth Gunship

The Collective’s so-called “Stealth” Gunship, the Rakshasa is like many other Collective vessels, excelling in hit and run tactics. What makes the Rakshasa unique is its dual role as a field relay or field controller for DMC Drone vessels such as the Specter Assault Dart or the much larger Asura Gunboat. Using Dynamic Meta-Coordination, a pilot, or small group of pilots, can remain hidden on board a Rakshasa while controlling one or more Drones in an assault. The Rakshasa itself is intended to carry four light drones such as Specters into the field and deploy them accordingly, though more than just those vessels may be controlled via DMC relays. More often than not, the standard tactics for a Rakshasa include deploying a wing of Specters, then hiding out in order to find the right moment to seize the opportunity to launch one or more volleys of its potent Predator Torpedoes at an unwitting target. Its usefulness as a stealth ship has lead to its acquisition by more than a few mercenaries, pirates, and other unsavory folks.

Rakshasa, Collective Light Gunship

Manufacture: Collective
Size: Medium
Power: 25
Acc: 150 Top: 900 Handling: +0
FTL: Gate Beacon, Collective Hyperdrive System
Crew: 5 Hull: 27 (10) (Armor 10)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] and Knowledge [Common Starships])
  • Gate Beacon (1 Power)
  • Collective Hyperdrive System (1 Space, 4 Power)
  • AGS (Advanced Guidance System)
  • DMC (Dynamic Meta-Coordination) Drone Relay
  • (4) External Docking Clamps (2 Spaces; Small Ships Only [Generally 4 Spectres])
  • Stealth “Paint” System (+2 Stealth)
Weapons:
  • (1) Rapid Mass Accelerator, Mass Driver [2 Spaces, 2 Power]: 50/100/200; 4d8 AP8; RoF2
  • (2) Predator Medium Torpedo Bays [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (6) Additional Torpedoes (1 Space)
  • (1) AMCM System (1 Space)

Monday, September 13, 2010

[Future Perfect] Alliance "Hook" Shuttle

So named because of it's hook like shape, the Alliance's Hook Shuttle is an advanced combat shuttle designed to ferry command personnel back and forth short distances between command vessels or Gate-stations. The Hook has had some success outside of the military as well, with several Alliance, and even a few Interzone, corporations making use of it as a light shuttle or even in lieu of standard escape pods.


The Hook shuttle generally is found in conjunction with larger vessels when not active, it's “hook” port able to lock into any standard exterior docking mount with high efficiency. Indeed, two “Hooks” may mount on a single small exterior port of Alliance (or derived) design.

Alliance “Hook” Shuttle

Manufacture: Alliance
Size: Very Small (Personal)
Power: 10
Acc: 250 Top: 1600 Handling: +1
FTL: Gate Beacon
Crew: 1 Hull: 12 (2) [Armor 2]

Ship Systems:
  • Basic Computer with Target Acquisition, Recognition, and Autopilot
  • Starship
  • Atmospheric
  • Alliance Sensors (+2 Notice)
  • Gate Beacon (1 Power)
  • Passengers (3 Passengers; 1 Space, 1 Power)
Weapons:
  • (1) Twilight Gunwork’s Light Beam Cannon [1 Space, 1 Power]: 100/200/400; 4d6 AP6; RoF1

Saturday, September 11, 2010

[Future Perfect] YR-01 Starfighter

Yellow Rock Astronautics is a newcomer in the field of military craft, and consists of a former Zero-G executive and a handful of young engineers fresh out of the Coalition's University of Arts and Sciences. Headquartered on Harlinn's World (Zone 1, District Yellow Rock... Hence the Name), these folks have made quite a reputation for themselves both by bucking the general trends in Coalition ship designs, and for their quality product at an affordable price. The YR-01 Starfighter is a simple and effective single-pilot light assault fighter – fast, very maneuverable, and slightly better armored than similar, tiny fighters. Simple pulse blasters comprise the Ought-One's weaponry, kept independent so they may be linked or fired at distinct targets at the pilot's discretion.

YR-01 Star Fighter

Manufacture: Yellow Rock Astronautics
Size: Very Small (Personal)
Power: 10
Acc: 250 Top: 1600 Handling: +2
FTL: None
Crew: 1 Hull: 12 (4) [Armor 4]

Ship Systems:
  • Basic Computer System (Target Acquisition/Recognition, Autopilot)
  • Starship
  • Atmospheric
Weapons:
  • (2) Light Pulse Cannons [Fire linkable; 1 Space, 1 Power each]: 100/200/400; 3d6 AP 6; RoF2

[Future Perfect] "Generic" Shuttlecraft

Some of my players were curious about the stats of a common shuttle craft, so I decided to oblige them.  


Shown below are the stats for a basic, civilian shuttle craft.  In the Future Perfect setting, such ships are ubiquitous; they make constant runs between gate stations and larger starships, dart between nearby orbital colonies, and ferry passengers to and from planetside from any of the above...  


Most shuttles have a simple AI who acts as a Co-Pilot in case of trouble, and also serves to help entertain the ship's passengers.

“Generic” Shuttlecraft

Manufacture: Generic
Size: Small
Power: 14
Acc: 180 Top: 1200 Handling: +0
FTL: None
Crew: 1 Hull: 14 (4) [Armor 4]

Ship Systems:
  • Starship
  • Atmospheric
  • Simple AI Computer (Smarts d4; Piloting, Knowledge (Games and Entertainment), Stealth, Language [Appropriate to the Region]) with Target Acquisition and Recognition systems [2 Spaces, 5 Power]
  • Passengers (9 Passengers) [3 Spaces, 3 Power]
Weapons:
None

Friday, September 10, 2010

[Future Perfect] Goshawk Assault Fighter

Designed as an affordable alternative to the Badger-class Starfighter, the Goshawk is smaller and even more specialized as a fast attack dogfighter. Critics cite the lack of armor as a serious detriment to the vehicle as a combat craft, while others note the Goshawk’s exceptional speed (and deflector screen) serves as its primary means of defense, with the pair of Scatter Cannons offering not only offense but the ships secondary defense when employed properly by a smart pilot.


Goshawk Rapid Assault Fighter

Manufacture: Regency
Size: Very Small (Personal)
Power: 10
Acc: 275 Top: 1600 Handling: +1
FTL: None
Crew: 1 Hull: 10 (2) [Armor 2]

Ship Systems:
  • Basic Computer with Target Acquisition, Recognition, and Autopilot
  • Starship
  • Atmospheric
  • Deflector Screen [MKI; 1 Space, 1 Power]

Weapons:
  • (2) Scatter Cannons [1 Space, 2 Power each]: 80/160/320; 4d6 AP4; Small Burst Template; RoF1

Wednesday, September 08, 2010

[Future Perfect] Matango, Kokoran Command Ship

Just about the biggest ship the Kokoran's have made, indeed it is as large as some smaller space stations, the Matango-class command ship is a flying fortress and superweapon rolled into one.  Its spinal mounted cannon is devastating to even the most well armored vessel, and its supplemental compliment of weapons (like with most Kokoran ships) is a potent mix.  Coupled with a small fleet of support ships, a Matango on the move is a terrifying sight (or perhaps comedic, if giant flying mushrooms accompanied by a half dozen flying turtles tickles your fancy) that luckily has not yet been seen outside of Kokoran space.


Matango, Kokoran Command Ship

Manufacture: Kokoran Union
Size: Colossal
Power: 400
Acc: 60 Top: 230 Handling: -4
FTL: Gate Key, H-Space Drive
Crew: 250 Hull: 130 (60) [Armor 60]

Ship Systems:
  • Basic Computer with Autopilot, Target Acquisition/Control System, Pattern Recognition, Astrogation Assistance
  • Starship
  • Atmospheric
  • Submersible
  • External Docking Clamps (16): 8 Spaces; Large or Smaller vessels only)
  • Huge Exterior Docks/Small Hangar Bays (4): 4 Spaces; Huge Ships to externally dock; may serve as hangar bay for a personal sized vessel for launching only.
  • Sick Bay (10 Spaces)
  • Repair Facilities (8 Spaces)
  • H-Space Drive (5 Spaces)
  • Gate Key (1 Space)
  • Science Stations (2; Life + Physical Sciences, 2 Spaces]
  • 100 Marines (10 Spaces)
  • 12 Security Cells (4 Spaces)
  • 15 Cargo Bays (15 Spaces)

Weapons:
  • Spinal Mounted Supercannon: [36 Spaces; 12d10 Damage AP200]
  • (4) Heavy Mount Pods [2 Spaces Each]: (4) Kokoran Type I Blaster Array Turrets [Each has: 3 Cannons; 7 Power]: 100/200/400; 5d12 AP 8; RoF1
  • (4) Superheavy Mount Pods [3 Spaces Each]: (4) KiRG Advanced Turret Arrays [2 Cannons Each; 10 Power]: 100/200/400, 7d10 AP 12; RoF1
  • (8) Moonstone DF Torpedo Launchers [1 Space each; 1 Power to Fire as many torpedoes as desires]: 250/500/1000; 6d10 AP40; Medium Burst (Direct Fire)
  • (24) Additional Torpedoes (4 Spaces)
  • (5) Advanced AMCM [5 Spaces]

Tuesday, September 07, 2010

[Future Perfect] Ranger Heavy Hyper-Cruiser

Zero-G's foray into frigates, cruisers, and heavy military grade starships, the Ranger is intended to do a little bit of everything. The flexible design has found wide adoption among various Corporations who use it as a small command ship – Rangers of all colors and livery have become a common site in the Interzone. Potent rotary cannon arrays and a pair of torpedo bays make the Ranger an exceptional line-buster; its H-Space capabilities mean it can move in and out quickly, thus controlling the battlefield. This vessel's only real shortcoming is it's modest armor, and smart ship Captains should use the Ranger's ability to engage in fast hit and run tactics to stay one step ahead of the enemy.

0G-HC01 Ranger, Corporate Hyper-Cruiser


Manufacture: Zero-G Innovations
Size: Huge
Power: 75
Acc: 75 Top: 450 Handling: -1
FTL: Gate Key (1 Space, 1 Power), MkIII H-Space Drive (16 Power, 3 Spaces)
Crew: 38 Hull: 55 (30) (Armor 30)

Ship Systems:
  • Starship
  • Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8): Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Repair d6, Stealth d6, Notice d6, Library Data (Common Knowledge; d6), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
  • Enhanced Crew Facilities
  • Cargo Bays (2 Bays; 2 Spaces each)
  • Exterior Docking Clamps (8) (4 Spaces; 1 Power; Small or Medium Only)
  • Marines (6 Spaces; 60 Marines)
  • Repair Facility (2 Spaces)
  • Sickbay (3 Spaces)

Weapons:
  • (2) Heavy Triple Rotary Assault Cannon Arrays [6 Spaces, 11 Power each]: 100/200/400; 4d12+16 AP8; RoF3
  • (2) Predator Medium Torpedo Bays [1 Space each; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (2) Twin Medium Pulse Cannon Turret Arrays [2 Spaces, 3 Power each]: 100/200/400, 3d10 AP8, RoF2
  • (6) Additional Torpedoes (1 Space)
  • (2) Advanced AMCM Systems (Side Mounts) [1 Space each; 2 Power each]

Monday, September 06, 2010

[Future Perfect] Peregrine Gunship

A radical departure from most Regency designs, the Peregrine would seem more at home in the Coalition’s fleet. Heavy Mass Drivers (and one of the few ships of its class or smaller to use such technology among Regency vessels) set in Fire-linked Arrays to maximize damage, long range torpedoes, reinforced hull and armor, and absurd acceleration speeds for a vessel of its size make the Peregrine a kind of anomaly. Skeptics question the Peregrine’s focus; its advocates herald the gunship’s multipurpose functionality.  How many other ships of its size can dogfight along with even the deftest of light fighters? Then again, other people may ask why a dedicated gunship should do that at all?


Peregrine, Regency Gunship

Manufacture: Regency
Size: Medium
Power: 19
Acc: 200 Top: 900 Handling: +0
FTL: Gate Beacon, H-Space Lock (1 Power)
Crew: 5 Hull: 30 (13) (Armor 13)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] & Knowledge [Common Starships])
  • Gate Beacon
  • H-Space Lock

Weapons:
  • (2) Heavy Mass Driver Arrays [3 Spaces, 3 Power each]: 100/200/400; 6d10 AP8; RoF1
  • (2) Hunter Medium Torpedo [1 Space each; 1 Power to Fire any number of torpedoes]: 275/550/1100; Tracking (Range 6600); Speed 1100; 4d10 AP40; Medium Burst
  • (6) Additional Torpedoes (1 Space)


Tuesday, August 31, 2010

Er'Nakz the Round

I built this bad boy a while back when I wrote a Fantasy adventure one-shot. I wanted an intelligent goblin warlord whose downfall had come as the result of appetites (for money and food) over a long period of time. Certainly, he's likely to be killed by player characters, but only because his own shortcomings have allowed events to transpire as they have. He's a figure who managed to unify a great many goblin tribes under his own banner in his youth, and keep them together as he aged. Only due to his own eccentricities has his band of goblins become exposed enough to be in danger from the "civilized" world.

Er'Nakz the Round (WC), Goblin Warlord
Gender: Male
Race: Goblin
Rank: NPC

Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10

Derived Characteristics:
Pace: 5+1d4"
Charisma: 0
Parry: 8 (Base 7, Buckler [+1])
Toughness: 9 (Base 7, Goblin [-1], Obese [+1], Chain Armor [+2])

Skills:
Climbing d6, Fighting d10, Intimidate d6, Language: Common Human Tongue d4, Notice d6, Shooting d6, Stealth d8, Survival d6, Taunt d6, Throwing d8

Edges:
Combat Reflexes, Nerves of Steel, Frenzy, Followers (x3), Command

Hindrances:
Obese (m), Greedy (m), Vengeful (M)

Gear:

  • Chain Armor w/ Helmet (2 Armor)
  • Buckler (+1 Parry)
  • Enchanted Falcata (longsword) +1 (+1 Hit, 2d8+1 Damage)
  • 3 Javelins (2d6 Damage)

Monday, August 30, 2010

[Future Perfect] Vampire Hyper-Cruiser

Designed for Hyperspace Pursuit, the Vampire Cruiser is a mainstay among the Collective's forces.  With advanced torpedo systems and the ability to use its scatter-cannons as a defense against enemy fighters, the Vampire is a deceptively potent warship.  Coupled with its advanced H-Space drives and exterior docking mounts, the true strength of the Vampire is revealed in its ability to outrun a vehicle in H-Space pursuit, and lay waiting in ambush with a full compliment of drones and fighters in support.  Furthermore, no Vampire cruiser is found without several dozen Marines ready for any boarding action.  A decent AI and a basic Deflector Screen system rounds out the Vampire's capabilities.  




Vampire, Collective Hyper-Cruiser
Manufacture: Collective
Size: Huge
Power: 65
Acc: 75 Top: 450 Handling: -2
FTL: Gate Key (1 Space, 1 Power), Collective H-Space Drive (16 Power, 3 Spaces)
Crew: 26 Hull: 55 (30) (Armor 30)

Ship Systems:

  • Repair Facility (4 Spaces)
  • Ship Launch Bay 4 Small or 2 Medium vessels) (8 Spaces)
  • Exterior Docking Clamps (8) (4 Spaces; 1 Power; Small or Medium Only)
  • Sickbay (1 Space)
  • Marines (4 Spaces; 40 Marines)
  • Enhanced Crew Facilities
  • Cargo Bays (2 Bays; 3 Spaces each)
  • Starship
  • Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8): Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Repair d6, Stealth d6, Notice d6, Library Data (Common Knowledge; d6), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
  • MKI Deflector Screen (-1; 4 Spaces, 4 Power)


Weapons:

  • (2) Heavy Duo-Scatter Cannons (Array; 3 Spaces, 4 Power): 80/16/320; 5d10 AP6; Small Burst Template; RoF1
  • (4) Predator Medium Torpedo [1 Space each ; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (12) Added Torpedoes (2 Spaces)
  • (2) Advanced AMCM Systems (Side Mounts) [1 Space each; 2 Power each]

Friday, August 27, 2010

Leslie, Naughty Necromancer







Ok, so I built this character a while back just for fun. Oddly enough, she's a playable Novice character... Or at least she would be in a more light hearted game. You know, I think I was reading some of Terry Pratchett's Discworld series at the time, too. Yeah, probably not the best idea when making a character, though it could have been worse if I'd been re-reading Aspirin's MythAdventures.






Leslie, Naughty Necromancer [WC]
Race: Human
Gender: Female
Experience: Quite [Novice, 0XP]

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8

Characteristics:
Charisma +2
Pace 6+1d6"
Parry 5
Toughness 7(1)

Edges:
Arcane Background (Magic [Necromancy]), Attractive

Hindrances:
Quirk (Really bad taste in who she dates; m)
Stubborn (m)
Vengeful (M)

Powers (Necromancy, 15 PP):

  • Netherbolt (Bolt; Its like a punch to your Nether-Regions)
  • Now This Can Feel Really Good... Or Really Bad (Boost/Lower Trait; Don't you want to play?)
  • Psychobitch of the Damned (Fear; Just a fine line past Naughty...)

Skills:
Fighting (Groin Shot) d6, Knowledge (Arcane) d6, Knowledge (Undead) d6, Notice d8, Spellcasting d8, Taunt d8

Gear:

  • Necrocorset (Armor +1; Supportive yet Evil)
  • Naughty Costumes (Schoolgirl, Nurse, Dominatrix)
  • Pointy Leather Boots (Str+1d4, Only when Kicking)
  • Ritual Gear

Wednesday, August 25, 2010

Updates

As some of you may have noticed, I've been updating the overall look and feel of this site. Blogger's new PAGES feature has made it much easier to keep a running page of links, and I'm attempting to take advantage of the feature to better organize some of the information on the site. Currently, I've started compiling lists of House Rules, Future Perfect material, and assorted characters I've made and posted. You'll find them in a row at the top of the blog.

I know there are some dead links, I will fix them as I set up the pages and necessary links. This is also giving me a chance to post a lot of work that I wrote but never put onto the blog, so expect quite the random assortment of material to appear in the days to come.

Monday, August 23, 2010

[Future Perfect] Gerry Dee Taylor

Gerry Dee Taylor is the little sister of "Big Bad" Billy Taylor, and Billy is the really the only "parental" figure Gerry Dee has ever known. Her earliest memory is of her parent's being murdered by Alliance Soldiers, of her total helplessness as she stood paralyzed, watching as they were gunned down and blown apart.

Gerry Dee grew up systematically excising any weaknesses in herself , fighting anyone and anything who got in her way. Her sister often had to move from job to job, location to location, because of Gerry Dee's troubles. When she was ten she brutally stabbed a food vendor and instead of having her sister bail her out, she ran away and disappeared. But she hadn't gone unnoticed...

A man by the name of Elijah Krane found her, took her under his wing, and even contacted sister Billy to gain her family's consent. Krane offered to teach Gerry how to be strong, to focus her rage and natural talents toward a new path -- that of an assassin. Though sister Billy was told only that he had agreed to educate her and keep her out of trouble, in truth Gerry Dee was learning how to find information, mark targets, and execute the flawless kill. She was a natural, and within a year had hunted down the Alliance Soldiers responsible for her parents deaths. Nearly four years she worked for Krane, paid to kill and guided in her training in stealth and the arts of murder, until Krane disappeared.

Unfortunately, there were a few issues Gerry Dee never quite got past -- chief among them was her reluctance to use a blaster, the weapon that killed her parent. Without Krane's guidance, Gerry Dee started getting sloppy, taking bad jobs, and making serious mistakes. One such job got her shot and taken captive on Matterhorn Station. If not for her sister Billy rescuing her, Gerry would have been executed.

For over two years now, she has been reunited with her sister, at first traveling the wildspaces of the Freespace. And more recently, working with the Greyjackets -- a job she really enjoys. It has returned to her a sense of focus she'd been lacking since her time with Elijah Krane. Gerry Dee is loyal to her family and closest friends, and has killed people many times to keep them safe. Unfortunately, the girl also suffers from nightmares when she sleeps, replaying over and over the death of her parents and fears for her sister's life. The nightmares have only grown more in intensity the more bioenhancements Gerry has attempted to integrate into her body.

Recently, Krane has made contact with her, but Gerry Dee is torn between her work with the Greyjackets and continuing her training with her Mentor.

Name
: Gerry Dee Taylor (WC)
Gender: Female
Occupation: Psychotic Teenaged Assassin
Genetic Package: Human
Cultural Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d10(+1), Smarts d6, Spirit d4, Strength d6, Vigor d6

Characteristics:
Biothreshold: 4(6!)
Charisma: 0/-4
Pace: 6'+1d6"
Parry: 7 (An additional +1 when actively Defensive)
Toughness: 8 (3 Armor)

Hindrances:
Bloodthirsty (M)
Night Terrors (M)
Loyal (M)

Edges:
Quick
First Strike
Martial Arts
Florentine
Frenzy
Combat Reflexes

Skills:
Fighting d10(+1), Gunnery d4(+1), Notice d6, Intimidate d4, Investigation d6, Knowledge (Harbinger Gate) d4, Languages (Imperial Standard (N), Gujar, Ranti), Stealth d10(+1), Streetwise d6, Throw d6(+1), Zero-G Manuever d8(+1)

Contacts:
(6) Elijah Krane (Teacher, Assassin): Availability +1, Capability d10/+4 (Master Assassin), Influence +1 (Hand of Sarkay)
(2) Absalom MacIntyre (Identity Broker): Availability +0, Capability d6/+2 (Forged Documents), Influence +0

Turning Points:
(1) Professional Mentor (Elijah Krane): Investigation d6; +2pt Contact
(2) Steady Work (Assassinations for Mr. Krane): +400Cr; +1 Reputation with Hand of Sarkay
(3) Traveler (Freespace); Picked up Ranti; +2 Contacts

Reputations:
Alliance -1
Hand of Sarkay +2
Icon Syndicate +1
Greyjackets +1

Biomodifications:
(2) Nano-Repair System
(3) MCS Treatment
(1) Lowlight Optical Treatment

Gear:
Armored Space Suit with Stealth System (+3 Armor, +4 Stealth)
(2) Polycarbon Glass "Duellists Blades" (1d6+1d4+1 AP2, Parry +1)
(2) Polycarbon Glass Knives (1d6+1d4+1 AP2)
(1) Microfilament Whip (Reach 1, 2d6 AP4, -1 Parry, No Str Modifiers)
Armored Clothing (+2 Armor)
Defensive Barrier (MkII)
Stun Grenades
Flash Grenades
Fake ID Papers

Tuesday, August 17, 2010

Session Pictures

Just figured I'd upload a couple of pictures from a recent session of Future Perfect: Identity Function.

Things were just about to get interesting as the player characters fled into a park (with no exits) on board Nexus Gate Spacestation. Of course, the strangeness was that no one actually was pursing them, and their shenanigans alerted the security mercenary in the Gunsuit (See the Big Gunned Mecha).
















































Saturday, August 07, 2010

[Future Perfect] Billy Taylor

Big Bad Billy Taylor's family was killed by Alliance soldiers during a dispute in the Freespace. She was left alone to raise her toddler sister, Gerry Dee, who was never quite right after the event.

Billy is an exceptional pilot, and for a very long time bounced her way along the freelance Rusher circuit. During that time, she met the most unlikely of lovers -- a young Alliance fleet ensign named Wallace Williams. "Willy" as she called him was her long distance flame for most of her freelance years... Until her sister got into some trouble on Matterhorn Station. Wallace, now a Lieutenant, informed Billy of what was going on... And with that information, Billy Taylor launched a rescue operation by using her extensive contacts in the Coalition to enlist the aid of some Greyjacket insurgents up for a good fight.

Wallace and Billy never saw eye-to-eye on how she sprung her sister, and though they occasionally talk, they have not been together since. Furthermore, due to those events and general suspicion of her involvement, many of her Alliance contacts and employers simply pulled away. She was left with little money, few job prospects in "civilized" space, and a sister who was getting into more and more trouble. To fill the void in her life, Billy has taken to over-eating and lashing out at the Alliance government whenever possible.

Lacking any other prospect, she's made her connections with the Greyjackets into a full time gig. Now, she's among their top pilots.


Name: "Big Bad" Billy Taylor
Gender: Female
Occupation: Greyjacket Pilot
Genetic Package: Human
Cultual Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d8(+1), Smarts d6, Spirit d8, Strength d8, Vigor d6

Characteristics:
Biothreshold: 6 (5)
Charisma: 0
Pace: 6'+1d6"
Parry:
Toughness: 6

Hindrances:
Loyal (m)
Obese (m)
Vow (M; To Protect Her Sister At All Costs)

Edges:
Quick, Ace

Skills:
Fighting d8, Gunnery d8, Knowledge (Blackwatch Station) d4, Knowledge (Nexus Gate) d4, Languages (Imperial Standard [N], Ranti), Notice d6, Piloting d10, Repair d6, Shooting d6, Stealth d8, Taunt d8, Zero-G Maneuver d4,

Contacts:
  • (6) Captain Wallace Williams (Captain of the A.S.S. Master, Emissary-Class Frigate): Availability +2, Capability d8/+3 (Starship Captain), Influence +1 (Alliance Military)
  • (3) Kyle Draven (Information Broker): Availability +0, Capability d8/+3 (Information Broker), Influence +0
  • (3) Steven “Tooly” Jazz (Mechanic): Availabilty +0, Capability d8/+3, Influence +0
Turning Points:
  1. Networking! +2 Contacts; +1 Reputation with Large Group
  2. Meaningful Relationship: An Alliance Officer with whom things were doomed to fail; 2 Pt Contact
  3. Sporadic Work: Her bad blood in the Alliance made it difficult for her to find any steady employment.
Reputations:
-1 Alliance
+1 Aurora Confederation
+1 Icon Syndicate
+1 Gryff, Freespace Warlord

Biomodifications:
  • Iplugs [AV2]
  • MCS Bioenhancement (+1 to Agility Rolls) [AV3]
Gear:
  • Reinforced Armored Jacket with Armored Inserts
  • Tactical Helmet with HUD (Motion Sensor/Target Display/Thermographics/Flash Suppression)
  • Imperial Armories Type VII Autopistol: 2d6+2 AP2, 12/24/48, RoF 3, Shots 30, Str Min d6, Con J

Thursday, July 22, 2010

Some Savage Guidelines

Many of the players in my current Savage Worlds campaign are used to systems with far more - and more specific - skills than what are provided for in the rulebook. Even with a number of expanded and additional skills that we use in Future Perfect, it is a small fraction of what we used often in other game systems. Now, there is no problem with a more generalist skill system. The concern is only over how some players have adapted, or had trouble adapting, to one of the core design conceits of Savage World.

Having played through several sessions, I can see now where some of the problems - disconnects, really - have arisen. The trouble lies not so much in how Skills themselves function, but in how and when certain Skills should be used as opposed to other Skill rolls or even Attribute rolls. In a game where skill lists are exhaustive, their general context and necessity can be readily apparent. However, a more general skill list, coupled with a system that encourages simple attribute tests for activities that fall outside the purview of a skill, can be off-putting simply due to its comparable ambiguity. I've no doubt that with continued play, the FFF assumptions of Savage Worlds will become second nature, just as reasoning from effect became increasingly easier as our previous Hero System games progressed.

The help out my players I've written a simple set of guidelines, shown below:


[Guidelines for Making Attribute Rolls]

AGILITY should be rolled for matters of general dexterity, fast-twitch reaction, acrobatics, or contortionism.

SMARTS should be rolled to reflect Background/General/Common Knowledge, Mental Quickness and Accuity, and general deductive reasoning and insight.

SPIRIT should be rolled for matters of Willpower, personal magnetism, courage, and keeping one's cool under pressure.

STRENGTH is rolled for any concern involving brute force, such as HTH damage, heavy lifting/hoisting/pushing/dragging, and breaking things.

VIGOR is rolled for general matters of health or stamina, including the potential resistance of damage or fatigue, toxins, disease, etc.


[Guidelines for Social Skills]

INTIMIDATION is rolled when you want to make someone do something they might not want to do, for fear of something worse happening.

PERSUASION is rolled when you want to make someone act in accordance with your point of view, even if they may not agree with it.

TAUNT is rolled when you want to make someone do something they may not want to do by compelling a reaction to your own actions.

Tuesday, July 20, 2010

[Future Perfect] Punter Eisenbrau

Punter grew up in the mining camps of Arcturus Heavy Industries. Throughout his youth, he and his father moved constantly, going from one mining outfit to the next, from Rakhan Secundus in the Coalition and as far out as the Coronian Asteroid Mines in Regency space. He helped out where he could, first hauling debris and equipment for the adults, and eventually, with preparing and setting explosive charges for breaking less cooperative environments. While Punter loved the travel, he saw how life in the labor camps had destroyed his family. Eventually, he said goodbye to his father and hitched a ride on a freighter.

He worked for his passage from one backwater to the next, mixing with all sorts of folks. His open, candid nature at first made him seem like an easy mark to members of the merchant clans, but in short order his willingness to work hard and earnest desire to learn all about their own travels won them over. He worked alongside clanners and freespacers alike, loving the travel and seeing what the universe really had to offer. Punter helped out where he could and saw first hand how many Faction governments oppress the merchant clans, especially the Regency and the Alliance, who despite their on again off again wars never seemed to miss an opportunity to chase down scavengers, and especially those from the clans, for no reason at all. He built a small scavenging vessel from an old shuttlecraft and rode along with the caravan fleets of junk scavs and pirates.

In time, Punter returned to more civilized regions. In his travels he'd earned membership in a trade guild of Freighthaulers -- making it easier to book passage anywhere. To his surprise, he was offered a job at Nexus Gate Station running a repair shop for their ships. Things worked out well for him, though many of his clanner friends took advantage of his candid nature, and snagged information about non-guild (generally Alliance-owned) freighters passing through the area. Punter caught on pretty quickly, but since the guild didn't care about non-members, he was happy to jab at the Alliance with the proverbial stick.

The urge to move on eventually overtook Punter once more. When he found a ragtag bunch of miscreants who needed some emergency repairs to their custom ship, he left with them. Now, three years later, Punter Eisenbrau is still flying through the void on that same ship.

Name: Punter Eisenbrau

Gender: Male
Occupation: Engineer/Demolitions Expert
Genetic Package: Human
Cultual Package: Labor
Rank: Seasoned [25XP]

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d10, Vigor d8

Characteristics:
Biothreshold: 6 (3)
Charisma: 0
Pace: 6'+1d6"
Parry: 5 (4)
Toughness: 11 (4)

Hindrances:
  • Curious (M)
  • Quirk (m; Wanderlust)
  • Lyin' Eyes (m)
Edges:
Brawny, McGuyver

Skills:
Drive d6, Fighting d6, Gunnery d6, Knowledge (Demolitions) d8, Knowledge (Engineering) d6, Knowledge (Mining) d4, Language (Imperial Standard; Native), Language (Ranti), Notice d8, Pilot d6, Repair d10, Survival d6, Throw d6

Contacts:
  • (4) Peri Skyforger (Clan Scavenger): Availability +0; Capability d8/+3 (Scavenger); Influence +1 (Pirate Clans)
  • (5) Sixty-One Tommy Oroshi "61to" (Kokoran Hacker): Availablity +1; Capability d8/+3 (Hacker), Influence +1 (Dome 61)
  • (4) Esteban Ruiz (Mining Camp Foreman): Availability +0; Capability d8/+3 (Mining Gear); Influence +1 (Arcturus Heavy Industries)
  • (1) "Stanker" (Blue Diamond Clan): Availability +0; Capability d4/+1 (Information); Influence +0
Turning Points:
  1. Traveler: Extensive travel among the various backwaters lead to some friendships made with people among the Merchant Clans. Learned Ranti, Gained +2 COntacts.
  2. Meeting All Kinds of People: Continued traveling among the Merchant Clans, jumping ship to ship and marveling at their adaptability. Gained +4 Contacts and a +1 Reputation among the Pirate Clans.
  3. Steady Work: Returned to Planet Dust and got a job with a Freight Hauler's Trade Guild running their repair shop on Nexus Gate. Finally left because he wanted to resume traveling. Left on good terms (+1 Reputation with Trade Guild), with some savings (350cr), and reputation for adaptability and quick thinking.
Reputations:
  • Alliance (-1)
  • Merchant (Pirate) Clans (+2)
  • Freighthaulers Union (Trade Guild) (+1)
Biomodifications:
  • Lowlight Vision Treatment (AV1)
  • Digestive Dietary Enzymes (AV2)
Gear:
  • Toolkit
  • Demolitions Kit
  • Small Scavenger Tug (See Below)
  • (12) Assorted Grenades
  • Heavy 2H Wrench (Treat as Maul; Damage 1d10+1d8, AP2 versus Hard (Rigid) Armor, -1 Parry, 2H)
  • Heavy Armored Jacket with Inserts (Armor 4)
---

Light Scavenger Tug (Modified Gremlin Shuttle)

Manufacture: StarJourney Transportation, Modified
Size: Small
Power: 14
Acc: 180 Top: 1200 Handling: +1
FTL: Gate Beacon
Crew: 1 Hull: 16 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Autopilot, Library (General Knowledge), Pattern Recognition
  • Starship
  • Atmospheric
  • Gate Beacon
  • Cargo Hold (1 Space)
Weapons:
  • Tractor Beam (Small; 2 Spaces)

[Future Perfect] Rico Salazar

Over the next few posts, I will be presenting several characters who form a cell of Greyjacket insurgents in the world of Future Perfect. Each character will be presented as a playable build using the normal experience point system (as opposed to my custom XP system) and general rules expansions from the Future Perfect setting. These additions include rules for Contacts, Cultural Templates, the Turning Points Background Generation system, and the rules for Reputations. In some cases, additional rules for Bioaugmentations and variant Gene Templates are used as well.

In total, there will be five characters, a fairly standard size for a Greyjacket Cell, who form the cell known as "Rascal's Reavers". Along with the characters, I'll be posting the design for their customized starship.
  • Captain/Social Expert - Rosco "Rascal" Marinn
  • Firearms Expert - Rico Salazar
  • Melee Expert - Gerry Dee Taylor
  • Ace Pilot - Billy "Badgirl" Taylor
  • Engineer/Demolitions - Punter Eisenbrau
  • Ship - The Jagged Thorn (Custom Ogre-class Freightrunner)
So you'll probably want to go back and skim my previous post so you'll know a little bit about the Greyjackets as an organization.
---


First up is Rico Salazar, a firearm's expert who grew up on the streets. His resourcefulness and tenacity earned Rico some odd jobs with the Icon Syndicate before he "got out" by joining the Coalition Defense Forces. He served a tour as a field medic and mustered out with honor and a solid understanding of how bad things really were for the Coalition government. He understood some of the hard choices his government had to make in the hope of securing its own future... and he saw clearly how it was the Alliance's machinations that had lead his people to their current, sorry state of affairs. Not wanting to remain with CDF and be stuck on duty on some rickety space station, Rico wanted to do something that mattered.

Traveling into Alliance space, he disappeared among some of the local Scavengers. For over a year he waged a private battle with the security forces of Matterhorn station, doing whatever he could to tie up gate travel. The Alliance is most easily wounded by striking its purse strings, and Rico hoped that enough travelers would find the Gateway at Matterhorn to be inconvenient enough to warrant other arrangements -- possibly through Coalition controlled Gateways. Rico's efforts did not go unnoticed. Even as he ultimately found himself captured and awaiting trial, the Greyjacket's made him an offer. Rico signed on, and with their help, he disappeared... But he still remembers to send Matterhorn's Security Chief a birthday card every year.


Name: Rico Salazar
Gender: Male
Occupation: Greyjacket Gunman
Genetic Package: Human
Cultual Package: Criminal
Rank: Seasoned [25XP]

Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d8 (d6), Vigor d8

Characteristics:
Biothreshold: 6 (6)
Charisma: 0
Pace: 6'+1d6"
Parry: 6
Toughness: 10 (4)

Hindrances:
Loyal (M), Wanted (M; For some fairly serious crimes against the Alliance)

Edges:
Quick, Quickdraw

Skills:
Climbing d6, Driving d6, Fighting d8, Gunnery d6, Knowledge (Home Region) d4, Medical d8, Notice d6, Persuasion d6, Shooting d10, Stealth d8, Survival d6

Contacts:

  • (7) Sgt Lars Henderson, Coalition Defense Forces (Retired): Availability +2; Capability d8/+3 (Field Medic, Veteran Soldier); Influence +1 (Coalition Defense Forces).
  • (1) Joey Bitters, Scavenger Kid: Availability +0; Capability d4/+1 (Scrounging); Influence +0
Turning Points:
  • (1) Freelancing: Worked for the Icon Syndicate assisting in the "transport" of people, whether they liked it or not. Performed his job excellently, completing his assignments within specified parameters. Gains +1 Reputation [Icon Syndicate].
  • (2) Professional Mentor: Sgt Lars Henderson (Retired), Field Medic; Learned quite a bit about battlefield medicine and wound care under his tutelege. Gains mentor as a contact (starts at 1d6/+2 Capability).
  • (3) Made an Enemy: An authority figure, after causing them to lose face publicly. Enemy will attack if given the opportunity. Enemy is the Chief of Security at Matterhorn Station in the Alliance.
Reputations:
  • Alliance -1
  • Icon Syndicate +2
  • Greyjackets +2
Biomodifications:
  • Biopolymer Muscle Enhancement
  • Iplugs
  • Targeting System
Gear:
  • Reinforced Armored Jacket with Armored Inserts (Armor +4)
  • Tactical Helmet with HUD (Motion Sensor/Target Display/Thermographics/Flash Suppression)
  • Imperial Armories Modular Assault Weapon (MAW; Shared Ammo Source):
  • - Assault Blaster: 3d6 AP2, +1 Acc, 30/60/120, RoF 5, Shots 100
    - Flamer: 2d10 Fire, Cone, No Range, RoF 1, Shots 25 (4 Energy per use)
    - Energy Grenade: 2d8, +1 Acc, MBT, 20/40/80, RoF 1, Shots 25 (4 Energy per use)
  • Ragnarok Arms "Bolt" Heavy Plasma Pistol: 3d8+3 AP2, 15/30/60, RoF1, 15 Shots, STR Min d8
  • (4) Light Power Cells

Monday, July 19, 2010

[Future Perfect] The Greyjackets

THE GREYJACKETS

Approximately 40 years ago, the last Summit of Known Powers was held. Intended to serve as a means of fostering tolerant co-existence among the major players in faction space, the Summit was a playground for idealists, politicians, and scoundrel's alike. A young but influential Alliance, the enigmatic Kokorans, a Regency strained by civil unrest, A Coalition beginning to crumble, a Collective perhaps even stranger than the Kokorans, and the known universes largest Commercial Powers acting as one political entity all met and attempted to resolve their grievances and plan for a peaceful tomorrow. Unfortunately, every prize earned by one party takes something away from another. And it was the Coalition that lost the most during the summit; with little aid from a Regency attempting to reinvent itself as distinct from its Imperial past, the Alliance stifled all of the Coalition's outcry over how the UIC was split apart. The Summit met and ended, and everyone went their separate ways.

However, unhappy with provisions made at the Summit of Known Powers, angry individuals hailing from the Coalition and the Freespace took up arms against the Alliance. They felt the Alliance had long been sabotaging the Coalition's sociopolitical efforts as well as buying/empowering regional Warlords in the Wilds of the Freespace to use as leverage against the interests of Planet Dust. Coming mostly from the poor slums and labor camps, these people came to be called Greyjackets because of the drab, grey jackets they would tend to wear.

After a few years of Greyjacket militia's posturing, threatening, and protesting the Alliance began to grow weary of them. Beleaguered by increased hostilities from the Regency over Colonial Expansion in the Frontier, the Alliance government had enough. They placed a standing bounty out on the Greyjackets, declaring them terrorists allied with the Regency Government. Pushed into a corner, the Greyjackets respond by blowing up several key government targets on Core Beta. They state the difference between their prior actions and current ones should have been evident. But if they are to be treated as terrorists, then let them be what the Alliance has made them.

Since then, the Greyjackets have recruited heavily from among the Alliance’s own growing population of dispossessed, including ex-military men and even a few rogue mind-cops. An admixture of Coalition, Freespace, and Alliance personnel, they have succeeded where the Summit had failed - in reunifying a sundered people back under a shared vision. Indeed, they are something of folk heroes among the Dusters and the backwaters of Coalition space, said to be fighting to restore the grandeur of a reunified UIC.

Greyjackets act in small cells of four or five people and are semi-autonomous. Greyjacket leadership is secretive, mobile, and seems to excel at misdirection. For example, even one of the few known Greyjacket leaders, Ajax Stone, insists upon using only the rank of Sergeant despite commanding at least a small fleet of Greyjacket vessels. Their efforts run the gamut from promoting civil disobedience, to the promulgation of dissident literature and anti-Alliance information, to blatant piracy (against the Alliance and its allies), murder, and quick-strike attacks against civilian population centers. If nothing else, Greyjackets consider themselves to be at war with the Alliance.

Saturday, July 17, 2010

[Future Perfect] Imperial Juggernaut

Thus far, I have refrained from posting any Capital ships from the universe of Future Perfect. However, I decided that since I've been working on a compendium of ships, it was time that some of the heavy hitters were shown.


The Imperial Juggernaut, despite its name, is one of the smaller of such craft. Relics from the Empire in the days before the Regency, Juggernaut-class command ships formed the core of the Imperial Fleet. It possesses not only a trio of heavy pulse arrays, but a devastating spinal mounted energy cannon able to destroy nearly anything in its path. Indeed, one can see where the Coalition learned the "flying gun" principle when examining the Juggernaut class starship.

A Juggernaut always was accompanied by a small compliment of additional ships including fighters, gunships, and even cruisers.

Juggernaut, Imperial Command Ship

Manufacture: Old Imperial
Size: Gargantuan
Power: 180
Acc: 50 Top: 300 Handling: -3
FTL: Gate Key (1 Space, 1 Power), H-Space Drive (25 Power, 4 Spaces)
Crew: 100 Hull: 81 (40) (Armor 40)

Ship Systems:
  • Repair Facility (4 Spaces)
  • Ship Launch Bay 8 Small or 4 Medium vessels) (16 Spaces)
  • Exterior Docking Clamps (18) (9 Spaces; 1 Power; Small, Medium, Large Only)
  • Sickbay (4 Spaces)
  • Marines (6 Spaces; 60 Marines)
  • Enhanced Crew Facilities
  • Cargo Bay (4 Spaces)
  • Starship
  • Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 10, Spaces 10): Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Repair d6, Stealth d6, Notice d6, Library Data (Common Knowledge; d6), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
Weapons:
  • (1) Spinal Mount, Beam Cannon (Damage 10d10 AP90, 30 Spaces)
  • (3) Imperial Armories Dual Heavy Pulse Cannon Arrays [3 Spaces, 4 Power each]: 100/200/400, 4d10 AP10, RoF3
  • (2) Advanced AMCM Systems (1 Space each)
Standard Compliment:
  • (15) Imperial ASP Fighters
  • (5) Imperial REPR (Reaper) Gunships (See Below)
  • (2) Imperial R-31 Escort Corvettes (See Below)



The obvious inspiration for the Alliance’s Orca class Gunship, the Reaper (so-called for its functions of Reconnoiter, Engage, Pursue, and Report) was a tried and true warhorse among the old Imperial fleet. The Imperium stopped making the Reaper during the time of the UIC secessionist movement – not because it was obsolete, but because it was said to be Ozkar Rheingold’s favorite light warship and the Imperium feared a war against one of their top military commanders. Some Reapers remain in service in faction space, though most of them have been acquired by mercenary companies and Freespace warlords.


REPR, Reaper-Class Gunship

Manufacture: Old Imperial
Size: Medium, Heavy
Power: 32
Acc: 145 Top: 720 Handling: +0
FTL: Gate Beacon, H-Space Lock
Crew: 5 Hull: 35 (15) (Armor 15)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Astrogation] & Knowledge [Common Starships])
  • Marines (10; 1 Space, 1 Power)
  • Gateway Beacon (1 Power)
  • H-Space Lock (1 Space; 1 Power)
  • (2) External Docking Clamps (1 Space; Small Only)
Weapons:
  • (3) Predator Medium Torpedoes [1 Space each; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (2) Imperial Armories Dual Heavy Pulse Cannon Array [3 Spaces each, 4 Power]: 100/200/400, 4d10 AP10, RoF3
  • (1) Advanced AMCM
  • (6) Additional Torpedoes (1 Space)




The classic R-31 design was a mainstay among the Empire’s fleet for nearly four hundred years, pairing suppressive fire capable, high yield pulse cannons with heavy armor and fair acceleration. The R-31 Corvette (or Light Cruiser) often ran escort for freighters and larger frigates, including command vessels, and offered fire support for deployed fighter craft. A small cargo hold and several fire teams of Imperial marines made the R-31 excellent for fast attack and boarding actions as well as for system security – roles not lost on the many enterprising pirate clans and criminal ventures who acquired more than a few decommissioned R-31s.

The Coalition’s Desperado Escort Cruiser is an update to this design offering additional weapons and acceleration, though some suggest that the replacing the two pulse cannon arrays with three independent beam cannons is no improvement at all. However, the change only was made due to Imperial Armories remaining within the Regency; the Desperado’s weapons easily could be swapped.


R-31, Imperial Escort Corvette

Manufacture: Old Imperial
Size: Large
Power: 40
Acc: 110 Top: 600 Handling: -1
FTL: Gate Beacon (1 Power)
Crew: 10 Hull: 54 (26) [Armor 26]

Ship Systems:
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Military Vessels], Knowledge [Civilian Vessels], Knowledge [Planets/Colonies], Passive Scanners)
  • Starship
  • Marines (20; +2 Spaces)
  • Cargo (2 Spaces)
Weapons:
  • (2) Imperial Armories Heavy TriPulse Cannon Arrays [5 Spaces, 7 Power each, Turret Mounted]: 100/200/400, 4d12 AP10, RoF3
  • (2) Advanced AMCM [1 Space each]